BBTag/Naoto Kurogane: Difference between revisions

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;Team Role:
;Team Role:
:Role goes here
:Anchor
|}
|}
<div style="float:left; margin-right:25px;">
<div style="float:left; margin-right:25px;">
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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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| style="width: 50%;"|
| style="width: 50%;"|
*Some of his longest reaching attack require him to charge them first.
*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.  
*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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'''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 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===
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====== <font style="visibility:hidden" size="0">4A</font> ======
====== <font style="visibility:hidden" size="0">4A</font> ======
{{MoveData
{{MoveData
|image=BBCF_Naoto_5A.png |caption=
|image=BBCF_Naoto_5A.png |caption= Watch out for da jab
|name=4A
|name=4A
|data=
|data=
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{{Description|6|text=
{{Description|6|text=
*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
The hitstun duration on 5AAA enables dash canceling into 236B.
*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= BURADDOEJJI!!
|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 button that gives Naoto access to many of his optimal bread and butter combos.
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=
*Jump cancellable on hit and on block.
*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=
{{AttackDataHeader-BBTag}}
{{AttackDataHeader-BBTag}}
{{!}}-
{{!}}-
{{AttackVersion|name=JB}}
{{#lsth:BBTag/Naoto Kurogane/Data|j.B}}
{{#lsth:BBTag/Naoto Kurogane/Data|j.B}}
{{!}}-
{{!}}-
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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 spaced properly.
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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*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 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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{{#lsth:BBTag/Naoto Kurogane/Data|AD}}
{{#lsth:BBTag/Naoto Kurogane/Data|AD}}
{{!}}-
{{!}}-
{{Description|7|text=
'''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.
}}
{{AttackVersion|name=Air|subtitle=j.A+D}}
{{AttackVersion|name=Air|subtitle=j.A+D}}
{{#lsth:BBTag/Naoto Kurogane/Data|j.AD}}
{{#lsth:BBTag/Naoto Kurogane/Data|j.AD}}
{{!}}-
{{!}}-
{{Description|7|text=
*Combo filler
}}
{{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 > X}}
{{#lsth:BBTag/Naoto Kurogane/Data|AD > X}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
* Goes really high
*Combo ender
 
Can extend combos if intentionally whiffed. As of 2.0 this move can now be converted into a combo off 2A when delayed.
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)
  }}
  }}
}}
}}
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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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{{#lsth:BBTag/Naoto Kurogane/Data|236A}}
{{#lsth:BBTag/Naoto Kurogane/Data|236A}}
{{!}}-
{{!}}-
{{Description|7|text=
'''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.
}}
{{AttackVersion|name=AA}}
{{AttackVersion|name=AA}}
{{#lsth:BBTag/Naoto Kurogane/Data|236AA}}
{{#lsth:BBTag/Naoto Kurogane/Data|236AA}}
{{!}}-
{{!}}-
{{Description|7|text=
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.
}}
{{AttackVersion|name=AAA}}
{{AttackVersion|name=AAA}}
{{#lsth:BBTag/Naoto Kurogane/Data|236AAA}}
{{#lsth:BBTag/Naoto Kurogane/Data|236AAA}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
'''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
  }}
  }}
}}
}}
====== <font style="visibility:hidden" size="0">Banishing Fang</font> ======
====== <font style="visibility:hidden" size="0">Banishing Fang</font> ======
{{MoveData
{{MoveData
|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 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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{{#lsth:BBTag/Naoto Kurogane/Data|214A}}
{{#lsth:BBTag/Naoto Kurogane/Data|214A}}
{{!}}-
{{!}}-
{{Description|7|text=
*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.
}}
{{AttackVersion|name=Phantom Pain|subtitle=214A > A/B/C}}
{{AttackVersion|name=Phantom Pain|subtitle=214A > A/B/C}}
{{#lsth:BBTag/Naoto Kurogane/Data|214A > X}}
{{#lsth:BBTag/Naoto Kurogane/Data|214A > X}}
{{!}}-
{{!}}-
{{Description|7|text= *No amount of sway can save you from the BS in this game like it did in CF.
{{Description|7|text=
*In neutral the enhanced version swaps sides/recovers more distance between you and your opponent.
*Unblockable, unburstable
*Pressing 66 during the cancel version of sway allows you to follow up with a special input during a dash
*Head invulnerable
*The follow-up attack is a standing unblockable hitgrab. Does not hit anyone knocked down(unless their scorpion slide is high enough) or crouching.
 
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= SURASHU KEIDO!!!
|image=BBCF_Naoto_SlashKaid.png |caption= Auto Neuch
|input=214B
|input=214B
|name=Slash Kaid
|name=Slash Kaid
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{{!}}-
{{!}}-
{{Description|6|text=
{{Description|6|text=
* When done by itself or dash cancelled Slash Kaid will be enhanced
*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
  }}
  }}
}}
}}
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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


Enhanced version changes Naoto's follow up to creating a giant blood scythe and slashing the opponent.
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
  }}
  }}
}}
}}
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}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>
 
==Roadmap==
<!--To update this section, go to this character's subheader in Dustloop Wiki:Roadmap/BBTag-->
{{Roadmap}}
==Navigation==
==Navigation==
{{#lsth:BBTag/Naoto Kurogane/Data|Links}}
{{#lsth:BBTag/Naoto Kurogane/Data|Links}}

Revision as of 08:22, 17 December 2019

Naoto Kurogane
BBTag NaotoK Portrait.png
Movement Options
  • Double Jump, 1 Airdash, Dash Type: Run
Playstyle
playstyle archetypes
Team Role
Anchor

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
  • 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
Template:AttackDataHeader-BBTag
4A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000 All 6 3 12 -3 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
70 1 11 12 12 16 23 9 +0 +0
BBCF Naoto Kurogane 5A.png
Watch out for da jab
BBTAG NaotoK 4A Hitbox.png


  • Jump cancellable on hit and on block
  • Can cancel to itself 3 times

Standard jab at 6f nothing special here

5A
5A 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
Template:AttackDataHeader-BBTag
5A


5A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 8 5 18 -6 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 17 22 31 11 +0 +2
BBCF Naoto Kurogane 5AA.png
BBTAG NaotoK 5A Hitbox.png
5AA


5AA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 12 3 18 -4 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 17 22 31 11 +0 +2
BBCF Naoto Kurogane 5B.png
BBTAG NaotoK 5AA Hitbox.png
5AAA


5AAA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 All 15 2 26 -9 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 21 21 26 36 12 +0 +5
BBTag NaotoK 5AAA.png
BBTAG NaotoK 5AAA Hitbox.png
5AAAA


5AAAA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2500 All 21 4 2+28L -13 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
90 5 20 Launch 30 Launch 46 15 +0 +8
BBCF Naoto Kurogane 6B.png
BBTAG NaotoK 5AAAA Hitbox.png
  • 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
Template:AttackDataHeader-BBTag
5B


5B
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1800 [2100] All 8 [35] 5 34 -20 [-15] B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 [23] 19 [Crumple] 30 [40 + Slide] 24 [Crumple] 45 [55 + Slide + WBounce] 15 [20] +0 +5
Values in [] are for full charge
Chip Damage 90 [420]
Maximum Slide duration 10F
[Crumple Duration 28F, Crumple Fall 58F]
BBCF Naoto Kurogane 5D.pngBBCF Naoto Kurogane 5D-Charged.png
The character starts here
BBTAG NaotoK 5B Hitbox.pngBBTAG NaotoK 5BH Hitbox.png
  • 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


5BB
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1800 [2100] All 11 [26] 6 17 -4 [+1] B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 [23] Launch 25 [60] Launch 40 [75] 15 [20] +0 +5
Values in [] are for full charge
Chip Damage 90 [420]
BBCF Naoto Kurogane 6D.pngBBCF Naoto Kurogane 6D-Charged.png
BBTAG NaotoK 5BB Hitbox.pngBBTAG NaotoK 5BBH Hitbox.png
  • 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
Template:AttackDataHeader-BBTag
5C
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
800 High 26 3 18 -4 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100 3 16 - 17 + Down 23 - 31 + Down 23 11 +0 +2
BBCF Naoto Kurogane 6A.png
Could have been useful in an alternate timeline.
BBTAG NaotoK 5C Hitbox.png


  • Universal overhead

Please don't use this.

2A
2A
BBCF Naoto 2A.png
He does not need to go into 4A from this
Template:AttackDataHeader-BBTag
2A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000 Low 7 2 14 -2 F - - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
75 2 13 14 14 18 26 10 +0 +1
BBCF Naoto Kurogane 2A.png
He does not need to go into 4A from this
BBTAG NaotoK 2A Hitbox.png


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
This used to be the god anti air
Template:AttackDataHeader-BBTag
2B
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 11 6 22 -11 B 5~16 H - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 22 22 36 11 +0 +2
BBCF Naoto Kurogane 2C.png
This used to be the god anti air
BBTAG NaotoK 2B Hitbox.png
  • 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
Template:AttackDataHeader-BBTag
2C
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 Low 11 4 17 -2 F - - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 40 Launch 55 12 +0 +5
BBCF Naoto Kurogane 3C.png
RIP 214A enhanced DP. You will be missed
BBTAG NaotoK 2C Hitbox.png
  • 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
Template:AttackDataHeader-BBTag
j.A


j.A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 High 11 6 13 - H - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 17 22 31 11 +0 +2
BBCF Naoto Kurogane jB.png
Cross-ups makes his ass a hitbox.
BBTAG NaotoK JA Hitbox.png
j.AA


j.AA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 High 9 6 12 - H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 17 22 31 11 +0 +2
BBCF Naoto Kurogane jC.png
BBTAG NaotoK JAA Hitbox.png
  • Combo filler
j.B
j.B
BBCF Naoto jD.png
Why are you not pressing this
Template:AttackDataHeader-BBTag
j.B
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1800 [2100] High 11 [40] 5 18+6L - H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 [23] 19 [Launch] 40 [60 + GBounce] 24 [Launch] 55 [75 + GBounce] 15 [20] +0 +5
Values in [] are for full charge
Chip Damage 90 [420]
BBCF Naoto Kurogane jD.pngBBCF Naoto Kurogane jD-Charged.png
Why are you not pressing this
BBTAG NaotoK JB Hitbox.pngBBTAG NaotoK JBH Hitbox.png


  • 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!?
Template:AttackDataHeader-BBTag
j.C
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 High 13 6 14 - H - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 19 20 24 35 12 +0 +5
BBTag NaotoK jC.png
You can use this now!?
BBTAG NaotoK JC Hitbox.png


  • 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 Front Back
Template:AttackDataHeader-BBTag
BC
Forward Throw
other
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
0, 2000 Throw 7~30 3 23 - T - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
50 (Once) 0, 4 - Launch 80 + WBounce 60 - - - - 0, 12 +0
Minimum Damage 2000
BBCF Naoto Kurogane 5B+C.png
Front
BBTAG NaotoK Throw Hitbox.png

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!"
Template:AttackDataHeader-BBTag
Ground
A+D


AD
Inferno Crusader
other
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1200×2, [1200,500×4] Air Unblockable 10 3,10
[3,3,3,2,2]
38+16L
[30+16L]
-45 [-29] B 1~18 All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
60 (Once) 4 18 Launch 45 Launch 60 12
[12, 3×4]
+0 +5
Values in [] are for Enhancer (aka non-cancel) version
Minimum Damage 60×2 (120) [60, 25×4 (160)]
BBCF Naoto Kurogane 623D.png
"ANNOYING!!"
BBTAG NaotoK RA1 Hitbox.png

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


j.AD
Aerial Inferno Crusader
other
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1200×2, [1200, 400×4] All 10 3,10 [3,3,3,2,2] Until L+16 - H 1~18 All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
60 (Once) 4 18 Launch 45 Launch 60 12
[12, 3×4]
+0 +5
Values in [] are for Enhancer (aka non-cancel) version
Minimum Damage 60×2 (120) [60, 20×4 (140)]
BBCF Naoto Kurogane 623D.png
"ANNOYING!!"
BBTAG NaotoK RA1 Hitbox.png
  • Combo filler
Overhead Kick
A+D > A/B/C


AD > X
Overhead Kick
other
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1300 All 11 6 Until L+16L - H - - 48
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100 4 18 Launch 40 + Down 23 Launch 55 + Down 23 12 +0 +5
Minimum Damage 65
BBCF Naoto Kurogane 623X~2C.png
"GET DOWN!"
BBTAG NaotoK RA2 Hitbox.png
  • Combo ender

Can extend combos if intentionally whiffed. As of 2.0 this move can now be converted into a combo off 2A when delayed.


Skills

Banishing Fang
A Banishing Fang
236A/B
BBCF Naoto BanishingFang.png
BBCF Naoto BanishingFangRoar.png
"BEGONE!!"
Template:AttackDataHeader-BBTag
A


236A
A Banishing Fang
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1100 [1300] All 12 3 17 -3 B - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 17 22 31 15 +0 +2
Values in [] are for Enhancer (aka non-cancel) version
Minimum Damage 55 [65]
BBCF Naoto Kurogane 236B.png
Into the corner we go !
BBTAG NaotoK 236A1 Hitbox.png

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


236AA
Banishing Fang Roar
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1100 [1300] All 9 6 18 -7 B - - 64
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100 3 16 17 28 + Slide 22 42 + Slide 15 +0 +2
Values in [] are for Enhancer (aka non-cancel) version
Minimum Damage 55 [65]
Maximum Slide duration 5F
BBCF Naoto Kurogane 236B~236B.png
BBTAG NaotoK 236A2 Hitbox.png

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


236AAA
Banishing Fang Bash
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 [2000] All 14 7 22 -10 B - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 40 Launch 55 12 +0 +5
Values in [] are for Enhancer (aka non-cancel) version
Minimum Damage 85 [100]
BBCF Naoto Kurogane 236B~236B~236B.png
Corner carry so big, it broke my back "BEGONE!!"
BBTAG NaotoK 236A3 Hitbox.png

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!!"
Template:AttackDataHeader-BBTag
B


236B
B Banishing Fang
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1100 [1300] All 18 3 17 -3 B - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 17 22 31 15 +0 +2
Values in [] are for Enhancer (aka non-cancel) version
Minimum Damage 55 [65]
BBCF Naoto Kurogane 236B.png
BB


236BB
Banishing Fang Roar
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1100 [1300] All 9 6 18 -7 B - - 64
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100 3 16 17 28 + Slide 22 42 + Slide 15 +0 +2
Values in [] are for Enhancer (aka non-cancel) version
Minimum Damage 55 [65]
Maximum Slide duration 5F
BBCF Naoto Kurogane 236B~236B.png
BBTAG NaotoK 236A2 Hitbox.png
BBB


236BBB
Banishing Fang Raid
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 [2000] All 14 8 30 -19 B - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
75 4 18 Launch 17 [25] Launch 32 [40] 18 +0 +5
Values in [] are for Enhancer (aka non-cancel) version
Minimum Damage 85 [100]
BBCF Naoto Kurogane 236B~236B~236C.png
"FLY!!"
BBTAG NaotoK 236B3 Hitbox.png

This move functions much in the way of its A version counterpart, but with slower startup and the last hit being jump cancellable instead.

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
Template:AttackDataHeader-BBTag
Shift Sway
214A


214A
Shift Sway
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
- - - - 50 [37] - - 5~30 HP
[5~26 HP]
- -
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
- - - - - - - - - -
Values in [] are for Enhancer (aka non-cancel) version
BBCF Naoto Kurogane 214A.pngBBCF Naoto Kurogane 214A-Enhanced.png
Miss me with that • Jojo reference • Caught you lacking
  • 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


214A > X
Phantom Pain
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
0, 1800×2 Throw* 15 [5] 5 28 - T 1~19 HP - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100×2, 75 0, 4×2 - Launch 60 - - - 0, 12×2 +0
Values in [] are for Enhancer (aka non-cancel) version
Catches standing and jumping opponents, but whiffs on crouching opponents
Minimum Damage 180
BBCF Naoto Kurogane 214A~8A.png
BBTAG NaotoK 214AA Hitbox.png
  • 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
Template:AttackDataHeader-BBTag
214B
Slash Kaid
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1800 [2300] All 13 [20] 3 23 [16] -8 [+3] B - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
75 3 [4] 17 [21] 17 [Launch] 25 [27] 22 [Launch] 39 [42] 7 [12] +0 [+3] +2 [+8]
Values in [] are for Enhancer (aka non-cancel) version
Minimum Damage 90 [115]
BBCF Naoto Kurogane 214D.png
Auto Neuch
BBTAG NaotoK 214B Hitbox.png


  • 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
Because we need more Banishing Fang
Template:AttackDataHeader-BBTag
C


236C
EX Banishing Fang
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1300 All 12 3 17 -3 B - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 17 22 31 15 +0 +2
Minimum Damage 130
BBCF Naoto Kurogane 236B.png
BBTAG NaotoK 236C1 Hitbox.png
CC


236CC
EX Banishing Fang Roar
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1100 [1300] All 9 6 18 -7 B - - 64
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100 3 16 17 28 + Slide 22 42 + Slide 15 +0 +2
Values in [] are for Enhancer (aka non-cancel) version
Minimum Damage 110 [130]
Maximum Slide duration 5F
BBCF Naoto Kurogane 236B~236B.png
BBTAG NaotoK 236C2 Hitbox.png
CCC


236CCC
EX Banishing Fang Bash
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2000 [2300] All 14 7 22 -10 B - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 40 [70 + WBounce] Launch 55 [85 + WBounce] 12 +0 +5
Values in [] are for Enhancer (aka non-cancel) version
Minimum Damage 200 [230]
BBCF Naoto Kurogane 236B~236B~236B.png
Because we need more Banishing Fang
BBTAG NaotoK 236C3 Hitbox.png
  • 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
Template:AttackDataHeader-BBTag
214C
EX Slash Kaid
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2300 [2600] All 16 [13] 3 16 +3 B - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
75 4 21 Launch 27 [38] Launch 42 [53] 12 [7] +3 +8
Values in [] are for Enhancer (aka non-cancel) version
Minimum Damage 230 [260]
BBCF Naoto Kurogane 214D.png
N O O C H
BBTAG NaotoK 214C Hitbox.png



Partner Skills

5P
5P
Slash Kaid
BBTag NaotoK SlashKaid.png
Template:AttackDataHeader-BBTag
5P
Slash Kaid
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2000 All (18)+13 3 26 -10 B - - 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 50 - - 12 +0 -
Minimum Damage 100
BBCF Naoto Kurogane 214D.png
BBTAG NaotoK 5P Hitbox.png
6P
6P
BBCF 6C
BBCF Naoto 6C.png
Template:AttackDataHeader-BBTag
6P
BBCF 6C
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 All (18)+36 4 5+15L -5 H - - 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 60 - - 16 +0 -
Minimum Damage 85
BBCF Naoto Kurogane 6C.png
Hey, it's not COMPLETELY useless anymore!
BBTAG NaotoK 6P Hitbox.png
  • 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 Goes high enough to slap Jesus Christ himself
Template:AttackDataHeader-BBTag
4P
5BB
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2000 All (18)+13 3 29 -13 B - - 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 50 - - 12 +0 -
Minimum Damage 100
BBCF Naoto Kurogane 6D-Charged.png
Goes high enough to slap Jesus Christ himself
BBTAG NaotoK 4P Hitbox.png


  • 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. Edit: yep, he got it.
Template:AttackDataHeader-BBTag
Ground
236BC
Divine Smasher
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
4300 [5200] All 5+(50 Flash)+2 10 23 -14 B 1~14 All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 80 Launch 95 12 20 +5
Values in [] are for Enhancer (aka non-cancel) version
On hit/block, remainder of move is replaced with 8 active frames, and 23 frames of recovery. Invincibility lasts until active frames end on hit/block.
Minimum damage 1505 [1612]
BBCF Naoto Kurogane 632146B.png
He better get a Rock Howard colour this time.
BBTAG NaotoK 236BC Hitbox.png
Air
j.236BC
Air Divine Smasher
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
4200 [5200] All 5+7 Until L 25L - H 1~(Until L) All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 80 + Slide + Down 10 Launch 95 + Slide + Down 10 12 20 +5
Values in [] are for Enhancer (aka non-cancel) version
Minimum damage 1470 [1664]
Maximum Slide duration 20F [22F]
BBCF Naoto Kurogane j632146B.png
Edit: yep, he got it.
BBTAG NaotoK J236BC Hitbox.png
Divine Reaper
Divine Reaper
214B+C
BBCF Naoto DivineReaper.png
Template:AttackDataHeader-BBTag
Strike


214BC
Divine Reaper
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2200, 7200 [3000, 7200] All 4+(40 Flash)+9 1 48 -18 B 1~27 All - 80, 48
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85, 100 4, 5 18 Launch 300, 100 + Slide + Down 25 Launch 315, 116 + Slide + Down 25 3 +0 +5
Values in [] are for Enhancer (aka non-cancel) version
Maximum Slide duration 30F
BBCF Naoto Kurogane 632146D 1.png
BBTAG NaotoK 214BC Hitbox.png
Projectile


214BC Projectile
Divine Reaper Projectile
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2300×3 [2600×3] All 4+(40 Flash)+10 3,3,6 - - P2 - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
60 3 13 Launch 60 Launch 74 0/+4 +4 +4
Values in [] are for Enhanced version
Minimum Damage 460×3 (1380)
BBCF Naoto Kurogane 632146D 1.pngBBCF Naoto Kurogane 632146D 2.png
• Followup strike
BBTAG NaotoK 214BC Hitbox.png

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 "The fun doesn't stop!"
Template:AttackDataHeader-BBTag
Distortion Skill Duo
Grim of Phantom
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
400, 800×2
[400, 350×6]
All 1+(71 Flash)+1 3(34)2,3
[3(34)2,6,6,6,6,27]
75 -60 [-63] B 1~4 All - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100 4 18 Launch 100 + Down 33×2 [×5], 100 + Down 23 Launch 115 + Down 33×2 [×5], 115 + Down 23 12, 8/-5, 9/-1
[12, 13/-10, 1/+4×4,0/+20]
- -
Values in [] are for Enhanced version
Minimum Damage 2000 [2500]
BBCF Naoto Kurogane A+B+C+D 2.png
"The fun doesn't stop!"
BBTAG NaotoK DSD1 Hitbox.pngBBTAG NaotoK DSD2 Hitbox.png


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


Astral Heat

Edge of Eternity
222B+C Better Black Onslaught
Template:AttackDataHeader-BBTag
222BC
Edge of Eternity
astral
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
- All 4+(54 Flash)+11 6 28 -13 B 1~20 All - -
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
- 5 20 - - - - 13 - -
BBCF Naoto Kurogane 2141236C 1.pngBBCF Naoto Kurogane 2141236C 2.png
"There's no afterlife, only the void."
BBTAG NaotoK 222BC Hitbox.png



Roadmap

Template:Roadmap

Navigation

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.