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.
===Playstyle===
===Playstyle===
{{StrengthsAndWeaknesses
{{StrengthsAndWeaknesses
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*Due to his stubby normals, neutral can be hard sometimes.
*Due to his stubby normals, neutral can be hard sometimes.
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===Drive: Bloodedge===
Naoto K.'s drive allows him to manipulate his own blood and transform it into a variety of different weapons such as swords, axes, spears (not in BBTAG as he no longer has his old 2D), drills, scythes, and even the head of the Black Beast itself. When using a Bloodedge move, Naoto K. can charge the attack by holding down the B button to increase the attack's damage, range, and frame advantage as well as change the move's properties and open up new cancel options. He can also dash cancel any grounded drive attack at any point during the charge, opening up opportunities to use Enhanced special moves mid-combo.
'''Note 1:''' For Naoto K. Players returning from BBCF, keep in mind that the charged versions of his drive moves no longer break guards, only providing him with a frame advantage for resetting pressure.
===Enhancer===
Acting as a sort of second drive, this mechanic increases the damage, metergain, range, hitstun, and in some cases the frame adavntage of Naoto K.'s specials, so long as they are performed while he is in a neutral state or in the middle of a dash. This is the mechanic that defines Naoto K., more so than even Bloodedge, greatly improving nearly every aspect of his kit through massive corner carry, versatile oki, intense pressure, and ludicrous combo damage.
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{{Description|8|text=
{{Description|8|text=
*Unblockable, unburstable
*Command grab that catches standing and jumping opponents, but whiffs on crouching opponents
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.
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.
Playstyle
Naoto Kurogane 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."
Pros
Cons
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.
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
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
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
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
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
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
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
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
Combo filler
Overhead Kick A+D > A/B/C
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.
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
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
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.
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
Command grab that catches standing and jumping opponents, but whiffs on crouching opponents
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
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
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
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.
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.