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</div> | </div> | ||
==Overview== | ==Overview== | ||
"Seriously, Don't say I didn't warn ya" | |||
===Backstory=== | ===Backstory=== | ||
A foreigner from another world. | A foreigner from another world. | ||
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*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 | ||
Standard jab at 6f nothing special here | |||
}} | }} | ||
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*5A moves Naoto slightly forward | *5A moves Naoto slightly forward | ||
*Jump cancellable up to 5AA | *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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====== <font style="visibility:hidden" size="0">5B</font> ====== | ====== <font style="visibility:hidden" size="0">5B</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCF_Naoto_5D.png |caption= | |image=BBCF_Naoto_5D.png |caption= The character starts here | ||
|image2=BBCF_Naoto_6D.png |caption2= | |image2=BBCF_Naoto_6D.png |caption2= | ||
|name=5B | |name=5B | ||
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**Charged version can be dash cancelled during the charge and on whiff | **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 | **Can be treated as a good ranged poke but due to its long recovery it can be greatly punished | ||
This is the | 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 | ||
}} | }} | ||
{{AttackVersion|name=5BB}} | {{AttackVersion|name=5BB}} | ||
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====== <font style="visibility:hidden" size="0">2A</font> ====== | ====== <font style="visibility:hidden" size="0">2A</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCF_Naoto_2A.png |caption= | |image=BBCF_Naoto_2A.png |caption= He does not need to go into 4A from this | ||
|name=2A | |name=2A | ||
|data= | |data= | ||
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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. | 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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====== <font style="visibility:hidden" size="0">2B</font> ====== | ====== <font style="visibility:hidden" size="0">2B</font> ====== | ||
{{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= | ||
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{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text= | ||
*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. | ||
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* Okay sweep | * Okay sweep | ||
* Combo filler | * Combo filler | ||
Can be used at the end of a combo to enhance Divine Smasher for some extra damage via sway cancel. | 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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====== <font style="visibility:hidden" size="0">j.B</font> ====== | ====== <font style="visibility:hidden" size="0">j.B</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCF_Naoto_jD.png |caption= | |image=BBCF_Naoto_jD.png |caption= Why are you not pressing this | ||
|name=j.B | |name=j.B | ||
|data= | |data= | ||
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*Does not guard break when fully charged | *Does not guard break when fully charged | ||
*Is now an overhead | *Is now an overhead | ||
One of Naoto's best tools for many situations. Charged version can lead to a combo if | 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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====== <font style="visibility:hidden" size="0">j.C</font> ====== | ====== <font style="visibility:hidden" size="0">j.C</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_NaotoK_jC.png |caption= | |image=BBTag_NaotoK_jC.png |caption= You can use this now!? | ||
|name=j.C | |name=j.C | ||
|input= | |input= | ||
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*Strong, fast cross-up | *Strong, fast cross-up | ||
*Deceptive hitbox can hit opponents from the front | *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. | 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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====== <font style="visibility:hidden" size="0">Inferno Crusader</font> ====== | ====== <font style="visibility:hidden" size="0">Inferno Crusader</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCF_Naoto_InfernoCrusader_D.png |caption= | |image=BBCF_Naoto_InfernoCrusader_D.png |caption="ANNOYING!!" | ||
|image2=BBCF_Naoto_OverheadKick.png |caption2= | |image2=BBCF_Naoto_OverheadKick.png |caption2="GET DOWN!" | ||
|name=Inferno Crusader | |name=Inferno Crusader | ||
|input=5A+D (Air OK) | |input=5A+D (Air OK) | ||
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*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 | ||
*Can be enhanced during a combo if dash cancelled with 5B or Sway | *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''' | '''Unenhanced''' | ||
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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="BEGONE!!" | ||
|input=236A/B | |input=236A/B | ||
|name=A Banishing Fang | |name=A Banishing Fang | ||
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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= | ||
|image4=BBCF_Naoto_BanishingFangRaid.png |caption4= | |image4=BBCF_Naoto_BanishingFangRaid.png |caption4="FLY!!" | ||
|input=236A/B | |input=236A/B | ||
|name=B Banishing Fang | |name=B Banishing Fang | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
This move functions much in the way of its A version counterpart, but with slower startup | This move functions much in the way of its A version counterpart, but with slower startup and the last hit being jump cancellable instead. | ||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">Shift Sway</font> ====== | ====== <font style="visibility:hidden" size="0">Shift Sway</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCF_Naoto_ShiftSway.png |caption= | |image=BBCF_Naoto_ShiftSway.png |caption=Miss me with that bullshit | ||
|image2=BBCF_Naoto_ShiftSwayEnhanced.png |caption#= | |image2=BBCF_Naoto_ShiftSwayEnhanced.png |caption#=Jojo reference | ||
|image3=BBCF_Naoto_PhantomPain.png |caption3= | |image3=BBCF_Naoto_PhantomPain.png |caption3=Caught you lacking | ||
|input=214A | |input=214A | ||
|name=Shift Sway | |name=Shift Sway | ||
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'''Unenhanced''' | '''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. | 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. | ||
}} | }} | ||
{{AttackVersion|name=Phantom Pain|subtitle=214A > A/B/C}} | {{AttackVersion|name=Phantom Pain|subtitle=214A > A/B/C}} | ||
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*Head invulnerable | *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. | 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 | ||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">Slash Kaid</font> ====== | ====== <font style="visibility:hidden" size="0">Slash Kaid</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCF_Naoto_SlashKaid.png |caption= | |image=BBCF_Naoto_SlashKaid.png |caption= Auto Neuch | ||
|input=214B | |input=214B | ||
|name=Slash Kaid | |name=Slash Kaid | ||
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*Nonpunishable on block | *Nonpunishable on block | ||
Though not as fast as its EX counterpart on start up, it is still an important tool for | 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 | ||
}} | }} | ||
}} | }} | ||
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{{Description|7|text= | {{Description|7|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 | |||
}} | }} | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|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. | 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. | |||
}} | }} | ||
}} | }} | ||
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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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{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text= | ||
Full animation comes out on hit and block so he doesn't get safe DHC shenanigans | |||
}} | }} | ||
}} | }} |
Revision as of 09:25, 13 November 2019
Naoto Kurogane |
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Overview
"Seriously, Don't say I didn't warn ya"
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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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 |
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Standard jab at 6f nothing special here |
5A
5A | Template:AttackDataHeader-BBTag |
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5B
5B | Template:AttackDataHeader-BBTag |
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5C
5C |
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Please don't use this. |
2A
2A |
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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 |
2B
2B | Template:AttackDataHeader-BBTag | ||||
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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 | Template:AttackDataHeader-BBTag | ||||
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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 |
j.A
j.A | Template:AttackDataHeader-BBTag |
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j.B
j.B |
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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 |
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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 |
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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) |
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Skills
Banishing Fang
A Banishing Fang 236A/B |
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Banishing Fang
B Banishing Fang 236A/B |
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Shift Sway
Shift Sway 214A |
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Slash Kaid
Slash Kaid 214B |
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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 |
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EX Slash Kaid
EX Slash Kaid 214C |
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Partner Skills
5P
5P Slash Kaid |
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6P
6P BBCF 6C |
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Good assist if your partner can cover Naoto after throwing the 6P so it crosses up. |
4P
4P 5BB |
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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) |
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Divine Reaper
Divine Reaper 214B+C |
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Distortion Skill Duo
Grim Of Phantom P during Distortion Skill |
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Full animation comes out on hit and block so he doesn't get safe DHC shenanigans |
Astral Heat
Edge of Eternity 222B+C |
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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 •