BBCF/Naoto Kurogane

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Overview

Overview

Naoto is an aggressive rushdown character with fast movement, high damage and oppressive pressure.

Naoto can convert most hits into great damage thanks to his strong combo game, helped by his unique "Enhancer" mechanic - if Naoto performs a special move while dashing, said special move will gain new properties. These new properties give him excellent corner carry and side swap potential, allowing most hits to reach the corner. Furthermore, in the corner Naoto has solid okizeme, meaning any converted hit can lead into his relentless pressure.

Along with his strong offense, Naoto has good defensive options with a jab that hits crouching opponents, a low profile 2A, an anti-air 2C with fast invincibility, one of the best DPs in the game due to its large forward hitbox and long active frames and invincibility, two useful reversal supers and a solid Counter Assault.

Though Naoto lacks the far reaching normals of other members of the cast and has no fireball, his good mobility and Enhanced specials allow him to quickly close the gap to his opponent. Though Naoto requires above average execution for optimized play, he rewards the effort with fantastic damage, great corner carry and stylish combos.
Playstyle
Naoto Kurogane is a rushdown character with amazing pressure and huge damage.
Pros Cons
  • Simple but Effective Gameplan: Naoto's simple rushdown gameplan makes him very easy to pick up despite the strict execution for his BnBs.
  • Strong and Oppressive Offense: Naoto's high damage and corner carry, good okizeme and strong pressure options make him terrifying if he ever converts from a hit.
  • Good Mobility: Naoto has a good run speed, a quick air dash and fast moving specials.
  • Solid Defense: Naoto has great defensive options with good jabs, a great crouching anti-air and several strong reversals.
  • Endorsed by the Wu-Tang Clan.
  • Stubby Arms: Naoto has short range outside of charged Drive attacks, Enhanced Slash Kaid and Divine Smasher. The first are very slow, the second generally whiffs on airborne opponents and is unsafe when poorly spaced and the last requires meter and is punishable on block.

Drive: Bloodedge

Naoto's Drive allows him to transform his blood into melee weapons for longer range attacks. Naoto can charge them to further increase range and imbue them with Guard Break properties. While charging, Naoto can dash cancel to act as a feint. While visually similar to Ragna's Drive, there is no lifesteal effect.

Unique Ability: Enhancer

If Naoto performs special moves or distortion drives while dashing on the ground or within 12F of ending a dash (giving time to input special moves), they will gain a blue silhouette and new properties (e.g. more hits). Within the window, it is possible for Naoto to perform any normal 12F or faster while dashing and still cancel into an Enhanced special/super (hitstop is not included). Note that jump startup immediately ends the Enhancer window but Rapid Cancel keeps it.

When performing Enhanced specials in a neutral state, the dash input can be performed anywhere outside or within the special's motion input. Some examples include 2366 (Enhanced 236), 6263 (Enhanced 623) and 21466 (Enhanced 214).

Naoto can dash cancel a few of his moves, entering a dash with a set duration. Unlike most, Naoto can special cancel this for its entire duration and any specials canceled into will be Enhanced.

Overdrive: Blood Repulsor

Naoto's Drive attacks are faster, with his charged Drive attacks becoming especially faster along with increased hitstun, and grounded Drive moves become dash cancelable on hit and on block. Additionally, the window to Enhance specials after a dash is increased to 25F and he can also use an air dash to enhance specials in the air. Finally, his hair and eyes will turn white and red, respectively.

Normal Moves

  • All normal and Drive moves are special cancelable on hit and on block

5A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300 All 6 3 12 -1 B

Great jab, one of Naoto's primary buttons for his stagger pressure due to being fast, hitting crouchers, being jump cancelable on block, being only slightly minus and having excellent cancel options such as 5AA or 2A. Unlike most jabs, it is a level 2 normal, meaning it has more block/hitstun than usual, making it win most 5A/2A trades and allowing it to combo into Enhanced 236B and 214D when done out of a dash.

Gatling options: 5AABBCF Naoto 5AA.pngGuard:
Mid
Startup:
8
Recovery:
14
Advantage:
-1
, 2ABBCF Naoto 2A.pngGuard:
Low/Air
Startup:
7
Recovery:
12
Advantage:
-2
, 6ABBCF Naoto 6A.pngGuard:
High
Startup:
24
Recovery:
24
Advantage:
-10
, 5BBBCF Naoto 5B.pngGuard:
Mid
Startup:
8
Recovery:
18
Advantage:
-4
, 2BBBCF Naoto 2B.pngGuard:
Low
Startup:
8
Recovery:
15
Advantage:
-4
, 6BBBCF Naoto 6B.pngGuard:
All
Startup:
17
Recovery:
4+12L
Advantage:
-1
, 5CBBCF Naoto 5C.pngGuard:
Mid
Startup:
12
Recovery:
18
Advantage:
-3
, 2CBBCF Naoto 2C.pngGuard:
Mid
Startup:
11
Recovery:
22
Advantage:
-11
, 3CBBCF Naoto 3C.pngGuard:
Low
Startup:
11
Recovery:
17
Advantage:
-4
, 5DBBCF Naoto 5D-1.pngGuard:
Mid
Startup:
20 {18}
Recovery:
18
Advantage:
-2
, 2DBBCF Naoto 2D-1.pngGuard:
Low
Startup:
22 {20}
Recovery:
18
Advantage:
-2
, 6DBBCF Naoto 6D-1.pngGuard:
Mid
Startup:
24 {22}
Recovery:
17
Advantage:
-2

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 2 100 80 +6

5AA

Damage Guard Startup Active Recovery On-Block Attribute Invuln
600 Mid 8 4 14 -1 B

Can only be done after a 5A. Another of Naoto's primary pressure buttons as it also hits crouchers and is still only slightly minus, moves forward and leads to excellent reward on counter hit. Its forward movement also makes it the ideal hit confirm after 5A, spacing Naoto perfectly for his more advanced routing while also doing more damage than 5B. This move will sometimes whiff if 5A hits an airborne opponent too high.

  • Causes stagger on counter hit

Gatling options: 6ABBCF Naoto 6A.pngGuard:
High
Startup:
24
Recovery:
24
Advantage:
-10
, 5BBBCF Naoto 5B.pngGuard:
Mid
Startup:
8
Recovery:
18
Advantage:
-4
, 2BBBCF Naoto 2B.pngGuard:
Low
Startup:
8
Recovery:
15
Advantage:
-4
, 6BBBCF Naoto 6B.pngGuard:
All
Startup:
17
Recovery:
4+12L
Advantage:
-1
, 5CBBCF Naoto 5C.pngGuard:
Mid
Startup:
12
Recovery:
18
Advantage:
-3
, 2CBBCF Naoto 2C.pngGuard:
Mid
Startup:
11
Recovery:
22
Advantage:
-11
, 3CBBCF Naoto 3C.pngGuard:
Low
Startup:
11
Recovery:
17
Advantage:
-4
, 5DBBCF Naoto 5D-1.pngGuard:
Mid
Startup:
20 {18}
Recovery:
18
Advantage:
-2
, 2DBBCF Naoto 2D-1.pngGuard:
Low
Startup:
22 {20}
Recovery:
18
Advantage:
-2
, 6DBBCF Naoto 6D-1.pngGuard:
Mid
Startup:
24 {22}
Recovery:
17
Advantage:
-2

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 100 89 +1

5B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
550 Mid 8 3 18 -4 B

Due to the angle it hits, it can be used as a fairly low commitment preemptive anti-air in neutral, however it lacks head invincibility making it less useful as a reactionary one. It moves forward slightly and is jump cancelable on block, giving it uses in pressure. As an anti-air, on regular hit it can only combo into rising air normals or in some cases a late hit 623C and on counter hit it can be linked into itself before air normals or directly into 214A~8A.

Gatling options: 2BBBCF Naoto 2B.pngGuard:
Low
Startup:
8
Recovery:
15
Advantage:
-4
, 6BBBCF Naoto 6B.pngGuard:
All
Startup:
17
Recovery:
4+12L
Advantage:
-1
, 5CBBCF Naoto 5C.pngGuard:
Mid
Startup:
12
Recovery:
18
Advantage:
-3
, 2CBBCF Naoto 2C.pngGuard:
Mid
Startup:
11
Recovery:
22
Advantage:
-11
, 3CBBCF Naoto 3C.pngGuard:
Low
Startup:
11
Recovery:
17
Advantage:
-4
, 5DBBCF Naoto 5D-1.pngGuard:
Mid
Startup:
20 {18}
Recovery:
18
Advantage:
-2
, 2DBBCF Naoto 2D-1.pngGuard:
Low
Startup:
22 {20}
Recovery:
18
Advantage:
-2
, 6DBBCF Naoto 6D-1.pngGuard:
Mid
Startup:
24 {22}
Recovery:
17
Advantage:
-2

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 100 89 -2

5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800 Mid 12 4 18 -3 B

Sees lots of use in combos due to its great scaling and combo options after and is useful during pressure as it also moves forward slightly, is jump cancelable on block and has good natural frame traps into drives, however its high pushback can sometimes cause them to whiff against an opponent's Barrier. Serves as one of Naoto's main punishes along with 6D. Sees little use in neutral, it can sometimes be used as a poke but is generally outclassed by Enhanced 236B and Enhanced 214D and although it can be used as a decent whiff punish it is difficult to convert into good reward after.

Gatling options: 6BBBCF Naoto 6B.pngGuard:
All
Startup:
17
Recovery:
4+12L
Advantage:
-1
, 2CBBCF Naoto 2C.pngGuard:
Mid
Startup:
11
Recovery:
22
Advantage:
-11
, 3CBBCF Naoto 3C.pngGuard:
Low
Startup:
11
Recovery:
17
Advantage:
-4
, 5DBBCF Naoto 5D-1.pngGuard:
Mid
Startup:
20 {18}
Recovery:
18
Advantage:
-2
, 2DBBCF Naoto 2D-1.pngGuard:
Low
Startup:
22 {20}
Recovery:
18
Advantage:
-2
, 6DBBCF Naoto 6D-1.pngGuard:
Mid
Startup:
24 {22}
Recovery:
17
Advantage:
-2

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 100 92 -7

2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300 Low/Air 7 2 12 -2 F

Another primary pressure button due to being slightly minus, hitting low, being cancelable into itself and being cancelable into 5A even when 5A has been used in the string already. It can also low profile most 5As with only a few exceptions which can be useful when resetting pressure or when mashing out of the opponent's pressure. The low profile also makes it good as a very low commitment anti-air. Acts as Naoto's primary roll catch and gives Naoto good okizeme in the corner. Due to being whiff cancelable into itself, make sure to not hold down back when inputting Barrier blocks after whiffing it (such as on reaction to an opponent's super flash).

  • Naoto's fastest low
  • Low profiles for most of the move
  • Can be done two times in a string
  • Whiff cancelable into itself

Gatling options: 5ABBCF Naoto 5A.pngGuard:
All
Startup:
6
Recovery:
12
Advantage:
-1
, 2ABBCF Naoto 2A.pngGuard:
Low/Air
Startup:
7
Recovery:
12
Advantage:
-2
, 6ABBCF Naoto 6A.pngGuard:
High
Startup:
24
Recovery:
24
Advantage:
-10
, 5BBBCF Naoto 5B.pngGuard:
Mid
Startup:
8
Recovery:
18
Advantage:
-4
, 2BBBCF Naoto 2B.pngGuard:
Low
Startup:
8
Recovery:
15
Advantage:
-4
, 6BBBCF Naoto 6B.pngGuard:
All
Startup:
17
Recovery:
4+12L
Advantage:
-1
, 5CBBCF Naoto 5C.pngGuard:
Mid
Startup:
12
Recovery:
18
Advantage:
-3
, 2CBBCF Naoto 2C.pngGuard:
Mid
Startup:
11
Recovery:
22
Advantage:
-11
, 3CBBCF Naoto 3C.pngGuard:
Low
Startup:
11
Recovery:
17
Advantage:
-4
, 5DBBCF Naoto 5D-1.pngGuard:
Mid
Startup:
20 {18}
Recovery:
18
Advantage:
-2
, 2DBBCF Naoto 2D-1.pngGuard:
Low
Startup:
22 {20}
Recovery:
18
Advantage:
-2
, 6DBBCF Naoto 6D-1.pngGuard:
Mid
Startup:
24 {22}
Recovery:
17
Advantage:
-2

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 1 90 80 +6

2B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
480 Low 8 3 15 -4 F

Running 2B is a rather useful neutral option due to its decent range (hits further horizontally than 5B while being just as fast), making it a quick low which leads to decent reward when buffered into Enhanced specials. Can be useful in pressure as Naoto's low option after 5AA or even after 2As for more gapless lows. Sees some use in okizeme, either as a higher reward callout than 2A or to cross under a neutral tech in some setups.

Gatling options: 6ABBCF Naoto 6A.pngGuard:
High
Startup:
24
Recovery:
24
Advantage:
-10
, 5BBBCF Naoto 5B.pngGuard:
Mid
Startup:
8
Recovery:
18
Advantage:
-4
, 6BBBCF Naoto 6B.pngGuard:
All
Startup:
17
Recovery:
4+12L
Advantage:
-1
, 5CBBCF Naoto 5C.pngGuard:
Mid
Startup:
12
Recovery:
18
Advantage:
-3
, 2CBBCF Naoto 2C.pngGuard:
Mid
Startup:
11
Recovery:
22
Advantage:
-11
, 3CBBCF Naoto 3C.pngGuard:
Low
Startup:
11
Recovery:
17
Advantage:
-4
, 5DBBCF Naoto 5D-1.pngGuard:
Mid
Startup:
20 {18}
Recovery:
18
Advantage:
-2
, 2DBBCF Naoto 2D-1.pngGuard:
Low
Startup:
22 {20}
Recovery:
18
Advantage:
-2
, 6DBBCF Naoto 6D-1.pngGuard:
Mid
Startup:
24 {22}
Recovery:
17
Advantage:
-2

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 2 90 85 -3

2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
850 Mid 11 6 22 -11 B 7~13 H

A great crouching anti-air with a large vertical hitbox and good invincibility, although it can turn Naoto the wrong direction when dealing with close IADs and cross ups or sometimes in combos. Bad in pressure due to its bad horizontal range and Naoto already having several normals that are jump cancelable on block. On an anti-air hit Naoto has several combo options, such as jump cancelling or delayed 5C, which are both hit-confirmable and allow continued pressure on block.

Gatling options: 5CBBCF Naoto 5C.pngGuard:
Mid
Startup:
12
Recovery:
18
Advantage:
-3
, 3CBBCF Naoto 3C.pngGuard:
Low
Startup:
11
Recovery:
17
Advantage:
-4
, 5DBBCF Naoto 5D-1.pngGuard:
Mid
Startup:
20 {18}
Recovery:
18
Advantage:
-2
, 2DBBCF Naoto 2D-1.pngGuard:
Low
Startup:
22 {20}
Recovery:
18
Advantage:
-2
, 6DBBCF Naoto 6D-1.pngGuard:
Mid
Startup:
24 {22}
Recovery:
17
Advantage:
-2

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 90 89 -12

6A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
700 High 24 3 24 -10 B

Naoto's only grounded overhead and a very strong one. It is decently fast with an arguably ambiguous startup animation, has many moves that cancel into it, leads to further pressure on block and can lead to over 4k damage on hit at any screen position without resources. Adds to Naoto's already scary stagger pressure, however be careful to not do this when the opponent is expected to mash as it will be interrupted.

  • Bonus Proration 110%
  • Forces crouching state on hit

Gatling options: 5CBBCF Naoto 5C.pngGuard:
Mid
Startup:
12
Recovery:
18
Advantage:
-3
, 2CBBCF Naoto 2C.pngGuard:
Mid
Startup:
11
Recovery:
22
Advantage:
-11
, 5DBBCF Naoto 5D-1.pngGuard:
Mid
Startup:
20 {18}
Recovery:
18
Advantage:
-2
, 2DBBCF Naoto 2D-1.pngGuard:
Low
Startup:
22 {20}
Recovery:
18
Advantage:
-2
, 6DBBCF Naoto 6D-1.pngGuard:
Mid
Startup:
24 {22}
Recovery:
17
Advantage:
-2

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 3 80 89 -24
  • Bonus Proration 110%

6B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
750 All 17 4 4+12L -1 H 5~(Until L) FT

A very strong pressure option due to its invincibility, forward movement, being only slightly minus, having a natural frame trap into 236B and being cancelable into from most of Naoto's normals, giving it uses as a callout or pressure reset. Its reward is lackluster on regular hit but is great on counter hit, emphasising its use as a throw crush. Due to putting Naoto airborne, it can be Rapid Canceled into an air dash for a surprising overhead.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 80 92 -10

6C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800 All 35 4 9+8L -2 H

To put it bluntly, this move is awful. Its main, niche uses are to catch chicken blocking (despite being air blockable), as a knowledge check to reset pressure if an opponent stands and to punish the Naoto player for failing 665C. If Naoto does the kick directly above the opponent, they will have cross-up protection (due to walking). The ability to cancel the landing recovery even on whiff can be used to stay safe after whiffing the move by using 623D to beat late punish attempts.

  • Does not hit crouching opponents
  • Does not cross up in the corner
  • Landing recovery can be canceled with any grounded move on hit, on block and on whiff, making it +6 on block when immediately canceled
Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 80 92 -29

3C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
780 Low 11 4 17 -4 F

Primarily sees use in combos as despite its bad scaling it sets up Naoto's best launches for standing opponents. Can sometimes be used in neutral preemptively to stick out a lingering low hitbox or offensively as an alternative to dashing 2B. Also sees some use in okizeme setups to cross under emergency techs.

  • Soft knockdown on hit
  • Hard knockdown on counter hit
  • Low profiles during actives
Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 100 79 -5

j.A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300 High/Air 7 3 9 H

Basic air jab. Can cancel into itself infinitely or j.B/j.C for easy air confirms. Mainly used in block strings after jump in j.B to get an extra hit in before landing.

Gatling options: j.ABBCF Naoto jA.pngGuard:
High/Air
Startup:
7
Recovery:
9
Advantage:
-
, j.BBBCF Naoto jB.pngGuard:
High/Air
Startup:
9
Recovery:
13
Advantage:
-
, j.CBBCF Naoto jC.pngGuard:
High/Air
Startup:
10
Recovery:
12
Advantage:
-
, j.DBBCF Naoto jD-1.pngGuard:
All
Startup:
20 {18}
Recovery:
18+5L
Advantage:
-

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 1 80 80

j.B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
580 High/Air 9 6 13 H

Naoto's most common jump in during pressure due to its downwards and crossup hitboxes and cancel options. Only sees use in short combos due to causing drops in full combos and adding negligible damage.

Gatling options: j.ABBCF Naoto jA.pngGuard:
High/Air
Startup:
7
Recovery:
9
Advantage:
-
, j.CBBCF Naoto jC.pngGuard:
High/Air
Startup:
10
Recovery:
12
Advantage:
-
, j.DBBCF Naoto jD-1.pngGuard:
All
Startup:
20 {18}
Recovery:
18+5L
Advantage:
-

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 2 80 85

j.C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
900 High/Air 10 6 12 H

Strong offensive or defensive air to air due to its large hitbox, long active frames and high untech on counter hit. Also seen in combos due to having the same damage and scaling as Naoto's Drives. It has enough blockstun to set up rising j.A fuzzy guard breaks against most characters.

Gatling options: j.DBBCF Naoto jD-1.pngGuard:
All
Startup:
20 {18}
Recovery:
18+5L
Advantage:
-

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 80 89


Drive Moves

  • Data in { } refers to OD Drive moves
  • All grounded Drive moves are dash cancelable from frame 10 (inclusive) until they become active (exclusive)
  • All charged Drive moves cause Guard Break
  • In Overdrive all grounded Drive moves are dash cancelable on hit and on block
  • All Drive moves have more hitstop than usual, at 15f uncharged and 20f charged (Does not affect frame advantage)

5D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5D 900 Mid 20 {18} 5 18 -2 B
5[D] 1350 Guard Break 24{34}/Barrier 40 {28} 5 18 -1 B

Primarily used in combos due to its very good damage and scaling and lack of Same Move Proration and in pressure due to naturally frame trapping to and from itself, having small gaps after moves such as 5AA, 5B and 5C and into moves such as 2D or 214A/Drive dash canceled Enhanced 236B.

The charged version can be used sometimes in pressure as a surprising guard crush which can combo into 214A/Drive dash canceled Enhanced 236B or Enhanced 214D depending on distance or deal good barrier damage. Risky as a poke due to its slow speed and lack of full disjoint. Great for combos as it does incredible damage, scales well and has tons of untech if it hits low on an airborne opponent as it will cause a long slide, however its slow startup makes it difficult to route into without character specifics or resources. It is also fast enough to punish some reversals and leads to around as much damage as 6[D] while being more practical.

In Overdrive this can be used as a pressure reset with both versions being ±0 on block when dash canceled and the charged version acting as a very fast guard crush which leads to excellent reward. The charged version is also very useful in combos in the corner as it can combo into 2[D] when dash canceled after a low air hit at most scalings, potentially leading into a loop.

  • Charged version causes stagger on grounded hit

Gatling options: 6CBBCF Naoto 6C.pngGuard:
All
Startup:
35
Recovery:
9+8L
Advantage:
-2
, 2DBBCF Naoto 2D-1.pngGuard:
Low
Startup:
22 {20}
Recovery:
18
Advantage:
-2
, 6DBBCF Naoto 6D-1.pngGuard:
Mid
Startup:
24 {22}
Recovery:
17
Advantage:
-2

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
5D Long 5 100 89 -16 [-14]
5[D] Long 5 100 94 -36 [-24]
  • 5D (notes: Values in {} for OD Dash cancellable on frame 10, and Naoto can dash cancel on reaction to ODR)
  • 5[D] (notes: Values in {} are for OD Chip damage 20%: 270 Dash cancellable on frame 10, and Naoto can dash cancel on reaction to ODR)

2D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
2D 900 Low 22 {20} 5 18 -2 F
2[D] 1350 Guard Break 24{34}/Low Barrier 44 {32} 5 18 -1 F

Sees a similar use to 5D with more emphasis on combo usage, as it combos after 5D on air hit naturally and when done this way will always hit low for a slide. It sees some niche usage in neutral due to its low profile so it can be used as a preemptive poke.

The charged version will slide on a low air hit like with 5[D] except when in the corner where it will instead cause a wallstick, used often in combos as it combos into 5[D]. Also sees some niche usage in neutral as a long, low poke, however it is not fully disjointed and a well timed low crush or jumping over Naoto can make it whiff or even counter hit Naoto.

In Overdrive it can still combo into 5[D] which allows these moves to be looped for excellent damage.

  • Charged version causes stagger on grounded hit
  • Low profiles during startup

Gatling options: 6CBBCF Naoto 6C.pngGuard:
All
Startup:
35
Recovery:
9+8L
Advantage:
-2
, 5DBBCF Naoto 5D-1.pngGuard:
Mid
Startup:
20 {18}
Recovery:
18
Advantage:
-2
, 6DBBCF Naoto 6D-1.pngGuard:
Mid
Startup:
24 {22}
Recovery:
17
Advantage:
-2

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
2D Long 5 90 89 -18 [-16]
2[D] Long 5 90 94 -40 [-28]
  • 2D (notes: Values in {} are for OD Dash cancellable on frame 10, and Naoto can dash cancel on reaction to ODR)
  • 2[D] (notes: Values in {} are for OD Chip damage 20%: 270 Dash cancellable on frame 10, and Naoto can dash cancel on reaction to ODR)

6D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
6D 1000 Mid 24 {22} 6 17 -2 B
6[D] 1500 Guard Break 24{34}/Barrier 48 {36} 6 17 -1 B

This move is primarily as a combo tool used to end corner drive strings as it combos naturally into a 214A dash canceled Enhanced 214A~8A or as a punish tool for reversals. Not very useful in pressure due to its short horizontal range and not very useful in neutral due to its startup, with its use as an anti-air largely outclassed by 5B.

The charged version is Naoto's strongest starter due to its high base damage and scaling and its Fatal Counter property, however it starts too slowly to be practical compared to 5[D]. Sees little use in combos due to its startup.

In Overdrive, its faster startup makes it far more practical in combos and is generally used at the end of combos before a super or during combos outside the corner as it loops into itself after dash canceling. The startup also makes it a more practical punish (potentially leading to a Touch of Death) and leads into charged Drive loops with the help of a charged Crush Trigger or 2D (slightly character specific with this), making raw Overdrive when low on life and with resources a terrifying option to bait reversals with.

  • Jump cancelable on hit and on block
  • The charged version is a Fatal Counter
  • The charged version causes a wall bounce on hit

Gatling options: 6CBBCF Naoto 6C.pngGuard:
All
Startup:
35
Recovery:
9+8L
Advantage:
-2

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
6D Long 5 100 89 -20 [-18]
6[D] Long 5 100 94 -44 [-32]
  • 6D (notes: Values in {} are for OD Dash cancellable on frame 10, and Naoto can dash cancel on reaction to ODR)
  • 6[D] (notes: Values in {} are for OD Chip damage 20%: 300 Fatal Counter Dash cancellable on frame 10, and Naoto can dash cancel on reaction to ODR)

j.D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.D 900 All 20 {18} 5 18+5L H
j.[D] 1350 Guard Break 24{34}/Barrier 40 {28} 5 18+11L H

Primarily used in neutral as a jump in due to its large downwards hitbox or sometimes as a defensive air to air. On air hit it will always soft knockdown including on counter hit, but as a starter if the opponent does not tech immediately Naoto can blue beat for a full combo. It sees minor use in combos at the end of early air strings or after blue beats with 5D.

The charged version is generally used as a defensive poke due to its huge hitbox. When used offensively it is easier to punish as its long startup makes it prone to rising air normals or the opponent running under and punishing its landing recovery. Although it ground bounces on hit, it can be difficult to combo after at many heights and distances as a starter. Sees use in air to air combos after a Rapid Canceled j.623C to extend combos.

In Overdrive, the faster startup makes it a strong poke to throw out in neutral, however it retains its long recovery. Not often used in combos due to having worse followups than Naoto's other moves.

  • Bonus Proration 110%
Version Starter Rating Level P1 P2 On-ODR Cancel Timing
j.D Long 4 80 79
j.[D] Long 5 80 84
  • j.D (notes: Values in {} are for OD Bonus Proration 110%)
  • j.[D] (notes: Values in {} are for OD Chip damage 20%: 270 Bonus Proration 110%)


Universal Mechanics

Ground Throw

5B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 1500 Throw(70) 7 3 23 T

One of Naoto's primary threats during pressure, it launches the opponent and wall splats in the corner (the splat height varies depending on where the throw connects) and leads to good damage on hit. Generally goes into a delayed microdash 5C or microdash 2C and if done at a particular distance from the corner it can combo into 2[D] instead.

  • 100% minimum damage
Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 0, 4 100 50 -6
  • Minimum Damage 100%: 1500

Back Throw

4B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0×2, 1500 Throw(70) 7 3 23 T

Side swaps on hit and causes a stagger, which can combo into a microdash 5C or special canceled into 214A then dash canceled into 214D. Surprisingly leads to more than forward throw when fully in the corner.

  • 100% minimum damage
Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 0×2, 4 100 50 -6
  • Minimum Damage 100%: 1500

Air Throw

j.B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 1500 Throw(120) 7 3 23+3L T

Will always bring the opponent to the ground and cause a hard knockdown, generally followed up with a microdashed 2C although there are a few other routes.

  • 100% minimum damage
Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 0, 4 100 50
  • Minimum Damage 100%: 1500

Counter Assault

6A+B while Blocking

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0 All 13 6 30 -19 B 1~20 All

Same animation as 5C. Works as every other Counter Assault does, good hitbox but Naoto's other defensive options are generally better

  • Must be performed during blockstun
  • Moves Naoto slightly forward
Starter Rating Level P1 P2 On-ODR Cancel Timing
Very Short 4 50 92

Crush Trigger

5A+B (Chargeable)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5AB 1000 Guard Break 32/Barrier 20 1 25 0 B
5[AB] 1000 Guard Break 60/Barrier 30~61 1 25 0 B

Causes Guard Break and can only be blocked with Barrier and takes a lot of the Barrier Gauge. It can be charged to Guard Break for longer and take more Barrier. Generally worse by Naoto's other mixup options, although it is better than most Crush Triggers as it retains momentum from dash cancels which gives it excellent range. The charged version is incredible in combos when done early due to not scaling at all and setting up low air hit Drives which can combo into charged Drives for excellent, Heat efficient damage.

  • Causes stagger on grounded hit
  • Causes wall bounce on air hit outside the corner and wallstick in the corner
Version Starter Rating Level P1 P2 On-ODR Cancel Timing
5AB Normal 80 60 -19
5[AB] Long 80 100 -29~60
  • 5AB
  • 5[AB]

Taunt

AP

Damage Guard Startup Active Recovery On-Block Attribute Invuln
131
  • Not an attack taunt.
  • 100% Minimum Stretching.

Can be used in combos after OD 632146D RC but needs to be canceled with a special move or Barrier

Starter Rating Level P1 P2 On-ODR Cancel Timing


Special Moves

  • Data in [ ] refers to Enhanced versions

Dash Cancel

66 after specific moves

Damage Guard Startup Active Recovery On-Block Attribute Invuln
20

Naoto's dash cancel. It is shorter than average in duration, is special cancelable for its entirety and will Enhance the special it is canceled into. It can only be done after 214ABBCF Naoto ShiftSway.pngGuard:
-
Startup:
-
Recovery:
39 [37]
Advantage:
-
, during the startup of any grounded Drive normal (and on hit and on block in Overdrive) or after Enhanced BashBBCF Naoto BanishingFangBash.pngGuard:
All
Startup:
14
Recovery:
22
Advantage:
-10
on hit. Used in neutral to continue moving forward after evading a projectile with 214A and to cancel a charged drive if the opponent moves out of its range.

It can be used to reset pressure as it is fairly fast, travels far and can be canceled into specials late to counter hit an opponent. However, it shouldn't be used too often as Naoto is always punishable (-7 at best) after a dash canceled attack.

Due to technically being cancelable on frame 0, although impractically difficult, it can be canceled from 214A into an Enhanced 214A or another invincible move without leaving a vulnerable gap.

  • Counter hit state
Starter Rating Level P1 P2 On-ODR Cancel Timing
  • Can cancel into specials immediately

Banishing Fang

236B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
700 All 13 3 17 -3 B

First part of Naoto's Rekka. Very strong in pressure, particularly when Enhanced, due to frame trapping after drives, being safe on block and leading to Naoto's other Rekka parts which lead to incredibly high reward on counter hit.

The Enhanced version can be useful as a poke due to hitting higher than 214D, allowing it to sometimes hit airborne opponents, however Naoto's hurtbox moves forward before the move becomes active so it can lose to preemptive buttons.

  • Enhanced version forces crouching state on hit
  • Enhanced inputs: 2366 (recommended) and 66236
Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 80 89 -6
  • Can cancel into next part of rekka through Frames 16-30

Banishing Fang: Roar

236B 236B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800 All 9 6 18 -7 B

Second part of Naoto's Rekka. It has deceptively low blockstun so be aware of the timing for frame trapping with BashBBCF Naoto BanishingFangBash.pngGuard:
All
Startup:
14
Recovery:
22
Advantage:
-10
after. When not Enhanced, the reward is rather poor due to its combo options, even if it Fatal Counters (leads to RaidBBCF Naoto BanishingFangRaid.pngGuard:
All
Startup:
16
Recovery:
30
Advantage:
-19
on standing and microdashed 5A on crouching, both scale badly).

The Enhanced version can go into BashBBCF Naoto BanishingFangBash.pngGuard:
All
Startup:
14
Recovery:
22
Advantage:
-10
for great damage, although this hit confirm is very difficult on regular hit.

  • Fatal Counter
Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 100 89 -6
  • Fatal Counter Can cancel into next part of rekka through Frames 12-19

Banishing Fang: Bash

236B 236B 236B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1200 All 14 7 22 -10 B

One of the third parts of Naoto's Rekka. Launches on hit, not very useful on regular hit when not Enhanced, having no combo options after without a Rapid Cancel and no okizeme midscreen. If the move Fatal Counters, it wall bounces and Naoto can combo after regardless of whether the move was Enhanced or not by recovering and then linking a 5C at most screen positions and 5B when fully in the corner.

The Enhanced version is used in most combos as it is dash cancelable on hit and can combo into 623C on opponents grounded before the move connects or 214D on opponents airborne before the move connects.

  • Fatal Counter
  • Enhanced version is dash cancelable on hit
Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 100 92 -16
  • Values in [] for Enhanced version Fatal Counter

Banishing Fang: Raid

236B 236B 236C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 All 16 8 30 -19 B

The alternative third part of Naoto's Rekka. Heavily outclassed by BashBBCF Naoto BanishingFangBash.pngGuard:
All
Startup:
14
Recovery:
22
Advantage:
-10
as it has far worse frame data and scales badly, only giving it uses as niche combo fodder. Used in extremely basic combos, after an Enhanced 236B that won't reach the corner and after a Fatal Counter RoarBBCF Naoto BanishingFangRoar.pngGuard:
All
Startup:
9
Recovery:
18
Advantage:
-7
or against Arakune where it can combo into 214A~8A with the use of a jump cancel cancel.

  • Jump cancelable on hit
Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 100 60 -27
  • Hitbox fully extended upwards on 18F

Inferno Crusader

623C/D (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
623C 600 [600×2] Mid 6 9 [6,3] 26+11L -28 [-22] B 4~11 H
623D 700×2
[700, 450×4]
Mid 9 3,10
[3,3,3,2,2]
38+16L
[29+16L]
-45 [-28] B 1~17 All
j.623C 800 [800x2] All 6 6,3 Until L+11 H 1~7 H
j.623D 800, 800 [800, 600x4] All 7 4,6 Until L+16 H 1~12 All

623C

When not Enhanced it is a niche anti-air due to being outclassed in most situations by 2C, as although it is faster, has invincibility earlier and hits higher, it is punishable on block and leads to far worse reward. It also sees some use in combos after floating an opponent high up as it can make the move hit late, allowing Naoto to link a 5A after.

The Enhanced version is primarily a combo tool used to launch standing opponents. It is less useful as an anti-air not only due to the extra input time but also because the forward movement can cause it to whiff entirely or not combo into itself properly, making converting from it difficult.

  • Enhanced inputs: 6623, 6263 (recommmended for wakeup) and 62366

623D

Commonly regarded as the strongest DP in the game, it is fast, has lots of active frames and invincibility and has good horizontal range, especially when Enhanced where Naoto also travels very far. It lacks a hitbox directly above or behind it, making it prone to the opponent forward jumping over Naoto and making it whiff, however the Enhanced version recovers quickly and travels far so it can be difficult to punish.

Sees situational use on okizeme as a callout tool as when delayed its active frames and invincibility will outlast most moves in the game and when the Enhanced version is Rapid Canceled Naoto can do a falling j.B, although this will often whiff if done outside the corner and the opponent crouch blocks it point blank without Barriering, often leaving Naoto punishable. Rapid Canceling the first hit instead allows Naoto to start (potentially gapless) pressure on block or combo on hit (although hit confirming after may be difficult), making this preferred on wakeup.

  • Has a claw effect
Version Starter Rating Level P1 P2 On-ODR Cancel Timing
623C Long 3 80 89 [89×2] -25
623D Very Short 4 60 92 [92×5] -49 [-40]
j.623C Long 3 80 89 [89x2]
j.623D Very Short 4 60 92×2 [92x5]
  • 623C (notes: Values in [] for Enhanced version Can cancel into Overhead Kick 21-29F)
  • 623D (notes: Values in [] for Enhanced version Can cancel into Overhead Kick 24-35F)
  • j.623C
  • j.623D (notes: Can cancel into Overhead Kick 19-30)

Overhead Kick

2C after 623C/623D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 All 11 6 Until L H

Entirely combo fodder, used as one of Naoto's primary enders with its soft knockdown. It can be whiffed after an air hit Enhanced 623C to allow Naoto to recover earlier and give him more combo options.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 100 92

Slash Kaid

214D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214D 1000 All 15 [13] 3 23 -9 [-7] B
214D through Opponent 1200 13 3 29 B

When not Enhanced, this move is primarily used as a combo tool in the corner to float standing opponents higher after a 3C. It has niche uses as a preemptive poke, but its startup and lack of reward make it outclassed.

The Enhanced version is one of Naoto's most used tools. In combos it does great damage and scales well, naturally carries far due to its forward movement and extends combos due to its good untech. In neutral it can be used as a fast, long range horizontal poke that is safe on block when spaced and leads to a full combo on any kind of hit, however its vertical hitbox is relatively short and will generally whiff on airborne opponents unless they are starting or landing from a jump. Its low blockstun and recovery can make it a bit difficult to punish, especially if its blocked in neutral. The move has several different ways it can hit:

  • On far grounded hit it causes a stagger state,
  • On close grounded (or sliding) hit it causes a side swap and crumples the opponent into a crumple fall with forced untech,
  • On air hit it floats the opponent,
  • On far grounded or air counter hit it causes a float, and
  • On close grounded counter hit it causes a longer crumple.
  • Enhanced inputs: 66214 (recommended) and 21466
Version Starter Rating Level P1 P2 On-ODR Cancel Timing
214D Long 3 [4] 80 89 [92] -14 [-12]
214D through Opponent Long 4 80 92
  • 214D (notes: Values in [] for Enhanced version)
  • 214D through Opponent (notes: Occurs when Enhanced version hits close to opponent)

Shift Sway

214A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
39 [37] 1~30 HBP
[1~26 HBP]

Sees lots of use in combos as Naoto's main way to combo into Enhanced specials as Drive dash cancels are slower and limited by gatling options. Useful as a callout against reversals as it can cause them to whiff, meaning they cannot be Rapid Canceled and can be punished. Can be used in neutral to evade projectiles or pokes and dash canceling once they whiff, either to close the distance with the former or to potentially punish the opponnet's recovery with the latter. Sees limited use defensively due to losing to Foot attribute moves and is generally a knowledge check at best. Although it has projectile invincibility it is generally not long enough to outlast projectile okizeme setups.

The Enhanced version is riskier to use in neutral as its total duration is generally not short enough to allow Naoto to punish projectiles or pokes if done on reaction. It is also not dash cancelable, reducing his options after doing the move to either fully recovering or canceling into Phantom Pain (which whiffs on crouching opponents). When does as a read it is very risky, as Naoto is actively moving himself towards the opponent while being vulnerable to crouching moves or even the opponent waiting while being counter hit punishable during the entirety of the move.

  • Dash and Phantom Pain cancelable from frame 9 until frame 35 (both inclusive)
  • Enhanced version Phantom Pain cancelable from frame 17 until frame 29 (both inclusive)
  • Counter hit recovery
Starter Rating Level P1 P2 On-ODR Cancel Timing
-13 [-11]
  • Values in [] for Enhanced version Can cancel into Phantom Pain on 5F [17F] onwards Can dash cancel on 9F onwards. Enhanced version can not be dash canceled Can pass through opponent 13-30F [1-26F]

Phantom Pain

8A after 214A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 1426×2 Unblockable (120) 15 [5] 5 28 T 1~19 HB [1~9 HB]

Naoto's combo throw, useful in combos due to stabilizing the opponents height, allowing Naoto to convert from some air hits with grounded normals into full combos. It is hard-coded to whiff on crouching opponents but can hit standing and airborne opponents. Not very useful as an anti-air due to its startup and being prone to turning the wrong way. Due to being a true air unblockable (cannot be air Barrier blocked) it has uses as a tech trap, however this is largely invalidated if the opponent doesn't air tech. Can sometimes be done as a fuzzy guard break after a 6A or low j.C, however this is completely invalidated by the opponent holding a Barrier block.

Instead of using the usual enhancer window, the Phantom Pain will always be the enhanced version if used after an Enhanced Shift Sway. Enhanced Phantom Pain is faster, so including the frames until Sway can be canceled into Pain, Pain's full startup is 8f + 15f = 23f and Enhanced Pain's startup is 16f + 5f = 21f. Highly used in combos to side swap the opponent after a microdashed 2C or near the end of combos in the corner, leading to a manually timed safejump or more attacks into a typical knockdown.

  • Loses the projectile invincibility from Shift Sway
  • Unburstable as it is a combo throw
  • Second hit only comes out on hit
  • Second hit does not have fixed hitstun (only relevant at -10f and reduced to 1f untech decay)
  • Counter hit recovery
  • 140,000 unit range check (Twice the range of a standard throw).
Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 4 90 100, 82×2
  • Values in [] for Enhanced version Second Hit only comes out on hit

Distortion Drives

632146B (Air OK)

Divine Smasher

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
632146B 2000 [2400] {1800 [2160]} All 5+(50 Flash)+2 10 23 -12 B 1~6 All
7~16 P
j.632146B 1800 {1700} All 5+(50 Flash)+7 Until L 25 H 1~11 All
12~(Until L) P
632146B OD Followup 1800 4+(35 Flash)+15 3 Until L+24 1~End All

Ground Version

Primarily used in neutral as a callout or on reaction to projectiles due to its fast forward movement and long projectile invincibility. On counter hit in the corner it combos into a microdashed 5A or 5B. It has use as a reversal due to its quick startup and long projectile invincibility beating some okizeme setups, as well as being safe if the opponent tries to bait a reversal by forward jumping over Naoto.

The Enhanced version does 20% more damage and travels further and faster, going almost full screen.

  • Normal: 800 minimum damage
  • Enhanced: 960 minimum damage
  • Enhanced inputs: 6321466 (recommended) and 6632146

In Overdrive Naoto does an additional flip kick, adding more damage but not allowing Naoto to combo after it on counter hit in the corner without a Rapid Cancel. Outclassed by OD 632146D as an ender. With a Rapid Cancel, it becomes an incredibly damaging and stable starter, making raw Overdrive on defense or raw air Overdrive as an anti-anti-air very strong options, as the super's fast startup and travel speed allow it to easily be done as a punish on reaction to attacks whiffing through Overdrive.

  • Normal: 1080 minimum damage
  • Enhanced: 1188 minimum damage

Air Version

The air version is similar to the ground version, but it aims diagonally downward. Can be followed up with several moves depending on how low Naoto is and the height of his opponent when doing the move, such as 623C, 2C/3C or even an Enhanced 632146B or 632146D.

In Overdrive Naoto does the same flip kick as when used on the ground. This means Naoto cannot combo after without a Rapid Cancel. Even though it is possible to enhance other air moves during overdrive, there is no enhanced version of this move.

  • Normal: 720 minimum damage
  • OD: 1050 minimum damage
Version Starter Rating Level P1 P2 On-ODR Cancel Timing
632146B Normal 5 100 75 -13
j.632146B Normal 5 100 75
632146B OD Followup Long 5 100 100
  • 632146B (notes: Values in [] are Enhanced version Values in {} are OD version On hit/block, remainder of move is replaced with 9 active frames, and 23 frames of recovery. Invincibility lasts until active frames end Minimum Damage 40% {30%}: 800 [960] {540 [648]})
  • j.632146B (notes: Values in {} are OD version Minimum Damage 40% {30%}: 720 {510})
  • 632146B OD Followup (notes: Minimum Damage 30%: 540)

Divine Reaper

632146D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
632146D 1300, 2719
[1300, 1900, 2200]
All 4+(40 Flash)+9 1 48 -18 B 1~27 All
632146D Projectile 693×3 [803×3] All 4+(40 Flash)+10 3,3,6 P2

When done far from the opponent or the opponent is too high, Naoto will launch a projectile which he can combo after on hit in most cases. When done close on an opponent at the right height, Naoto will do a followup, the move having slightly higher minimum damage than an Enhanced 632146B. It has use as a reversal due to its long active frames and invincibility. Can be enhanced, but all this does is add forward momentum to the move, making it easier to connect the second part, but not directly improving damage.

With a Rapid Cancel, although expensive, this move will beat nearly anything and lead to great damage, making it a strong option if Naoto is in range for the followup and the opponent does not have Overdrive (delayed Overdrive after super flash will make it whiff and Overdrive Raid on reaction to the super flash will always make it whiff). It has uses in pressure, defense and okizeme:

  • On a grounded block, Rapid Cancel into a microdashed 6A or microdashed 2D/2B for an invisible high/low mixup,
  • On an air block, Rapid Cancel into an Enhanced Phantom PainBBCF Naoto PhantomPain.pngGuard:
    Unblockable (120)
    Startup:
    15 [5]
    Recovery:
    28
    Advantage:
    -
    for a true air unblockable, and
  • On hit, at midscreen Rapid Cancel the followup and run up into Enhanced 236B, in the corner Rapid Cancel the followup into 2[D] and to side swap Rapid Cancel the first hit and run under into 6D or even 5[D] for a full, damaging combo.

In Overdrive, the move does more damage and has a longer slide. If done after a Fatal Counter starter, it can always combo into 623C or (Enhanced) 632146B.

  • Projectile: Normal: 414 minimum damage, OD: 480 minimum damage
  • Clean hit: Normal: 1004 minimum damage, OD: 1350 minimum damage
Version Starter Rating Level P1 P2 On-ODR Cancel Timing
632146D Normal 4 100 92, 75 [92, 94, 75] -35
632146D Projectile Normal 3 100 94×3
  • 632146D (notes: Values in {} are OD version Minimum Damage 25%: 1004 {1350})
  • 632146D Projectile (notes: Values in {} are OD version Only comes out when strike misses/is blocked Minimum Damage 25%: 519 {600})


Exceed Accel

Grim of Phantom

A+B+C+D during Overdrive

Damage Guard Startup Active Recovery On-Block Attribute Invuln
600, 500, 1400, 550
{600, 500, 1700, 610×5}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]

It's a fully invincible reversal, like 623DBBCF Naoto InfernoCrusader D.pngGuard:
Mid
Startup:
9
Recovery:
38+16L
[29+16L]
Advantage:
-45 [-28]
. Only it's incredibly telegraphed, has worse range, ends Overdrive, leads to no oki and cannot be Rapid Canceled. Use sparingly, if at all.

If done out of a dash cancel, it will have the full 20f startup.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 100 100 -30 [-20]
  • Values in [] are AF version Minimum Damage 10%: 305 [643]


Astral Heat

Edge of Eternity

2141236C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 2100×8, 5300, 10000 All 4+(54 Flash)+11 6 28 -13 B 1~20 All

One of the fastest and easiest astrals in the game while also being surprisingly safe on block. Combos after practically everything. On airborne opponents, 2C and Enhanced BashBBCF Naoto BanishingFangBash.pngGuard:
All
Startup:
14
Recovery:
22
Advantage:
-10
are the most consistent ways to combo into it.

  • Retains momentum from dash cancels
Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 5 -22


Colors

BBCF Naoto color 1.png
BBCF Naoto color 2.png
BBCF Naoto color 3.png
BBCF Naoto color 4.png
BBCF Naoto color 5.png
BBCF Naoto color 6.png
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
BBCF Naoto color 7.png
BBCF Naoto color 8.png
BBCF Naoto color 9.png
BBCF Naoto color 10.png
BBCF Naoto color 11.png
BBCF Naoto color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
BBCF Naoto color 13.png
BBCF Naoto color 14.png
BBCF Naoto color 15.png
BBCF Naoto color 16.png
BBCF Naoto color 17.png
BBCF Naoto color 18.png
Color 13
Color 14
Color 15
Color 16
Color 17
Color 18
BBCF Naoto color 19.png
BBCF Naoto color 20.png
BBCF Naoto color 21.png
BBCF Naoto color 22.png
BBCF Naoto color 23.png
BBCF Naoto color 24.png
Color 19
Color 20
Color 21
Color 22
Color 23
Color 24


Notable Players

Work in progress

Name (English/Japanese) Color Location Version Contact Status Notes Example Play
Kamikaze / カミ風
BBCF Naoto color 14.png
Japan Arcades/PSN/Steam Twitter Retired Loves j.D in neutral. Considered to be one of if not the best Naoto player before retirement, however most of his footage may be outdated due to mostly playing before 2.0 Keeponrockin
EdgeDark
BBCF Naoto color 2.png
Canada PSN/Steam Twitter Active Keeponrockin
Hiro / ひろ
BBCF Naoto color 23.png
Japan PSN/Steam Twitter Active Good execution but uses uncommon routing (not always in an optimal way). Youtube (Listed as unknown player on Keeponrockin due to sharing a name)
Usushio / うすしお
BBCF Naoto color 1.png
Japan PSN/Steam Twitter Active Often streams CF on his youtube channel Youtube
Gonzalez / Several Japanese Names 
BBCF Naoto color 17.png
Japan Arcades/PSN/Steam Twitter Active Very wild player, great to watch for that playstyle Keeponrockin
Oniro Edu
(Burst Recap)
BBCF Naoto color 10.png
Spain Steam Twitter Active Memelord Youtube Keeponrockin
Kingy
BBCF Naoto color 13.png
Brazil Steam Twitter Retired Keeponrockin

External References


Navigation

Naoto Kurogane
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Movement/CancelingOffenseDefenseGaugesUniversal Strategy
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Damage/ComboAttack AttributesFrame Data & System DataMisc
Archived Information
Patch NotesTier Lists

Mechanics Glossary