BBCF/Naoto Kurogane

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Revision as of 06:46, 14 July 2022 by Akera (talk | contribs) (→‎Drive Moves: Added more detail to dash cancel timings)


Overview
Overview

Naoto is an aggressive rushdown character with high damage and great pressure options. Naoto can convert most hits into great damage thanks to his unique "Enhancer" mechanic - if Naoto performs a special move while dashing, said special move will gain new properties. These new properties give him excellent corner carry and can be used to great effect in combos. His DP is also one of the best reversals in the game, thanks to it having a huge forward hitbox with tons of active frames and invincibility.

Though he lacks the far reaching normals of other members of the cast and has no fireball, his good mobility and Enhanced specials allow him to quickly close the gap to his opponent. Though Naoto requires above average execution for optimized play, he rewards the effort with a strong combo potential and fantastic damage.

Naoto's Drive allows him to transform his blood into melee weapons for longer range attacks. Naoto can charge them to further increase range and imbue them with Guard Break properties. While charging, Naoto can dash cancel to act as a feint.
Naoto's Drive attacks are faster especially when charged and grounded Drive moves become dash cancelable on hit and on block, including when charged. Additionally, the window to Enhance specials after a dash increases greatly, and Naoto can use Enhanced specials in the air. Finally, his hair and eyes will turn white and red, respectively.


BBCF Naoto Kurogane Nameplate.png
BBCF Naoto Portrait.png
Health
11,500
Prejump
4F
Backdash
25F (1~4F Inv All, 2~15 airborne)
Fastest Attack
Reversals
Fatal Starters
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws.5A, 623C (6F)
Reversal Attacks:Any reversal-esque moves this character has. Excludes universal options.623D, 632146B, 632146D
Fatal Starters:6[D], RoarBBCF Naoto Kurogane 236B~236B.pngGuardAllStartup9Recovery18Advantage-7, BashBBCF Naoto Kurogane 236B~236B~236B.pngGuardAllStartup14Recovery22Advantage-10

Normal Moves

  • All normal and Drive moves are special cancelable on hit and on block

5A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 All 6 3 12 -1 B

Great jab, one of Naoto's primary buttons for his stagger pressure due to being fast, hitting crouchers, being jump cancelable on block, being only slightly minus and having excellent cancel options such as 5AA or 2A. Unlike most jabs, it is a level 2 normal, meaning it has more block/hitstun than usual, making it win most 5A/2A trades and allowing it to combo into Enhanced 236B and 214D when done out of a dash.

Gatling options: 5AABBCF Naoto Kurogane 5AA.pngGuardMidStartup8Recovery14Advantage-1, 2ABBCF Naoto Kurogane 2A.pngGuardLow/AirStartup7Recovery12Advantage-2, 6ABBCF Naoto Kurogane 6A.pngGuardHighStartup24Recovery24Advantage-10, 5BBBCF Naoto Kurogane 5B.pngGuardMidStartup8Recovery18Advantage-4, 2BBBCF Naoto Kurogane 2B.pngGuardLowStartup8Recovery15Advantage-4, 6BBBCF Naoto Kurogane 6B.pngGuardAllStartup17Recovery4+12Advantage-1, 5CBBCF Naoto Kurogane 5C.pngGuardMidStartup12Recovery18Advantage-3, 2CBBCF Naoto Kurogane 2C.pngGuardMidStartup11Recovery22Advantage-11, 3CBBCF Naoto Kurogane 3C.pngGuardLowStartup11Recovery17Advantage-4, 5DBBCF Naoto Kurogane 5D.pngGuardMidStartup20 [18]Recovery18Advantage-2, 2DBBCF Naoto Kurogane 2D.pngGuardLowStartup22 [20]Recovery18Advantage-2, 6DBBCF Naoto Kurogane 6D.pngGuardMidStartup24 [22]Recovery17Advantage-2

5AA

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
600 Mid 8 4 14 -1 B

Can only be done after a 5A. Another of Naoto's primary presssure buttons as it also hits crouchers and is still only slightly minus, moves forward and leads to excellent reward on counter hit. Its forward movement also makes it the ideal hit confirm after 5A, spacing Naoto perfectly for his more advanced routing while also doing more damage than 5B. This move will sometimes whiff if 5A hits an airborne opponent too high.

  • Causes stagger on counter hit

Gatling options: 6ABBCF Naoto Kurogane 6A.pngGuardHighStartup24Recovery24Advantage-10, 5BBBCF Naoto Kurogane 5B.pngGuardMidStartup8Recovery18Advantage-4, 2BBBCF Naoto Kurogane 2B.pngGuardLowStartup8Recovery15Advantage-4, 6BBBCF Naoto Kurogane 6B.pngGuardAllStartup17Recovery4+12Advantage-1, 5CBBCF Naoto Kurogane 5C.pngGuardMidStartup12Recovery18Advantage-3, 2CBBCF Naoto Kurogane 2C.pngGuardMidStartup11Recovery22Advantage-11, 3CBBCF Naoto Kurogane 3C.pngGuardLowStartup11Recovery17Advantage-4, 5DBBCF Naoto Kurogane 5D.pngGuardMidStartup20 [18]Recovery18Advantage-2, 2DBBCF Naoto Kurogane 2D.pngGuardLowStartup22 [20]Recovery18Advantage-2, 6DBBCF Naoto Kurogane 6D.pngGuardMidStartup24 [22]Recovery17Advantage-2

5B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
550 Mid 8 3 18 -4 B

Due to the angle it hits, it can be used as a fairly low commitment preemptive anti-air in neutral, however it lacks head invincibility making it less useful as a reactionary one. It moves forward slightly and is jump cancelable on block, giving it uses in pressure. As an anti-air, on regular hit it can only combo into rising air normals or in some cases a late hit 623C and on counter hit it can be linked into itself before air normals or directly into 214A~8A.

Gatling options: 2BBBCF Naoto Kurogane 2B.pngGuardLowStartup8Recovery15Advantage-4, 6BBBCF Naoto Kurogane 6B.pngGuardAllStartup17Recovery4+12Advantage-1, 5CBBCF Naoto Kurogane 5C.pngGuardMidStartup12Recovery18Advantage-3, 2CBBCF Naoto Kurogane 2C.pngGuardMidStartup11Recovery22Advantage-11, 3CBBCF Naoto Kurogane 3C.pngGuardLowStartup11Recovery17Advantage-4, 5DBBCF Naoto Kurogane 5D.pngGuardMidStartup20 [18]Recovery18Advantage-2, 2DBBCF Naoto Kurogane 2D.pngGuardLowStartup22 [20]Recovery18Advantage-2, 6DBBCF Naoto Kurogane 6D.pngGuardMidStartup24 [22]Recovery17Advantage-2

5C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
800 Mid 12 4 18 -3 B

Sees lots of use in combos due to its great scaling and combo options after and is useful during pressure as it also moves forward slightly, is jump cancelable on block and has good natural frame traps into drives, however its high pushback can sometimes cause them to whiff against an opponent's Barrier. Serves as one of Naoto's main punishes along with 6D. Sees little use in neutral, it can sometimes be used as a poke but is generally outclassed by Enhanced 236B and Enhanced 214D and although it can be used as a decent whiff punish it is difficult to convert into good reward after.

Gatling options: 6BBBCF Naoto Kurogane 6B.pngGuardAllStartup17Recovery4+12Advantage-1, 2CBBCF Naoto Kurogane 2C.pngGuardMidStartup11Recovery22Advantage-11, 3CBBCF Naoto Kurogane 3C.pngGuardLowStartup11Recovery17Advantage-4, 5DBBCF Naoto Kurogane 5D.pngGuardMidStartup20 [18]Recovery18Advantage-2, 2DBBCF Naoto Kurogane 2D.pngGuardLowStartup22 [20]Recovery18Advantage-2, 6DBBCF Naoto Kurogane 6D.pngGuardMidStartup24 [22]Recovery17Advantage-2

2A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 Low/Air 7 2 12 -2 F

Another primary pressure button due to being slightly minus, hitting low, being cancelable into itself and being cancelable into 5A even when 5A has been used in the string already. It can also low profile most 5As with only a few exceptions which can be useful when resetting pressure or when mashing out of the opponent's pressure. The low profile also makes it good as a very low commitment anti-air. Acts as Naoto's primary roll catch and gives Naoto good okizeme in the corner.

  • Naoto's fastest low
  • Low profiles for most of the move
  • Can be done two times in a string

Gatling options: 5ABBCF Naoto Kurogane 5A.pngGuardAllStartup6Recovery12Advantage-1, 2ABBCF Naoto Kurogane 2A.pngGuardLow/AirStartup7Recovery12Advantage-2, 6ABBCF Naoto Kurogane 6A.pngGuardHighStartup24Recovery24Advantage-10, 5BBBCF Naoto Kurogane 5B.pngGuardMidStartup8Recovery18Advantage-4, 2BBBCF Naoto Kurogane 2B.pngGuardLowStartup8Recovery15Advantage-4, 6BBBCF Naoto Kurogane 6B.pngGuardAllStartup17Recovery4+12Advantage-1, 5CBBCF Naoto Kurogane 5C.pngGuardMidStartup12Recovery18Advantage-3, 2CBBCF Naoto Kurogane 2C.pngGuardMidStartup11Recovery22Advantage-11, 3CBBCF Naoto Kurogane 3C.pngGuardLowStartup11Recovery17Advantage-4, 5DBBCF Naoto Kurogane 5D.pngGuardMidStartup20 [18]Recovery18Advantage-2, 2DBBCF Naoto Kurogane 2D.pngGuardLowStartup22 [20]Recovery18Advantage-2, 6DBBCF Naoto Kurogane 6D.pngGuardMidStartup24 [22]Recovery17Advantage-2

2B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
480 Low 8 3 15 -4 F

Running 2B is a rather useful neutral option due to its decent range (hits further horizontally than 5B while being just as fast), making it a quick low which leads to decent reward when buffered into Enhanced specials. Can be useful in pressure as Naoto's low option after 5AA or even after 2As for more gapless lows. Sees some use in okizeme, either as a higher reward callout than 2A or to cross under a neutral tech in some setups.

Gatling options: 6ABBCF Naoto Kurogane 6A.pngGuardHighStartup24Recovery24Advantage-10, 5BBBCF Naoto Kurogane 5B.pngGuardMidStartup8Recovery18Advantage-4, 6BBBCF Naoto Kurogane 6B.pngGuardAllStartup17Recovery4+12Advantage-1, 5CBBCF Naoto Kurogane 5C.pngGuardMidStartup12Recovery18Advantage-3, 2CBBCF Naoto Kurogane 2C.pngGuardMidStartup11Recovery22Advantage-11, 3CBBCF Naoto Kurogane 3C.pngGuardLowStartup11Recovery17Advantage-4, 5DBBCF Naoto Kurogane 5D.pngGuardMidStartup20 [18]Recovery18Advantage-2, 2DBBCF Naoto Kurogane 2D.pngGuardLowStartup22 [20]Recovery18Advantage-2, 6DBBCF Naoto Kurogane 6D.pngGuardMidStartup24 [22]Recovery17Advantage-2

2C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
850 Mid 11 6 22 -11 B 7~13 H

A great crouching anti-air with a large vertical hitbox and good invincibility, although it can turn Naoto the wrong direction when dealing with close IADs and cross ups or sometimes in combos. Bad in pressure due to its bad horizontal range and Naoto already having several normals that are jump cancelable on block. On an anti-air hit Naoto has several combo options, such as jump cancelling or delayed 5C, which are both hit-confirmable and allow continued pressure on block.

Gatling options: 5CBBCF Naoto Kurogane 5C.pngGuardMidStartup12Recovery18Advantage-3, 3CBBCF Naoto Kurogane 3C.pngGuardLowStartup11Recovery17Advantage-4, 5DBBCF Naoto Kurogane 5D.pngGuardMidStartup20 [18]Recovery18Advantage-2, 2DBBCF Naoto Kurogane 2D.pngGuardLowStartup22 [20]Recovery18Advantage-2, 6DBBCF Naoto Kurogane 6D.pngGuardMidStartup24 [22]Recovery17Advantage-2

6A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
700 High 24 3 24 -10 B

Naoto's only grounded overhead and a very strong one. It is decently fast with an arguably ambiguous startup animation, has many moves that cancel into it, leads to further pressure on block and can lead to over 4k damage on hit at any screen position without resources. Adds to Naoto's already scary stagger pressure, however be careful to not do this when the opponent is expected to mash as it will be interrupted.

  • Bonus Proration 110%
  • Forces crouching state on hit

Gatling options: 5CBBCF Naoto Kurogane 5C.pngGuardMidStartup12Recovery18Advantage-3, 2CBBCF Naoto Kurogane 2C.pngGuardMidStartup11Recovery22Advantage-11, 5DBBCF Naoto Kurogane 5D.pngGuardMidStartup20 [18]Recovery18Advantage-2, 2DBBCF Naoto Kurogane 2D.pngGuardLowStartup22 [20]Recovery18Advantage-2, 6DBBCF Naoto Kurogane 6D.pngGuardMidStartup24 [22]Recovery17Advantage-2

6B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
750 All 17 4 4+12 -1 H 5~24 FT

A very strong pressure option due to its invincibility, forward movement, being only slightly minus, having a natural frame trap into 236B and being cancelable into from most of Naoto's normals, giving it uses as a callout or pressure reset. Its reward is lackluster on regular hit but is great on counter hit, emphasising its use as a throw crush. Due to putting Naoto airborne, it can be Rapid Canceled into an air dash for a surprising overhead.

6C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
800 All 35 4 9+8L -2 H

To put it bluntly, this move is awful. Its main, niche uses are to catch chicken blocking (despite being air blockable) and as a knowledge check against opponents who treat the move as an air normal that hits crouching opponents to reset pressure. If Naoto does the kick directly above the opponent, they will have cross-up protection (due to walking). The ability to cancel the landing recovery even on whiff can be used to stay safe after whiffing the move by using 623D to beat late punish attempts.

  • Does not hit crouching opponents
  • Does not cross up in the corner
  • Landing recovery can be canceled with any grounded move on hit, on block and on whiff, making it +6 on block when immediately canceled

3C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
780 Low 11 4 17 -4 F

Primarily sees use in combos as despite its bad scaling it sets up Naoto's best launches for standing opponents. Can sometimes be used in neutral preemptively to stick out a lingering low hitbox or offensively as an alternative to dashing 2B. Also sees some use in okizeme setups to cross under emergency techs.

  • Soft knockdown on hit
  • Hard knockdown on counter hit
  • Low profiles during actives

j.A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 High/Air 7 3 9 H

Basic air jab. Can cancel into itself infinitely or j.B/j.C for easy air confirms. Mainly used in block strings after jump in j.B to get an extra hit in before landing.

Gatling options: j.ABBCF Naoto Kurogane jA.pngGuardHigh/AirStartup7Recovery9Advantage-, j.BBBCF Naoto Kurogane jB.pngGuardHigh/AirStartup9Recovery13Advantage-, j.CBBCF Naoto Kurogane jC.pngGuardHigh/AirStartup10Recovery12Advantage-, j.DBBCF Naoto Kurogane jD.pngGuardAllStartup20 [18]Recovery18+5LAdvantage-

j.B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
580 High/Air 9 6 13 H

Naoto's most common jump in during pressure due to its downwards and crossup hitboxes and cancel options.

Gatling options: j.ABBCF Naoto Kurogane jA.pngGuardHigh/AirStartup7Recovery9Advantage-, j.CBBCF Naoto Kurogane jC.pngGuardHigh/AirStartup10Recovery12Advantage-, j.DBBCF Naoto Kurogane jD.pngGuardAllStartup20 [18]Recovery18+5LAdvantage-

j.C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
900 High/Air 10 6 12 H

Strong offensive or defensive air to air due to its large hitbox, long active frames and high untech on counter hit. Also seen in combos due to having the same damage and scaling as Naoto's Drives. It has enough blockstun to set up rising j.A fuzzy guard breaks against most characters.

Gatling options: j.DBBCF Naoto Kurogane jD.pngGuardAllStartup20 [18]Recovery18+5LAdvantage-


Drive Moves

  • Data in [ ] refers to charged Drive moves
  • All grounded Drive moves are dash cancelable from frame 10 until they become active (exclusive)
  • All charged Drive moves cause Guard Break

5D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
5D 900 Mid 20 [18] 5 18 -2 B

Primarily used in combos due to its very good damage and scaling and lack of Same Move Proration and in pressure due to naturally frame trapping to and from itself, having small gaps after moves such as 5AA, 5B and 5C and into moves such as 2D or 214A/Drive dash canceled Enhanced 236B.

The charged version can be used sometimes in pressure as a surprising guard crush which can combo into 214A/Drive dash canceled Enhanced 236B or Enhanced 214D depending on distance or deal good barrier damage. Risky as a poke due to its slow speed and lack of full disjoint. Great for combos as it does incredible damage, scales well and has tons of untech if it hits low on an airborne opponent as it will cause a long slide, however its slow startup makes it difficult to route into without character specifics or resources. It is also fast enough to punish some reversals and leads to around as much damage as 6[D] while being more practical.

In Overdrive this can be used as a pressure reset with both versions being ±0 on block when dash canceled and the charged version acting as a very fast guard crush which leads to excellent reward. The charged version is also very useful in combos in the corner as it can combo into 2[D] when dash canceled after a low air hit at most scalings, potentially leading into a loop.

  • Charged version causes stagger on grounded hit

Gatling options: 6CBBCF Naoto Kurogane 6C.pngGuardAllStartup35Recovery9+8LAdvantage-2, 2DBBCF Naoto Kurogane 2D.pngGuardLowStartup22 [20]Recovery18Advantage-2, 6DBBCF Naoto Kurogane 6D.pngGuardMidStartup24 [22]Recovery17Advantage-2

2D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
2D 900 Low 22 [20] 5 18 -2 F

Sees a similar use to 5D with more emphasis on combo usage, as it combos after 5D on air hit naturally and when done this way will always hit low for a slide. It sees some niche usage in neutral due to its low profile so it can be used as a preemptive poke.

The charged version will slide on a low air hit like with 5[D] except when in the corner where it will instead cause a wallstick, used often in combos as it combos into 5[D]. Also sees some niche usage in neutral as a long, low poke, however it is not fully disjointed and a well timed low crush can make it whiff or even counter hit Naoto.

In Overdrive it can still combo into 5[D] which allows these moves to be looped for excellent damage.

  • Charged version causes stagger on grounded hit
  • Low profiles during startup

Gatling options: 6CBBCF Naoto Kurogane 6C.pngGuardAllStartup35Recovery9+8LAdvantage-2, 5DBBCF Naoto Kurogane 5D.pngGuardMidStartup20 [18]Recovery18Advantage-2, 6DBBCF Naoto Kurogane 6D.pngGuardMidStartup24 [22]Recovery17Advantage-2

6D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
6D 1000 Mid 24 [22] 6 17 -2 B

This move is primarily as a combo tool used to end corner drive strings as it combos naturally into a 214A dash canceled Enhanced 214A~8A or as a punish tool for reversals. Not very useful in pressure due to its short horizontal range and not very useful in neutral due to its startup, with its use as an anti-air largely outclassed by 5B.

The charged version is Naoto's strongest starter due to its high base damage and scaling and its Fatal Counter property, however it starts too slowly to be practical compared to 5[D]. Sees little use in combos due to its startup.

In Overdrive, its faster startup makes it far more practical in combos and is generally used at the end of combos before a super or during combos outside the corner as it loops into itself after dash canceling. The startup also makes it a more practical punish (potentially leading to a Touch of Death) and leads into charged Drive loops with the help of a charged Crush Trigger or 2D (slightly character specific with this), making using raw Overdrive to bait reversals when low on life and with resources a terrifying option.

  • Jump cancelable on hit and on block
  • The charged version is a Fatal Counter
  • The charged version causes a wall bounce on hit

Gatling options: 6CBBCF Naoto Kurogane 6C.pngGuardAllStartup35Recovery9+8LAdvantage-2

j.D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
j.D 900 All 20 [18] 5 18+5L H

Primarily used in neutral as a jump in due to its large downwards hitbox or sometimes as a defensive air to air. On air hit it will always soft knockdown including on counter hit, but as a starter if the opponent does not tech immediately Naoto can blue beat for a full combo. It sees minor use in combos at the end of short air strings, but any other version of the move is generally not used due to being outclassed by Naoto's other moves.

The charged version is generally used as a defensive poke due to its huge hitbox. When used offensively it is easier to punish as its long startup makes it prone to rising air normals or the opponent running under and punishing its landing recovery. Although it ground bounces on hit, it can be difficult to combo after at many heights and distances.

In Overdrive, the faster startup makes it a strong poke to throw out in neutral, however it retains its long recovery.


Universal Mechanics

Ground Throw

5B+C 4B+C

No resultsNo results
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

Forward Throw

One of Naoto's primary threats during pressure, it launches the opponent and wall splats in the corner (the splat height varies depending on where the throw connects) and leads to good damage on hit. Generally goes into a delayed microdash 5C or microdash 2C and if done at a particular distance from the corner it can combo into 2[D] instead.

  • 100% minimum damage

Back Throw

Side swaps on hit and causes a stagger, which can combo into a microdash 5C or special canceled into 214A then dash canceled into 214D. Surprisingly leads to more than forward throw when fully in the corner.

  • 100% minimum damage

Air Throw

j.B+C

No results
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

Will always bring the opponent to the ground and cause a hard knockdown, generally followed up with a microdashed 2C although there are a few other routes.

  • 100% minimum damage

Counter Assault

6A+B while Blocking

No results
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

Same animation as 5C. Works as every other Counter Assault does, good hitbox but usually outclassed by Naoto's other defensive options.

  • Must be performed during blockstun
  • Moves Naoto slightly forward

Crush Trigger

5A+B (Chargeable)

No resultsNo results
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

Causes Guard Break and can only be blocked with Barrier and takes a lot of the Barrier Gauge. It can be charged to Guard Break for longer and take more Barrier. Generally outclassed by Naoto's other pressure options, although it is better than most Crush Triggers as it retains momentum from dash cancels which gives it excellent range. The charged version is incredible in combos when done early due to not scaling at all and setting up low air hit Drives which can combo into charged Drives for excellent, Heat efficient damage.

  • Causes stagger on grounded hit
  • Causes wall bounce on air hit outside the corner and wallstick in the corner


Special Moves

  • Data in [ ] refers to Enhancer version

Banishing Fang

236B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
700 All 13 3 17 -3 B

First part of Naoto's Rekka. Very strong in pressure, particularly when Enhanced, due to frame trapping after drives, being safe on block and leading to Naoto's other Rekka parts which lead to incredibly high reward on counter hit.

The Enhanced version can be useful as a poke due to hitting higher than 214D, allowing it to sometimes hit airborne opponents, however Naoto's hurtbox moves forward before the move becomes active so it can lose to preemptive buttons.

  • Enhanced version forces crouching state on hit
  • Enhanced inputs: 2366 (recommended) and 66236

Banishing Fang: Roar

236B after Banishing Fang

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
800 All 9 6 18 -7 B

Second part of Naoto's Rekka. It has deceptively low blockstun so be aware of the timing for frame trapping with BashBBCF Naoto Kurogane 236B~236B~236B.pngGuardAllStartup14Recovery22Advantage-10 after. When not Enhanced, the reward is rather poor due to its combo options, even if it Fatal Counters (leads to RaidBBCF Naoto Kurogane 236B~236B~236C.pngGuardAllStartup16Recovery30Advantage-19 on standing and microdashed 5A on crouching, both scale badly).

The Enhanced version can go into BashBBCF Naoto Kurogane 236B~236B~236B.pngGuardAllStartup14Recovery22Advantage-10 for great damage, although this hit confirm is very difficult on regular hit.

  • Fatal Counter

Banishing Fang: Bash

236B after Banishing Fang: Roar

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1200 All 14 7 22 -10 B

One of the third parts of Naoto's Rekka. Launches on hit, not very useful on regular hit when not Enhanced, having no combo options after without a Rapid Cancel and no okizeme midscreen. If the move Fatal Counters, it wall bounces and Naoto can combo after regardless of whether the move was Enhanced or not by recovering and then linking a 5C at most screen positions and 5B when fully in the corner.

The Enhanced version is used in most combos as it is dash cancelable on hit and can combo into 623C on opponents grounded before the move connects or 214D on opponents airborne before the move connects.

  • Fatal Counter
  • Enhanced version is dash cancelable on hit

Banishing Fang: Raid

236C after Banishing Fang: Roar

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1000 All 16 8 30 -19 B

The alternative third part of Naoto's Rekka. Heaviily outclassed by BashBBCF Naoto Kurogane 236B~236B~236B.pngGuardAllStartup14Recovery22Advantage-10 as it scales badly, only giving it uses as niche combo fodder. Used in extremely basic combos, after an Enhanced 236B that won't reach the corner or after a Fatal Counter RoarBBCF Naoto Kurogane 236B~236B.pngGuardAllStartup9Recovery18Advantage-7 or against Arakune where it can combo into 214A~8A with the use of a jump cancel cancel.

  • Jump cancelable on hit

Inferno Crusader

623C/D (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
623C 600 [600×2] Mid 6 9 [6,3] 26+11 -28 [-22] B 4~11 H
623D 700×2
[700, 450×4]
Mid, All [Mid] 9 3,10
[3,3,3,2,2]
38+16
[29+16]
-45 [-28] B 1~17 All
j.623C 800 [800x2] All 6 8 [5,3] Until L+11 H 1~7 H
j.623D 800, 800 [800, 600×4] All 7 4,6 [2×5] Until L+16 H 1~12 All

623C

When not Enhanced it is a niche anti-air due to being outclassed in most situations by 2C, as although it is faster, has invincibility earlier and hits higher, it is punishable on block and leads to far worse reward. It also sees some use in combos after floating an opponent high up as it can make the move hit late, allowing Naoto to link a 5A after.

The Enhanced version is primarily a combo tool used to launch standing opponents.

  • Enhanced inputs: 6623, 6263 (recommmended for wakeup) and 62366

623D

Commonly regarded as the strongest DP in the game, it is fast, has lots of active frames and invincibility and has good horizontal range, especially when Enhanced where Naoto also travels very far. It lacks a hitbox directly above or behind it, making it prone to the opponent forward jumping over Naoto and making it whiff, however the Enhanced version recovers quickly and travels far so it can be difficult to punish. Sees niche use on okizeme as a callout tool as when delayed its active frames and invincibility will outlast most moves in the game and when the Enhanced version is Rapid Canceled Naoto can do a falling j.B, although this will often whiff if done outside the corner and the opponent crouch blocks it point blank without Barriering, often leaving Naoto punishable.

  • Has a claw effect

Overhead Kick

2C after Inferno Crusader

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1000 All 11 6 Until L H

Entirely combo fodder, used as one of Naoto's primary enders with its soft knockdown. It can be whiffed after an air hit Enhanced 623C to allow Naoto to recover earlier and give him more combo options.

Slash Kaid

214D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Normal 1000 All 15 [13] 3 23 -9 [-7] B
through Opponent 1200 13 3 29 B

When not Enhanced, this move is primarily used as a combo tool in the corner to float standing opponents higher after a 3C. It has niche uses as a preemptive poke, but its startup and lack of reward make it outclassed.

The Enhanced version is one of Naoto's most used tools. In combos it does great damage and scales well, naturally carries far due to its forward movement and extends combos due to its good untech. In neutral it can be used as a fast, long range horizontal poke that is safe on block when spaced and leads to a full combo on any kind of hit, however its vertical hitbox is relatively short and will generally whiff on airborne opponents unless they are starting or landing from a jump. Its low blockstun and recovery can make it a bit difficult to punish, especially if its blocked in neutral. The move has several different ways it can hit:

  • On far grounded hit it causes a stagger state,
  • On close grounded (or sliding) hit it causes a side swap and crumples the opponent with forced untech,
  • On air hit it floats the opponent,
  • On far grounded or air counter hit it causes a float, and
  • On close grounded counter hit it causes a longer crumple.
  • Enhanced inputs: 66214 and 21466

Shift Sway

214A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
39 [37] 1~30 HBP
[1~26 HBP]

Sees lots of use in combos as Naoto's main way to combo into Enhanced specials as Drive dash cancels are slower and limited by his cancel options. Useful as a callout against reversals as it can cause them to whiff, meaning they cannot be Rapid Canceled and can be punished. Can be used in neutral to evade projectiles and dash canceling once they pass Naoto to close the distance. When Enhanced it is riskier to use in neutral as it lacks the dash cancel option. Sees limited use defensively due to losing to Foot attribute moves and is generally a knowledge check at best. Although it has projectile invincibility it is generally not long enough to outlast projectile okizeme setups.

  • Dash and Phantom Pain cancelable from frame 8 (meaning they will come out on frame 9) until frame 36 inclusive
  • Enhanced version Phantom Pain cancelable from frame 16 until frame 29

Phantom Pain

8A after Shift Sway

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 1426×2 Unblockable (120) 15 [5] 5 28 T 1~19 HB [1~9 HB]

Naoto's combo throw which does excellent damage, has good untech and stabilizes the opponent's height, making it great in combos. It is hard-coded to whiff on crouching opponents. Not very useful as an anti-air due to its startup and being prone to turning the wrong way. Due to being a true air unblockable (cannot be air Barrier blocked) it has uses as a tech trap, however this is largely invalidated if the opponent doesn't air tech. Can sometimes be done as a fuzzy guard break after a low j.C or 6A, however this is completely invalidated by the opponent holding a Barrier block.

The Enhanced version is done after an Enhanced Shift Sway. Enhanced Phantom Pain is faster, so including the frames until Sway can be canceled into Pain, Pain's full startup is 23f and Enhanced Pain's startup is 21f. Highly used in combos to side swap the opponent after a microdashed 2C.

  • Unburstable as it is a combo throw
  • Loses the projectile invincibility from Shift Sway

Distortion Drives

Divine Smasher

632146B (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
632146B 2000 [2400] {1800 [2160]} All 5+(50 Flash)+2 10 23 -11 B 1~6 All
7~16 P
j.632146B 1800 {1700} All 5+(50 Flash)+7 Until L 25 H 1~11 All
12~(Until L) P
OD Followup 1800 4+(35 Flash)+15 3 Until L+24 1~End All

Ground Version

Primarily used in neutral as a callout or on reaction to projectiles due to its fast forward movement and long projectile invincibility. On counter hit in the corner it combos into a microdashed 5A or 5B. It has use as a reversal due to its quick startup and long projectile invincibility beating some okizeme setups, as well as being safe if the opponent tries to bait a reversal by forward jumping over Naoto.

The Enhanced version does 20% more damage and travels further and faster, going almost full screen.

  • Normal: 800 minimum damage
  • Enhanced: 960 minimum damage
  • Enhanced inputs: 6321466 (recommended) and 6632146

In Overdrive Naoto does an additional flip kick, adding more damage. Outclassed by OD 632146D as an ender. With a Rapid Cancel, it becomes an incredibly damaging and stable starter, making raw Overdrive on defense or raw air Overdrive as an anti-anti-air directly into Divine Smasher on reaction to an attack whiffing through the Overdrive a very strong option, especially with the super's fast startup and range.

  • Normal: 1080 minimum damage
  • Enhanced: 1188 minimum damage

Air Version

The air version is similar to the ground version, but it aims diagonally downward. Can be followed up with several moves depending on how low Naoto is and the height of his opponent when doing the move, such as 623C, 2C/3C or even an Enhanced 632146B or 632146D.

In Overdrive Naoto does the same flip kick as when used on the ground. This means Naoto cannot combo after without a Rapid Cancel.

  • Normal: 720 minimum damage
  • OD: 1050 minimum damage

Divine Reaper

632146D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Strike 1300, 2719
{1300, 1900, 2200}
All 4+(40 Flash)+9 1 48 -18 B 1~27 All
Projectile 693×3 {803×3} All 4+(40 Flash)+10 3,3,6 P2

When done far from the opponent or the opponent is too high, Naoto will launch a projectile which he can combo after on hit in most cases. When done close on an opponent at the right height, Naoto will do a followup, the move having slightly higher minimum damage than an Enhanced 632146B. It has use as a reversal due to its long active frames and invincibility.

With a Rapid Cancel, although expensive, this move will beat nearly anything and lead to great damage, making it a strong option if Naoto is in range for the followup and the opponent does not have Overdrive (delayed Overdrive after super flash will make it whiff and Overdrive Raid on reaction to the super flash will always make it whiff). It has uses in pressure, defense and okizeme:

  • On a grounded block, Rapid Cancel into a microdashed 6A or microdashed 2D/2B for an invisible high/low mixup,
  • On an air block, Rapid Cancel into an Enhanced Phantom PainBBCF Naoto Kurogane 214A~8A.pngGuardUnblockable (120)Startup15 [5]Recovery28Advantage- for a true air unblockable, and
  • On hit, at midscreen Rapid Cancel the followup and run up into Enhanced 236B, in the corner Rapid Cancel the followup into 2[D] and to side swap Rapid Cancel the first hit and run under into 6D for a full, damaging combo.

In Overdrive, the move does more damage and has a longer slide. If done after a Fatal Counter starter, it can always combo into 623C or (Enhanced) 632146B.

  • Projectile: Normal: 414 minimum damage, OD: 480 minimum damage
  • Clean hit: Normal: 1004 minimum damage, OD: 1350 minimum damage


Exceed Accel

Grim of Phantom

A+B+C+D during Overdrive

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
600, 500, 1400, 550
{600, 500, 1700, 610×5}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]

It's a fully invincible reversal, like 623DBBCF Naoto Kurogane 623D.pngGuardMid, All [Mid]Startup9Recovery38+16
[29+16]
Advantage-45 [-28]
. Only it's incredibly telegraphed, has worse range, ends Overdrive, leads to no oki and cannot be Rapid Canceled. Use sparingly, if at all.

If done out of a dash cancel, it will have the full 20f startup.


Astral Heat

Edge of Eternity

2141236C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 2100×8, 5300, 10000 All 4+(54 Flash)+11 6 28 -13 B 1~20 All

One of the fastest and easiest astrals in the game while also being surprisingly safe on block. Combos after practically everything. On airborne opponents, 2C and Enhanced BashBBCF Naoto Kurogane 236B~236B~236B.pngGuardAllStartup14Recovery22Advantage-10 are the most consistent ways to combo into it.

  • Retains momentum from dash cancels


Colors

BBCF Naoto color 1.png
BBCF Naoto color 2.png
BBCF Naoto color 3.png
BBCF Naoto color 4.png
BBCF Naoto color 5.png
BBCF Naoto color 6.png
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
BBCF Naoto color 7.png
BBCF Naoto color 8.png
BBCF Naoto color 9.png
BBCF Naoto color 10.png
BBCF Naoto color 11.png
BBCF Naoto color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
BBCF Naoto color 13.png
BBCF Naoto color 14.png
BBCF Naoto color 15.png
BBCF Naoto color 16.png
BBCF Naoto color 17.png
BBCF Naoto color 18.png
Color 13
Color 14
Color 15
Color 16
Color 17
Color 18
BBCF Naoto color 19.png
BBCF Naoto color 20.png
BBCF Naoto color 21.png
BBCF Naoto color 22.png
BBCF Naoto color 23.png
BBCF Naoto color 24.png
Color 19
Color 20
Color 21
Color 22
Color 23
Color 24


External References


Navigation

 Naoto Kurogane


To edit frame data, edit values in BBCF/Naoto Kurogane/Data.

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