BBTag/Naoto Kurogane

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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
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
  • Has a really strong pressure game thanks to some of his safe on block moves combined with his dash cancelling.
  • Combos have lots of corner carry
  • Some of his longest reaching attack require him to charge them first.
  • Aside from his longer reaching moves, the rest of his tools are quite stubby.
  • Due to his stubby normals, neutral can be hard sometimes.


Drive: Bloodedge

Naoto 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
4A
BBCF Naoto 5A.png
Watch out for da jab
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

Standard jab at 6f nothing special here


5A
5A
BBCF Naoto 5AA.png
Naotos 5AA in CF
BBCF Naoto 5B.png
Naotos 5B in CF
BBTag NaotoK 5AAA.png
Naoto's Crush Trigger in CF
BBCF Naoto 6B.png
Naotos 6B in CF
Version Damage Guard Startup Active Recovery Frame Adv.
5A 1500 All 8 5 18 -6
5AA 1500 All 12 3 18 -4
5AAA 1700 All 15 2 26 -9
5AAAA 2500 All 21 4 2+28L -13
  • 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
5B
BBCF Naoto 5D.png
The character starts here
BBCF Naoto 6D.png
Version Damage Guard Startup Active Recovery Frame Adv.
5B 1800 [2100] All 8 [35] 5 34 -20 [-15]
  • Can be dash cancelled 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
5C
BBCF Naoto 6A.png
Damage Guard Startup Active Recovery Frame Adv.
800 High 26 3 18 -4
  • Universal overhead

Please don't use this.


2A
2A
BBCF Naoto 2A.png
He does not need to go into 4A from this
Damage Guard Startup Active Recovery Frame Adv.
1000 Low 7 2 14 -2

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


2B
2B
BBCF Naoto 2C.png
Damage Guard Startup Active Recovery Frame Adv.
1500 All 11 6 22 -11
  • Jump cancellable on hit and on block.
  • 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
2C
BBCF Naoto 3C.png
Damage Guard Startup Active Recovery Frame Adv.
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
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 -
  • Combo filler


j.B
j.B
BBCF Naoto jD.png
Why are you not pressing this
Damage Guard Startup Active Recovery Frame Adv.
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
j.C
BBTag NaotoK jC.png
You can use this now!?
Damage Guard Startup Active Recovery Frame Adv.
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

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 -

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


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

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 -
  • Combo filler
Overhead Kick
A+D > A/B/C
1300 All 11 6 Until L+16L -
  • Combo ender

Can extend combos if intentionally whiffed.


Skills

Banishing Fang
A Banishing Fang
236A/B
BBCF Naoto BanishingFang.png
BBCF Naoto BanishingFangRoar.png
BBCF Naoto BanishingFangBash.png
"BEGONE!!"
Version Damage Guard Startup Active Recovery Frame Adv.
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
B Banishing Fang
236A/B
BBCF Naoto BanishingFang.png
BBCF Naoto BanishingFangRoar.png
BBCF Naoto BanishingFangRaid.png
"FLY!!"
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

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.


Shift Sway
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 Guard Startup Active Recovery Frame Adv.
Shift Sway
214A
- - - - 50 [37] -
  • 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 Air Unblockable 15 [5] 5 28 -
  • 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. 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
Slash Kaid
214B
BBCF Naoto SlashKaid.png
Auto Neuch
Damage Guard Startup Active Recovery Frame Adv.
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

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

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
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 (18)+13 3 26 -10


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

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


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

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



Distortion Skills

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 4200 [5200] All 5+7 Until L 25L -


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

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

Grim Of Phantom
P during Distortion Skill
BBCF Naoto GrimOfPhantom.png
"The fun doesn't stop!"
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]

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



Astral Heat

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


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