Difference between revisions of "BBTag/Naoto Kurogane"

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**Does not guard break when fully charged
 
**Does not guard break when fully charged
 
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*Does not guard break when fully charged
 
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====== <font style="visibility:hidden" size="0">4P</font> ======
 
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|image=BBTag_NaotoK_4P.png |caption=
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Naoto launches a blood wave that resembles a giant Dead Spike. If he's close enough, he will perform a follow up where he smashes the opponent with a elbow strike. If he's too far, only the Dead Spike will hit, dealing less damage but allowing him to follow up.
 
Naoto launches a blood wave that resembles a giant Dead Spike. If he's close enough, he will perform a follow up where he smashes the opponent with a elbow strike. If he's too far, only the Dead Spike will hit, dealing less damage but allowing him to follow up.
  

Latest revision as of 19:21, 9 October 2019

Naoto Kurogane
BBTag NaotoK Portrait.png

Health: 16,000

Jump Startup: 4

Backdash Time 25 / Invul: 1-7 All


Movement Options
  • Double Jump, 1 Airdash, Dash Type: Run
Playstyle
playstyle archetypes
Team Role
Role goes here

Overview[edit]

Backstory[edit]

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[edit]

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."

Strengths/Weaknesses[edit]

Strengths Weaknesses
  • 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
  • Execution-heavy due to over-reliance on cancels for optimal damage.
  • 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.


Drive: Bloodedge[edit]

Naoto K.'s drive allows him to manipulate his own blood and transform it into a variety of different weapons such as swords, axes, spears (not in BBTAG as he no longer has his old 2D), drills, scythes, and even the head of the Black Beast itself. When using a Bloodedge move, Naoto K. can charge the attack by holding down the B button to increase the attack's damage, range, and frame advantage as well as change the move's properties and open up new cancel options. 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.

Note 1: For Naoto K. Players returning from BBCF, keep in mind that the charged versions of his drive moves no longer break guards, only providing him with a frame advantage for resetting pressure.

Note 2: Only Naoto K.'s 5B, 5BB, and j.B are subject to Bloodedge's unique mechanics. All the other attacks that use the blood animations and particle effects such as Slash Kaid, Divine Smasher, Divine Reaper, Grim of Phantom, and Edge of Eternity are cosmetic only. This also includes the assist version of 5BB.

Enhancer[edit]

Acting as a sort of second drive, this mechanic increases the damage, metergain, range, hitstun, and in some cases the frame adavntage of Naoto K.'s specials, so long as they are performed while he is in a neutral state or in the middle of a dash. This is the mechanic that defines Naoto K., 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. However, this mechanic also greatly increases the difficulty of his execution in even basic tasks, demanding quick and decisive inputs at all times from the player.

Note: Naoto K.'s Overhead Kick and Phantom Pain specials are unaffected by Enhancer. All of his supers are similarly not affected by Enhancer.





Normal Moves[edit]

4A[edit]
4A
BBCF Naoto 5A.png
Damage Guard Startup Active Recovery Frame Adv.
1000 All 6 3 12 -3
  • Jump cancellable on hit and on block
  • Can cancel to itself 3 times


5A[edit]
5A
BBCF Naoto 5AA.png
Naotos 5AA in CF
BBCF Naoto 5B.png
Naotos 5B in CF
BBTag NaotoK 5AAA.png
Naoto's Crush Trigger in CF
BBCF Naoto 6B.png
Naotos 6B in CF
Version Damage Guard Startup Active Recovery Frame Adv.
5A 1500 All 8 5 18 -6
5AA 1500 All 12 3 18 -4
5AAA 1700 All 15 2 26 -9
5AAAA 2500 All 21 4 2+28L -13


5B[edit]
5B
BBCF Naoto 5D.png
BURADDOEJJI!!
BBCF Naoto 6D.png
Version Damage Guard Startup Active Recovery Frame Adv.
5B 1800 [2100] All 8 [35] 5 34 -20 [-15]
  • 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
    • Can be treated as a good ranged poke but due to its long recovery it can be greatly punished
5BB 1800 [2100] All 11 [41] 6 17 -4 [+1]
  • 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]
5C
BBCF Naoto 6A.png
Damage Guard Startup Active Recovery Frame Adv.
800 High 22 3 24 -10
  • Universal overhead

Please don't use this.


2A[edit]
2A
BBCF Naoto 2A.png
Damage Guard Startup Active Recovery Frame Adv.
1000 Low 7 2 14 -2

Standard low kick that can go into itself twice and can be cancelled into a throw. 2A is also useful when converting off of OTG's.


2B[edit]
2B
BBCF Naoto 2C.png
Damage Guard Startup Active Recovery Frame Adv.
1500 All 11 6 22 -11
  • Jump cancellable on hit and on block.


2C[edit]
2C
BBCF Naoto 3C.png
Damage Guard Startup Active Recovery Frame Adv.
1700 Low 11 4 17 -2
  • Okay sweep
  • Combo filler
Doesn't lead to anything good.


j.A[edit]
j.A
BBCF Naoto jB.png
Cross-ups makes his ass a hitbox.
BBCF Naoto jC.png
Version Damage Guard Startup Active Recovery Frame Adv.
j.A 1500 High 11 6 13 -
j.AA 1500 High 9 6 12 -


j.B[edit]
j.B
BBCF Naoto jD.png
Damage Guard Startup Active Recovery Frame Adv.
JB 1800 [2100] High 11 [40] 5 18+6L -
  • Does not guard break when fully charged
  • Is now an overhead


j.C[edit]
j.C
BBTag NaotoK jC.png
Damage Guard Startup Active Recovery Frame Adv.
1700 High 13 6 14 -
  • Used in air combos and certain blockstrings in tall characters
  • Good for crossing up

One can do Assist > J.C at closer range to make a sandwich situation.



Universal Mechanics[edit]

Ground Throw[edit]
Ground Throw
5B+C
BBCF Naoto FThrow.png
Front
BBCF Naoto BThrow.png
Back
Damage Guard Startup Active Recovery Frame Adv.
0, 2000 Throw 7~30 3 23 -


Inferno Crusader[edit]
Inferno Crusader
5A+D (Air OK)
BBCF Naoto InfernoCrusader D.png
BBCF Naoto OverheadKick.png
Version Damage Guard Startup Active Recovery Frame Adv.
Ground
A+D
1200*2, [1200,500*4] Air Unblockable 10 3,10
[3,3,3,2,2]
38+16L
[30+16L]
-45 [-29]
Air
j.A+D
1200*2, [1200,500*4] All 10 3,10 [3,3,3,2,2] Until L+16 -
Overhead Kick
A+D > A/B/C
1300 All 11 6 18+0L -
  • Goes really high

Can assist > dp with characters like Waldstein ex: Wald 6P > Naoto DP (has to be delayed a little so the DP gets it's invulnerable)


Skills[edit]

Banishing Fang[edit]
A Banishing Fang
236A/B
BBCF Naoto BanishingFang.png
BBCF Naoto BanishingFangRoar.png
BBCF Naoto BanishingFangBash.png
Version Damage Guard Startup Active Recovery Frame Adv.
A 1300 All 12 3 17 -3
AA 1100 [1300] All 9 6 18 -7
AAA 1700 [2000] All 14 7 22 -10
Banishing Fang[edit]
B Banishing Fang
236A/B
BBCF Naoto BanishingFang.png
BBCF Naoto BanishingFangRoar.png
BBCF Naoto BanishingFangRaid.png
Version Damage Guard Startup Active Recovery Frame Adv.
B 1300 All 18 3 17 -3
BB 1100 [1300] All 9 6 18 -7
BBB 1700 [2000] All 14 8 30 -19


Shift Sway[edit]
Shift Sway
214A
BBCF Naoto ShiftSway.png
BBCF Naoto ShiftSwayEnhanced.png
BBCF Naoto PhantomPain.png
Version Damage Guard Startup Active Recovery Frame Adv.
Shift Sway
214A
- - - - 50 [37] -
Phantom Pain
214A > A/B/C
0, 1800*2 Air Unblockable 15 [5] 5 28 -
  • No amount of sway can save you from the BS in this game like it did in CF.
  • In neutral the enhanced version swaps sides/recovers more distance between you and your opponent.
  • Pressing 66 during the cancel version of sway allows you to follow up with a special input during a dash
  • The follow-up attack is a standing unblockable hitgrab. Does not hit anyone knocked down(unless their scorpion slide is high enough) or crouching.


Slash Kaid[edit]
Slash Kaid
214B
BBCF Naoto SlashKaid.png
SURASHU KEIDO!!!
Damage Guard Startup Active Recovery Frame Adv.
1800 [2300] All 13 [20] 3 23 [16] -8 [+3]
  • When done by itself or dash cancelled Slash Kaid will be enhanced


Extra Skills[edit]

EX Banishing Fang[edit]
EX Banishing Fang
236C
BBCF Naoto BanishingFang.png
BBCF Naoto BanishingFangRoar.png
BBCF Naoto BanishingFangBash.png
Because we need more Banishing Fang
Version Damage Guard Startup Active Recovery Frame Adv.
C 1300 All 12 3 17 -3
CC 1100 [1300] All 9 6 18 -7
CCC 2000 [2300] All 14 7 22 -10
  • Wallbounce only on Enhanced Version


EX Slash Kaid[edit]
EX Slash Kaid
214C
BBCF Naoto SlashKaid.png
Damage Guard Startup Active Recovery Frame Adv.
2300 [2600] All 16 [13] 3 16 +3


Partner Skills[edit]

5P[edit]
5P
Slash Kaid
BBCF Naoto SlashKaid.png
Damage Guard Startup Active Recovery Frame Adv.
2000 All (18)+13 3 26 -10


6P[edit]
6P
BBCF 6C
BBCF Naoto 6C.png
Damage Guard Startup Active Recovery Frame Adv.
1700 All (18)+36 4 5+15L -5
  • Locates the opponent
  • Can cross up

Good assist if your partner can cover Naoto after throwing the 6P so it crosses up.


4P[edit]
4P
5BB
BBTag NaotoK 4P.png
Goes high enough to slap Jesus Christ himself
Damage Guard Startup Active Recovery Frame Adv.
2000 All (18)+10 6 27 -14
  • One of the best 4P in the game
  • Controls the air nicely

Really good vs characters that want to jump or play the air game a lot Ex: Merkava.



Distortion Skills[edit]

Divine Smasher[edit]
Divine Smasher
236B+C (Air OK)
BBCF Naoto DivineSmasher.png
He better get a Rock Howard colour this time.
BBCF Naoto DivineSmasher2.png
Edit: yep, he got it.
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 4300 [5200] All 5+2 10 23 -14
Air 4200 [5200] All 5+7 Until L 25L -


Divine Reaper[edit]
Divine Reaper
214B+C
BBCF Naoto DivineReaper.png
Version Damage Guard Startup Active Recovery Frame Adv.
Strike 2200, 7200 [3000, 7200] All 4+9 1 48 -18
Projectile 2300*3 All 4+10 3,3,6 - -

Naoto launches a blood wave that resembles a giant Dead Spike. If he's close enough, he will perform a follow up where he smashes the opponent with a elbow strike. If he's too far, only the Dead Spike will hit, dealing less damage but allowing him to follow up.

Enhanced version changes Naoto's follow up to creating a giant blood scythe and slashing the opponent.


Distortion Skill Duo[edit]

Grim Of Phantom
P during Distortion Skill
BBCF Naoto GrimOfPhantom.png
Damage Guard Startup Active Recovery Frame Adv.
400, 800*2
[400, 350*6]
All 1+1 3(34)2,3
[3(34)2,6,6,6,6,27]
75 -60 [-63]



Astral Heat[edit]

Edge of Eternity
222B+C
BBCF Naoto EdgeoOfEternity.png
Better Black Onslaught
Damage Guard Startup Active Recovery Frame Adv.
- All 4+11 6 28 -13


Navigation[edit]


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