BBCF/Naoto Kurogane: Difference between revisions

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======<font style="visibility:hidden" size="0">5C</font>======
======<font style="visibility:hidden" size="0">5C</font>======
{{MoveData
{{MoveData
|image=BBCF_Naoto_5C.png |caption= Pretty decent neutral tool.  
|image=BBCF_Naoto_5C.png |caption= Pretty decent neutral tool. Very Good Punish tool
|name=5C
|name=5C
|data=
|data=
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  |startup=24 |active=3 |recovery=24 |frameAdv= -10 |attribute=B |hitbox=naoto/6A
  |startup=24 |active=3 |recovery=24 |frameAdv= -10 |attribute=B |hitbox=naoto/6A
  |description=
  |description=
*110% bonus proration
*Forces crouching on hit
*Forces crouching on hit
Naoto hits the opponent with an overhead punch. Decent speed, can be followed up with Cs, Ds and specials. Naoto's only overhead.
Naoto hits the opponent with an overhead punch. Decent speed, can be followed up with Cs, Ds and specials. Naoto's only overhead.
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*Shift Sway cancelable on hit and block
*Shift Sway cancelable on hit and block
*Causes stagger on hit
*Causes stagger on hit
*Enters Dash Cancel State on Frame 10
Hits the opponent with a blade of blood. Mainly used for corner combos. The long start up makes it ideal against players abusing fuzzy guard. Use cautiously, skilled opponents will use reversals or OD after 5C if it's not used spareingly. The dash cancel should be used on any non A hit confirm to go into 6623C 5A 2C rekka.
Hits the opponent with a blade of blood. Mainly used for corner combos. The long start up makes it ideal against players abusing fuzzy guard. Use cautiously, skilled opponents will use reversals or OD after 5C if it's not used spareingly. The dash cancel should be used on any non A hit confirm to go into 6623C 5A 2C rekka.
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*Shift Sway cancelable on hit and block
*Shift Sway cancelable on hit and block
*Causes Guard Break
*Causes Guard Break
*Enters Dash Cancel State on Frame 10
Fully charged, it can be used to break the opponent's guard and quickly go into Divine Smasher for damage. Causes a long stagger on hit and a slide on air hit.
Fully charged, it can be used to break the opponent's guard and quickly go into Divine Smasher for damage. Causes a long stagger on hit and a slide on air hit.
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*Dash cancelable before hit and on hit
*Dash cancelable before hit and on hit
*Shift Sway cancelable on hit and block
*Shift Sway cancelable on hit and block
*Causes Guard Break
*Enters Dash Cancel State on Frame 10
 
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{{AttackData-BBCF
{{AttackData-BBCF
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*Shift Sway cancelable on hit and block
*Shift Sway cancelable on hit and block
*Causes Guard Break
*Causes Guard Break
*Enters Dash Cancel State on Frame 10
Has an extremely fast start up.  
Has an extremely fast start up.  


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*Shift Sway cancelable on hit and block
*Shift Sway cancelable on hit and block
*Causes stagger on hit
*Causes stagger on hit
*Enters Dash Cancel State on Frame 10
Hits the opponent with a blade of blood. Similiar to 5D, but hits low instead. This move gives Naoto the most options on corner hit. Off 2D in the corner, you can do 214A>dc>en214A for a solid crossup, and even do a crossunder 2B or another en214A crossup into Phantom Pain. Charged version causes wallstick on air hit.
Hits the opponent with a blade of blood. Similiar to 5D, but hits low instead. This move gives Naoto the most options on corner hit. Off 2D in the corner, you can do 214A>dc>en214A for a solid crossup, and even do a crossunder 2B or another en214A crossup into Phantom Pain. Charged version causes wallstick on air hit.


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*Shift Sway cancelable on hit and block
*Shift Sway cancelable on hit and block
*Causes stagger on hit
*Causes stagger on hit
*Causes Guard Break
*Enters Dash Cancel State on Frame 10


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*Dash cancelable before hit and on hit
*Dash cancelable before hit and on hit
*Shift Sway cancelable on hit and block
*Shift Sway cancelable on hit and block
*Causes guard break
*Enters Dash Cancel State on Frame 10


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*Shift Sway cancelable on hit and block
*Shift Sway cancelable on hit and block
*Causes guard break
*Causes guard break
*Enters Dash Cancel State on Frame 10


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*Causes float on hit
*Causes float on hit
*Jump cancelable on hit and on block
*Jump cancelable on hit and on block
*Enters Dash Cancel State on Frame 10
Naoto makes a blade of blood and aims upward, slashing with high diagonal range. 6D is a staple for combos, usually leading to high damage when used. CH 5C/2C>6D will lead to strong damage anywhere on screen.
Naoto makes a blade of blood and aims upward, slashing with high diagonal range. 6D is a staple for combos, usually leading to high damage when used. CH 5C/2C>6D will lead to strong damage anywhere on screen.
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*Causes guard break
*Causes guard break
*Jump cancelable on hit and on block
*Jump cancelable on hit and on block
*Enters Dash Cancel State on Frame 10
Charged version is Naoto's best starter for high damage: it has huge range, is a Fatal Counter, and causes a wallbounce on hit.
Charged version is Naoto's best starter for high damage: it has huge range, is a Fatal Counter, and causes a wallbounce on hit.
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*Jump cancelable on hit and on block
*Jump cancelable on hit and on block
*Dash cancelable before hit and on hit
*Dash cancelable before hit and on hit
*Enters Dash Cancel State on Frame 10
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|description=
|description=
Naoto aims downward with a blade of blood. Has decent horizontal and downward range. Good for combos. Charging slows down Naoto's descent so it can be used to bait anti-airs, and when fully charged, the horizontal range is huge. Leads to a good combo if spaced right and is an overall good tool with many purposes. Charged version causes groundbounce on hit.
Naoto aims downward with a blade of blood. Has decent horizontal and downward range. Good for combos. Charging slows down Naoto's descent so it can be used to bait anti-airs, and when fully charged, the horizontal range is huge. Leads to a good combo if spaced right and is an overall good tool with many purposes. Charged version causes groundbounce on hit.
*Uncharged j.D has 5f of Forced Landing Recovery
*Charged j.D has 10f of Forced Landing Recovery
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|header=yes
|header=yes
  |damage=1000 |cancel=R(J) |starter=|guard=Mid
  |damage=1000 |cancel=R(J) |starter=|guard=Mid
  |startup=18 |active=8 |recovery=30 |frameAdv= -19 |attribute=B|description=
  |startup=16 |active=8 |recovery=30 |frameAdv= -19 |attribute=B|description=
Follows up Roar with an uppercut. Jump-cancelable on hit. Mainly used to go into an air combo ender with D Inferno Crusader. Enhanced version dashes a bit further making it a bit easier to combo midscreen. As of 2.0, it works on standing opponents
Follows up Roar with an uppercut. Jump-cancelable on hit. Mainly used to go into an air combo ender with D Inferno Crusader. Enhanced version dashes a bit further making it a bit easier to combo midscreen. As of 2.0, it works on standing opponents
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|header=no
|header=no
  |version=Enhanced |damage=0 |cancel= |starter=|guard=
  |version=Enhanced |damage=0 |cancel= |starter=|guard=
  |startup= |active= |recovery=37 |frameAdv= |attribute=|description=
  |startup=15 |active= |recovery=37 |frameAdv= |attribute=|description=
*Head ,Body, and Projectile invulnerability
*Head ,Body, and Projectile invulnerability
*Phantom Pain shortcut removed in 2.0
*Phantom Pain shortcut removed in 2.0
*Enters Dash Cancel State on Frame 9
Naoto sways back, dodging the opponent's attack. Dodges highs, mids and projectiles, but loses to lows and throws. Can dash-cancel at any time during the animation, which is useful for going into Enhanced specials. You can even do Shift Sway>dash cancel>Enhanced Shift Sway for a solid crossup. 2146A will buffer a forward input allowing easier dash cancel enhanced specials.
Naoto sways back, dodging the opponent's attack. Dodges highs, mids and projectiles, but loses to lows and throws. Can dash-cancel at any time during the animation, which is useful for going into Enhanced specials. You can even do Shift Sway>dash cancel>Enhanced Shift Sway for a solid crossup. 2146A will buffer a forward input allowing easier dash cancel enhanced specials.


Enhanced version makes Naoto move forward. The movement is very fast and, if the opponent is next to him, he will go behind them almost instantly. Very solid crossup tool that can be used to mess with the opponent's head. Will swap sides even if opponent is in the corner. Works well against wake up distortion drives/reversals giving you enough time to counter with 6D or dash 5B/5C enhanced Slash Kaid.
Enhanced version makes Naoto move forward. The movement is very fast and, if the opponent is next to him, he will go behind them almost instantly. Very solid crossup tool that can be used to mess with the opponent's head. Will swap sides even if opponent is in the corner. Works well against wake up distortion drives/reversals giving you enough time to counter with 6D or dash 5B/5C enhanced Slash Kaid.
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*Whiff on crouching
*Whiff on crouching
After Shift Sway, Naoto will do a rising kick. If it hits, he will follow it up with a second kick. Can be followed up with dash 5B/5C for a solid combo anywhere. Can be used to Reset albeit unreliably. Followup Time was buffed in 2.0  
After Shift Sway, Naoto will do a rising kick. If it hits, he will follow it up with a second kick. Can be followed up with dash 5B/5C for a solid combo anywhere. Can be used to Reset albeit unreliably. Followup Time was buffed in 2.0  
Phantom Pain and Enhanced Phantom Pain are Considered Two different moves
*2C>Pain = Approx 23f
*2C>EnPain = Approx 21f
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Revision as of 19:11, 15 January 2018

Naoto Kurogane
BBCF Naoto Portrait.png

Health: 11,500
Combo Rate: 60%
Prejump:
Backdash Time 25 / Invul: 1-4


Movement Options
Double Jump, 1 Air Dash, Dash type: Run
Play-style
Offensive, Rushdown
  

Overview

Naoto Kurogane is the main protagonist of the BlazBlue: Bloodedge Experience novel series. He is gifted with the Hunter's Eye, an ability that allows him to see the life-force of living beings as a numerical value; his own life-force value hovered around 9,810 until he became Raquel Alucard's servant. He first appears as a playable character in BlazBlue: Central Fiction.

Drive: Bloodedge

Naoto's Drive allows him to attack with his own blood. His Drive attacks already possess long range, but Naoto can charge them to further increase said range and imbue them with Guard Break properties. At any point during the charge, Naoto can perform a dash to cancel it.

Unique Ability: Enhancer

Naoto also possesses a unique ability: if he performs his special moves or Distortion Drives while he is dashing, these will be given new properties (e.g. more hits).

Overdrive: Blood Repulsor

Naoto's Drive attacks take less time to charge, and his Enhancer ability will be powered up. Additionally, his hair and eyes will turn white and red, respectively.

Strengths/Weaknesses

Strengths Weaknesses
  • Strong and consistent damage output
  • Very good corner carry and side-swap opportunities
  • Good mobility with a fast dash speed
  • Good pressure tools with a decent overhead that leads to damage anywhere, strong cross-up potential, and good normals
  • Solid defensive options with a great DP, a great reversal super and a decent anti-air
  • Highest damaging 5A counter in the game
  • Short range outside of Drive attacks and Divine Smasher
  • Neutral game can be challenging, as he lacks a projectile, and thus can be zoned out easily
  • High execution barrier, optimal combos require a lot of micro-dashes and dash-canceling

Notes

  • Started updating to 2.0.
  • Thanks, whoever uploaded new pics. -DBliss


Normal Moves

5A
5A
BBCF Naoto 5A.png
Watch out for the Jab
300 Mid 6 3 12 - B -
5AA
5AA The King of 5A counters
600 Mid 8 4 14 - B -
5B
5B
BBCF Naoto 5B.png
Sol 5K lite. Now can reliably Anti-Air
550 Mid 8 3 18 - B -
5C
5C
BBCF Naoto 5C.png
Pretty decent neutral tool. Very Good Punish tool
800 Mid 12 4 18 - B -
2A
2A
BBCF Naoto 2A.png
Stagger Pressure
300 Low 7 2 12 - F -
2B
2B
BBCF Naoto 2B.png
Another Good Low
480 Low 8 3 15 - F -
2C
2C
BBCF Naoto 2C.png
Anti-air into Damage
850 Mid 11 6 22 - B -
6A
6A
BBCF Naoto 6A.png
Use this to dunk on people's heads.
700 High 24 3 24 - B -
6B
6B
BBCF Naoto 6B.png
No Low/Throw Zone. Now the Gatling God
750 Mid 17 4 16 - H -
6C
6C
BBCF Naoto 6C.png
Useless and people will still Block it standing
800 Mid 35 4 9+8L - H -
3C
3C
BBCF Naoto 3C.png
Sweep. Dont get hit by Dash Sweep
780 Low 11 4 17 - F -
j.A
j.A
BBCF Naoto jA.png
Air to Air
300 High/Air 7 3 9 - H -
j.B
j.B
BBCF Naoto jB.png
The "New" Shoto kick
580 High/Air 9 6 13 - H -
j.C
j.C
BBCF Naoto jC.png
Melty Blood Normal
900 High/Air 10 6 12 - H -


Drive Moves

5D
5D
BBCF Naoto 5D.png
Blood Sword and Blood Sword that Guard Breaks (Charged)
900 Mid 20 5 18 - B - 1350 Barrier 40 5 18 - B - 900 Mid 18 5 18 - B - 1350 Barrier 28 5 18 - B -
2D
2D
BBCF Naoto 2D.png
Low Blood Sword with a small hurtbox
900 Low 22 5 18 - F - 1350 Low Barrier 44 5 18 - F - 900 Low 20 5 18 - F - 1350 Low Barrier 32 5 18 - F -
6D
6D
BBCF Naoto 6D.png
Dont. Get. Hit
1000 Mid 24 6 17 - B - 1500 Barrier 48 6 17 - B - 1000 Mid 22 6 17 - B - 1500 Barrier 36 6 17 - B -
j.D
j.D
BBCF Naoto jD.png
Jumping blood sword and "This is my Area" Sword
900 High 20 5 23 - H - 1350 High Barrier 40 5 23 - H - 900 High 18 5 23 - H - 1350 High Barrier 28 5 23 - H -


Universal Mechanics

Throw
Throw Forward Back
BBCF Naoto AThrow.png
Air
0, 1500 Throw 7 3 23 - T - 1500 Throw 7 3 23 - T - 1500 Throw 7 3 26 - T -
Counter Assault
Counter Assault
6A+B during blockstun
BBCF Naoto 5C.png
0 Mid 13 6 30 - B -
Crush Trigger
Crush Trigger
5A+B
BBCF Naoto CT.png
HOL UP! DAB
1000 Barrier 20 1 25 - B - 1000 Barrier 30-61 1 25 - B -


Special Moves

Banishing Fang
Banishing Fang
236B
BBCF Naoto BanishingFang.png
Rekka. Pressure Reset
700 Mid 13 3 17 - B -
Banishing Fang: Roar
Banishing Fang: Roar
236B after Banishing Fang
BBCF Naoto BanishingFangRoar.png
Deceptive Hitbox
800 Mid 9 6 18 - B - 800 Mid 9 6 18 - B -
Banishing Fang: Bash
Banishing Fang: Bash
236B after Banishing Fang: Roar Normal rekka ender, Dont get Fataled By this
1200 Mid 14 7 22 - B - 1200 Mid 14 7 22 - B -
Banishing Fang: Raid
Banishing Fang: Raid
236C after Banishing Fang: Roar
BBCF Naoto BanishingFangRaid.png
Alternate rekka ender
1000 Mid 16 8 30 - B -
Inferno Crusader
Inferno Crusader
623C/D (Air OK)
BBCF Naoto InfernoCrusader D.png
The DP of gods.
600 Mid 6 9 L+11 - Ground: B
Air: H
- 600*2 Mid 6 6,3 L+11 - Ground: B
Air: H
- 700*2 Mid 9 3,10 L+16 - Ground: B
Air: H
- 700, 450*4 Mid 9 3,3,3,2,2 L+16 - Ground: B
Air: H
-
Overhead Kick
Overhead Kick
2C after Inferno Crusader
BBCF Naoto OverheadKick.png
I Whiff it, I Knock 'em down.
1000 Mid 11 6 L - H -
Slash Kaid
Slash Kaid
214D
BBCF Naoto SlashKaid.png
S P A C I N G into death
1000 Mid 15 3 23 - B - 1000 Mid 13 3 29 - B -
Shift Sway
Shift Sway
214A
BBCF Naoto ShiftSway.png
Is that a Jojo's Reference?
BBCF Naoto ShiftSwayEnhanced.png
0 39 - - 0 15 37 - -
Phantom Pain
Phantom Pain
8A after Shift Sway
BBCF Naoto PhantomPain.png
YEET
0, 1426*2 Unblockable 15 5 28 - T -


Distortion Drives

Divine Smasher
Divine Smasher
632146B (air OK)
BBCF Naoto DivineSmasher.png
Rock Howard would be proud
2000 Mid 5+2 10 25 - B - 2400 Mid 5+2 10 25 - B - 2610 Mid 5+2 10 25 - B - 1800 Mid 5+7 Until L 25 - H - Mid 5+7 Until L 25 - H -
Divine Reaper
Divine Reaper
632146D
BBCF Naoto DivineReaper.png
Pictured: First part of the move
2800 Mid 4+9 1 48 - B - 693*3 Mid 4+10 3,3,6 - P2* - 3489 Mid 4+9 1 48 - B - 803*3 Mid 4+10 3,3,6 - P2* -


Exceed Accel

Grim of Phantom
ABCD during Overdrive Wanna see me be Minus on Hit?
2070 Mid Fast: 10 Slow: 20 3 34 - B - 4122 Mid Fast: 10 Slow: 20 3 34 - B -


Astral Heat

Edge of Eternity
2141236C -LITERALLY- Black Onslaught
DESTROY Mid 4+11 6 28 - B -


External References