BBCF/Naoto Kurogane/Starter

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Naoto Starter Guide

Core
Key Moves
  • Approach the opponent in neutral using safe movement options such as Barrier Braking and jumps into air Barrier to get into your effective range.
  • In the air, j.CBBCF Naoto Kurogane jC.pngGuardHigh/AirStartup10Recovery12Advantage- and j.DBBCF Naoto Kurogane jD.pngGuardAllStartup20 [18]Recovery18+5LAdvantage- are strong air-to-airs both offensively and defensively.
  • 5ABBCF Naoto Kurogane 5A.pngGuardAllStartup6Recovery12Advantage-1 is your fastest and best button in your arsenal. It hits crouching opponents and is useful whenever close to the opponent.
  • Reset pressure after your safe on block normals such as 5ABBCF Naoto Kurogane 5A.pngGuardAllStartup6Recovery12Advantage-1 and 5AABBCF Naoto Kurogane 5AA.pngGuardMidStartup8Recovery14Advantage-1, and frame trap An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own. with B/C/D normals, to run effective stagger pressure The use of intentionally delaying gatlings or cancels in order to create frame traps with the intent of catching your opponent mashing or jumping. Loses to reversals. for ambiguous strike/throw mix-up To perform a maneuver that forces a defending opponent to choose between two or more options. If the opponent chooses incorrectly, then they are hit by an attack. There are many different types of mix-ups such as crossup(left/right), high/low, and strike/throw..
  • Alternatively, use 6ABBCF Naoto Kurogane 6A.pngGuardHighStartup24Recovery24Advantage-10 for strong high/low mix-up as it can be cancelled into from many different normals, is difficult to react to, and leads to a combo on hit or pressure on block.
  • "Enhancer" is Naoto's main unique mechanic, where specials will be "Enhanced" when Naoto is in a dashing state.
  • 214ABBCF Naoto Kurogane 214A-Enhanced.pngGuardStartupRecovery39 [37]Advantage- and D normals allow Naoto to make use of this mechanic with their dash cancels, greatly improving pressure and combo options.
  • 623CBBCF Naoto Kurogane 623C.pngGuardMidStartup6Recovery26+11Advantage-28 [-22] is Naoto's main launcher in combos when Enhanced, and 623DBBCF Naoto Kurogane 623D.pngGuardMid, All [Mid]Startup9Recovery38+16
    [29+16]
    Advantage-45 [-28]
    is the best DP in the game and his main combo ender.
  • 214DBBCF Naoto Kurogane 214D.pngGuardAllStartup15 [13]Recovery23Advantage-9 [-7] is a useful tool in neutral when Enhanced, as it is fast, disjointed and travels far.
  • Banishing FangBBCF Naoto Kurogane 236B.pngGuardAllStartup13Recovery17Advantage-3 is Naoto's Rekka A series of special attacks that are only available after the first one is performed. special, which is typically in pressure and combos. The Enhanced version has amazing corner carry, and the second and third part of the Rekka are high damage starters with their Fatal Counter property.
  • 2CBBCF Naoto Kurogane 2C.pngGuardMidStartup11Recovery22Advantage-11 is your main grounded anti-air, being fast, having Head attribute invulnerability and leading to good reward on hit.
  • 5BBBCF Naoto Kurogane 5B.pngGuardMidStartup8Recovery18Advantage-4 can work as a preemptive anti-air against airborne opponents who are in front of Naoto with its good diagonal hitbox, howerver it lacks Head invulnerability.
Combos
Combos

5A will carry you

  • 5A > 5AA > 5B > 5C > 6B > j.623D~j.2C — An easy combo that gives you a close knockdown anywhere on the screen. Doing a 2A immediately after landing allows for a short blue beat air string extension.
  • 5A > 5AA > 5B > 5C > 3C > 214D, 5B > 236BBC > sjc > j.C > jc > j.C > j.623D~j.2C — An easy corner combo for more damage.
  • 6A > 5C > 6B > 236BBC > sjc > j.C > jc > j.C > j.623D~j.2C — Basic overhead combo that works at any distance.
  • Forward Throw, 66 5C > 2C > sjc > j.B > j.C > jc > j.B > j.C > j.623D~j.2C — Basic forward throw combo that works anywhere on screen. The dash before 5C is quite lenient.

Once you're able to hit those consistently and want to go further, you should learn the BnBs:

  • Starter > 5C > 214A~dc/5D~dc > En623C, 5A > 5AA > 2C > jc > j.C > jc > j.C > j.623D~j.2C — This is your midscreen BnB.
  • Starter > 5C > 3C > 214D, dl.665B > En236BBB~dc > dl.En214D, 5B > 2C > sjc > j.C > jc > j.C > j.623D~j.2C — And this is your corner BnB. 5B can be replaced with a delayed 5A > 5AA to avoid accidental side swaps.


  • 5A — This is the button you will be using the most, since it's key in Naoto's pressure. Gatling into 5AA to start a combo, since it spaces perfectly for his advanced combos.
  • 2C — Punish reckless air approaches with this. Jump cancel after it connects so that on an air Barrier, you can start pressure.
  • 6A — Use this to surprise your opponent during pressure. Always cancel into 5C as this is ideal regardless of whether it hits or is blocked.
  • Throw — For when your opponent thinks your pressure can't be more suffocating.
  • You should save meter for 623D > RC, since it gives you your turn back.
  • Use your Overdrive in combos to get high damage and get the kill; the increase in speed on your Drive normals allows you to loop 2[D] > 5[D] after 2D > ODC, and powered up Supers (632146BBBCF Naoto Kurogane 632146B.pngGuardAllStartup5+(50 Flash)+2Recovery23Advantage-11 and 632146DBBCF Naoto Kurogane 632146D 1.pngGuardAllStartup4+(40 Flash)+9Recovery48Advantage-18) further increases Naoto's damage.
  • This.


What to do after a knockdown
Naoto primarily uses standard roll catching methods where a normal is timed well so that it catches several tech options.

After scoring a knockdown, if they tech immediately, meaty them with 5A or 2A. If they don't immediately tech, time a 2A and buffer a 5A. If timed well and the opponent does something other than a neutral tech (or back roll outside the corner), you'll get a fresh combo. The ideal timing is after the opponent passes through Naoto after a forward roll. Outside the corner, to catch a back roll, the 2A must be microdashed, however this will generally allow the opponent to forward roll.

For more detail on okizeme, please check the Okizeme section on the Strategy page.

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