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*High solo damage potential. | *High solo damage potential. | ||
*Great neutral control via long-range normals and | *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 | |||
| style="width: 50%;"| | | style="width: 50%;"| | ||
*Execution-heavy due to over-reliance on cancels for optimal damage. | *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. | |||
|- | |- | ||
|} | |} | ||
<br clear | <br style="clear:both;"/> | ||
===Drive: Bloodedge=== | ===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. | |||
'''Note 2:''' Only Naoto K.'s 5B, 5BB, and j.B are subject to Bloodedge's unique mechanics. All the other attacks that use the blood animations and particle effects such as Slash Kaid, Divine Smasher, Divine Reaper, Grim of Phantom, and Edge of Eternity are cosmetic only. This also includes the assist version of 5BB. | |||
===Enhancer=== | ===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. However, this mechanic also greatly increases the difficulty of his execution in even basic tasks, demanding quick and decisive inputs at all times from the player. | |||
<br clear | |||
'''Note:''' Naoto K.'s Overhead Kick and Phantom Pain specials are unaffected by Enhancer. All of his supers are similarly not affected by Enhancer. | |||
<br style="clear:both;"/> | |||
{{#lst:BBTag/Naoto Kurogane/Data|Links}} | {{#lst:BBTag/Naoto Kurogane/Data|Links}} | ||
<br clear | <br style="clear:both;"/> | ||
==Normal Moves== | ==Normal Moves== | ||
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{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text= | ||
*Jump cancellable on hit and on block | |||
*Can cancel to itself 3 times | |||
}} | }} | ||
}} | }} | ||
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|image=BBCF_Naoto_5AA.png |caption= Naotos 5AA in CF | |image=BBCF_Naoto_5AA.png |caption= Naotos 5AA in CF | ||
|image2=BBCF_Naoto_5B.png |caption2= Naotos 5B in CF | |image2=BBCF_Naoto_5B.png |caption2= Naotos 5B in CF | ||
|image3= | |image3=BBTag_NaotoK_5AAA.png |caption3= Naoto's Crush Trigger in CF | ||
|image4=BBCF_Naoto_6B.png |caption4= Naotos 6B in CF | |image4=BBCF_Naoto_6B.png |caption4= Naotos 6B in CF | ||
|name=5A | |name=5A | ||
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{{#lsth:BBTag/Naoto Kurogane/Data|5B}} | {{#lsth:BBTag/Naoto Kurogane/Data|5B}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | |||
*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 | |||
}} | |||
{{AttackVersion|name=5BB}} | {{AttackVersion|name=5BB}} | ||
{{#lsth:BBTag/Naoto Kurogane/Data|5BB}} | {{#lsth:BBTag/Naoto Kurogane/Data|5BB}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* | *Jump cancellable on hit and on block | ||
*Can be dash cancelled when charged | |||
**Does not guard break when fully charged | **Does not guard break when fully charged | ||
**Charged version can be dash cancelled during the charge and on whiff | |||
}} | }} | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text= | ||
* Universal overhead | |||
Please don't use this. | |||
}} | }} | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text= | ||
Standard low kick that can go into itself twice and can be cancelled into a throw. 2A is also useful when converting off of OTG's. | |||
}} | }} | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text= | ||
*Jump cancellable on hit and on block. | |||
}} | }} | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text= | ||
* Okay sweep | |||
* Combo filler | |||
Doesn't lead to anything good. | |||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">j.A</font> ====== | ====== <font style="visibility:hidden" size="0">j.A</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCF_Naoto_jB.png |caption= | |image=BBCF_Naoto_jB.png |caption= Cross-ups makes his ass a hitbox. | ||
|image2=BBCF_Naoto_jC.png |caption2= | |image2=BBCF_Naoto_jC.png |caption2= | ||
|name=j.A | |name=j.A | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=JB}} | |||
{{#lsth:BBTag/Naoto Kurogane/Data|j.B}} | {{#lsth:BBTag/Naoto Kurogane/Data|j.B}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text= | ||
*Does not guard break when fully charged | |||
*Is now an overhead | |||
}} | }} | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text= | ||
* Used in air combos and certain blockstrings in tall characters | |||
* Good for crossing up | |||
One can do Assist > J.C at closer range to make a sandwich situation. | |||
}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Universal Mechanics== | ==Universal Mechanics== | ||
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{{!}}- | {{!}}- | ||
{{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 > | {{#lsth:BBTag/Naoto Kurogane/Data|AD > X}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Goes really high | |||
Can assist > dp with characters like Waldstein ex: Wald 6P > Naoto DP (has to be delayed a little so the DP gets it's invulnerable) | |||
}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Skills== | ==Skills== | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=Phantom Pain|subtitle=214A > A/B/C}} | {{AttackVersion|name=Phantom Pain|subtitle=214A > A/B/C}} | ||
{{#lsth:BBTag/Naoto Kurogane/Data|214A > | {{#lsth:BBTag/Naoto Kurogane/Data|214A > X}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= *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 follow-up attack is a standing unblockable hitgrab. Does not hit anyone knocked down(unless their scorpion slide is high enough) or crouching. | |||
}} | }} | ||
}} | }} | ||
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}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Extra Skills== | ==Extra Skills== | ||
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|image=BBCF_Naoto_BanishingFang.png |caption= | |image=BBCF_Naoto_BanishingFang.png |caption= | ||
|image2=BBCF_Naoto_BanishingFangRoar.png |caption2= | |image2=BBCF_Naoto_BanishingFangRoar.png |caption2= | ||
|image3=BBCF_Naoto_BanishingFangBash.png |caption3= | |image3=BBCF_Naoto_BanishingFangBash.png |caption3=Because we need more Banishing Fang | ||
|input=236C | |input=236C | ||
|name=EX Banishing Fang | |name=EX Banishing Fang | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Wallbounce only on Enhanced Version | |||
}} | }} | ||
}} | }} | ||
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}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Partner Skills== | ==Partner Skills== | ||
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{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text= | ||
* 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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{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text= | ||
* 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. | |||
}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Distortion Skills== | ==Distortion Skills== | ||
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{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text= | ||
Naoto launches a blood wave that resembles a giant Dead Spike. If he's close enough, he will perform a follow up where he smashes the opponent with a elbow strike. If he's too far, only the Dead Spike will hit, dealing less damage but allowing him to follow up. | |||
Enhanced version changes Naoto's follow up to creating a giant blood scythe and slashing the opponent. | |||
}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Distortion Skill Duo== | ==Distortion Skill Duo== | ||
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}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Astral Heat== | ==Astral Heat== | ||
{{MoveData | {{MoveData | ||
|image=BBCF_Naoto_EdgeoOfEternity.png |caption= | |image=BBCF_Naoto_EdgeoOfEternity.png |caption= Better Black Onslaught | ||
|input=222B+C | |input=222B+C | ||
|name=Edge of Eternity | |name=Edge of Eternity | ||
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}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Navigation== | ==Navigation== |
Revision as of 00:31, 12 September 2019
Naoto Kurogane |
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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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|
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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.
Note 2: Only Naoto K.'s 5B, 5BB, and j.B are subject to Bloodedge's unique mechanics. All the other attacks that use the blood animations and particle effects such as Slash Kaid, Divine Smasher, Divine Reaper, Grim of Phantom, and Edge of Eternity are cosmetic only. This also includes the assist version of 5BB.
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. However, this mechanic also greatly increases the difficulty of his execution in even basic tasks, demanding quick and decisive inputs at all times from the player.
Note: Naoto K.'s Overhead Kick and Phantom Pain specials are unaffected by Enhancer. All of his supers are similarly not affected by Enhancer.
Normal Moves
4A
4A |
Template:AttackDataHeader-BBTag
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5A
5A | Template:AttackDataHeader-BBTag |
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5B
5B | Template:AttackDataHeader-BBTag |
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5C
5C |
Template:AttackDataHeader-BBTag
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Please don't use this. |
2A
2A |
Template:AttackDataHeader-BBTag
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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. |
2B
2B | Template:AttackDataHeader-BBTag | ||||
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|
2C
2C | Template:AttackDataHeader-BBTag | ||||
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Doesn't lead to anything good. |
j.A
j.A | Template:AttackDataHeader-BBTag |
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j.B
j.B | Template:AttackDataHeader-BBTag |
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j.C
j.C |
Template:AttackDataHeader-BBTag
| ||||
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One can do Assist > J.C at closer range to make a sandwich situation. |
Universal Mechanics
Ground Throw
Ground Throw 5B+C |
Template:AttackDataHeader-BBTag | ||||
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Inferno Crusader
Inferno Crusader 5A+D (Air OK) |
Template:AttackDataHeader-BBTag |
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Skills
Banishing Fang
A Banishing Fang 236A/B |
Template:AttackDataHeader-BBTag |
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Banishing Fang
B Banishing Fang 236A/B |
Template:AttackDataHeader-BBTag |
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Shift Sway
Shift Sway 214A |
Template:AttackDataHeader-BBTag |
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Slash Kaid
Slash Kaid 214B |
Template:AttackDataHeader-BBTag
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Extra Skills
EX Banishing Fang
EX Banishing Fang 236C |
Template:AttackDataHeader-BBTag |
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EX Slash Kaid
EX Slash Kaid 214C |
Template:AttackDataHeader-BBTag
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Partner Skills
5P
5P Slash Kaid |
Template:AttackDataHeader-BBTag | ||||
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6P
6P BBCF 6C |
Template:AttackDataHeader-BBTag | ||||
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Good assist if your partner can cover Naoto after throwing the 6P so it crosses up. |
4P
4P 5BB |
Template:AttackDataHeader-BBTag
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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) |
Template:AttackDataHeader-BBTag |
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Divine Reaper
Divine Reaper 214B+C |
Template:AttackDataHeader-BBTag
| ||||
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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. |
Distortion Skill Duo
Grim Of Phantom P during Distortion Skill |
Template:AttackDataHeader-BBTag
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Astral Heat
Edge of Eternity 222B+C |
Template:AttackDataHeader-BBTag
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move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- Azrael [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Iron Tager [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Susano'o [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •