BBCF/Naoto Kurogane/Frame Data

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 Naoto Kurogane


Glossary

How do I read frame data?

System Data Glossary  
Health The amount of damage that characters can take before losing a round.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
Frame Data Glossary  
Guard How this attack can be guarded. All non-throws can be air Barrier Blocked unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Attribute Some attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
Attributes
H Head
B Body
F Foot
P Projectile. Independent projectiles will have their Clash level listed. For example a projectile that is Clash level 2 will show P2
T Throw
D Doll move such as Nirvana and Ignis
Invuln Attribute and Hitbox invincibility for this attack
P1 Proration value that is applied only when this attack is used as a starter. See here for more info on P1 and P2.
P2 Proration value that is applied to the combo proration value when this attack is used.
Starter Combo time modifier when this attack is used as the starting hit of a combo.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
C self cancellable
S special/distortion cancellable
Dr drive cancellable
O overdrive cancellable
J jump cancellable
R rapid cancellable
Da dash cancellable
(X) X cancellable on hit only
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.
GroundCH When Counter Hitting a grounded opponent, how many frames of hitstun they experience.
AirCH When Counter Hitting an airborne opponent, how many frames for which they cannot air tech.
Blockstop When an opponent blocks the attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
Hitstop When an opponent gets hit by this attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop. If numbers are in the format +Y, that means use the X number from blockstop.
CHstop When an opponent gets Counter Hit by this attack, how many frames of additional hitstop the opponent experiences.
Attack Level Values
Default Values for Attack Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4 Lvl 5
Hitstop/Blockstop 8 9 10 11 12 13
Hitstop (Counter Hit) +0 +0 +1 +2 +5 +8
Hitstun (Standing) 10 12 14 17 19 21
Hitstun (Ground Counter Hit) +4 +4 +4 +5 +5 +6
Crumple Duration 20 22 24 27 29 31
Crumple Fall 53 55 57 60 62 64
Crumple Fall (Counter Hit) 67 70 73 78 81 84
Untechable (Air Hit) 12 12 14 17 19 21
Untechable (Air Counter Hit) +11 +12 +12 +14 +15 +16
Blockstun (Ground) 9 11 13 16 18 20
P1 100 100 100 100 100 100
P2 75 80 85 89 92 94
  • Blockstun (Air) = Ground Blockstun + 2
  • Hitstun (Crouching) = Standing Hit Stun + 2
  • Crumple Duration (Counter Hit) = Crumple Duration × 2
  • Crumple Fall (Counter Hit) = (Crumple Fall - 24) × 1.5 + 24
    • The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F.
  • Spin Fall = Standing Hit Stun + 16F Fall animation
  • Fatal Counter = Hitstun / Untechable + 3
  • Instant Block Blockstun (Ground) = Blockstun - 3
  • Instant Block Blockstun (Air) = Air Blockstun - 6
  • Barrier Guard Blockstun = Blockstun + 1
  • Additional hitstop on Counter Hit only applies to the person being hit
  • Jumping moves almost universally have an override of 80% P1 from the default.

Example: Blockstun when Air Instant Blocking + Barrier Blocking a Level 4 attack = 18 + 2 + 1 - 6 = 15

For more values, see BBCF/Frame Data


System Data

name health prejump backdash forwarddash Unique Movement Options
Naoto Kurogane 11,500 4F 25F (1~4F Inv All, 2~15 airborne)

Normal Moves

input damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5A 300 All 6 3 12 -1 +6 B 100 80 Normal SJR 2 13 14 14 18 26 10 +0 +1
5AA 600 Mid 8 4 14 -1 +1 B 100 89 Long SR 3 16 17 17 Crumple 31 11 +0 +2
5B 550 Mid 8 3 18 -4 -2 B 100 89 Long SJR 3 16 17 17 22 31 11 +0 +2
5C 800 Mid 12 4 18 -3 -7 B 100 92 Long SJR 4 18 19 19 24 34 12 +0 +5
2A 300 Low/Air 7 2 12 -2 +6 F 90 80 Normal CSR 1 11 12 12 16 23 9 +0 +0
2B 480 Low 8 3 15 -4 +1 F 90 85 Long SR 2 13 14 14 18 26 10 +0 +1
2C 850 Mid 11 6 22 -11 -12 B 7~13 H 90 89 Long SJR 3 16 17 23 Launch 37 11 +0 +2
6A 700 High 24 3 24 -10 -24 B 80 89 Normal SR 3 16 17 17 + Down 23 22 31 + Down 23 11 +0 +2
6B 750 All 17 4 4+12 -1 -10 H 5~24 FT 80 92 Long SR 4 18 19 30 24 45 12 +0 +5
6C 800 All 35 4 9+8L -2 -29 H 80 92 Long R 4 18 25 30 30 45 12 +0 +5
3C 780 Low 11 4 17 -4 -5 F 100 79 Long SR 3 16 Launch 40 Launch 54 + Down 23 11 +0 +2
j.A 300 High/Air 7 3 9 H 80 80 Normal CSJR 1 11 12 12 16 23 9 +0 +0
j.B 580 High/Air 9 6 13 H 80 85 Long SJR 2 13 14 14 18 26 10 +0 +1
j.C 900 High/Air 10 6 12 H 80 89 Long SJR 3 16 17 20 22 34 11 +0 +2

Drive Moves

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5D 900 Mid 20 [18] 5 18 -2 -16 [-14] B 100 89 Long SR 5 20 21 30 + Slide 27 46 + Slide 15 +0 +8
5[D] 1350 Guard Break 24 [34]/Barrier 40 [28] 5 18 -1 -36 [-24] B 100 94 Long SR 5 20 Crumple 40 + Slide Crumple 56 + Slide 20 +0 +8
2D 900 Low 22 [20] 5 18 -2 -18 [-16] F 90 89 Long SR 5 20 21 30 + Slide 27 46 + Slide 15 +0 +8
2[D] 1350 Guard Break 24 [34]/Low Barrier 44 [32] 5 18 -1 -40 [-28] F 90 94 Long SR 5 20 Crumple 40 + Slide + WBounce 20 + WStick 31 Crumple 56 + Slide + WBounce 20 + WStick 31 20 +0 +8
6D 1000 Mid 24 [22] 6 17 -2 -20 [-18] B 100 89 Long SR 5 20 Launch 40 Launch 59 15 +0 +8
6[D] 1500 Guard Break 24 [34]/Barrier 48 [36] 6 17 -1 -44 [-32] B 100 94 Long SR 5 20 Launch 60 + WBounce Launch 79 + WBounce 20 +0 +8
j.D 900 All 20 [18] 5 18+5L H 80 79 Long SR 4 18 19 40 24 55 15 +0 +5
j.[D] 1350 Guard Break 24 [34]/Barrier 40 [28] 5 18+11L H 80 84 Long SR 5 20 Launch 60 + GBounce Launch 75 + GBounce 20 +0 +8

Universal Mechanics

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
B+C Forward Throw 0, 1500 Throw(70) 7 3 23 -6 T 100 50 Normal SR 0, 4 Launch 80 + WStick 30 0, 12 +0
4B+C Back Throw 0×2, 1500 Throw(70) 7 3 23 -6 T 100 50 Normal SR 0×2, 4 Spin Fall 41, Crumple 0×2, 20 +0
j.B+C Air Throw 0, 1500 Throw(120) 7 3 23+3L T 100 50 Normal SR 0, 4 19 + Slide + Down 40 0 +0
6A+B Counter Assault 0 All 13 8 30 -19 B 1~20 All 50 92 Very Short R 4 18 Launch 19 Launch 34 12 +0 +5
5A+B Crush Trigger 1000 Guard Break 32/Barrier 20 1 25 0 -19 B 80 60 Normal R 24 Crumple 50 60 + Slide + WBounce 60 Crumple 74 + Slide + WBounce 60 + WStick 35 11 +0 +2
5[A+B] Crush Trigger 1000 Guard Break 60/Barrier 30~61 1 25 0 -29~60 B 80 100 Long R 24 Crumple 50 60 + Slide + WBounce 60 Crumple 74 + Slide + WBounce 60 + WStick 35 11 +0 +2
66 Cancel Dash Cancel 20 +6 S
AP Taunt 131

Specials

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236B Banishing Fang 700 All 13 3 17 -3 -6 B 80 89 Long R 3 16 17 17 22 31 15 +0 +2
236B 236B Banishing Fang: Roar 800 All 9 6 18 -7 -6 B 100 89 Long R 3 16 17 28 25 45 15 +0 +2
236B 236B 236B Banishing Fang: Bash 1200 All 14 7 22 -10 -16 B 100 92 Long R [R(Da)] 4 18 Launch 40 Launch 58 12 +0 +5
236B 236B 236C Banishing Fang: Raid 1000 All 16 8 30 -19 -27 B 100 60 Long (J)R 4 18 Launch 30 Launch 45 18 +0 +5
214D Slash Kaid 1000 All 15 [13] 3 23 -9 [-7] -14 [-12] B 80 89 [92] Long R 3 [4] 16 [18] 17 [Crumple] 38 22 [Crumple] 52 [54] 7 [12] +0 +2 [+5]
214D through Opponent Slash Kaid (Pass Through) 1200 13 3 29 B 80 92 Long R 4 Crumple + Down 10 Crumple + Down 10 +0 +5
623C C Inferno Crusader 600 [600×2] Mid 6 9 [6,3] 26+11 -28 [-22] -25 B 4~11 H 80 89 [89×2] Long R 3 16 Launch 48 Launch 62 11 +0 +2
623D D Inferno Crusader 700×2
[700, 450×4]
Mid, All [Mid] 9 3,10
[3,3,3,2,2]
38+16
[29+16]
-45 [-28] -49 [-40] B 1~17 All 60 92 [92×5] Very Short R 4 18 Launch 45 Launch 60 12 [12,3×4] +0 +5
623C 2C Overhead Kick 1000 All 11 6 Until L H 100 92 Long R 4 18 Launch 40 Launch 55 12 +0 +5
j.623C Air C Inferno Crusader 800 [800x2] All 6 8 [5,3] Until L+11 H 1~7 H 80 89 [89x2] Long R 3 16 Launch 48 Launch 62 11 +0 +2
j.623D Air D Inferno Crusader 800, 800 [800, 600×4] All 7 4,6 [2×5] Until L+16 H 1~12 All 60 92×2 [92×5] Very Short R 4 18 Launch 45 Launch 60 12 [12, 3×4] +0 +5
214A Shift Sway 39 [37] -13 [-11] 1~30 HBP
[1~26 HBP]
214A 8A Phantom Pain 0, 1426×2 Unblockable (120) 15 [5] 5 28 T 1~19 HB [1~9 HB] 90 100, 82×2 Normal R 4 Launch 50 0, 12×2 +0

Distortion Drives

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
632146B Divine Smasher 2000 [2400] {1800 [2160]} All 5+(50 Flash)+2 10 23 -11 -13 B 1~6 All
7~16 P
100 75 Normal R 5 20 Launch 80 Launch 96 20 +0 +8
j.632146B Air Divine Smasher 1800 {1700} All 5+(50 Flash)+7 Until L 25 H 1~11 All
12~(Until L) P
100 75 Normal R 5 20 Launch 80 + Slide Launch 96 + Slide 20 +0 +8
632146B OD Followup Divine Smasher OD Followup 1800 4+(35 Flash)+15 3 Until L+24 1~End All 100 100 Long R 5 20 Launch 80 20 +0 +0
632146D Divine Reaper 1300, 2719
{1300, 1900, 2200}
All 4+(40 Flash)+9 1 48 -18 -35 B 1~27 All 100 92, 75 {92, 94, 75} Normal R 4 18 Launch 300, 100 + Slide + Down 25 {300, 100, 100 + Slide + Down 10} 3 20, 13 [20, 45×2] +0
632146D Projectile Divine Reaper 693×3 {803×3} All 4+(40 Flash)+10 3,3,6 P2 100 94×3 Normal R 3 16 Launch 60 Launch 74 0/+4 +4 +4

Exceed Accel

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
ABCD Grim of Phantom 600, 500, 1400, 550
{600, 500, 1700, 610×5}
All 20 [10] 3 34 -10 -30 [-20] B 1~22 All
[1~12 All]
125 80 Long 26 Launch 100 + Down 23 20 20, 12, 8/-3, 9/-1
{20, 12, 8/-3, 13/-10, 1/+4×4, 0/+20}
+0

Astral Heat

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
2141236C Edge of Eternity 0, 2100×8, 5300, 10000 All 4+(54 Flash)+11 6 28 -13 -22 B 1~20 All Long 5 20 13

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5ABBCF Naoto Kurogane 5A.pngGuardAllStartup6Recovery12Advantage-1 5AA, 6A, 2A 5B, 2B, 6B 5C, 2C, 3C 5D, 2D, 6D Throw, Jump, Special/Super
5AABBCF Naoto Kurogane 5AA.pngGuardMidStartup8Recovery14Advantage-1 6A 5B, 2B, 6B 5C, 2C, 3C 5D, 2D, 6D Throw, Special/Super
5BBBCF Naoto Kurogane 5B.pngGuardMidStartup8Recovery18Advantage-4[1] - 2B, 6B 5C, 2C, 3C 5D, 2D, 6D Jump, Special/Super
5CBBCF Naoto Kurogane 5C.pngGuardMidStartup12Recovery18Advantage-3[1] - 6B 2C, 3C 5D, 2D, 6D Jump, Special/Super
5DBBCF Naoto Kurogane 5D.pngGuardMidStartup20 [18]Recovery18Advantage-2[1] - - 6C 2D, 6D Special/Super
2ABBCF Naoto Kurogane 2A.pngGuardLow/AirStartup7Recovery12Advantage-2[2] 5A, 2A[+], 6A 5B, 2B, 6B 5C, 2C, 3C 5D, 2D, 6D Throw, Special/Super
2BBBCF Naoto Kurogane 2B.pngGuardLowStartup8Recovery15Advantage-4[1] 6A 5B, 6B 5C, 2C, 3C 5D, 2D, 6D Special/Super
2CBBCF Naoto Kurogane 2C.pngGuardMidStartup11Recovery22Advantage-11[1] - - 5C, 3C 5D, 2D, 6D Jump, Special/Super
2DBBCF Naoto Kurogane 2D.pngGuardLowStartup22 [20]Recovery18Advantage-2[1] - - 6C 5D, 6D Special/Super
6ABBCF Naoto Kurogane 6A.pngGuardHighStartup24Recovery24Advantage-10 - - 5C, 2C 5D, 2D, 6D Special/Super
6BBBCF Naoto Kurogane 6B.pngGuardAllStartup17Recovery4+12Advantage-1 - - - - Special/Super
6CBBCF Naoto Kurogane 6C.pngGuardAllStartup35Recovery9+8LAdvantage-2 - - - - -
6DBBCF Naoto Kurogane 6D.pngGuardMidStartup24 [22]Recovery17Advantage-2 - - 6C - Jump, Special/Super
3CBBCF Naoto Kurogane 3C.pngGuardLowStartup11Recovery17Advantage-4 - - - - Special/Super
Air Revolver Action Table
A B C D Cancels
j.ABBCF Naoto Kurogane jA.pngGuardHigh/AirStartup7Recovery9Advantage- j.A j.B j.C j.D Throw, Jump, Special/Super
j.BBBCF Naoto Kurogane jB.pngGuardHigh/AirStartup9Recovery13Advantage- j.A - j.C j.D Jump, Special/Super
j.CBBCF Naoto Kurogane jC.pngGuardHigh/AirStartup10Recovery12Advantage- - - - j.D Jump, Special/Super
j.DBBCF Naoto Kurogane jD.pngGuardAllStartup20 [18]Recovery18+5LAdvantage- - - - - Special/Super
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on hit, block, or whiff
X[#] = X can be used only # times per string

External References

Navigation

 Naoto Kurogane


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