BBTag/Naoto Kurogane

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Revision as of 15:43, 16 June 2019 by 181.197.107.239 (talk) (6P)
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Naoto Kurogane
BBTag NaotoK Portrait.png

Health: 16,000

Jump Startup: 4

Backdash Time / Invul: 1-7 All


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

Overview

Backstory

A foreigner from another world. He possesses a unique power, the "Eye of the Hunter," that allows him to see the life-force of living beings. With a strong sense of justice, he can't ignore people who are in need of help and always rushes into situations without thinking much about the consequences.

Playstyle

Naoto is a rushdown character with a variety of skills that can close the gap between him and his opponent. Although the reach of his normal moves are short, he is able to bring the fight to close range with his unique abilty the "Enhancer."

Strengths/Weaknesses

Strengths Weaknesses
  • High solo damage potential.
  • Great neutral control via long-range normals and specials.
  • 4P assist is a great anti-air
  • Combos have lots of corner carry
  • Execution-heavy due to over-reliance on cancels for optimal damage.
  • Some of his longest reaching attack require him to charge them first.
  • Aside from his longer reaching moves, the rest of his tools are quite stubby.


Drive: Bloodedge

Enhancer

Many of Naoto K.'s Skills are enhanced when done while in a neutral state or in the middle of a dash. This is the key to his bigger combos while also greatly increases his corner carry. Some of his attacks are dash cancellable, allowing you to use Enhanced skills mid combo by doing an attack > dash cancel > Enhanced Skill!




Normal Moves

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


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


5B
5B
BBCF Naoto 5D.png
BURADDOEJJI!!
BBCF Naoto 6D.png
Version Damage Guard Startup Active Recovery Frame Adv.
5B 1800 [2100] All 13 [35] 5 34 -20 [-15]
5[B]
  • 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
5BB 1800 [2100] All 11 [41] 6 17 -4 [+1]
5B[B]
  • 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
5C
BBCF Naoto 6A.png
Damage Guard Startup Active Recovery Frame Adv.
800 High 22 3 24 -10


2A
2A
BBCF Naoto 2A.png
Damage Guard Startup Active Recovery Frame Adv.
1000 Low 7 2(6)2 14 -2

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


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


2C
2C
BBCF Naoto 3C.png
Damage Guard Startup Active Recovery Frame Adv.
1700 Low 11 4 17 -2


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


j.B
j.B
BBCF Naoto jD.png
Version Damage Guard Startup Active Recovery Frame Adv.
JB 1800 [2100] High 17 [] 5 18+6L -
J[B]
    • Does not guard break when fully charged


j.C
j.C
BBTag NaotoK jC.png
Damage Guard Startup Active Recovery Frame Adv.
1700 High 13 6 14 -



Universal Mechanics

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


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


Skills

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


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


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


Extra Skills

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


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


Partner Skills

5P
5P
Slash Kaid
BBCF Naoto SlashKaid.png
Damage Guard Startup Active Recovery Frame Adv.
2000 All (17)+13 3 26 -10


6P
6P
BBCF 6C
BBCF Naoto 6C.png
Damage Guard Startup Active Recovery Frame Adv.
1700 All (17)+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
4P
5BB
BBTag NaotoK 4P.png
Damage Guard Startup Active Recovery Frame Adv.
2000 All (17)+8 8 27 -14



Distortion Skills

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


Divine Reaper
Divine Reaper
214B+C
BBCF Naoto DivineReaper.png
Damage Guard Startup Active Recovery Frame Adv.
2200, 7200 [3000, 7200] All 4+9 1 48 -18

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

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


Distortion Skill Duo

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



Astral Heat

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


Navigation


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System Explanations

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