Difference between revisions of "BBTag/Naoto Kurogane"

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{| class="wikitable" style="float:right; margin-left: 10px; width:400px"
+
{{InvisibleHeader}}{{NavTabs|game=BBTag|chara=Naoto Kurogane}}
 +
{| class="wikitable" style="float:right; margin-left: 0.5em; width:25%"
 
|-
 
|-
 
!Naoto Kurogane
 
!Naoto Kurogane
 
|-
 
|-
 
||
 
||
[[File:BBTag_NaotoK_Portrait.png|350x500px|center]]
+
[[File:BBTag_NaotoK_Portrait.png|300x500px|center]]
 
|-
 
|-
 
||
 
||
{{#lsth:BBTag/Naoto Kurogane/Data|SystemData}}
+
{{#lst:BBTag/Naoto Kurogane/Data|System Data}}
 
;Movement Options
 
;Movement Options
 
* Double Jump, 1 Airdash, Dash Type: Run
 
* Double Jump, 1 Airdash, Dash Type: Run
Line 15: Line 16:
  
 
;Team Role:
 
;Team Role:
:Role goes here
+
:Anchor
 
|}
 
|}
 
<div style="float:left; margin-right:25px;">
 
<div style="float:left; margin-right:25px;">
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</div>
 
</div>
 
==Overview==
 
==Overview==
 
+
{{Bio
 
+
| name = Naoto Kurogane
===Backstory===
+
| game = BBTag
A foreigner from another world.
+
| icon = BBTag_NaotoK_Icon.png
 +
| quote = 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''',"
 
He possesses a unique power, the "'''Eye of the Hunter''',"
 
that allows him to see the life-force of living beings.
 
that allows him to see the life-force of living beings.
Line 30: Line 33:
 
who are in need of help and always rushes into situations
 
who are in need of help and always rushes into situations
 
without thinking much about the consequences.
 
without thinking much about the consequences.
 +
}}
 +
 +
===Drive: Bloodedge===
 +
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.
 +
 +
===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.
 +
  
 
===Playstyle===
 
===Playstyle===
 +
{{StrengthsAndWeaknesses
 +
|intro=
 
Naoto is a rushdown character with a variety of skills that can close the gap between him and his opponent.  
 
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."'''
 
+
|pros=
===Strengths/Weaknesses===
 
{|
 
|-style="text-align:left;"
 
! Strengths !! Weaknesses
 
|- style="vertical-align:top;text-align:left"
 
| style="width: 50%;"|
 
 
*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.
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*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.
 
*Due to his stubby normals, neutral can be hard sometimes.
|-
+
}}
|}
 
<br style="clear:both;"/>
 
 
 
===Drive: Bloodedge===
 
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.
 
 
 
===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;"/>
 
<br style="clear:both;"/>
  
 
==Normal Moves==
 
==Normal Moves==
====== <font style="visibility:hidden" size="0">4A</font> ======
+
====== <span style="visibility:hidden;font-size:0">4A</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBCF_Naoto_5A.png |caption= Watch out for da jab
 
|image=BBCF_Naoto_5A.png |caption= Watch out for da jab
Line 77: Line 72:
 
{{AttackDataHeader-BBTag}}
 
{{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Naoto Kurogane/Data|4A}}
+
{{#lst:BBTag/Naoto Kurogane/Data|4A}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=
+
{{Description|7|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  
Line 85: Line 80:
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">5A</font> ======
+
====== <span style="visibility:hidden;font-size:0">5A</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBCF_Naoto_5AA.png |caption= Naotos 5AA in CF
 
|image=BBCF_Naoto_5AA.png |caption= Naotos 5AA in CF
Line 97: Line 92:
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=5A}}
 
{{AttackVersion|name=5A}}
{{#lsth:BBTag/Naoto Kurogane/Data|5A}}
+
{{#lst:BBTag/Naoto Kurogane/Data|5A}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=5AA}}
 
{{AttackVersion|name=5AA}}
{{#lsth:BBTag/Naoto Kurogane/Data|5AA}}
+
{{#lst:BBTag/Naoto Kurogane/Data|5AA}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=5AAA}}
 
{{AttackVersion|name=5AAA}}
{{#lsth:BBTag/Naoto Kurogane/Data|5AAA}}
+
{{#lst:BBTag/Naoto Kurogane/Data|5AAA}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=5AAAA}}
 
{{AttackVersion|name=5AAAA}}
{{#lsth:BBTag/Naoto Kurogane/Data|5AAAA}}
+
{{#lst:BBTag/Naoto Kurogane/Data|5AAAA}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
*5A moves Naoto slightly forward
 
*5A moves Naoto slightly forward
 
*Jump cancellable up to 5AA
 
*Jump cancellable up to 5AA
Line 115: Line 110:
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">5B</font> ======
+
====== <span style="visibility:hidden;font-size:0">5B</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBCF_Naoto_5D.png |caption= The character starts here
 
|image=BBCF_Naoto_5D.png |caption= The character starts here
Line 125: Line 120:
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=5B}}
 
{{AttackVersion|name=5B}}
{{#lsth:BBTag/Naoto Kurogane/Data|5B}}
+
{{#lst:BBTag/Naoto Kurogane/Data|5B}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
*Can be dash cancelled at any time during startup
 
*Can be dash cancelled at any time during startup
 
**Does not guard break when fully charged
 
**Does not guard break when fully charged
Line 135: Line 130:
 
}}
 
}}
 
{{AttackVersion|name=5BB}}
 
{{AttackVersion|name=5BB}}
{{#lsth:BBTag/Naoto Kurogane/Data|5BB}}
+
{{#lst:BBTag/Naoto Kurogane/Data|5BB}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
*Jump cancellable on hit and on block
 
*Jump cancellable on hit and on block
 
*Can be dash cancelled when charged
 
*Can be dash cancelled when charged
Line 144: Line 139:
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">5C</font> ======
+
====== <span style="visibility:hidden;font-size:0">5C</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBCF_Naoto_6A.png |caption=
 
|image=BBCF_Naoto_6A.png |caption=
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{{AttackDataHeader-BBTag}}
 
{{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Naoto Kurogane/Data|5C}}
+
{{#lst:BBTag/Naoto Kurogane/Data|5C}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=
+
{{Description|7|text=
 
* Universal overhead
 
* Universal overhead
  
Line 160: Line 155:
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">2A</font> ======
+
====== <span style="visibility:hidden;font-size:0">2A</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBCF_Naoto_2A.png |caption= He does not need to go into 4A from this
 
|image=BBCF_Naoto_2A.png |caption= He does not need to go into 4A from this
Line 168: Line 163:
 
{{AttackDataHeader-BBTag}}
 
{{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Naoto Kurogane/Data|2A}}
+
{{#lst:BBTag/Naoto Kurogane/Data|2A}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=
+
{{Description|7|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. Also has low profile capabilites
 
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
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">2B</font> ======
+
====== <span style="visibility:hidden;font-size:0">2B</span> ======
 
{{MoveData
 
{{MoveData
|image=BBCF_Naoto_2C.png |caption=
+
|image=BBCF_Naoto_2C.png |caption= This used to be the god anti air
 
|name=2B
 
|name=2B
 
|data=
 
|data=
 
{{AttackDataHeader-BBTag}}
 
{{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Naoto Kurogane/Data|2B}}
+
{{#lst:BBTag/Naoto Kurogane/Data|2B}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=
+
{{Description|7|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 236A/C on the ground and 236B in the air if used early in a combo.
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">2C</font> ======
+
====== <span style="visibility:hidden;font-size:0">2C</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBCF_Naoto_3C.png |caption=
 
|image=BBCF_Naoto_3C.png |caption=
Line 198: Line 192:
 
{{AttackDataHeader-BBTag}}
 
{{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Naoto Kurogane/Data|2C}}
+
{{#lst:BBTag/Naoto Kurogane/Data|2C}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=
+
{{Description|7|text=
 
* Okay sweep
 
* Okay sweep
 
* Combo filler
 
* Combo filler
Line 206: Line 200:
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">j.A</font> ======
+
====== <span style="visibility:hidden;font-size:0">j.A</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBCF_Naoto_jB.png |caption= Cross-ups makes his ass a hitbox.
 
|image=BBCF_Naoto_jB.png |caption= Cross-ups makes his ass a hitbox.
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{{!}}-
 
{{!}}-
 
{{AttackVersion|name=j.A}}
 
{{AttackVersion|name=j.A}}
{{#lsth:BBTag/Naoto Kurogane/Data|j.A}}
+
{{#lst:BBTag/Naoto Kurogane/Data|j.A}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=j.AA}}
 
{{AttackVersion|name=j.AA}}
{{#lsth:BBTag/Naoto Kurogane/Data|j.AA}}
+
{{#lst:BBTag/Naoto Kurogane/Data|j.AA}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
*Combo filler
 
*Combo filler
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">j.B</font> ======
+
====== <span style="visibility:hidden;font-size:0">j.B</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBCF_Naoto_jD.png |caption= Why are you not pressing this
 
|image=BBCF_Naoto_jD.png |caption= Why are you not pressing this
Line 233: Line 227:
 
{{AttackDataHeader-BBTag}}
 
{{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Naoto Kurogane/Data|j.B}}
+
{{#lst:BBTag/Naoto Kurogane/Data|j.B}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=
+
{{Description|7|text=
 
*Does not guard break when fully charged
 
*Does not guard break when fully charged
 
*Is now an overhead
 
*Is now an overhead
Line 241: Line 235:
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">j.C</font> ======
+
====== <span style="visibility:hidden;font-size:0">j.C</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_NaotoK_jC.png |caption= You can use this now!?
 
|image=BBTag_NaotoK_jC.png |caption= You can use this now!?
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{{AttackDataHeader-BBTag}}
 
{{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Naoto Kurogane/Data|j.C}}
+
{{#lst:BBTag/Naoto Kurogane/Data|j.C}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=
+
{{Description|7|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
Line 264: Line 258:
 
==Universal Mechanics==
 
==Universal Mechanics==
  
====== <font style="visibility:hidden" size="0">Ground Throw</font> ======
+
====== <span style="visibility:hidden;font-size:0">Ground Throw</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBCF_Naoto_FThrow.png|caption= Front
 
|image=BBCF_Naoto_FThrow.png|caption= Front
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{{AttackDataHeader-BBTag}}
 
{{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Naoto Kurogane/Data|BC}}
+
{{#lst:BBTag/Naoto Kurogane/Data|BC}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=
+
{{Description|7|text=
 
Causes wall splat in the corner if used from the front, which can be followed up with 5BB>Phantom Pain.
 
Causes wall splat in the corner if used from the front, which can be followed up with 5BB>Phantom Pain.
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">Inferno Crusader</font> ======
+
====== <span style="visibility:hidden;font-size:0">Inferno Crusader</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBCF_Naoto_InfernoCrusader_D.png |caption="ANNOYING!!"
 
|image=BBCF_Naoto_InfernoCrusader_D.png |caption="ANNOYING!!"
Line 290: Line 284:
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Ground|subtitle=A+D}}
 
{{AttackVersion|name=Ground|subtitle=A+D}}
{{#lsth:BBTag/Naoto Kurogane/Data|AD}}
+
{{#lst:BBTag/Naoto Kurogane/Data|AD}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|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
Line 303: Line 297:
 
}}
 
}}
 
{{AttackVersion|name=Air|subtitle=j.A+D}}
 
{{AttackVersion|name=Air|subtitle=j.A+D}}
{{#lsth:BBTag/Naoto Kurogane/Data|j.AD}}
+
{{#lst:BBTag/Naoto Kurogane/Data|j.AD}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
*Combo filler
 
*Combo filler
 
}}
 
}}
 
{{AttackVersion|name=Overhead Kick|subtitle=A+D > A/B/C}}
 
{{AttackVersion|name=Overhead Kick|subtitle=A+D > A/B/C}}
{{#lsth:BBTag/Naoto Kurogane/Data|AD > X}}
+
{{#lst:BBTag/Naoto Kurogane/Data|AD X}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
*Combo ender
 
*Combo ender
Can extend combos if intentionally whiffed.
+
Can extend combos if intentionally whiffed. As of 2.0 this move can now be converted into a combo off 2A when delayed.
 
  }}
 
  }}
 
}}
 
}}
Line 319: Line 313:
  
 
==Skills==
 
==Skills==
====== <font style="visibility:hidden" size="0">Banishing Fang</font> ======
+
====== <span style="visibility:hidden;font-size:0">Banishing Fang</span> ======
 
{{MoveData
 
{{MoveData
|image=BBCF_Naoto_BanishingFang.png |caption=
+
|image=BBCF_Naoto_BanishingFang.png |caption= Into the corner we go !
 
|image2=BBCF_Naoto_BanishingFangRoar.png |caption2=
 
|image2=BBCF_Naoto_BanishingFangRoar.png |caption2=
|image3=BBCF_Naoto_BanishingFangBash.png |caption3="BEGONE!!"
+
|image3=BBCF_Naoto_BanishingFangBash.png |caption3= Corner carry so big, it broke my back
 +
"BEGONE!!"
 
|input=236A/B
 
|input=236A/B
 
|name=A Banishing Fang
 
|name=A Banishing Fang
Line 330: Line 325:
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=A}}
 
{{AttackVersion|name=A}}
{{#lsth:BBTag/Naoto Kurogane/Data|236A}}
+
{{#lst:BBTag/Naoto Kurogane/Data|236A}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|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.
Line 341: Line 336:
 
}}
 
}}
 
{{AttackVersion|name=AA}}
 
{{AttackVersion|name=AA}}
{{#lsth:BBTag/Naoto Kurogane/Data|236AA}}
+
{{#lst:BBTag/Naoto Kurogane/Data|236AA}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|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}}
 
{{AttackVersion|name=AAA}}
{{#lsth:BBTag/Naoto Kurogane/Data|236AAA}}
+
{{#lst:BBTag/Naoto Kurogane/Data|236AAA}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
'''Enhanced'''
 
'''Enhanced'''
 
*Dash cancellable on hit
 
*Dash cancellable on hit
Line 358: Line 353:
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">Banishing Fang</font> ======
+
====== <span style="visibility:hidden;font-size:0">Banishing Fang</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBCF_Naoto_BanishingFang.png |caption=
 
|image=BBCF_Naoto_BanishingFang.png |caption=
Line 370: Line 365:
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=B}}
 
{{AttackVersion|name=B}}
{{#lsth:BBTag/Naoto Kurogane/Data|236B}}
+
{{#lst:BBTag/Naoto Kurogane/Data|236B}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=BB}}
 
{{AttackVersion|name=BB}}
{{#lsth:BBTag/Naoto Kurogane/Data|236BB}}
+
{{#lst:BBTag/Naoto Kurogane/Data|236BB}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=BBB}}
 
{{AttackVersion|name=BBB}}
{{#lsth:BBTag/Naoto Kurogane/Data|236BBB}}
+
{{#lst:BBTag/Naoto Kurogane/Data|236BBB}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|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 becomes jump cancellable on hit or block, giving Naoto a lot of options on how to proceed from there.
+
This move functions much in the way of its A version counterpart, but with slower startup and the last hit being jump cancellable instead.
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">Shift Sway</font> ======
+
====== <span style="visibility:hidden;font-size:0">Shift Sway</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBCF_Naoto_ShiftSway.png |caption=Miss me with that bullshit
 
|image=BBCF_Naoto_ShiftSway.png |caption=Miss me with that bullshit
Line 394: Line 389:
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Shift Sway|subtitle=214A}}
 
{{AttackVersion|name=Shift Sway|subtitle=214A}}
{{#lsth:BBTag/Naoto Kurogane/Data|214A}}
+
{{#lst:BBTag/Naoto Kurogane/Data|214A}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
*Head and Projectile invulnerable
 
*Head and Projectile invulnerable
  
Line 408: Line 403:
 
}}
 
}}
 
{{AttackVersion|name=Phantom Pain|subtitle=214A > A/B/C}}
 
{{AttackVersion|name=Phantom Pain|subtitle=214A > A/B/C}}
{{#lsth:BBTag/Naoto Kurogane/Data|214A > X}}
+
{{#lst:BBTag/Naoto Kurogane/Data|214A X}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
*Unblockable, unburstable
+
*Command grab that catches standing and jumping opponents, but whiffs on crouching opponents
 
*Head invulnerable
 
*Head invulnerable
  
Line 417: Line 412:
 
  }}
 
  }}
 
}}
 
}}
 +
<nowiki/>
  
====== <font style="visibility:hidden" size="0">Slash Kaid</font> ======
+
====== <span style="visibility:hidden;font-size:0">Slash Kaid</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBCF_Naoto_SlashKaid.png |caption= Auto Neuch
 
|image=BBCF_Naoto_SlashKaid.png |caption= Auto Neuch
Line 426: Line 422:
 
{{AttackDataHeader-BBTag}}
 
{{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Naoto Kurogane/Data|214B}}
+
{{#lst:BBTag/Naoto Kurogane/Data|214B}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=
+
{{Description|7|text=
 
*Good range
 
*Good range
 
*Nonpunishable on block
 
*Nonpunishable on block
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==Extra Skills==
 
==Extra Skills==
====== <font style="visibility:hidden" size="0">EX Banishing Fang</font> ======
+
====== <span style="visibility:hidden;font-size:0">EX Banishing Fang</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBCF_Naoto_BanishingFang.png |caption=
 
|image=BBCF_Naoto_BanishingFang.png |caption=
Line 449: Line 445:
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=C}}
 
{{AttackVersion|name=C}}
{{#lsth:BBTag/Naoto Kurogane/Data|236C}}
+
{{#lst:BBTag/Naoto Kurogane/Data|236C}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=CC}}
 
{{AttackVersion|name=CC}}
{{#lsth:BBTag/Naoto Kurogane/Data|236CC}}
+
{{#lst:BBTag/Naoto Kurogane/Data|236CC}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=CCC}}
 
{{AttackVersion|name=CCC}}
{{#lsth:BBTag/Naoto Kurogane/Data|236CCC}}
+
{{#lst:BBTag/Naoto Kurogane/Data|236CCC}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|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
 
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
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">EX Slash Kaid</font> ======
+
====== <span style="visibility:hidden;font-size:0">EX Slash Kaid</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBCF_Naoto_SlashKaid.png |caption=
 
|image=BBCF_Naoto_SlashKaid.png |caption=
Line 471: Line 467:
 
{{AttackDataHeader-BBTag}}
 
{{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Naoto Kurogane/Data|214C}}
+
{{#lst:BBTag/Naoto Kurogane/Data|214C}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=
+
{{Description|7|text=
 
}}
 
}}
 
}}
 
}}
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==Partner Skills==
 
==Partner Skills==
====== <font style="visibility:hidden" size="0">5P</font> ======
+
====== <span style="visibility:hidden;font-size:0">5P</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_NaotoK_SlashKaid.png |caption=
 
|image=BBTag_NaotoK_SlashKaid.png |caption=
Line 487: Line 483:
 
{{AttackDataHeader-BBTag}}
 
{{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Naoto Kurogane/Data|5P}}
+
{{#lst:BBTag/Naoto Kurogane/Data|5P}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=
+
{{Description|7|text=
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">6P</font> ======
+
====== <span style="visibility:hidden;font-size:0">6P</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBCF_Naoto_6C.png |caption=
 
|image=BBCF_Naoto_6C.png |caption=
Line 501: Line 497:
 
{{AttackDataHeader-BBTag}}
 
{{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Naoto Kurogane/Data|6P}}
+
{{#lst:BBTag/Naoto Kurogane/Data|6P}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=
+
{{Description|7|text=
 
* Locates the opponent
 
* Locates the opponent
 
* Can cross up
 
* Can cross up
Line 511: Line 507:
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">4P</font> ======
+
====== <span style="visibility:hidden;font-size:0">4P</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_NaotoK_4P.png |caption=Goes high enough to slap Jesus Christ himself
 
|image=BBTag_NaotoK_4P.png |caption=Goes high enough to slap Jesus Christ himself
Line 520: Line 516:
 
{{AttackDataHeader-BBTag}}
 
{{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Naoto Kurogane/Data|4P}}
+
{{#lst:BBTag/Naoto Kurogane/Data|4P}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=
+
{{Description|7|text=
 
* One of the best 4P in the game
 
* One of the best 4P in the game
 
* Controls the air nicely
 
* Controls the air nicely
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==Distortion Skills==
 
==Distortion Skills==
====== <font style="visibility:hidden" size="0">Divine Smasher</font> ======
+
====== <span style="visibility:hidden;font-size:0">Divine Smasher</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBCF_Naoto_DivineSmasher.png |caption= He better get a Rock Howard colour this time.
 
|image=BBCF_Naoto_DivineSmasher.png |caption= He better get a Rock Howard colour this time.
Line 543: Line 539:
 
{{AttackDataHeader-BBTag|version=yes}}
 
{{AttackDataHeader-BBTag|version=yes}}
 
{{!}}-
 
{{!}}-
{{AttackVersion|name=Ground}}{{#lsth:BBTag/Naoto Kurogane/Data|236BC}}
+
{{AttackVersion|name=Ground}}
 +
{{#lst:BBTag/Naoto Kurogane/Data|236BC}}
 
{{!}}-
 
{{!}}-
{{AttackVersion|name=Air}}{{#lsth:BBTag/Naoto Kurogane/Data|j.236BC}}
+
{{AttackVersion|name=Air}}
 +
{{#lst:BBTag/Naoto Kurogane/Data|j.236BC}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">Divine Reaper</font> ======
+
====== <span style="visibility:hidden;font-size:0">Divine Reaper</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBCF_Naoto_DivineReaper.png |caption=
 
|image=BBCF_Naoto_DivineReaper.png |caption=
Line 560: Line 558:
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Strike}}
 
{{AttackVersion|name=Strike}}
{{#lsth:BBTag/Naoto Kurogane/Data|214BC}}
+
{{#lst:BBTag/Naoto Kurogane/Data|214BC}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Projectile}}
 
{{AttackVersion|name=Projectile}}
{{#lsth:BBTag/Naoto Kurogane/Data|214BC Projectile}}
+
{{#lst:BBTag/Naoto Kurogane/Data|214BC Projectile}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|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. If enhanced Naoto will move forward while performing Divine Reaper
 
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
  
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==Distortion Skill Duo==
 
==Distortion Skill Duo==
 
{{MoveData
 
{{MoveData
|image=BBCF_Naoto_GrimOfPhantom.png |caption=
+
|image=BBCF_Naoto_GrimOfPhantom.png |caption="The fun doesn't stop!"
 
|input=P during Distortion Skill
 
|input=P during Distortion Skill
 
|name=Grim Of Phantom
 
|name=Grim Of Phantom
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{{AttackDataHeader-BBTag}}
 
{{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Naoto Kurogane/Data|Distortion Skill Duo}}
+
{{#lst:BBTag/Naoto Kurogane/Data|Distortion Skill Duo}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=
+
{{Description|7|text=
 
Full animation comes out on hit and block so he doesn't get safe DHC shenanigans
 
Full animation comes out on hit and block so he doesn't get safe DHC shenanigans
 
  }}
 
  }}
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{{AttackDataHeader-BBTag}}
 
{{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Naoto Kurogane/Data|222BC}}
+
{{#lst:BBTag/Naoto Kurogane/Data|222BC}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=
+
{{Description|7|text=
 
  }}
 
  }}
 
}}
 
}}
 
<br style="clear:both;"/>
 
<br style="clear:both;"/>
 
+
==Roadmap==
 +
<!--To update this section, go to this character's subheader in Dustloop Wiki:Roadmap/BBTag-->
 +
{{Roadmap}}
 
==Navigation==
 
==Navigation==
{{#lsth:BBTag/Naoto Kurogane/Data|Links}}
+
{{#lst:BBTag/Naoto Kurogane/Data|Links}}
 
{{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.}}
 
{{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.}}
 
{{Navbar-BBTag}}
 
{{Navbar-BBTag}}
 
[[Category:Naoto Kurogane]]
 
[[Category:Naoto Kurogane]]
 
[[Category:BlazBlue Cross Tag Battle]]
 
[[Category:BlazBlue Cross Tag Battle]]

Latest revision as of 05:02, 20 June 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data    
Naoto Kurogane
BBTag NaotoK Portrait.png

Health: 17,000
Prejump: 4F
Backdash Time 25F / Invul: 1-7 All

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

Overview[edit]


32px Naoto Kurogane
"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.

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.

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.


Playstyle[edit]

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.



Normal Moves[edit]

4A[edit]
4A
BBCF Naoto 5A.png
Watch out for da jab
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.
1000 All 6 3 12 -3 -
  • Jump cancellable on hit and on block
  • Can cancel to itself 3 times

Standard jab at 6f nothing special here

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 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.
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 -
  • 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

5B[edit]
5B
BBCF Naoto 5D.png
The character starts here
BBCF Naoto 6D.png
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] -
  • 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 1800 [2100] All 11 [26] 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 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.
800 High 26 3 18 -4 -
  • Universal overhead

Please don't use this.

2A[edit]
2A
BBCF Naoto 2A.png
He does not need to go into 4A from this
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.
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. Also has low profile capabilites

2B[edit]
2B
BBCF Naoto 2C.png
This used to be the god anti air
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.
1500 All 11 6 22 -11 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.

2C[edit]
2C
BBCF Naoto 3C.png
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.
1700 Low 11 4 17 -2 -
  • 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

j.A[edit]
j.A
BBCF Naoto jB.png
Cross-ups makes his ass a hitbox.
BBCF Naoto jC.png
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.
j.A 1500 High 11 6 13 - -
j.AA 1500 High 9 6 12 - -
  • Combo filler

j.B[edit]
j.B
BBCF Naoto jD.png
Why are you not pressing this
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.
1800 [2100] High 11 [40] 5 18+6L - -
  • 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

j.C[edit]
j.C
BBTag NaotoK jC.png
You can use this now!?
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.
1700 High 13 6 14 - -
  • 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



Universal Mechanics[edit]

Ground Throw[edit]
Ground Throw
5B+C
BBCF Naoto FThrow.png
Front
BBCF Naoto BThrow.png
Back
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.
0, 2000 Throw 7~30 3 23 - -

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

Inferno Crusader[edit]
Inferno Crusader
5A+D (Air OK)
BBCF Naoto InfernoCrusader D.png
"ANNOYING!!"
BBCF Naoto OverheadKick.png
"GET DOWN!"
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

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
j.A+D
1200*2, [1200,500*4] All 10 3,10 [3,3,3,2,2] Until L+16 - 1-18 All
  • Combo filler
Overhead Kick
A+D > A/B/C
1300 All 11 6 Until L+16L - -
  • Combo ender

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]
A Banishing Fang
236A/B
BBCF Naoto BanishingFang.png
Into the corner we go !
BBCF Naoto BanishingFangRoar.png
BBCF Naoto BanishingFangBash.png
Corner carry so big, it broke my back

"BEGONE!!"

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 1300 All 12 3 17 -3 -

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.

AA 1100 [1300] All 9 6 18 -7 -

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.

AAA 1700 [2000] All 14 7 22 -10 -

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]
B Banishing Fang
236A/B
BBCF Naoto BanishingFang.png
BBCF Naoto BanishingFangRoar.png
BBCF Naoto BanishingFangRaid.png
"FLY!!"
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.
B 1300 All 18 3 17 -3 -
BB 1100 [1300] All 9 6 18 -7 -
BBB 1700 [2000] All 14 8 30 -19 -

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

Shift Sway[edit]
Shift Sway
214A
BBCF Naoto ShiftSway.png
Miss me with that bullshit
BBCF Naoto ShiftSwayEnhanced.png
BBCF Naoto PhantomPain.png
Caught you lacking
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]
  • 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
214A > A/B/C
0, 1800*2 Throw* 15 [5] 5 28 - 1-19 HP
  • 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]
Slash Kaid
214B
BBCF Naoto SlashKaid.png
Auto Neuch
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.
1800 [2300] All 13 [20] 3 23 [16] -8 [+3] -
  • 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


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 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.
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

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

EX Slash Kaid[edit]
EX Slash Kaid
214C
BBCF Naoto SlashKaid.png
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.
2300 [2600] All 16 [13] 3 16 +3 -


Partner Skills[edit]

5P[edit]
5P
Slash Kaid
BBCF Naoto SlashKaid.png
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.
2000 All (18)+13 3 26 -10 -

6P[edit]
6P
BBCF 6C
BBCF Naoto 6C.png
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.
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 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.
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 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 4300 [5200] All 5+2 10 23 -14 1-14 All
Air 4200 [5200] All 5+7 Until L 25L - 1-Until L All

Divine Reaper[edit]
Divine Reaper
214B+C
BBCF Naoto DivineReaper.png
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.
Strike 2200, 7200 [3000, 7200] All 4+9 1 48 -18 1-27 All
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. 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.


Distortion Skill Duo[edit]

Grim Of Phantom
P during Distortion Skill
BBCF Naoto GrimOfPhantom.png
"The fun doesn't stop!"
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.
400, 800*2
[400, 350*6]
All 1+1 3(34)2,3
[3(34)2,6,6,6,6,27]
75 -60 [-63] 1-4 All

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



Astral Heat[edit]

Edge of Eternity
222B+C
BBCF Naoto EdgeoOfEternity.png
Better Black Onslaught
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.
- All 4+11 6 28 -13 1-20 All


Roadmap[edit]

65% complete
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Overview Images for all moves but a missing descriptions for a lot of moves 15/15
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Strategy Empty 0/25
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