BBTag/Naoto Kurogane

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Overview[edit]
Overview

"Seriously, Don't say I didn't warn ya"
Lore:A foreigner from another world.

He possesses a unique power, the "Eye of the Hunter," that allows him to see the life-force of living beings. With a strong sense of justice, he can't ignore people who are in need of help and always rushes into situations

without thinking much about the consequences.
Playstyle

Naoto is a rushdown character with a variety of skills that can close the gap between him and his opponent.

Although the reach of his normal moves are short, he is able to bring the fight to close range with his unique abilty the "Enhancer."
Pros Cons
  • High solo damage potential.
  • Great neutral control via long-range normals and specials.
  • 4P assist is a great anti-air
  • Has a really strong pressure game thanks to some of his safe on block moves combined with his dash cancelling.
  • Combos have lots of corner carry
  • Some of his longest reaching attack require him to charge them first.
  • Aside from his longer reaching moves, the rest of his tools are quite stubby.
  • Due to his stubby normals, neutral can be hard sometimes.
Drive: Bloodedge
Naoto's drive allows him to manipulate his own blood and transform it into a variety of different melee weapons, and even the head of the Black Beast itself. When using a Bloodedge move, Naoto can charge the attack by holding down the B button to improve the attack in various ways like damage, range, frame advantage, and stun. He can also dash cancel any grounded drive attack at any point during the charge, opening up opportunities to use Enhanced special moves mid-combo.
Enhancer
Acting as a sort of second drive, Naoto's specials and supers get buffed ifthey are performed while he is in a neutral state or in the middle of a dash. This is the mechanic that defines Naoto, more so than even Bloodedge, greatly improving nearly every aspect of his kit through massive corner carry, versatile oki, intense pressure, and ludicrous combo damage.

Normal Moves[edit]

4A[edit]

5A[edit]

5B[edit]

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5B 1800 [2100] All 8 [35] 5 34 -20 [-15] -
5BB 1800 [2100] All 11 [26] 6 17 -4 [+1] -

[edit]

  • 5B can be dash cancelled at any time during startup
    • Does not guard break when fully charged
    • Charged version can be dash cancelled during the charge and on whiff
    • Can be treated as a good ranged poke but due to its long recovery it can be greatly punished

This button is what defines Naoto's pressure and combo game. Being able to dash cancel it extremely early during the startup allows for linking into enhanced specials that would not be possible through Shift Sway. It being 8f also means that it can be used as a far ranged neutral poke, in combination with 214A>236A it can bridge from neutral into his pressure


  • 5BB is jump cancellable on hit and on block
  • Can be dash cancelled when charged
    • Does not guard break when fully charged
    • Charged version can be dash cancelled during the charge and on whiff

5C[edit]

2A[edit]

2B[edit]

2C[edit]

j.A[edit]

j.B[edit]

j.C[edit]


Universal Mechanics[edit]

Ground Throw[edit]

5B+C

Inferno Crusader[edit]

5A+D (air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground
A+D
1200*2, [1200,500*4] Air Unblockable 10 3,10
[3,3,3,2,2]
38+16L
[30+16L]
-45 [-29] 1-18 All
Air
j.A+D
1200*2, [1200, 400*4] All 10 3,10 [3,3,3,2,2] Until L+16 - 1-18 All
Overhead Kick
A+D > A/B/C
1300 All 11 6 Until L+16L - -

[edit]

Enhanced

  • Naoto does a rising uppercut at an angle, making this DP a situational anti-air
  • Can be enhanced during a combo if dash cancelled with 5B or Sway

His main combo ender. Pretty much unburstable due to long invul frames combined with really long active frames. The knockdown lets him get extremely good oki in the corner with assists

Unenhanced

  • Combo filler

If used any time during a combo or not from neutral, Naoto will do a vertical uppercut that hits twice.


  • Air Inferno Crusader is monstly combo filler

Overhead Kick is mostly a combo ender, but can extend combos if intentionally whiffed. As of 2.0 this move can now be converted into a combo off 2A when delayed.


Skills[edit]

Banishing Fang[edit]

236A

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
A 1100 [1300] All 12 3 17 -3 -
AA 1100 [1300] All 9 6 18 -7 -
AAA 1700 [2000] All 14 7 22 -10 -

[edit]

236A

Enhanced

  • Forward advancing with good range that is safe on block makes this an excellent gap closer to catch opponents.

Unenhanced

  • Combo filler
  • Enhanced shortcut: 2366A

Can be enhanced if dash cancelled from 5B or Sway.


236AA

Mainly used to go into the third hit of Banishing Fang. Will knock floating opponents down to the ground, giving it practical use in creating safejumps. Can also sideswap if the opponent is directly above Naoto while using this move.


236AAA

Enhanced

  • Dash cancellable on hit

Corner carries quite a distance and can be followed up with Divine Smasher or Inferno Crusader to end the combo.

Unenhanced

  • Combo ender

Banishing Fang[edit]

236B

Shift Sway[edit]

214A

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Shift Sway
214A
- - - - 50 [37] - 5-30 HP
[5-26 HP]
Phantom Pain
214A > A/B/C
0, 1800*2 Throw* 15 [5] 5 28 - 1-19 HP

[edit]

  • Head and Projectile invulnerable

Enhanced

If used in neutral or dash cancelled, Naoto will move forward and dodge projectiles and overhead hits along the way. If used near his opponent, he will swap sides with them, creating potential sandwich scenarios when used in conjunction with assists.

Unenhanced

If used during a combo or blockstring, Naoto sways back without any forward motion. Can be dash cancelled, and is one of Naoto's most important tools for extending combos. Will auto bait bursts during combos both during the sway and the dash cancel.


  • Phantom Pain is a command grab that catches standing and jumping opponents, but whiffs on crouching opponents
  • Head invulnerable

After shift sway, Naoto will do a high kick. If confirmed, Naoto will do another kick sending the opponent back into the air. This is Naoto's deadliest anti air due to its high initial proration, and his second best combo starter after charged 5B. Despite being a kick, Phantom Pain counts as a throw. Unlike other command throws though the opponent can be hit out of Phantom Pain, however this does not affect them getting hit by both hits

Slash Kaid[edit]

214B


Extra Skills[edit]

EX Banishing Fang[edit]

236C

EX Slash Kaid[edit]

214C


Partner Skills[edit]

5P[edit]

Slash Kaid

6P[edit]

BBCF 6C

4P[edit]

5BB


Distortion Skills[edit]

Divine Smasher[edit]

236B+C (Air OK)

Divine Reaper[edit]

214B+C


Distortion Skill Duo[edit]

Grim of Phantom[edit]

P during Partner's Distortion Skill


Astral Heat[edit]

Edge of Eternity[edit]

222B+C


External References[edit]

Navigation[edit]


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