Naoto Kurogane
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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
- Role goes here
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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
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- 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
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- 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.
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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.
Normal Moves
4A
5A
5A
Naotos 5AA in CF Naotos 5B in CF Naoto's Crush Trigger in CF Naotos 6B in CF
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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5A
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1500
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All
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8
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5
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18
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-6
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5AA
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1500
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All
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12
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3
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18
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-4
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5AAA
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1700
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All
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15
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2
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26
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-9
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5AAAA
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2500
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All
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21
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4
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2+28L
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-13
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- 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
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5B
5B
The character starts here
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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5B
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1800 [2100]
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All
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8 [35]
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5
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34
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-20 [-15]
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- 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
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5BB
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1800 [2100]
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All
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11 [26]
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6
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17
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-4 [+1]
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- 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
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5C
2A
2A
He does not need to go into 4A from this
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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1000
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Low
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7
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2
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14
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-2
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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
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2B
2B
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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1500
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All
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11
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6
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22
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-11
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- Jump cancellable on hit and on block.
- 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.
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2C
2C
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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1700
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Low
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11
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4
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17
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-2
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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
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j.A
j.A
Cross-ups makes his ass a hitbox.
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j.B
j.B
Why are you not pressing this
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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1800 [2100]
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High
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11 [40]
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5
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18+6L
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-
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- 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
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j.C
j.C
You can use this now!?
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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1700
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High
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13
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6
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14
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-
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- 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
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Universal Mechanics
Ground Throw
Ground Throw 5B+C
Front Back
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Inferno Crusader
Inferno Crusader 5A+D (Air OK)
"ANNOYING!!" GET DOWN!"
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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Ground A+D
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1200*2, [1200,500*4]
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Air Unblockable
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10
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3,10 [3,3,3,2,2]
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38+16L [30+16L]
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-45 [-29]
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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
If used any time during a combo or not from neutral, Naoto will do a vertical uppercut that hits twice.
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Air j.A+D
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1200*2, [1200,500*4]
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All
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10
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3,10 [3,3,3,2,2]
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Until L+16
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-
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Overhead Kick A+D > A/B/C
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1300
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All
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11
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6
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Until L+16L
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-
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Can extend combos if intentionally whiffed.
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Skills
Banishing Fang
A Banishing Fang 236A/B
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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A
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1300
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All
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12
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3
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17
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-3
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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.
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AA
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1100 [1300]
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All
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9
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6
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18
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-7
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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.
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AAA
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1700 [2000]
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All
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14
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7
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22
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-10
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Enhanced
Corner carries quite a distance and can be followed up with Divine Smasher or Inferno Crusader to end the combo.
Unenhanced
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Banishing Fang
B Banishing Fang 236A/B
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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B
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1300
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All
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18
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3
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17
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-3
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BB
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1100 [1300]
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All
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9
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6
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18
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-7
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BBB
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1700 [2000]
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All
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14
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8
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30
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-19
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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.
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Shift Sway
Shift Sway 214A
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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Shift Sway 214A
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-
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-
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-
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-
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50 [37]
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-
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- 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.
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Phantom Pain 214A > A/B/C
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0, 1800*2
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Air Unblockable
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15 [5]
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5
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28
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-
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- Unblockable, unburstable
- 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.
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Slash Kaid
Slash Kaid 214B
SURASHU KEIDO!!!
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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1800 [2300]
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All
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13 [20]
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3
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23 [16]
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-8 [+3]
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- Good range
- Nonpunishable on block
Though not as fast as its EX counterpart on start up, it is still an important tool for pressuring opponents during blockstrings due to its fast recovery.
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EX Banishing Fang
EX Banishing Fang 236C
Because we need more Banishing Fang
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EX Slash Kaid
Partner Skills
5P
6P
6P BBCF 6C
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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1700
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All
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(18)+36
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4
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5+15L
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-5
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- Locates the opponent
- Can cross up
Good assist if your partner can cover Naoto after throwing the 6P so it crosses up.
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4P
4P 5BB
Goes high enough to slap Jesus Christ himself
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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2000
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All
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(18)+10
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6
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27
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-14
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- 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.
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Distortion Skills
Divine Smasher
Divine Smasher 236B+C (Air OK)
He better get a Rock Howard colour this time. Edit: yep, he got it.
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Divine Reaper
Divine Reaper 214B+C
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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Strike
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2200, 7200 [3000, 7200]
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All
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4+9
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1
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48
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-18
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Projectile
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2300*3
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All
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4+10
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3,3,6
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-
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-
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Naoto launches a blood wave that resembles a giant Dead Spike. If he's close enough, he will perform a follow up where he smashes the opponent with a elbow strike. If he's too far, only the Dead Spike will hit, dealing less damage but allowing him to follow up.
Enhanced version changes Naoto's follow up to creating a giant blood scythe and slashing the opponent.
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Distortion Skill Duo
Grim Of Phantom P during Distortion Skill
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Astral Heat
Edge of Eternity 222B+C
Better Black Onslaught
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Navigation
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To edit frame data, edit values in BBTag/Naoto Kurogane/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
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