BBTag/Naoto Kurogane: Difference between revisions

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{| class="wikitable" style="float:right; margin-left: 10px; width:400px"
{{BBTag_Construction_Card}}
|-
!Naoto Kurogane
|-
||
[[File:BBTag_NaotoK_Portrait.png|350x500px|center]]
|-
||
{{#lsth:BBTag/Naoto Kurogane/Data|SystemData}}
;Movement Options
* Double Jump, 1 Airdash, Dash Type: Run
 
;Playstyle
:playstyle archetypes
 
;Team Role:
:Role goes here
|}
<div style="float:left; margin-right:25px;">
{{TOC limit|2}}
</div>
==Overview==
==Overview==
 
{{BBTag/CharacterLinks}}
 
<div id="home-content" class="home-grid">
===Backstory===
{{card|width=4
A foreigner from another world.
|header=Overview
He possesses a unique power, the "'''Eye of the Hunter''',"
|content=Naoto is a rushdown character with a variety of skills that can close the gap between him and his opponent.  
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."'''
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===
{{BBTag/Infobox
{|  
| fastestAttack = [[#4A|4A]] (6F)
|-style="text-align:left;"
| reversal = [[#Inferno Crusader|A+D]] (10F)<br/>[[#Divine Smasher|236B+C]] (7F)<br/>[[#Divine Reaper|214B+C]] (13F)
! Strengths !! Weaknesses
}}
|- style="vertical-align:top;text-align:left"
{{ProsAndCons
| style="width: 50%;"|
|intro=
|pros=
*High solo damage potential.
*High solo damage potential.
*Great neutral control via long-range normals and specials.
*Great neutral control via long-range normals and specials.
*4P assist is a great anti-air
*{{clr|5|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.
*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
*Combos have lots of corner carry
| style="width: 50%;"|
|cons=
*Some of his longest reaching attack require him to charge them first.
*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.  
*Aside from his longer reaching moves, the rest of his tools are quite stubby.
|-
*Due to his stubby normals, neutral can be hard sometimes.
|}
}}
<br style="clear:both;"/>
</div>


===Drive: Bloodedge===
{{card|width=4
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.
|header=Drive: Bloodedge
 
|content=  
'''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.
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.
 
|header2= Enhancer
'''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.
|content2=  
 
Acting as a sort of second drive, Naoto's specials and supers get buffed if they 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.
===Enhancer===
}}
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.  
 
 
 
<br style="clear:both;"/>
 
{{#lst:BBTag/Naoto Kurogane/Data|Links}}
<br style="clear:both;"/>


==Normal Moves==
==Normal Moves==
====== <font style="visibility:hidden" size="0">4A</font> ======
===<big>{{clr|1|4A}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBCF_Naoto_5A.png |caption=
|input=4A
|name=4A
|description=
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Naoto Kurogane/Data|4A}}
{{!}}-
{{Description|6|text=
*Jump cancellable on hit and on block
*Jump cancellable on hit and on block
*Can cancel to itself 3 times
*Can cancel to itself 3 times  
}}
Standard jab at 6f nothing special here
}}
}}


====== <font style="visibility:hidden" size="0">5A</font> ======
 
{{MoveData
===<big>{{clr|1|5A}}</big>===
|image=BBCF_Naoto_5AA.png |caption= Naotos 5AA in CF
{{BBTag Move Card|game=BBTag
|image2=BBCF_Naoto_5B.png |caption2= Naotos 5B in CF
|input=5A,5AA,5AAA,5AAAA
|image3=BBTag_NaotoK_5AAA.png |caption3= Naoto's Crush Trigger in CF
|versioned=input
|image4=BBCF_Naoto_6B.png |caption4= Naotos 6B in CF
|description=
|name=5A
*{{clr|1|5A}} moves Naoto slightly forward
|data=
*Jump cancellable up to {{clr|1|5AA}}
{{AttackDataHeader-BBTag|version=yes}}
*Dash cancels ({{clr|2|5B}} method) are -7 (-4 for {{clr|1|5AAA}})
{{!}}-
His most commonly used buttons are here. Combined with jump cancels and {{clr|2|5B}} dash cancel his pressure becomes very freeform. You will commonly see these normals into dash cancel to callout various defensive responses
{{AttackVersion|name=5A}}
{{#lsth:BBTag/Naoto Kurogane/Data|5A}}
{{!}}-
{{AttackVersion|name=5AA}}
{{#lsth:BBTag/Naoto Kurogane/Data|5AA}}
{{!}}-
{{AttackVersion|name=5AAA}}
{{#lsth:BBTag/Naoto Kurogane/Data|5AAA}}
{{!}}-
{{AttackVersion|name=5AAAA}}
{{#lsth:BBTag/Naoto Kurogane/Data|5AAAA}}
{{!}}-
{{Description|7|text=
*5A moves Naoto slightly forward
*Jump cancellable up to 5AA
The hitstun duration on 5AAA enables dash canceling into 236B.
}}
}}
}}


====== <font style="visibility:hidden" size="0">5B</font> ======
===<big>{{clr|2|5B}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBCF_Naoto_5D.png |caption= BURADDOEJJI!!
|input=5B,5BB
|image2=BBCF_Naoto_6D.png |caption2=
|versioned=input
|name=5B
|description=
|data=
*{{clr|2|5B}} can be dash cancelled at any time during startup
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=5B}}
{{#lsth:BBTag/Naoto Kurogane/Data|5B}}
{{!}}-
{{Description|7|text=
*Can be dash cancelled at any time during startup
**Does not guard break when fully charged
**Does not guard break when fully charged
**Charged version can be dash cancelled during the charge and on whiff
**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
**Can be treated as a good ranged poke but due to its long recovery it can be greatly punished
This is the button that gives Naoto access to many of his optimal bread and butter combos.
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 {{clr|1|214A}}>{{clr|1|236A}} it can bridge from neutral into his pressure
}}
----
{{AttackVersion|name=5BB}}
*{{clr|2|5BB}} is jump cancellable on hit and on block
{{#lsth:BBTag/Naoto Kurogane/Data|5BB}}
{{!}}-
{{Description|7|text=
*Jump cancellable on hit and on block
*Can be dash cancelled when charged
*Can be dash cancelled when charged
**Does not guard break when fully charged
**Does not guard break when fully charged
**Charged version can be dash cancelled during the charge and on whiff
**Charged version can be dash cancelled during the charge and on whiff
}}
}}
}}


====== <font style="visibility:hidden" size="0">5C</font> ======
===<big>{{clr|3|5C}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBCF_Naoto_6A.png |caption=
|input=5C
|name=5C
|description=
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Naoto Kurogane/Data|5C}}
{{!}}-
{{Description|6|text=
* Universal overhead
* Universal overhead


Please don't use this.
Please don't use this.
}}
}}
}}


====== <font style="visibility:hidden" size="0">2A</font> ======
 
{{MoveData
===<big>{{clr|1|2A}}</big>===
|image=BBCF_Naoto_2A.png |caption=
{{BBTag Move Card|game=BBTag
|name=2A
|input=2A
|data=
|description=
{{AttackDataHeader-BBTag}}
Standard low kick that can go into itself twice and can be cancelled into a throw. {{clr|1|2A}} is also useful when converting off of OTG's. Also has low profile capabilites
{{!}}-
{{#lsth:BBTag/Naoto Kurogane/Data|2A}}
{{!}}-
{{Description|6|text=
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.
}}
}}
}}


====== <font style="visibility:hidden" size="0">2B</font> ======
===<big>{{clr|2|2B}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBCF_Naoto_2C.png |caption=
|input=2B
|name=2B
|description=
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Naoto Kurogane/Data|2B}}
{{!}}-
{{Description|6|text=
*Jump cancellable on hit and on block.
*Good anti-air with deceptive horizontal and vertical hitbox
*Good anti-air with deceptive horizontal and vertical hitbox
Has just enough hitstun to dash cancel into 236A/C on the ground and 236B in the air if used early in a combo.
Has just enough hitstun to dash cancel into {{clr|1|236A}}/{{clr|3|C}} on the ground and {{clr|2|236B}} in the air if used early in a combo.
}}
}}
}}


====== <font style="visibility:hidden" size="0">2C</font> ======
===<big>{{clr|3|2C}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBCF_Naoto_3C.png |caption=
|input=2C
|name=2C
|description=
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Naoto Kurogane/Data|2C}}
{{!}}-
{{Description|6|text=
* Okay sweep
* Okay sweep
* Combo filler
* Combo filler
Can be used at the end of a combo to enhance Divine Smasher for some extra damage via sway cancel.
Can be used at the end of a combo to enhance Divine Smasher for some extra damage via sway cancel. You really don't want to use this though as there are far better options to end combos so it gets outshined
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.A</font> ======
 
{{MoveData
===<big>{{clr|1|j.A}}</big>===
|image=BBCF_Naoto_jB.png |caption= Cross-ups makes his ass a hitbox.
{{BBTag Move Card|game=BBTag
|image2=BBCF_Naoto_jC.png |caption2=
|input=j.A,j.AA
|name=j.A
|versioned=input
|data=
|description=
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=j.A}}
{{#lsth:BBTag/Naoto Kurogane/Data|j.A}}
{{!}}-
{{AttackVersion|name=j.AA}}
{{#lsth:BBTag/Naoto Kurogane/Data|j.AA}}
{{!}}-
{{Description|7|text=
*Combo filler
*Combo filler
}}
This can be connected into a super jump IAD {{clr|3|j.C}} following {{clr|2|5BB}} for some nasty combo potential and damage if timed properly.
}}
}}


====== <font style="visibility:hidden" size="0">j.B</font> ======
 
{{MoveData
===<big>{{clr|2|j.B}}</big>===
|image=BBCF_Naoto_jD.png |caption=
{{BBTag Move Card|game=BBTag
|name=j.B
|input=j.B
|data=
|description=
{{AttackDataHeader-BBTag}}
{{!}}-
{{AttackVersion|name=JB}}
{{#lsth:BBTag/Naoto Kurogane/Data|j.B}}
{{!}}-
{{Description|6|text=
*Does not guard break when fully charged
*Does not guard break when fully charged
*Is now an overhead
*Is now an overhead
One of Naoto's best tools for many situations. Charged version can lead to a combo if spaced properly.
One of Naoto's best tools for many situations. Charged version can lead to a combo if low enough. Great hitbox however be mindful of the hurtbox chained to it. Proper use of {{clr|2|j.B}} makes Naoto very threatening in combination with assists
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.C</font> ======
===<big>{{clr|3|j.C}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_NaotoK_jC.png |caption=
|input=j.C
|name=j.C
|description=
|input=
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Naoto Kurogane/Data|j.C}}
{{!}}-
{{Description|6|text=
*Strong, fast cross-up
*Strong, fast cross-up
*Deceptive hitbox can hit opponents from the front
*Deceptive hitbox can hit opponents from the front


Powerful button that can create sandwiching opportunities via assist calls. Depending on the match up, this button can counter DPs if crossing up after an air dash.
Powerful button that can create sandwiching opportunities via assist calls. Depending on the match up, this button can counter wakeup DPs if crossing up after an air dash. Blockstun is long enough to allow for F-Shiki with falling {{clr|3|j.C}}>land>rising {{clr|2|j.B}}
}}
}}
}}


Line 264: Line 143:
==Universal Mechanics==
==Universal Mechanics==


====== <font style="visibility:hidden" size="0">Ground Throw</font> ======
===<big>Ground Throw</big>===
{{MoveData
{{InputBadge|{{clr|2|5B}}+{{clr|3|C}}}}
|image=BBCF_Naoto_FThrow.png|caption= Front
{{BBTag Move Card|game=BBTag
|image2=BBCF_Naoto_BThrow.png|caption2= Back
|input=BC
|name=Ground Throw
|description=
|input=5B+C
Causes wall splat in the corner if used from the front, which can be followed up with {{clr|2|5BB}}>Phantom Pain.
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Naoto Kurogane/Data|BC}}
{{!}}-
{{Description|6|text=
Causes wall splat in the corner if used from the front, which can be followed up with 5BB>Phantom Pain.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Inferno Crusader</font> ======
===<big>Inferno Crusader</big>===
{{MoveData
{{InputBadge|{{clr|1|5A}}+{{clr|4|D}} (Air OK)}}
|image=BBCF_Naoto_InfernoCrusader_D.png |caption=
{{BBTag Move Card|game=BBTag
|image2=BBCF_Naoto_OverheadKick.png |caption2=
|input=AD,j.AD,AD > X
|name=Inferno Crusader
|versioned=input
|input=5A+D (Air OK)
|description=
|data=
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=Ground|subtitle=A+D}}
{{#lsth:BBTag/Naoto Kurogane/Data|AD}}
{{!}}-
{{Description|7|text=
'''Enhanced'''
'''Enhanced'''
*Naoto does a rising uppercut at an angle, making this DP a situational anti-air
*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
*Can be enhanced during a combo if dash cancelled with {{clr|2|5B}} or Sway
Can be used in a combo if enhanced and the opponent is floating.
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'''
'''Unenhanced'''
*If used any time during a combo or not from neutral, Naoto will do a vertical uppercut that hits twice.
Has next to no practical use other than to end a combo from 2C.
}}
{{AttackVersion|name=Air|subtitle=j.A+D}}
{{#lsth:BBTag/Naoto Kurogane/Data|j.AD}}
{{!}}-
{{Description|7|text=
*Combo filler
*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 {{clr|1|2A}} when delayed.
}}
}}
{{AttackVersion|name=Overhead Kick|subtitle=A+D > A/B/C}}
 
{{#lsth:BBTag/Naoto Kurogane/Data|AD > X}}
{{!}}-
{{Description|7|text=
*Combo ender
Can extend combos if intentionally whiffed.
}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Skills==
==Skills==
====== <font style="visibility:hidden" size="0">Banishing Fang</font> ======
===<big>Banishing Fang</big>===
{{MoveData
{{InputBadge|{{clr|1|236A}}}}
|image=BBCF_Naoto_BanishingFang.png |caption=
{{BBTag Move Card|game=BBTag
|image2=BBCF_Naoto_BanishingFangRoar.png |caption2=
|input=236A,236AA,236AAA
|image3=BBCF_Naoto_BanishingFangBash.png |caption3=
|versioned=input
|input=236A/B
|description=
|name=A Banishing Fang
;{{clr|1|236A}}
|data=
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=A}}
{{#lsth:BBTag/Naoto Kurogane/Data|236A}}
{{!}}-
{{Description|7|text=
'''Enhanced'''
'''Enhanced'''
*Forward advancing with good range that is safe on block makes this an excellent gap closer to catch opponents.
*Forward advancing with good range that is safe on block makes this an excellent gap closer to catch opponents.
'''Unenhanced'''
'''Unenhanced'''
*Combo filler
*Combo filler
*Enhanced shortcut: 2366A
*Enhanced shortcut: {{clr|1|2366A}}
Can be enhanced if dash cancelled from 5B or Sway.
Can be enhanced if dash cancelled from {{clr|2|5B}} or Sway.
}}
----
{{AttackVersion|name=AA}}
;{{clr|1|236AA}}
{{#lsth:BBTag/Naoto Kurogane/Data|236AA}}
{{!}}-
{{Description|7|text=
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.
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.
}}
----
{{AttackVersion|name=AAA}}
;{{clr|1|236AAA}}
{{#lsth:BBTag/Naoto Kurogane/Data|236AAA}}
{{!}}-
{{Description|7|text=
'''Enhanced'''
'''Enhanced'''
*Dash cancellable on hit
*Dash cancellable on hit
Line 356: Line 198:
'''Unenhanced'''
'''Unenhanced'''
*Combo ender
*Combo ender
}}
}}
}}


====== <font style="visibility:hidden" size="0">Banishing Fang</font> ======
===<big>Banishing Fang</big>===
{{MoveData
{{InputBadge|{{clr|2|236B}}}}
|image=BBCF_Naoto_BanishingFang.png |caption=
{{BBTag Move Card|game=BBTag
|image2=BBCF_Naoto_BanishingFangRoar.png |caption2=
|input=236B,236BB,236BBB
|image4=BBCF_Naoto_BanishingFangRaid.png |caption4=
|versioned=input
|input=236A/B
|description=
|name=B Banishing Fang
This move functions much in the way of its A version counterpart, but with slower startup and the last hit being jump cancellable instead.
|data=
 
{{AttackDataHeader-BBTag|version=yes}}
Oddly, you can chain this move into itself and other special moves via the jump cancel. (ex. {{clr|2|236BBB}} > {{clr|1|8236AAA}})
{{!}}-
{{AttackVersion|name=B}}
{{#lsth:BBTag/Naoto Kurogane/Data|236B}}
{{!}}-
{{AttackVersion|name=BB}}
{{#lsth:BBTag/Naoto Kurogane/Data|236BB}}
{{!}}-
{{AttackVersion|name=BBB}}
{{#lsth:BBTag/Naoto Kurogane/Data|236BBB}}
{{!}}-
{{Description|7|text=
This move functions much in the way of its A version counterpart, but with slower startup. It should also be noted that this version of Banishing Fang will stop at 236B if there is no confirmed hit, whereas A version rekka can utilize all 3 hits regardless of hit confirmation. At 236BBB the move become jump cancellable on hit or block, giving Naoto a lot of options on how to proceed from there.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Shift Sway</font> ======
{{MoveData
|image=BBCF_Naoto_ShiftSway.png |caption=
|image2=BBCF_Naoto_ShiftSwayEnhanced.png |caption#=
|image3=BBCF_Naoto_PhantomPain.png |caption3=
|input=214A
|name=Shift Sway
|data=
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=Shift Sway|subtitle=214A}}
{{#lsth:BBTag/Naoto Kurogane/Data|214A}}
{{!}}-
{{Description|7|text=
*Head and Projectile invulnerable


===<big>Shift Sway</big>===
{{InputBadge|{{clr|1|214A}}}}
{{BBTag Move Card|game=BBTag
|input=214A,214A > X
|versioned=input
|description=
'''Enhanced'''
'''Enhanced'''


Line 405: Line 224:
'''Unenhanced'''
'''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.
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.
}}
----
{{AttackVersion|name=Phantom Pain|subtitle=214A > A/B/C}}
*Phantom Pain is a command grab that catches standing and jumping opponents, but whiffs on crouching opponents
{{#lsth:BBTag/Naoto Kurogane/Data|214A > X}}
{{!}}-
{{Description|7|text=
*Unblockable, unburstable
*Head invulnerable
*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.
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 {{clr|2|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
}}
}}
}}


====== <font style="visibility:hidden" size="0">Slash Kaid</font> ======
===<big>Slash Kaid</big>===
{{MoveData
{{InputBadge|{{clr|2|214B}}}}
|image=BBCF_Naoto_SlashKaid.png |caption= SURASHU KEIDO!!!
{{BBTag Move Card|game=BBTag
|input=214B
|input=214B
|name=Slash Kaid
|description=
|data=
*Good range
{{AttackDataHeader-BBTag}}
*Nonpunishable on block
{{!}}-
 
{{#lsth:BBTag/Naoto Kurogane/Data|214B}}
Though not as fast as its EX counterpart on start up, it is still an important tool for closing the gap between you and your opponent during neutral. Due to its fairly large hitbox it will often win interactions that Banishing Fang would lose. Unlike CF it is not very good for combos
{{!}}-
{{Description|6|text=
* When done by itself or dash cancelled Slash Kaid will be enhanced
}}
}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Extra Skills==
==Extra Skills==
====== <font style="visibility:hidden" size="0">EX Banishing Fang</font> ======
===<big>EX Banishing Fang</big>===
{{MoveData
{{InputBadge|{{clr|3|236C}}}}
|image=BBCF_Naoto_BanishingFang.png |caption=
{{BBTag Move Card|game=BBTag
|image2=BBCF_Naoto_BanishingFangRoar.png |caption2=
|input=236C,236CC,236CCC
|image3=BBCF_Naoto_BanishingFangBash.png |caption3=Because we need more Banishing Fang
|versioned=input
|input=236C
|description=
|name=EX Banishing Fang
|data=
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=C}}
{{#lsth:BBTag/Naoto Kurogane/Data|236C}}
{{!}}-
{{AttackVersion|name=CC}}
{{#lsth:BBTag/Naoto Kurogane/Data|236CC}}
{{!}}-
{{AttackVersion|name=CCC}}
{{#lsth:BBTag/Naoto Kurogane/Data|236CCC}}
{{!}}-
{{Description|7|text=
* Wallbounce only on Enhanced Version
* Wallbounce only on Enhanced Version
}}
Unlike the normal version this can be cancelled on block as well as cancelled into normals. Mainly used for going into other specials mid combo for extra corner carry or extending pressure after the 3rd hit
}}
}}


====== <font style="visibility:hidden" size="0">EX Slash Kaid</font> ======
===<big>EX Slash Kaid</big>===
{{MoveData
{{InputBadge|{{clr|3|214C}}}}
|image=BBCF_Naoto_SlashKaid.png |caption=
{{BBTag Move Card|game=BBTag
|input=214C
|input=214C
|name=EX Slash Kaid
|description=
|data=
*Frame advantage and travel distance do not depend on being enhanced.
{{AttackDataHeader-BBTag}}
*Launches opponent on hit even if unenhanced.
{{!}}-
*Will always touch the opponent after most pushblocked normals.
{{#lsth:BBTag/Naoto Kurogane/Data|214C}}
 
{{!}}-
Along with his wide array of strong light attacks, this is one of the reasons Kuro's stagger is so terrific. It's great for coming back in after you expect a pushblock attack after one of your normals, but its being always +3 on block is by far its greatest strength. EX Slash Kraid is functionally the rushdown equivalent of Narukami's EX Zio. If nothing else, you can pop this essentially whenever you want for resets if you get tired of relying on your - on block normals to do the job for you. As with any strong EX move however, you should be dependent on this move but not too dependent. In general, low meter usage is best reserved for an every now and then thing when you don't care about your meter. If you have close to max meter, you can use this move pretty much whenever without any major concerns.
{{Description|6|text=
}}
}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Partner Skills==
==Partner Skills==
====== <font style="visibility:hidden" size="0">5P</font> ======
===<big>{{clr|5|5P}}</big>===
{{MoveData
{{InputBadge|Slash Kaid}}
|image=BBTag_NaotoK_SlashKaid.png |caption=
{{BBTag Move Card|game=BBTag
|input=Slash Kaid
|input=5P
|name=5P
|description=
|data=
 
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Naoto Kurogane/Data|5P}}
{{!}}-
{{Description|6|text=
}}
}}
}}


====== <font style="visibility:hidden" size="0">6P</font> ======
===<big>{{clr|5|6P}}</big>===
{{MoveData
{{InputBadge|BBCF {{clr|3|6C}}}}
|image=BBCF_Naoto_6C.png |caption=
{{BBTag Move Card|game=BBTag
|input=BBCF 6C
|input=6P
|name=6P
|description=
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Naoto Kurogane/Data|6P}}
{{!}}-
{{Description|6|text=
* Locates the opponent
* Locates the opponent
* Can cross up
* Can cross up


Good assist if your partner can cover Naoto after throwing the 6P so it crosses up.
Good assist if your partner can cover Naoto after throwing the {{clr|5|6P}} so it crosses up. Considerably less stronger than Naoto's other assists, but you can still definitely get good usage out of this.  


}}
}}
}}


====== <font style="visibility:hidden" size="0">4P</font> ======
===<big>{{clr|5|4P}}</big>===
{{MoveData
{{InputBadge|{{clr|2|5BB}}}}
|image=BBTag_NaotoK_4P.png |caption=Goes high enough to slap Jesus Christ himself
{{BBTag Move Card|game=BBTag
|input=5BB
|input=4P
|name=4P
|description=
|data=
* One of, if not, the best {{clr|5|4P}} in the game.
{{AttackDataHeader-BBTag}}
* Excels at air control.
{{!}}-
* The bane of every Yosuke player's existence.
{{#lsth:BBTag/Naoto Kurogane/Data|4P}}
 
{{!}}-
An insanely strong anti-air assist with very few flaws. 4P is super quick to come out and has massive range, making it a great tool for completely invalidating aerial approaches. This also serves as a go-to for Cross Combos.
{{Description|6|text=
 
* One of the best 4P in the game
In some roundstart scenarios, you can upback with your point character and use this assist to call out any risky approaches the opponent makes.
* Controls the air nicely


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


}}
}}
}}


<br style="clear:both;"/>
<br style="clear:both;"/>


==Distortion Skills==
==Distortion Skills==
====== <font style="visibility:hidden" size="0">Divine Smasher</font> ======
===<big>Divine Smasher</big>===
{{MoveData
{{InputBadge|{{clr|2|236B}}+{{clr|3|C}} (Air OK)}}
|image=BBCF_Naoto_DivineSmasher.png |caption= He better get a Rock Howard colour this time.
{{BBTag Move Card|game=BBTag
|image2=BBCF_Naoto_DivineSmasher2.png |caption2= Edit: yep, he got it.
|input=236BC,j.236BC,236BC Followup
|input=236B+C (Air OK)
|versioned=input
|name=Divine Smasher
|description=
|data=
 
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=Ground}}{{#lsth:BBTag/Naoto Kurogane/Data|236BC}}
{{!}}-
{{AttackVersion|name=Air}}{{#lsth:BBTag/Naoto Kurogane/Data|j.236BC}}
{{!}}-
{{Description|7|text=
}}
}}
}}


====== <font style="visibility:hidden" size="0">Divine Reaper</font> ======
===<big>Divine Reaper</big>===
{{MoveData
{{InputBadge|{{clr|2|214B}}+{{clr|3|C}}}}
|image=BBCF_Naoto_DivineReaper.png |caption=
{{BBTag Move Card|game=BBTag
|input=214B+C
|input=214BC,214BC Enhanced,214BC Projectile
|name=Divine Reaper
|versioned=input
|data=
|description=
{{AttackDataHeader-BBTag|version=yes}}
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. If enhanced Naoto will move forward while performing Divine Reaper
{{!}}-
{{AttackVersion|name=Strike}}
{{#lsth:BBTag/Naoto Kurogane/Data|214BC}}
{{!}}-
{{AttackVersion|name=Projectile}}
{{#lsth:BBTag/Naoto Kurogane/Data|214BC Projectile}}
{{!}}-
{{Description|7|text=
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.
Resonance version changes Naoto's follow up to creating a giant blood scythe and slashing the opponent.
}}
}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Distortion Skill Duo==
==Distortion Skill Duo==
{{MoveData
===<big>Grim of Phantom</big>===
|image=BBCF_Naoto_GrimOfPhantom.png |caption=
{{InputBadge|{{clr|5|P}} during Partner's Distortion Skill}}
|input=P during Distortion Skill
{{BBTag Move Card|game=BBTag
|name=Grim Of Phantom
|input=Distortion Skill Duo
|data=
|description=
{{AttackDataHeader-BBTag}}
Full animation comes out on hit and block so he doesn't get safe DHC shenanigans
{{!}}-
{{#lsth:BBTag/Naoto Kurogane/Data|Distortion Skill Duo}}
{{!}}-
{{Description|6|text=
}}
}}
}}


<br style="clear:both;"/>
<br style="clear:both;"/>


==Astral Heat==
==Astral Heat==
{{MoveData
===<big>Edge of Eternity</big>===
|image=BBCF_Naoto_EdgeoOfEternity.png |caption= Better Black Onslaught
{{InputBadge|{{clr|2|222B}}+{{clr|3|C}} when [[BBTag/Mechanics#Astral Heat|Astral Conditions]] are met}}
|input=222B+C
{{BBTag Move Card|game=BBTag
|name=Edge of Eternity
|input=222BC
|data=
|description=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Naoto Kurogane/Data|222BC}}
{{!}}-
{{Description|6|text=
}}
}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>
==Colors==
*[https://blazblue.wiki/wiki/Naoto_Kurogane/Gameplay#Palettes Color Palettes on https://blazblue.wiki]


==Navigation==
==Navigation==
{{#lsth:BBTag/Naoto Kurogane/Data|Links}}
<center>{{Character Label|BBTag|Naoto Kurogane|size=36px}}</center>
{{notice|To edit frame data, edit values in [[BBTag/Naoto Kurogane/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{BBTag/CharacterLinks}}
{{Navbar-BBTag}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
[[Category:Naoto Kurogane]]
 
[[Category:BlazBlue Cross Tag Battle]]
{{BBTag/Navigation}}

Latest revision as of 05:02, 13 December 2023


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Overview

Overview

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."
Naoto Kurogane


BBTag NaotoK Portrait.png
Health
17,000
Prejump
4F
Backdash
25F (1~7F Inv All)
Fastest Attack
4A (6F)
Reversals
A+D (10F)
236B+C (7F)
214B+C (13F)
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 if they 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

4A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 All 6 3 12 -3 B
  • Jump cancellable on hit and on block
  • Can cancel to itself 3 times

Standard jab at 6f nothing special here

Level P1 P2
1 100 70


5A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5A 1500 All 8 5 18 -6 B
5AA 1500 All 12 3 18 -4 B
5AAA 1700 All 15 2 26 -9 B
5AAAA 2500 All 21 4 2+28L -13 B
  • 5A moves Naoto slightly forward
  • Jump cancellable up to 5AA
  • Dash cancels (5B method) are -7 (-4 for 5AAA)

His most commonly used buttons are here. Combined with jump cancels and 5B dash cancel his pressure becomes very freeform. You will commonly see these normals into dash cancel to callout various defensive responses

Version Level P1 P2
5A 3 100 80
5AA 3 100 80
5AAA 4 100 85
5AAAA 5 100 90

5A:
5AA:
5AAA:
5AAAA:

5B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5B 1800 [2100] All 8 [35] 5 34 -20 [-15] B
5BB 1800 [2100] All 11 [26] 6 17 -4 [+1] B
  • 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
Version Level P1 P2
5B 4 100 85
5BB 4 100 85

5B:

  • Values in [] are for full charge
  • Chip Damage 90 [420]
  • Maximum Slide duration 10F
  • [Crumple Duration 28F, Crumple Fall 58F]


5BB:

  • Values in [] are for full charge
  • Chip Damage 90 [420]

5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800 High 26 3 18 -4 B
  • Universal overhead

Please don't use this.

Level P1 P2
3 100 100


2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 Low 7 2 14 -2 F

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. Also has low profile capabilites

Level P1 P2
2 90 75

2B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 All 11 6 22 -11 B 5~16 H
  • Good anti-air with deceptive horizontal and vertical hitbox

Has just enough hitstun to dash cancel into 236A/C on the ground and 236B in the air if used early in a combo.

Level P1 P2
3 90 80

2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 Low 11 4 17 -2 F
  • Okay sweep
  • Combo filler

Can be used at the end of a combo to enhance Divine Smasher for some extra damage via sway cancel. You really don't want to use this though as there are far better options to end combos so it gets outshined

Level P1 P2
4 90 85


j.A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.A 1500 High 11 6 13 H
j.AA 1500 High 9 6 12 H
  • Combo filler

This can be connected into a super jump IAD j.C following 5BB for some nasty combo potential and damage if timed properly.

Version Level P1 P2
j.A 3 100 80
j.AA 3 80 80

j.A:
j.AA:


j.B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1800 [2100] High 11 [40] 5 18+6L H
  • Does not guard break when fully charged
  • Is now an overhead

One of Naoto's best tools for many situations. Charged version can lead to a combo if low enough. Great hitbox however be mindful of the hurtbox chained to it. Proper use of j.B makes Naoto very threatening in combination with assists

Level P1 P2
4 80 85
  • Values in [] are for full charge
  • Chip Damage 90 [420]

j.C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 High 13 6 14 H
  • Strong, fast cross-up
  • Deceptive hitbox can hit opponents from the front

Powerful button that can create sandwiching opportunities via assist calls. Depending on the match up, this button can counter wakeup DPs if crossing up after an air dash. Blockstun is long enough to allow for F-Shiki with falling j.C>land>rising j.B

Level P1 P2
4 100 85


Universal Mechanics

Ground Throw

5B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 2000 Throw 7~30 3 23 T

Causes wall splat in the corner if used from the front, which can be followed up with 5BB>Phantom Pain.

Level P1 P2
0, 4 100 50 (Once)
  • Minimum Damage 2000

Inferno Crusader

5A+D (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
AD 1200×2, [1200,500×4] Air Unblockable 10 3,10
[3,3,3,2,2]
38+16L
[30+16L]
-45 [-29] B 1~18 All
j.AD 1200×2, [1200, 400×4] All 10 3,10 [3,3,3,2,2] Until L+16 H 1~18 All
AD > X 1300 All 11 6 Until L+16L H

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.

Version Level P1 P2
AD 4 80 60 (Once)
j.AD 4 80 60 (Once)
AD > X 4 48 100

AD:

  • Values in [] are for Enhancer (aka non-cancel) version
  • Minimum Damage 60×2 (120) [60, 25×4 (160)]


j.AD:

  • Values in [] are for Enhancer (aka non-cancel) version
  • Minimum Damage 60×2 (120) [60, 20×4 (140)]


AD > X:

  • Minimum Damage 65


Skills

Banishing Fang

236A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236A 1100 [1300] All 12 3 17 -3 B
236AA 1100 [1300] All 9 6 18 -7 B
236AAA 1700 [2000] All 14 7 22 -10 B
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
Version Level P1 P2
236A 3 80 80
236AA 3 64 100
236AAA 4 80 85

236A:

  • Values in [] are for Enhancer (aka non-cancel) version
  • Minimum Damage 55 [65]


236AA:

  • Values in [] are for Enhancer (aka non-cancel) version
  • Minimum Damage 55 [65]
  • Maximum Slide duration 5F


236AAA:

  • Values in [] are for Enhancer (aka non-cancel) version
  • Minimum Damage 85 [100]

Banishing Fang

236B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236B 1100 [1300] All 18 3 17 -3 B
236BB 1100 [1300] All 9 6 18 -7 B
236BBB 1700 [2000] All 14 8 30 -19 B

This move functions much in the way of its A version counterpart, but with slower startup and the last hit being jump cancellable instead.

Oddly, you can chain this move into itself and other special moves via the jump cancel. (ex. 236BBB > 8236AAA)

Version Level P1 P2
236B 3 80 80
236BB 3 64 100
236BBB 4 80 75

236B:

  • Values in [] are for Enhancer (aka non-cancel) version
  • Minimum Damage 55 [65]


236BB:

  • Values in [] are for Enhancer (aka non-cancel) version
  • Minimum Damage 55 [65]
  • Maximum Slide duration 5F


236BBB:

  • Values in [] are for Enhancer (aka non-cancel) version
  • Minimum Damage 85 [100]


Shift Sway

214A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214A 50 [37] 5~30 HP
[5~26 HP]
214A > X 0, 1800×2 Throw* 15 [5] 5 28 T 1~19 HP

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

Version Level P1 P2
214A
214A > X 0, 4×2 100 100×2, 75

214A:

  • Values in [] are for Enhancer (aka non-cancel) version


214A > X:

  • Values in [] are for Enhancer (aka non-cancel) version
  • Catches standing and jumping opponents, but whiffs on crouching opponents
  • Minimum Damage 180

Slash Kaid

214B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1800 [2300] All 13 [20] 3 23 [16] -8 [+3] B
  • Good range
  • Nonpunishable on block

Though not as fast as its EX counterpart on start up, it is still an important tool for closing the gap between you and your opponent during neutral. Due to its fairly large hitbox it will often win interactions that Banishing Fang would lose. Unlike CF it is not very good for combos

Level P1 P2
3 [4] 80 75
  • Values in [] are for Enhancer (aka non-cancel) version
  • Minimum Damage 90 [115]


Extra Skills

EX Banishing Fang

236C

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236C 1300 All 12 3 17 -3 B
236CC 1100 [1300] All 9 6 18 -7 B
236CCC 2000 [2300] All 14 7 22 -10 B
  • Wallbounce only on Enhanced Version

Unlike the normal version this can be cancelled on block as well as cancelled into normals. Mainly used for going into other specials mid combo for extra corner carry or extending pressure after the 3rd hit

Version Level P1 P2
236C 3 80 80
236CC 3 64 100
236CCC 4 80 85

236C:

  • Minimum Damage 130


236CC:

  • Values in [] are for Enhancer (aka non-cancel) version
  • Minimum Damage 110 [130]
  • Maximum Slide duration 5F


236CCC:

  • Values in [] are for Enhancer (aka non-cancel) version
  • Minimum Damage 200 [230]

EX Slash Kaid

214C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2300 [2600] All 16 [13] 3 16 +3 B
  • Frame advantage and travel distance do not depend on being enhanced.
  • Launches opponent on hit even if unenhanced.
  • Will always touch the opponent after most pushblocked normals.

Along with his wide array of strong light attacks, this is one of the reasons Kuro's stagger is so terrific. It's great for coming back in after you expect a pushblock attack after one of your normals, but its being always +3 on block is by far its greatest strength. EX Slash Kraid is functionally the rushdown equivalent of Narukami's EX Zio. If nothing else, you can pop this essentially whenever you want for resets if you get tired of relying on your - on block normals to do the job for you. As with any strong EX move however, you should be dependent on this move but not too dependent. In general, low meter usage is best reserved for an every now and then thing when you don't care about your meter. If you have close to max meter, you can use this move pretty much whenever without any major concerns.

Level P1 P2
4 80 75
  • Values in [] are for Enhancer (aka non-cancel) version
  • Minimum Damage 230 [260]


Partner Skills

5P

Slash Kaid

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000 All (18)+13 3 26 -10 B
Level P1 P2
4 70 85
  • Minimum Damage 100

6P

BBCF 6C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 All (18)+36 4 5+15L -5 H
  • Locates the opponent
  • Can cross up

Good assist if your partner can cover Naoto after throwing the 6P so it crosses up. Considerably less stronger than Naoto's other assists, but you can still definitely get good usage out of this.

Level P1 P2
4 70 85
  • Minimum Damage 85

4P

5BB

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000 All (18)+13 3 29 -13 B
  • One of, if not, the best 4P in the game.
  • Excels at air control.
  • The bane of every Yosuke player's existence.

An insanely strong anti-air assist with very few flaws. 4P is super quick to come out and has massive range, making it a great tool for completely invalidating aerial approaches. This also serves as a go-to for Cross Combos.

In some roundstart scenarios, you can upback with your point character and use this assist to call out any risky approaches the opponent makes.

Level P1 P2
4 70 85
  • Minimum Damage 100



Distortion Skills

Divine Smasher

236B+C (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236BC 4300 [5200] All 5+(50 Flash)+2 10 23 -14 B 1~14 All
j.236BC 4200 [5200] All 5+7 Until L 25L H 1~(Until L) All
236BC Followup 2700 All 4+(35 Flash)+15 3 ??+27L B 1~(Until L+3) All
Version Level P1 P2
236BC 4 80 85
j.236BC 4 80 85
236BC Followup 4 48 100

236BC:

  • Values in [] are for Enhancer (aka non-cancel) version
  • On hit/block, remainder of move is replaced with 8 active frames, and 23 frames of recovery. Invincibility lasts until active frames end on hit/block.
  • Minimum damage 1505 [1612]


j.236BC:

  • Values in [] are for Enhancer (aka non-cancel) version
  • Minimum damage 1470 [1664]
  • Maximum Slide duration 20F [22F]


236BC Followup:

  • Values in [] are for Enhancer (aka non-cancel) version
  • Minimum Damage 810
  • Divine Smasher total Minimum Damage 2315 [2422]
  • Air Divine Smasher total Minimum Damage 2280 [2470]

Divine Reaper

214B+C

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214BC 2200, 7200 [3000, 7200] All 4+(40 Flash)+9 1 48 -18 B 1~27 All
214BC Enhanced 2200, 5500×2 [2800, 5500×2] All 4+(40 Flash)+9 1 48 -18 B 1~27 All
214BC Projectile 2300×3 [2600×3] All 4+(40 Flash)+10 3,3,6 P2

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. If enhanced Naoto will move forward while performing Divine Reaper

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

Version Level P1 P2
214BC 4, 5 80, 48 85, 100
214BC Enhanced 4, 5 80, 48 85, 100
214BC Projectile 3 80 60

214BC:

  • Values in [] are for Enhancer (aka non-cancel) version
  • Maximum Slide duration 30F


214BC Enhanced:

  • Values in [] are for Enhancer (aka non-cancel) version
  • Projectile only comes out if first hit gets blocked or whiffs
  • Frame Adv listed assumes opponent blocks projectile
  • Minimum damage 550, 1296 (1846) [750, 1296 (2046)]
  • Maximum Slide duration 25F


214BC Projectile:

  • Values in [] are for Enhanced version
  • Minimum Damage 460×3 (1380)


Distortion Skill Duo

Grim of Phantom

P during Partner's Distortion Skill

Damage Guard Startup Active Recovery On-Block Attribute Invuln
400, 800×2
[400, 350×6]
All 1+(71 Flash)+1 3(34)2,3
[3(34)2,6,6,6,6,27]
75 -60 [-63] B 1~4 All

Full animation comes out on hit and block so he doesn't get safe DHC shenanigans

Level P1 P2
4 100 100
  • Values in [] are for Enhanced version
  • Minimum Damage 2000 [2500]



Astral Heat

Edge of Eternity

222B+C when Astral Conditions are met

Damage Guard Startup Active Recovery On-Block Attribute Invuln
All 4+(54 Flash)+11 6 28 -13 B 1~20 All
Level P1 P2
5


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