BBCF/Naoto Kurogane: Difference between revisions

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{{InvisibleHeader}}{{NavTabs|game=BBCF|chara=Naoto Kurogane|discord=https://discord.gg/014U1pWJ81pGfG6fg|forums=http://www.dustloop.com/forums/index.php?/forums/forum/352-naoto-kurogane/|videos=http://horibuna.web.fc2.com/BBCF/BBCF_NA.html}}
==Overview==
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{BBCF/CharacterLinks}}
{{FlexContainer}}
<div id="home-content" class="home-grid">
{{FlexTopContainer}}<!-- BEGIN TOP SECTION -->
{{card|width=4
{{FP Box|header=Overview
|header=Overview
|content=
|content=Naoto is an '''aggressive rushdown character''' with fast movement, high damage, and terrifying pressure.
{{Bio
 
| name = Naoto Kurogane
Naoto can convert most hits into '''great damage''' thanks to his strong combo game, mainly due to his unique [[#Unique Ability: Enhancer|"Enhancer"]] mechanic - if Naoto performs a special move while dashing, it will gain new properties. These new properties give him '''excellent corner carry''' and side swap potential, allowing most hits to reach the corner. Furthermore, Naoto has '''solid okizeme''', meaning any converted hit can lead into his '''unending {{keyword|stagger pressure}}''' with very safe frame advantage on his normals.
| game = BBCF
| voice =
| quote =
| lore =
Naoto Kurogane is the main protagonist of the ''BlazBlue: Bloodedge Experience'' novel series. He is gifted with the Hunter's Eye, an ability that allows him to see the life-force of living beings as a numerical value; his own life-force value hovered around 9,810 until he became Raquel Alucard's servant. He first appears as a playable character in ''BlazBlue: Central Fiction''.
}}
{{StrengthsAndWeaknesses
|intro=
|pros=
*Strong and consistent damage output
*Very good corner carry and side-swap opportunities
*Good mobility with a fast dash speed
*Good pressure tools with a decent overhead that leads to damage anywhere, strong cross-up potential, and good normals
*Solid defensive options with a great DP, a great reversal super and a decent anti-air
*Highest damaging 5A counter in the game


|cons=
Along with his strong offense, Naoto has '''good defensive options''' with a 6f jab that hits crouching opponents, a low profile {{clr|A|2A}}, and an anti-air {{clr|C|2C}} with early invulnerability. Additionally, his {{keyword|DP}} is one of the best in the game due to its large forward hitbox, long active frames, and lengthy invulnerability. He can also spend meter on two useful reversal supers or a solid Counter Assault.
*Short range outside of Drive attacks and Divine Smasher
*Neutral game can be challenging, as he lacks a projectile, and thus can be zoned out easily


Although Naoto lacks the far reaching grounded normals of other members of the cast or any typical projectile, his '''good mobility''' and Enhanced specials allow him to quickly close the gap to his opponent. Naoto requires '''above average execution''' to use his Enhancer mechanic to its full potential but he rewards the effort with fantastic damage, great corner carry, and stylish combos.
}}
}}
{{BBCF/Infobox|height=3
| fastestAttack = [[#5A|5A]] (6F)
| reversal = [[#Inferno Crusader|623D]] (9F)<br/>[[#Divine Smasher|632146B]] (7F)<br/>[[#Divine Reaper|632146D]] (13F)
| fatalStarter = [[#6D|6[D]]]<br/>[[#Banishing Fang: Roar|236B 236B]]<br/>[[#Banishing Fang: Bash|236B 236B 236B]]
}}
}}
{{Closediv}}<!--END TOP SECTION-->
{{card|width=4
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION -->
|header=Drive: Bloodedge
{{FP TOC}}
|content=
{{FP Box
Naoto's Drive allows him to transform his blood into melee weapons for attacks. Naoto can charge them to increase their damage and range along with giving them Guard Break properties. While charging, Naoto can dash cancel to act as a feint.
| padding=no
|header2=Overdrive: Blood Repulsor
| content={{CharaInfo
|content2=
| game=BBCF
Naoto's Drive attacks are faster, his charged Drive attacks in particular benefitting greatly from the buff, and his grounded Drive moves become dash cancellable on hit and on block. Additionally, the window to Enhance specials after a dash is increased to 25F and he can use an air dash to Enhance specials in the air. Finally, his hair and eyes turn white and red respectively.
| fullname=Naoto Kurogane
| health={{#lst:{{PAGENAME}}/Data|health}}
| comborate={{#lst:{{PAGENAME}}/Data|comborate}}
| prejump={{#lst:{{PAGENAME}}/Data|prejump}}
| backdash={{#lst:{{PAGENAME}}/Data|backdash}}
| movement={{#lst:{{PAGENAME}}/Data|movementoptions}}
}}
}}
{{card|width=4
|header=[[File:Beginner.png|50px]] [[BBCF/Naoto_Kurogane/Starter|Starter Guide]]
|content= Need help getting started? Go to [[BBCF/Naoto_Kurogane/Starter|'''this page''']] for information targeted at new players. It covers easy combos, key moves, and what to do after you knock the opponent down.
}}
}}
{{Closediv}}<!--END FLEX OTHER SECTION-->
</div>
{{Closediv}}
<div id="home-content" class="home-grid">
{{card|width=6
|header=Unique Ability: Enhancer
|content=
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 whereas Rapid Cancel keeps it.


{{FP Box|header=Drive: Bloodedge
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).
| content=
 
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.
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 cancelled into will be Enhanced.
| subheader1=Overdrive: Blood Repulsor
| content2=
Naoto's Drive attacks charge much faster, and his Enhancer ability will be powered up. Additionally, his hair and eyes will turn white and red, respectively.
}}
}}
{{FP Box|header=Unique Ability: Enhancer
</div>
| content=
If Naoto performs special moves or super moves while dashing, they will gain a blue silhouette and new properties (e.g. more hits).


Doing ground normals while running/dashing and canceling into a special/super will give it Enhancer properties.
==Normal Moves==
===<big>{{clr|A|5A}}</big>===
{{BBCF Move Card
|input=5A,5AA |versioned=input
|description=
'''{{clr|A|5A}}'''


During Overdrive, this effect is extended, and you can do run > 2 normals > Enhanced special/super.
Great jab, one of Naoto's primary buttons for his stagger pressure due to being fast, hitting crouchers, being jump cancellable on block, being only slightly minus and having excellent cancel options such as {{clr|A|5AA}} or {{clr|A|2A}}. Unlike most jabs, it is a level 2 normal, meaning it has more block/hitstun than usual, making it win most {{clr|A|5A}}/{{clr|A|2A}} trades and allowing it to combo into Enhanced {{clr|B|236B}} and {{clr|D|214D}} when done out of a dash.
}}


==Normal Moves==
<u>[[/Frame_Data#Revolver_Action_Table|Gatling options]]</u>: {{MMC|input=5AA|label={{clr|A|5AA}}}}, {{MMC|input=2A|label={{clr|A|2A}}}}, {{MMC|input=6A|label={{clr|A|6A}}}}, {{MMC|input=5B|label={{clr|B|5B}}}}, {{MMC|input=2B|label={{clr|B|2B}}}}, {{MMC|input=6B|label={{clr|B|6B}}}}, {{MMC|input=5C|label={{clr|C|5C}}}}, {{MMC|input=2C|label={{clr|C|2C}}}}, {{MMC|input=3C|label={{clr|C|3C}}}}, {{MMC|input=5D|label={{clr|D|5D}}}}, {{MMC|input=2D|label={{clr|D|2D}}}}, {{MMC|input=6D|label={{clr|D|6D}}}}
======<span style="visibility:hidden;font-size:0">5A</span>======
-----
{{MoveData
'''{{clr|A|5AA}}'''
|image=BBCF_Naoto_5A.png |caption= Watch out for the Jab
|name=5A
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|5A}}
{{!}}-
{{Description|8|text=
*Hits crouching
*Gatlings into 6A 6B
*Jump cancelable on hit and on block
A quick jab to the midsection. Can be jump-canceled on hit and on block. Great for pressure thanks to it being able to gatling into itself from 2A. Difficult to get good damage off of hit confirm mid screen thanks to that combo route requiring the 2C whiff. Dash 5A enhanced Slash Kaid can easily lead to 3k midscreen.
}}
}}


======<span style="visibility:hidden;font-size:0">5AA</span>======
Can only be done after a {{clr|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 {{clr|A|5A}}, spacing Naoto perfectly for his more advanced routing while also doing more damage than {{clr|B|5B}}. This move will sometimes whiff if {{clr|A|5A}} hits an airborne opponent too high.
{{MoveData
|image=BBCF_Naoto_5AA.png |caption= The King of 5A counters
|name=5AA
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|5AA}}
{{!}}-
{{Description|8|text=
*Hits crouching
*Gatlings into 6A 6B
*Moves Naoto slightly forward
*Causes stagger on counter hit
*Causes stagger on counter hit
Naoto performs a quick body-blow on the opponent. Good for pressure and combos off 5A. Does more damage than going straight into 5B off 5A. Counter hit has a very large hit stun and better proration than any other 5A enabling it to combo into 6D for well over 4k with no heat. Can not be jump-canceled.
 
<u>[[/Frame_Data#Revolver_Action_Table|Gatling options]]</u>: {{MMC|input=6A|label={{clr|A|6A}}}}, {{MMC|input=5B|label={{clr|B|5B}}}}, {{MMC|input=2B|label={{clr|B|2B}}}}, {{MMC|input=6B|label={{clr|B|6B}}}}, {{MMC|input=5C|label={{clr|C|5C}}}}, {{MMC|input=2C|label={{clr|C|2C}}}}, {{MMC|input=3C|label={{clr|C|3C}}}}, {{MMC|input=5D|label={{clr|D|5D}}}}, {{MMC|input=2D|label={{clr|D|2D}}}}, {{MMC|input=6D|label={{clr|D|6D}}}}
}}
}}
===<big>{{clr|B|5B}}</big>===
{{BBCF Move Card
|input=5B
|description=
Due to the angle it hits, it can be used as a fairly low commitment preemptive anti-air in neutral, however it lacks head invulnerability, making it less useful as a reactionary one. It moves forward slightly and is jump cancellable 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 [[BBCF/Naoto_Kurogane/Combos#SpecializedCombo7|late hit]] {{clr|C|623C}}, and on counter hit it can be linked into itself before air normals or directly into {{clr|A|214A}}~{{clr|A|8A}}.
<u>[[/Frame_Data#Revolver_Action_Table|Gatling options]]</u>: {{MMC|input=2B|label={{clr|B|2B}}}}, {{MMC|input=6B|label={{clr|B|6B}}}}, {{MMC|input=5C|label={{clr|C|5C}}}}, {{MMC|input=2C|label={{clr|C|2C}}}}, {{MMC|input=3C|label={{clr|C|3C}}}}, {{MMC|input=5D|label={{clr|D|5D}}}}, {{MMC|input=2D|label={{clr|D|2D}}}}, {{MMC|input=6D|label={{clr|D|6D}}}}
}}
}}
======<span style="visibility:hidden;font-size:0">5B</span>======
{{MoveData
|image=BBCF_Naoto_5B.png |caption= Sol 5K lite. Now can reliably Anti-Air
|name=5B
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|5B}}
{{!}}-
{{Description|8|text=
*Jump cancellable on hit and on block
*Gatlings into 6B
*Moves Naoto slightly forward.
A kick aimed high. Short horizontal range but good vertical. Can be jump-canceled on hit and on block. Staple for combos and pressure. Good air poke thanks to decent vertical range. Hitbox was buffed in 2.0 so its use of being an AA is far better.


===<big>{{clr|C|5C}}</big>===
{{BBCF Move Card
|input=5C
|description=
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 cancellable 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 {{clr|D|6D}}. Sees little use in neutral, it can sometimes be used as a poke but is generally outclassed by Enhanced {{clr|B|236B}} and Enhanced {{clr|D|214D}} and although it can be used as a decent whiff punish it is difficult to convert into good reward after.
<u>[[/Frame_Data#Revolver_Action_Table|Gatling options]]</u>: {{MMC|input=6B|label={{clr|B|6B}}}}, {{MMC|input=2C|label={{clr|C|2C}}}}, {{MMC|input=3C|label={{clr|C|3C}}}}, {{MMC|input=5D|label={{clr|D|5D}}}}, {{MMC|input=2D|label={{clr|D|2D}}}}, {{MMC|input=6D|label={{clr|D|6D}}}}
}}
}}
===<big>{{clr|A|2A}}</big>===
{{BBCF Move Card
|input=2A
|description=
Another primary pressure button due to being slightly minus, hitting low, being cancellable into itself and being cancellable into {{clr|A|5A}} even when {{clr|A|5A}} has been used in the string already. It can also low profile most {{clr|A|5A}}s 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 cancellable 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 cancellable into itself
<u>[[/Frame_Data#Revolver_Action_Table|Gatling options]]</u>:  {{MMC|input=5A|label={{clr|A|5A}}}}, {{MMC|input=2A|label={{clr|A|2A}}}}, {{MMC|input=6A|label={{clr|A|6A}}}}, {{MMC|input=5B|label={{clr|B|5B}}}}, {{MMC|input=2B|label={{clr|B|2B}}}}, {{MMC|input=6B|label={{clr|B|6B}}}}, {{MMC|input=5C|label={{clr|C|5C}}}}, {{MMC|input=2C|label={{clr|C|2C}}}}, {{MMC|input=3C|label={{clr|C|3C}}}}, {{MMC|input=5D|label={{clr|D|5D}}}}, {{MMC|input=2D|label={{clr|D|2D}}}}, {{MMC|input=6D|label={{clr|D|6D}}}}
}}
}}
======<span style="visibility:hidden;font-size:0">5C</span>======
 
{{MoveData
===<big>{{clr|B|2B}}</big>===
|image=BBCF_Naoto_5C.png |caption= Pretty decent neutral tool. Very Good Punish tool
{{BBCF Move Card
|name=5C
|input=2B
|data=
|description=
{{AttackDataHeader-BBCF}}
Running {{clr|B|2B}} is a rather useful neutral option due to its decent range (hits further horizontally than {{clr|B|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 {{clr|A|5AA}} or even after {{clr|A|2A}}s for more gapless lows. Sees some use in okizeme, either as a higher reward callout than {{clr|A|2A}} or to cross under a neutral tech in some setups.
{{!}}-
 
{{#lst:{{PAGENAME}}/Data|5C}}
<u>[[/Frame_Data#Revolver_Action_Table|Gatling options]]</u>: {{MMC|input=6A|label={{clr|A|6A}}}},  {{MMC|input=5B|label={{clr|B|5B}}}}, {{MMC|input=6B|label={{clr|B|6B}}}}, {{MMC|input=5C|label={{clr|C|5C}}}}, {{MMC|input=2C|label={{clr|C|2C}}}}, {{MMC|input=3C|label={{clr|C|3C}}}}, {{MMC|input=5D|label={{clr|D|5D}}}}, {{MMC|input=2D|label={{clr|D|2D}}}}, {{MMC|input=6D|label={{clr|D|6D}}}}
{{!}}-
{{Description|8|text=
*Jump cancelable on hit and on block
*Gatlings into 6B
*Moves Naoto slightly forward
Roundhouse kick with some horizontal range. Another staple for combos and pressure. Can be jump-canceled on hit and on block. Delaying 5C works great against fuzzy guard and will turn a mash into 4k+ on counter.
}}
}}
===<big>{{clr|C|2C}}</big>===
{{BBCF Move Card
|input=2C
|description=
A great crouching anti-air with a good vertical hitbox and good invulnerability, although it can turn Naoto the wrong direction when dealing with close IADs and cross ups, and occasionally in combos. It low profiles during startup similarly to {{clr|A|2A}}. Bad in pressure due to its horrible horizontal range and Naoto already having several normals that are jump cancellable 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.
<u>[[/Frame_Data#Revolver_Action_Table|Gatling options]]</u>: {{MMC|input=5c|label={{clr|C|5C}}}}, {{MMC|input=3C|label={{clr|C|3C}}}}, {{MMC|input=5D|label={{clr|D|5D}}}}, {{MMC|input=2D|label={{clr|D|2D}}}}, {{MMC|input=6D|label={{clr|D|6D}}}}
}}
}}
======<span style="visibility:hidden;font-size:0">2A</span>======
 
{{MoveData
===<big>{{clr|A|6A}}</big>===
|image=BBCF_Naoto_2A.png |caption= Stagger Pressure
{{BBCF Move Card
|name=2A
|input=6A
|data=
|description=
{{AttackDataHeader-BBCF}}
Naoto's only grounded overhead and a very strong one. It is decently fast with an arguably ambiguous startup animation and has surprisingly long reach thanks to Naoto's forward movement. It gatlings from many normals, leads to further pressure on block and can do 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%
{{#lst:{{PAGENAME}}/Data|2A}}
*Forces crouching state on hit
{{!}}-
 
{{Description|8|text=
<u>[[/Frame_Data#Revolver_Action_Table|Gatling options]]</u>: {{MMC|input=5C|label={{clr|C|5C}}}}, {{MMC|input=2C|label={{clr|C|2C}}}}, {{MMC|input=5D|label={{clr|D|5D}}}}, {{MMC|input=2D|label={{clr|D|2D}}}}, {{MMC|input=6D|label={{clr|D|6D}}}}
*Gatlings into 6A 6B
Fast but short ranged kick. Hits low. Good for stagger pressure. Gatlings into itself from 5A. Not as useful as 5A since it has less frame advantage and can't be jump canceled. Not very useful for starting pressure since 5A does everything this does much better.
}}
}}
===<big>{{clr|B|6B}}</big>===
{{BBCF Move Card
|input=6B
|description=
A very strong pressure option due to its invulnerability, forward movement, being only slightly minus, having a natural frame trap into {{clr|B|236B}} and being cancellable 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 Cancelled into an air dash for a surprising overhead.
}}
}}
======<span style="visibility:hidden;font-size:0">2B</span>======
 
{{MoveData
===<big>{{clr|C|6C}}</big>===
|image=BBCF_Naoto_2B.png |caption= Another Good Low
{{BBCF Move Card
|name=2B
|input=6C
|data=
|description=
{{AttackDataHeader-BBCF}}
To put it bluntly, this move is awful. It can be used to catch chicken blocking (although it is air blockable) or as a gimmicky pressure reset as opponents may instinctively stand block on reaction to seeing Naoto airborne. Otherwise, it exists to punish a dropped 66{{clr|C|5C}}. 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 {{clr|D|623D}} to beat late punish attempts.
{{!}}-
*Does not hit crouching opponents
{{#lst:{{PAGENAME}}/Data|2B}}
*Does not cross up in the corner
{{!}}-
*Landing recovery can be cancelled with any grounded move on hit, on block and on whiff, making it +6 on block when immediately cancelled
{{Description|8|text=
*Gatlings into 6A 6B
*Can cross under
A low kick with better range than 2A and comes out just as fast. Useful for dashing into specials. Dashing 2B Leads into a fair bit of damage
It goes into 6B now for another Pressure Reset.
}}
}}
===<big>{{clr|C|3C}}</big>===
{{BBCF Move Card
|input=3C
|description=
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 {{clr|B|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
}}
}}
======<span style="visibility:hidden;font-size:0">2C</span>======
 
{{MoveData
===<big>{{clr|A|j.A}}</big>===
|image=BBCF_Naoto_2C.png |caption=Anti-air into Damage
{{BBCF Move Card
|name=2C
|input=j.A
|data=
|description=
{{AttackDataHeader-BBCF}}
Basic air jab. Can cancel into itself infinitely or {{clr|B|j.B}}/{{clr|C|j.C}} for easy air confirms. Mainly used in block strings after jump in {{clr|B|j.B}} to get an extra hit in before landing.
{{!}}-
 
{{#lst:{{PAGENAME}}/Data|2C}}
<u>[[/Frame_Data#Revolver_Action_Table|Gatling options]]</u>: {{MMC|input=j.A|label={{clr|A|j.A}}}}, {{MMC|input=j.B|label={{clr|B|j.B}}}}, {{MMC|input=j.C|label={{clr|C|j.C}}}}, {{MMC|input=j.D|label={{clr|D|j.D}}}}
{{!}}-
{{Description|8|text=
*Head invulnerability
*Float state on counter
*Jump cancelable on hit and block
A crouching uppercut with good head invulnerability. A great, solid crouching anti-air with a large hitbox, though it tends to turn Naoto the wrong direction when dealing with IADs and cross ups. Shouldn't be used often in blockstrings, especially against barrier, because of its short horizontal range. Anti air confirm should be followed up with phantom pain on hit, and 6D on counter hit.
}}
}}
===<big>{{clr|B|j.B}}</big>===
{{BBCF Move Card
|input=j.B
|description=
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.
<u>[[/Frame_Data#Revolver_Action_Table|Gatling options]]</u>: {{MMC|input=j.A|label={{clr|A|j.A}}}}, {{MMC|input=j.C|label={{clr|C|j.C}}}}, {{MMC|input=j.D|label={{clr|D|j.D}}}}
}}
}}
======<span style="visibility:hidden;font-size:0">6A</span>======
 
{{MoveData
===<big>{{clr|C|j.C}}</big>===
|image=BBCF_Naoto_6A.png |caption= Use this to dunk on people's heads.
{{BBCF Move Card
|name=6A
|input=j.C
|data=
|description=
{{AttackDataHeader-BBCF}}
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 {{clr|A|j.A}} fuzzy guard breaks against most characters.
{{!}}-
 
{{#lst:{{PAGENAME}}/Data|6A}}
<u>[[/Frame_Data#Revolver_Action_Table|Gatling options]]</u>: {{MMC|input=j.D|label={{clr|D|j.D}}}}
{{!}}-
{{Description|8|text=
*Forces crouching on hit
Naoto hits the opponent with an overhead punch. Decent speed, can be followed up with Cs, Ds and specials. Naoto's only standing overhead.
}}
}}
}}


======<span style="visibility:hidden;font-size:0">6B</span>======
{{MoveData
|image=BBCF_Naoto_6B.png |caption= No Low/Throw Zone. Now the Gatling God
|name=6B
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|6B}}
{{!}}-
{{Description|8|text=
*Lower body invulnerability
*Throw invulnerability
A flying kick with good advantage.
Can be rapid-canceled for IAD mixups.
This will counter anyone trying to quick recover 2A.
Can only be followed up with Inferno Crusader, counter hit, and Rapid Cancel. Can occasionally be used to reset pressure thanks to being -1 on block/0 on Barrier. Has slightly more range and less start up than 5D.
}}
}}
======<span style="visibility:hidden;font-size:0">6C</span>======
{{MoveData
|image=BBCF_Naoto_6C.png |caption= You got this trying to 665C didnt you?
|name=6C
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|6C}}
{{!}}-
{{Description|8|text=
*Does not hit crouching
Naoto does a giant leap before kicking at the opponent. Can easily cross-up, is safe on block and should be followed up with dash B for a good combo. Does not cross up in corner. If Naoto does the kick directly above the opponent, they will have cross-up protection. Has a hitbox in front of Naoto. Gatlings after any D normal to catch opponent's trying to jump out of D pressure. Benefits to this move is the ability to normal or special cancel the landing recovery on whiff
}}
}}
======<span style="visibility:hidden;font-size:0">3C</span>======
{{MoveData
|image=BBCF_Naoto_3C.png |caption=Sweep. Dont get hit by Dash Sweep
|name=3C
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|3C}}
{{!}}-
{{Description|8|text=
*Causes knockdown on hit
*Causes hard knockdown on counter hit
*Can cross under
A crouching roundhouse kick.
}}
}}
======<span style="visibility:hidden;font-size:0">j.A</span>======
{{MoveData
|image=BBCF_Naoto_jA.png |caption= Air to Air
|name=j.A
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|j.A}}
{{!}}-
{{Description|8|text=
Basic air jab. Can cancel into itself or j.B/j.C for easy air confirms. Mainly used in block strings after jump in j5B to get an extra hit in before landing.
}}
}}
======<span style="visibility:hidden;font-size:0">j.B</span>======
{{MoveData
|image=BBCF_Naoto_jB.png |caption= The "New" Shoto kick
|name=j.B
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|j.B}}
{{!}}-
{{Description|8|text=
Hits the opponent with a diagonally-downward kick. Solid for air combos, and an amazing crossup tool as it has a good hitbox behind Naoto.
}}
}}
======<span style="visibility:hidden;font-size:0">j.C</span>======
{{MoveData
|image=BBCF_Naoto_jC.png |caption= Melty Blood Normal
|name=j.C
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|j.C}}
{{!}}-
{{Description|8|text=
A horizontal kick. Decent for air-to-air and an overall solid tool. CH Causes a great amount of hitstun.
}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Drive Moves==
==Drive Moves==
======<span style="visibility:hidden;font-size:0">5D</span>======
*Data in [ ] refers to the Overdrive version moves.
{{MoveData
*All grounded Drive moves are dash cancellable from frame 10 (inclusive) until they become active (exclusive). In Overdrive, all grounded Drive moves are dash cancellable on hit and on block.
|image=BBCF_Naoto_5D.png |caption= Blood Sword and Blood Sword that Guard Breaks (Charged)
*All Drive moves have longer hitstop than usual, at 15f uncharged and 20f charged. It does not affect frame advantage.
|name=5D
===<big>{{clr|D|5D}}</big>===
|data=  
{{BBCF Move Card
{{AttackDataHeader-BBCF|version=yes}}
|input=5D, 5[D] |versioned=input
{{!}}-
|description=
{{AttackVersion|name=5D}}
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 {{clr|A|5AA}}, {{clr|B|5B}} and {{clr|C|5C}} and into moves such as {{clr|D|2D}} or {{clr|A|214A}}/Drive dash cancelled Enhanced {{clr|B|236B}}.
{{#lst:{{PAGENAME}}/Data|5D}}
 
{{!}}-
The charged version can be used sometimes in pressure as a surprising guard crush which can combo into {{clr|A|214A}}/Drive dash cancelled Enhanced {{clr|B|236B}} or Enhanced {{clr|D|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 {{clr|D|6[D]}} while being more practical.
{{Description|9|text=
 
*Gatlings into 6C
In Overdrive this can be used as a pressure reset with both versions being ±0 on block when dash cancelled 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 {{clr|D|2[D]}} when dash cancelled after a low air hit at most scalings, potentially leading into a loop.
*Dash cancelable before hit
*Shift Sway cancelable on hit and block
*Causes stagger on hit
*Enters Dash Cancel State on Frame 10
*Causes Guard Break fully charged
Hits the opponent with a blade of blood. Mainly used for corner combos. The long start up makes it ideal against players abusing fuzzy guard. Use cautiously, skilled opponents will use reversals or OD after 5C if it's not used spareingly. The dash cancel should be used on any non A hit confirm to go into 6623C 5A 2C rekka.


*Charged version causes stagger on grounded hit


Fully charged, it can be used to break the opponent's guard and quickly go into Divine Smasher for damage. Causes a long stagger on hit and a slide on air hit.
<u>[[/Frame_Data#Revolver_Action_Table|Gatling options]]</u>: {{MMC|input=6C|label={{clr|C|6C}}}}, {{MMC|input=2D|label={{clr|D|2D}}}}, {{MMC|input=6D|label={{clr|D|6D}}}}
}}
}}
{{!}}-
{{AttackVersion|name=5D (Overdrive)}}
{{#lst:{{PAGENAME}}/Data|5D OD}}
{{!}}-
{{Description|9|text=


*Gatlings into 6C
===<big>{{clr|D|2D}}</big>===
*Dash cancelable before hit and on hit
{{BBCF Move Card
*Shift Sway cancelable on hit and block
|input=2D, 2[D] |versioned=input
*Enters Dash Cancel State on Frame 10
|description=
*Causes Guard Break fully charged
Sees a similar use to {{clr|D|5D}} with more emphasis on combo usage, as it combos after {{clr|D|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.


Has an extremely fast start up.  
The charged version will slide on a low air hit like with {{clr|D|5[D]}} except when in the corner where it will instead cause a wallstick, used often in combos as it combos into {{clr|D|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 {{clr|D|5[D]}} which allows these moves to be looped for excellent damage.
 
*Charged version causes stagger on grounded hit
*Low profiles during startup
 
<u>[[/Frame_Data#Revolver_Action_Table|Gatling options]]</u>: {{MMC|input=6C|label={{clr|C|6C}}}}, {{MMC|input=5D|label={{clr|D|5D}}}}, {{MMC|input=6D|label={{clr|D|6D}}}}
}}
}}
===<big>{{clr|D|6D}}</big>===
{{BBCF Move Card
|input=6D, 6[D] |versioned=input
|description=
This move is primarily as a combo tool used to end corner drive strings as it combos naturally into a {{clr|A|214A}} dash cancelled Enhanced {{clr|A|214A}}~{{clr|A|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 {{clr|B|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 {{clr|D|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 cancelling. 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 {{clr|D|2D}} (slightly character specific with this), making raw Overdrive when low on life and with resources a terrifying option to bait reversals with.
*Jump cancellable on hit and on block
*The charged version is a Fatal Counter
*The charged version causes a wall bounce on hit
<u>[[/Frame_Data#Revolver_Action_Table|Gatling options]]</u>: {{MMC|input=6C|label={{clr|C|6C}}}}
}}
}}
======<span style="visibility:hidden;font-size:0">2D</span>======
{{MoveData
|image=BBCF_Naoto_2D.png |caption= Low Blood Sword with a small hurtbox
|name=2D
|data=
{{AttackDataHeader-BBCF|version=yes}}
{{!}}-
{{AttackVersion|name=2D}}
{{#lst:{{PAGENAME}}/Data|2D}}
{{!}}-
{{Description|9|text=
*Gatlings into 6C
*Dash cancelable before hit
*Shift Sway cancelable on hit and block
*Causes stagger on hit
*Causes Guard Break fully charged
*Enters Dash Cancel State on Frame 10
Hits the opponent with a blade of blood. Similiar to 5D, but hits low instead. This move gives Naoto the most options on corner hit. Off 2D in the corner, you can do 214A>dc>en214A for a solid crossup, and even do a crossunder 2B or another en214A crossup into Phantom Pain. Charged version causes wallstick on air hit.


}}
===<big>{{clr|D|j.D}}</big>===
{{AttackVersion|name=2D (Overdrive)}}
{{BBCF Move Card
{{#lst:{{PAGENAME}}/Data|2D OD}}
|input=j.D, j.[D]|versioned=input
{{!}}-
|description=
{{Description|9|text=
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 {{clr|D|5D}}.
*Gatlings into 6C
*Dash cancelable before hit and on hit
*Shift Sway cancelable on hit and block
*Causes Guard Break fully charged
*Enters Dash Cancel State on Frame 10
}}
}}
======<span style="visibility:hidden;font-size:0">6D</span>======
{{MoveData
|image=BBCF_Naoto_6D.png |caption= Oops all damage
|name=6D
|data=
{{AttackDataHeader-BBCF|version=yes}}
{{!}}-
{{AttackVersion|name=6D}}
{{#lst:{{PAGENAME}}/Data|6D}}
{{!}}-
{{Description|9|text=
*Gatlings into 6C
*Causes float on hit
*Jump cancelable on hit and on block
*Enters Dash Cancel State on Frame 10
*Causes wall bounce fully charged
*Causes Guard Break fully charged


Naoto makes a blade of blood and aims upward, slashing with high diagonal range. 6D is a staple for combos, usually leading to high damage when used. CH 5C/2C>6D will lead to strong damage anywhere on screen.
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 Cancelled {{clr|C|j.623C}} to extend combos.


Charged version is Naoto's best starter for high damage: it has huge range, is a Fatal Counter, and causes a wallbounce on hit.
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%
{{!}}-
{{AttackVersion|name=6D (Overdrive)}}
{{#lst:{{PAGENAME}}/Data|6D OD}}
{{!}}-
{{Description|9|text=
*Gatlings into 6C
*Causes float on hit
*Jump cancelable on hit and on block
*Dash cancelable before hit and on hit
*Enters Dash Cancel State on Frame 10
*Fatal counter fully charged
*Causes wall bounce on hit fully charged
*Causes guard break fully charged}}
}}
======<span style="visibility:hidden;font-size:0">j.D</span>======
{{MoveData
|image=BBCF_Naoto_jD.png |caption= Jumping blood sword and "This is my Area" Sword
|name=j.D
|data=
{{AttackDataHeader-BBCF|version=yes}}
{{!}}-
{{AttackVersion|name=j.D}}
{{#lst:{{PAGENAME}}/Data|j.D}}
{{!}}-
{{AttackVersion|name=j.D (Overdrive)}}
{{#lst:{{PAGENAME}}/Data|j.D OD}}
{{!}}-
{{Description|9|text=
*Uncharged j.D has 5f of Forced Landing Recovery
*Charged j.D has 10f of Forced Landing Recovery
Naoto aims downward with a blade of blood. Has decent horizontal and downward range. Good for combos. Charging slows down Naoto's descent so it can be used to bait anti-airs, and when fully charged, the horizontal range is huge. Leads to a good combo if spaced right and is an overall good tool with many purposes. Charged version causes groundbounce on hit.
}}
}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>
==Universal Mechanics==
==Universal Mechanics==
======<span style="visibility:hidden;font-size:0">Throw</span>======
 
{{MoveData
===<big>Ground Throw</big>===
|image=BBCF_Naoto_FThrow.png
{{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}}
|image2=BBCF_Naoto_BThrow.png
{{BBCF Move Card
|image3=BBCF_Naoto_AThrow.png |caption=Forward |caption2=Back |caption3=Air
|input=B+C
|name=Throw
|description=
|data=
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 {{clr|C|5C}} or microdash {{clr|C|2C}} and if done at a particular distance from the corner it can combo into {{clr|D|2[D]}} instead.
{{AttackDataHeader-BBCF|version=yes}}
 
{{!}}-
{{AttackVersion|name=Forward Throw}}
{{#lst:{{PAGENAME}}/Data|BC}}
{{!}}-
{{Description|9|text=
*100% minimum damage
*100% minimum damage
*Causes float
}}
*Causes wall splat in corner


Grabs the opponent and knees them upward, causing a float midscreen and a wallstick in corner. Can be followed up with dash 2C>Phantom Pain (optimal), 5B/3C midscreen, or 2C>D stabs in corner for good damage. Can also OD into j.[D] in corner.
===<big>Back Throw</big>===
{{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}
{{BBCF Move Card
|input=4B+C
|description=
Side swaps on hit and causes a stagger, which can combo into a microdash {{clr|C|5C}} or special cancelled into {{clr|A|214A}} then dash cancelled into {{clr|D|214D}}. Surprisingly leads to more damage than forward throw when fully in the corner.  
 
*100% minimum damage
}}
}}
{{AttackVersion|name=Back Throw}}
 
{{#lst:{{PAGENAME}}/Data|4BC}}
===<big>Air Throw</big>===
{{!}}-
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}
{{Description|9|text=
{{BBCF Move Card
|input=j.B+C
|description=
Will always bring the opponent to the ground and cause a hard knockdown, generally followed up with a microdashed {{clr|C|2C}} although there are a few other routes.
 
*100% minimum damage
*100% minimum damage
*Causes side swap
*Causes stagger
Grabs the opponent and switches positions with them before hitting them with a shoulder, causing a stagger down. Can be followed up with 5B or dash 2B>Enhanced Slash Kaid if you want to switch sides again.
}}
}}
{{AttackVersion|name=Air Throw}}
{{#lst:{{PAGENAME}}/Data|j.BC}}
{{!}}-
{{Description|9|text=
*100% minimum damage
*Causes hard knock down


Grabs the opponent and brings them down to the ground. Can follow up with dash 2B/2C pickup.
===<big>Counter Assault</big>===
}}
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}}
}}
{{BBCF Move Card
======<span style="visibility:hidden;font-size:0">Counter Assault</span>======
|input=6A+B
{{MoveData
|description=
|image=BBCF_Naoto_5C.png
Same animation as {{clr|C|5C}} so it has a good hitbox, however Naoto's other defensive options are generally better.
|input=6A+B during blockstun |caption=
*[[BBCF/Mechanics#Counter_Assault| Behaves the same as most Counter Assaults.]]
|name=Counter Assault
*Must be performed during blockstun
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|6AB}}
{{!}}-
{{Description|8|text=
*Must be preformed during Block Stun
*Full invulnerability
*Moves Naoto slightly forward
*Moves Naoto slightly forward
Same animation as 5C. Works as every other Counter Assault does. 
}}
}}
===<big>Crush Trigger</big>===
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}}
{{BBCF Move Card
|input=5A+B,5[A+B] |versioned=input
|description=
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.
*[[BBCF/Mechanics#Crush_Trigger| Behaves the same on block as every other Crush Trigger.]]
*Crumple stuns on ground hit.
*Wall bounces on air hit.
** Wall sticks in the corner.
}}
}}
======<span style="visibility:hidden;font-size:0">Crush Trigger</span>======
 
{{MoveData
===<big>Taunt</big>===
|image=BBCF_Naoto_CT.png
{{InputBadge|{{clr|8|AP}}}}
|input=5A+B |caption= HOL UP! DAB
{{BBCF Move Card
|name=Crush Trigger
|input=AP
|data=
|description=
{{AttackDataHeader-BBCF|version=yes}}
*Not an attack taunt.
{{!}}-
*100% Minimum Stretching.
{{AttackVersion|name=Uncharged}}
Can be used in combos after OD {{clr|D|632146D}} RC but needs to be cancelled with a special move or Barrier
{{#lst:{{PAGENAME}}/Data|5AB}}
{{!}}-
{{AttackVersion|name=Charged}}
{{#lst:{{PAGENAME}}/Data|5[AB]}}
{{!}}-
{{Description|9|text=
*Causes stagger on hit
*Causes wall bounce on air hit
*Causes guard break
Smashes the opponent with an elbow to the body.
Dashes forward when attacking.
Causes Guard Break on hit and can only be blocked with Barrier.
Takes a lot of the Barrier Gauge and can be charged to take more Barrier or increase damage in combos.
Good corner carry potential on air hit.
When used from a Dash Cancel, Naoto Slides forwards quite a bit.
}}
}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Special Moves==
==Special Moves==
======<span style="visibility:hidden;font-size:0">Banishing Fang</span>======
*Data in [ ] refers to Enhanced versions
{{MoveData
===<big>Dash Cancel</big>===
|image=BBCF_Naoto_BanishingFang.png
{{InputBadge|66 after specific moves}}
|input=236B |caption=Rekka. Pressure Reset
{{BBCF Move Card
|name=Banishing Fang
|input=66 Cancel
|data=
|description=Naoto's multi purpose dash cancel. It is shorter than average in duration but has the same travel distance as {{MiniMoveCard|game=BBCF|chara=Ragna the Bloodedge|input=66|label=Ragna's}} or {{MiniMoveCard|game=BBCF|chara=Jin Kisaragi|input=66 Cancel|label=Jin's}}. Its main difference from most dash cancels is its ability to cancel into a special at any point in the move (and will also enhance it). It can only be done after {{MMC|input=214A|imageNumber=1|label={{clr|A|214A}}}}, during the startup of any grounded Drive normal (and on hit and on block in Overdrive) or after Enhanced {{MMC|input=236B 236B 236B|label=Bash}} on hit. This is a core special of Naoto's combos as it enables him to fit enhanced specials without having to rely on links to do a microdashed normal, notably any drive > {{clr|A|214A}}~dc > {{clr|B|En236B}}.
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|236B}}
{{!}}-
{{Description|8|text=
Naoto hits the opponent with a powered knee. First part of a 3-hit rekka. Has a deceptively large vertical hit box but forward movement makes it impractical as an anti air.


'''Unenhanced'''
It can be used to reset pressure as it is fairly fast, travels far, can be cancelled into specials to frame trap and allows him to beat any superflash by cancelling into any of his invincible move. But despite only having 20f of recovery, Naoto must also go through {{clr|A|214A}}'s lockout of 8f, so the total duration is minimum 28f, which makes it always punishable (-7 at best) after a dash cancelled attack if the opponent doesn't expect a special cancel.


Not many uses without corner. Mainly used as combo filler and to safely end pressure.  
Sometimes seen in neutral to continue moving forward after evading a projectile with {{clr|A|214A}} and to cancel a charged drive if the opponent moves out of its range.  


'''Enhanced'''
Due to technically being cancellable on frame 0, although impractically difficult, it can be cancelled from {{clr|A|214A}} into an Enhanced {{clr|A|214A}} or another invulnerable move without leaving a vulnerable gap.
*Causes crouching on hit
*Counter hit state
*Enhanced shortcut: 2366B
}}
}}
===<big>Banishing Fang</big>===
{{InputBadge|{{clr|B|236B}}}}
{{BBCF Move Card
|input=236B
|description=
First part of Naoto's {{keyword|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 {{clr|D|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
}}
}}
======<span style="visibility:hidden;font-size:0">Banishing Fang: Roar</span>======
 
{{MoveData
===<big>Banishing Fang: Roar</big>===
|image=BBCF_Naoto_BanishingFangRoar.png
{{InputBadge|{{clr|B|236B}}~{{clr|B|236B}}}}
|input=236B after Banishing Fang |caption= Deceptive Hitbox
{{BBCF Move Card
|name=Banishing Fang: Roar
|input=236B 236B
|textonly=yes
|description=
|data=
Second part of Naoto's Rekka. It has deceptively low blockstun so be aware of the timing for frame trapping with {{MMC|input=236B 236B 236B|label=Bash}} after. When not Enhanced, the reward is rather poor due to its combo options, even if it Fatal Counters (leads to {{MMC|input=236B 236B 236C|label=Raid}} on standing and microdashed {{clr|A|5A}} on crouching, both scale badly).
{{AttackDataHeader-BBCF}}
 
{{!}}-
The Enhanced version can go into {{MMC|input=236B 236B 236B|label=Bash}} for great damage, although this hit confirm is very difficult on regular hit.
{{#lst:{{PAGENAME}}/Data|Fang 236B}}
 
{{!}}-
{{Description|8|text=
*Fatal Counter
*Fatal Counter
Naoto follows up Banishing Fang with a swipe of his hand. Main use is to go into the third hit of the Banishing Fang rekka. Can be delayed slightly to punish mashing. Combos into Raid on crouching or air hit. Fatal counter can be followed up with phantom pain if you input 8 214A after hit. Using 5D/2D,236B whiff,236B can also be used to fish for fatal counters.
}}
}}
===<big>Banishing Fang: Bash</big>===
{{InputBadge|{{clr|B|236B}}~{{clr|B|236B}}~{{clr|B|236B}}}}
{{BBCF Move Card
|input=236B 236B 236B
|description=
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 {{clr|C|5C}} at most screen positions and {{clr|B|5B}} when fully in the corner.
The Enhanced version is used in most combos as it is dash cancellable on hit and can combo into {{clr|C|623C}} on opponents grounded before the move connects or {{clr|D|214D}} on opponents airborne before the move connects.
*Fatal Counter
*Enhanced version is dash cancellable on hit
}}
}}
======<span style="visibility:hidden;font-size:0">Banishing Fang: Bash</span>======
{{MoveData
|image=BBCF_Naoto_BanishingFangBash.png
|input=236B after Banishing Fang: Roar |caption=Normal rekka ender, Dont get Fataled By this
|name=Banishing Fang: Bash
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|Roar 236B}}
{{!}}-
{{Description|8|text=
*Fatal Counter
*Enhanced version is dash cancelable on hit
Almost never used in combos without enhanced, unless trying to punish mashing. Fatal Bash Starter gets an extreme amount of Damage almost anywhere on screen.


Great corner carry especially with dash cancel follow up. Can be followed up with another rekka mid screen if opponent is high enough during air juggle.
===<big>Banishing Fang: Raid</big>===
{{InputBadge|{{clr|B|236B}}~{{clr|B|236B}}~{{clr|C|236C}}}}
{{BBCF Move Card
|input=236B 236B 236C
|description=
The alternative third part of Naoto's Rekka. Heavily outclassed by {{MMC|input=236B 236B 236B|label=Bash}} 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 {{clr|B|236B}} that won't reach the corner and after a Fatal Counter {{MMC|input=236B 236B|label=Roar}} or against Arakune where it can combo into {{clr|A|214A}}~{{clr|A|8A}} with the use of a jump cancel cancel.
 
*Jump cancellable on hit
}}
}}
===<big>Inferno Crusader</big>===
{{InputBadge|{{clr|C|623C}}/{{clr|D|D}} (Air OK)}}
{{BBCF Move Card
|input=623C,623D,j.623C,j.623D |versioned=input
|description=
'''{{clr|C|623C}}'''
When not Enhanced it is a niche anti-air due to being outclassed in most situations by {{clr|C|2C}}, as although it is faster, has invulnerability 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 {{clr|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 wake-up) and 62356 or 623566
----
'''{{clr|D|623D}}'''
Commonly regarded as the strongest DP in the game, it is fast, has lots of active frames and invulnerability 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 invulnerability will outlast most moves in the game and when the Enhanced version is Rapid Cancelled Naoto can do a falling {{clr|B|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 Cancelling 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 wake-up.
*Has a claw effect
}}
}}
======<span style="visibility:hidden;font-size:0">Banishing Fang: Raid</span>======
 
{{MoveData
===<big>Overhead Kick</big>===
|image=BBCF_Naoto_BanishingFangRaid.png
{{InputBadge|{{clr|C|2C}} after {{clr|C|623C}}/{{clr|D|623D}}}}
|input=236C after Banishing Fang: Roar |caption=Alternate rekka ender
{{BBCF Move Card
|name=Banishing Fang: Raid
|input=623C 2C
|data=
|description=
{{AttackDataHeader-BBCF}}
*Requires Inferno Crusader to hit before it can be used (Rather than be blocked or miss entirely).
{{!}}-
 
{{#lst:{{PAGENAME}}/Data|Roar 236C}}
Entirely combo fodder, used as one of Naoto's primary enders with its soft knockdown. It can be whiffed after an air hit Enhanced {{clr|C|623C}} to allow Naoto to recover earlier and give him more combo options.  
{{!}}-
{{Description|8|text=
Follows up Roar with an uppercut. Jump-cancelable on hit. Mainly used to go into an air combo ender with D Inferno Crusader. Enhanced version dashes a bit further making it a bit easier to combo midscreen. As of 2.0, it works on standing opponents}}
}}
}}
======<span style="visibility:hidden;font-size:0">Inferno Crusader</span>======
{{MoveData
|image=BBCF_Naoto_InfernoCrusader_D.png
|input=623C/D (Air OK) |caption=The DP of gods.
|name=Inferno Crusader
|data=
{{AttackDataHeader-BBCF|version=yes}}
{{!}}-
{{AttackVersion|name=Ground C}}
{{#lst:{{PAGENAME}}/Data|623C}}
{{!}}-
{{AttackVersion|name=Air C}}
{{#lst:{{PAGENAME}}/Data|j.623C}}
{{!}}-
{{Description|9|text=
*Head invulnerability 4-11
Naoto does a rising uppercut with his fist. C version has 1 hit and doesn't do much damage. Strictly an anti-air.
Enhanced C version has 2 hits and more hitstun, allowing Naoto to follow it up anywhere with 5A for a combo.
}}
{{!}}-
{{AttackVersion|name=Ground D}}
{{#lst:{{PAGENAME}}/Data|623D}}
{{!}}-
{{AttackVersion|name=Air D}}
{{#lst:{{PAGENAME}}/Data|j.623D}}
{{!}}-
{{Description|9|text=
*Enhanced version beats almost every attack in the game.
Naoto's DP. D version has 2 hits, tons of invul and is used to end combos. D version has a claw effect on it while C version does not.


Enhanced D version does 5 hits instead of 2, dealing more damage. It is also a situational anti-air in some cases, though should only be used in that sense if you have meter to Rapid Cancel.  
===<big>Slash Kaid</big>===
{{InputBadge|{{clr|D|214D}}}}
{{BBCF Move Card
|input=214D, 214D through Opponent |versioned=input
|description=
When not Enhanced, this move is primarily used as a combo tool in the corner to float standing opponents higher after a {{clr|C|3C}}. It has decent uses as a preemptive poke thanks to its range and big disjoint (in matchups where Naoto has a hard time contesting in defense), but its startup and lack of reward on regular hit make it fairly niche.
 
The Enhanced version is one of Naoto's most used tools. In combos it does great damage and scales well, 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 when 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 [[BBCF/Damage#Hitstun_Decay|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 (recommended for frame 1)
}}
}}
}}
======<span style="visibility:hidden;font-size:0">Overhead Kick</span>======
{{MoveData
|image=BBCF_Naoto_OverheadKick.png
|input=2C after Inferno Crusader |caption= I Whiff it, I Knock 'em down.
|name=Overhead Kick
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|623C 2C}}
{{!}}-
{{Description|8|text=
Naoto brings the opponent down after Inferno Crusader with a downwards kick. Emergency-techable. His main way of ending combos. Can also be whiffed to in certain combos for additional followup.
}}
}}
======<span style="visibility:hidden;font-size:0">Slash Kaid</span>======
{{MoveData
|image=BBCF_Naoto_SlashKaid.png |caption= S P A C I N G into death
|input=214D
|name=Slash Kaid
|data=
{{AttackDataHeader-BBCF|version=yes}}
{{!}}-
{{AttackVersion|name=Normal}}
{{#lst:{{PAGENAME}}/Data|214D}}
{{!}}-
{{AttackVersion|name=through Opponent}}
{{#lst:{{PAGENAME}}/Data|214D through Opponent}}
{{!}}-
{{Description|9|text=
*Causes stagger on hit
*Causes float on counter hit
*Causes crumple on hit close range
*Causes side swap on hit close range
Naoto slashes the opponent with a curved blade of blood. A fast attack with good range. Not punishable on block at max range. Strong use in combos.


Enhanced version staggers and sideswaps on close standing hit and has more damage and much more hitstun, allowing for more options to follow up with. Useful for catching opponent back dashing or spamming projectiles. Side Swap Range and Knockdown was buffed in 2.0 allowing for Restand Setups,
===<big>Shift Sway</big>===
}}
{{InputBadge|{{clr|A|214A}}}}
}}
{{BBCF Move Card
======<span style="visibility:hidden;font-size:0">Shift Sway</span>======
{{MoveData
|image=BBCF_Naoto_ShiftSway.png
|input=214A
|input=214A
|image2=BBCF_Naoto_ShiftSwayEnhanced.png |caption= Is that a Jojo's Reference?
|description=
|name=Shift Sway
Sees lots of use in combos and pressure as Naoto's main way to dash cancel 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 Cancelled and can be punished. Can be used in neutral to evade projectiles or pokes and dash cancelling once they whiff, either to get closer to the opponent with the former or to potentially punish the opponent'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 invulnerability it is generally not long enough to outlast projectile okizeme setups.
|data=
 
{{AttackDataHeader-BBCF}}
The Enhanced version gains forward movement and 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 cancellable, reducing his options after doing the move to either fully recovering or cancelling into Phantom Pain (which whiffs on crouching opponents). When done 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. It can be used defensively on wake-up against certain projectile okizeme setups due to the forward movement, however some setups allow the opponent to recover from their projectile and punish Naoto.
{{!}}-
{{#lst:{{PAGENAME}}/Data|214A}}
{{!}}-
{{Description|8|text=
*Head ,Body, and Projectile invulnerability
*Phantom Pain shortcut removed in 2.0
*Enters Dash Cancel State on Frame 9
Naoto sways back, dodging the opponent's attack. Dodges highs, mids and projectiles, but loses to lows and throws. Can dash-cancel at any time during the animation, which is useful for going into Enhanced specials. You can even do Shift Sway>dash cancel>Enhanced Shift Sway for a solid crossup. 2146A will buffer a forward input allowing easier dash cancel enhanced specials.


Enhanced version makes Naoto move forward. The movement is very fast and, if the opponent is next to him, he will go behind them almost instantly. Very solid crossup tool that can be used to mess with the opponent's head. Will swap sides even if opponent is in the corner. Works well against wake up distortion drives/reversals giving you enough time to counter with 6D or dash 5B/5C enhanced Slash Kaid.
*Dash and Phantom Pain cancellable from frame 9 until frame 35 (both inclusive)
*Enhanced version Phantom Pain cancellable from frame 17 until frame 29 (both inclusive)
*Enhanced version can swap sides with the opponent even in the corner
*Counter hit recovery
}}
}}
===<big>Phantom Pain</big>===
{{InputBadge|{{clr|A|8A}} after {{clr|A|214A}}}}
{{BBCF Move Card
|input=214A 8A
|description=
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 {{clr|A|6A}} or low {{clr|C|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 cancelled 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 {{clr|C|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 invulnerability from Shift Sway
*Unburstable as it is a combo throw
*Second hit only comes out on hit
*Second hit does not have [[BBCF/Damage#Hitstun_Decay|forced untech]] (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).
}}
}}
======<span style="visibility:hidden;font-size:0">Phantom Pain</span>======
{{MoveData
|image=BBCF_Naoto_PhantomPain.png
|input=8A after Shift Sway |caption= YEET
|name=Phantom Pain
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:{{PAGENAME}}/Data|214A 8A}}
{{!}}-
{{Description|8|text=
*Enhanced version happens from Enhanced Shift Sway (You don't need to input a second microdash)
*Unblockable and unburstable, as it is technically a throw.
*Hard-coded to whiff on crouching opponents, including opponents performing crouching moves.
*Head and Body invulnerable, but strangely loses its projectile invulnerability.
*Enhanced Phantom Pain Starts up in 5f compared to Regular's 15
After Shift Sway, Naoto will do a rising kick. If it hits, he will follow it up with a second kick. Can be followed up with dash 5B/5C for a solid combo anywhere. Can be used to Reset albeit unreliably, and functions as a powerful antiair, but kind of a quasi-low attack against grounded opponents.
Phantom Pain and Enhanced Phantom Pain are Considered Two different moves
*2C>Pain = Approx 23f
*2C>EnPain = Approx 21f}}
}}
<br style="clear:both;"/>


==Distortion Drives==
==Distortion Drives==
======<span style="visibility:hidden;font-size:0">Divine Smasher</span>======
===<big>Divine Smasher</big>===
{{MoveData
{{InputBadge|{{clr|B|632146B}} (Air OK)}}
|image=BBCF_Naoto_DivineSmasher.png
{{BBCF Move Card
|image2=BBCF_Naoto_DivineSmasher2.png
|input=632146B,632146B OD Followup, j.632146B |versioned=input
|input=632146B (air OK) |caption=Rock Howard would be proud
|description=
|name=Divine Smasher
'''Ground Version'''
|data=
 
{{AttackDataHeader-BBCF|version=yes}}
Primarily used in neutral as a callout or on reaction to projectiles due to its fast forward movement and long projectile invulnerability. So called "Zoning Woes" with a long reaching anti-projectile super. On counter hit, if Naoto reaches the corner he can combo into a microdashed {{clr|B|5B}}. It has use as a reversal due to its quick startup and long projectile invulnerability beating some okizeme setups, as well as being safe if the opponent tries to bait a reversal by forward jumping over Naoto due to its relatively low recovery on whiff. It will always have the same frame advantage regardless of when it hits, so it is always punishable on block.
{{!}}-
 
{{AttackVersion|name=Ground}}
The Enhanced version does 20% more damage and travels further and faster, going almost fullscreen.
{{#lst:{{PAGENAME}}/Data|632146B}}
{{!}}-
{{Description|9|text=
*Normal: 800 minimum damage
*Normal: 800 minimum damage
*Enhanced: 960 minimum damage
*Enhanced: 960 minimum damage
+
*Enhanced inputs: 6321466 (recommended) and 6632146
Naoto charges at the opponent with a powerful straight punch. Very fast, has about midscreen range. Ground version goes forward. Projectile invul. On Counter Hit, can be followed up with 2A, 2B or 2c in the corner for a very damaging combo.
 
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 {{clr|D|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 both 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'''


Enhanced version does 20% more damage and has more range, going almost full screen. Overdrive version does an additional flip kick with blood, adding more damage. Good against zoners as well as a good way to end air combos if you want to kill.
The air version is similar to the ground version, but it aims diagonally downward. Can be followed up with several moves depending on the heights of Naoto and his opponent, notably {{clr|C|623C}} or {{clr|B|632146B}} after an air string, and {{clr|C|2C}} or {{clr|D|632146D}} when done near the ground.
}}
{{!}}-
{{AttackVersion|name=Air}}
{{#lst:{{PAGENAME}}/Data|j.632146B}}
{{!}}-
{{Description|9|text=
*720 minimum damage


The air version is similar to the ground version, but it aims diagonally downward. Overdrive version does the same flip kick as when used on the ground.
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.
Good tool used against air resets.
*Normal: 720 minimum damage
}}
*OD: 1050 minimum damage
{{!}}-
{{AttackVersion|name=OD Followup}}
{{#lst:{{PAGENAME}}/Data|632146B OD Followup}}
{{!}}-
{{Description|9|text=
*Minimum Damage (including preceeding attacks):
*Ground Normal: 1080
*Ground Enhanced: 1188
*Air: 1050
}}
}}
}}


======<span style="visibility:hidden;font-size:0">Divine Reaper</span>======
===<big>Divine Reaper</big>===
{{MoveData
{{InputBadge|{{clr|D|632146D}} }}
|image=BBCF_Naoto_DivineReaper.png
{{BBCF Move Card
|input=632146D |caption=Pictured: First part of the move
|input=632146D,632146D Projectile |versioned=input
|name=Divine Reaper
|description=
|data=
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 {{clr|B|632146B}}. It has use as a reversal due to its long active frames and invulnerability. It can be Enhanced, but it only adds forward momentum to the move, making it easier to connect the second part but not improving damage.
{{AttackDataHeader-BBCF|version=yes}}
{{!}}-
{{AttackVersion|name=Strike}}
{{#lst:{{PAGENAME}}/Data|632146D}}
{{!}}-
{{AttackVersion|name=Projectile}}
{{#lst:{{PAGENAME}}/Data|632146D Projectile}}
{{!}}-
{{Description|9|text=
*1004 minimum damage (full animation only)
*1350 minimum damage during OD (full animation only)


Naoto launches a blood wave that looks like a giant Dead Spike.  If he's close enough, he will do the full animation, where he launches the opponent up and smashes them with a deadly elbow strike. Mainly used for big damage at the end of Naoto's combos. Enhanced version does a mini-dash before launching the wave, making it easier to catch the opponent in the full animation.
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 {{clr|A|6A}} or microdashed {{clr|D|2D}}/{{clr|B|2B}} for an invisible high/low mixup,
*On an air block, Rapid Cancel into an Enhanced {{MMC|input=214A 8A|label=Phantom Pain}} for a true air unblockable, and
*On hit, at midscreen Rapid Cancel the followup and run up into Enhanced {{clr|B|236B}}, in the corner Rapid Cancel the followup into {{clr|D|2[D]}} and to side swap Rapid Cancel the first hit and run under into {{clr|D|6D}} or even {{clr|D|5[D]}} for a full, damaging combo.


If he's too far, only the Dead Spike will hit, dealing only 1450 damage but allowing him to follow up.
In Overdrive, the move does more damage and has a longer slide. If done after a Fatal Counter starter, it can always combo into {{clr|C|623C}} or (Enhanced) {{clr|B|632146B}}.
*Projectile: Normal: 414 minimum damage, OD: 480 minimum damage
*Clean hit: Normal: 1004 minimum damage, OD: 1350 minimum damage
}}


Overdrive version has Naoto create a giant blood scythe after the wave and powerfully slashes the opponent. Can easily be combo'd into from 5C or 3C. Naoto's highest-damaging combos will rely on Overdrive Reaper.
}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Exceed Accel==
==Exceed Accel==
{{MoveData
===<big>Grim of Phantom</big>===
|image=BBCF_Naoto_GrimOfPhantom.png
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}
|input=ABCD during Overdrive |caption= Wanna see me be Minus on Hit?
{{BBCF Move Card
|name=Grim of Phantom
|input=ABCD
|data=
|description=
{{AttackDataHeader-BBCF}}
It's a fully invulnerable reversal, like {{MMC|input=623D|label={{clr|D|623D}}}}. Only it's incredibly telegraphed, has worse range, ends Overdrive, leads to no oki and cannot be Rapid Cancelled. Use sparingly, if at all.
{{!}}-
 
{{#lst:{{PAGENAME}}/Data|ABCD}}
If done out of a dash cancel, it will have the full 20f startup.
{{!}}-
*[[BBCF/Mechanics#Exceed_Accel| Behaves the same as every other Exceed Accel.]]
{{Description|8|text=
*Normal: 305 minimum damage, AF: 643 minimum damage
*Does not cost Heat, but immediately ends Overdrive if used.
*Becomes stronger and flashier with Active Flow.
It's a fully invulnerable reversal, like 623D. Only it's incredibly telegraphed, has worse range, uses up your overdrive, you don't get oki, and you can't rapid cancel to make it safe on block. Use sparingly, if at all.
}}
}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Astral Heat==
==Astral Heat==
{{MoveData
===<big>Edge of Eternity</big>===
|image=BBCF_Naoto_EdgeoOfEternity.png
{{InputBadge|{{clr|C|2141236C}} when [[BBCF/Mechanics#Astral Heat|Astral Conditions]] are met}}
|input=2141236C |caption= The Better Black Onslaught
{{BBCF Move Card
|name=Edge of Eternity
|input=2141236C
|data=
|description=
{{AttackDataHeader-BBCF}}
One of the fastest and easiest astrals in the game while also being surprisingly safe on block. Combos after practically everything, notably after a {{clr|C|5C}} on grounded opponents. On airborne (and grounded) opponents, {{clr|C|2C}} and Enhanced {{MMC|input=236B 236B 236B|label=Bash}} are the most consistent ways to combo into it.
{{!}}-
*Retains momentum from dash cancels
{{#lst:{{PAGENAME}}/Data|Astral}}
{{!}}-
{{Description|8|text=
Naoto's hair and eyes turn white and red, even if he isn't in Overdrive. He then prepares a giant scythe of blood and begins slashing the opponent repeatedly before ending it with his strongest slash. One of the fastest and easiest astrals in the game. Can be done after 5AA.
}}
}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==External References==
==Colors==
*Japanese Name: ナオト=クロガネ
{{BBCFColors|Size=120|Character=Naoto}}
*[http://www15.atwiki.jp/nyuu/ Japanese Wiki]
*[http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1364082540/l50 Japanese BBS]
*[http://sp.bbcp.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&charactor=ny&pref=0 Arcade Profile Dan Rankings]
*[http://www.dustloop.com/forums/index.php?/forums/topic/9600-cp20-v-13-video-thread/ Character Video Thread]
*[https://docs.google.com/spreadsheets/d/1FVRZI8W-NSn4NECd_eQxDpgPI-qrz-wVuHaYG7Dc8CM/edit#gid=1185300506 Frame Data Spreadsheet]
<br style="clear:both;"/>
<br style="clear:both;"/>
==Navigation==
==Navigation==
{{#lst:{{PAGENAME}}/Data|Links}}
<center>{{Character Label|BBCF|Naoto Kurogane|size=42px}}</center>
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{BBCF/CharacterLinks}}
{{Navbar-BBCF}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
 
{{BBCF/Navigation}}

Latest revision as of 03:08, 27 March 2024

Overview

Overview

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

Naoto can convert most hits into great damage thanks to his strong combo game, mainly due to his unique "Enhancer" mechanic - if Naoto performs a special move while dashing, it will gain new properties. These new properties give him excellent corner carry and side swap potential, allowing most hits to reach the corner. Furthermore, Naoto has solid okizeme, meaning any converted hit can lead into his unending 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. with very safe frame advantage on his normals.

Along with his strong offense, Naoto has good defensive options with a 6f jab that hits crouching opponents, a low profile 2A, and an anti-air 2C with early invulnerability. Additionally, his DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion. is one of the best in the game due to its large forward hitbox, long active frames, and lengthy invulnerability. He can also spend meter on two useful reversal supers or a solid Counter Assault.

Although Naoto lacks the far reaching grounded normals of other members of the cast or any typical projectile, his good mobility and Enhanced specials allow him to quickly close the gap to his opponent. Naoto requires above average execution to use his Enhancer mechanic to its full potential but he rewards the effort with fantastic damage, great corner carry, and stylish combos.
BBCF Naoto Kurogane Nameplate.png


BBCF Naoto Portrait.png
Health
11,500
Prejump
4F
Backdash
25F (1~4F Inv All, 2~15 airborne)
Fastest Attack
5A (6F)
Reversals
623D (9F)
632146B (7F)
632146D (13F)
Fatal Starters
6[D]
236B 236B
236B 236B 236B
Drive: Bloodedge
Naoto's Drive allows him to transform his blood into melee weapons for attacks. Naoto can charge them to increase their damage and range along with giving them Guard Break properties. While charging, Naoto can dash cancel to act as a feint.
Overdrive: Blood Repulsor
Naoto's Drive attacks are faster, his charged Drive attacks in particular benefitting greatly from the buff, and his grounded Drive moves become dash cancellable on hit and on block. Additionally, the window to Enhance specials after a dash is increased to 25F and he can use an air dash to Enhance specials in the air. Finally, his hair and eyes turn white and red respectively.
Need help getting started? Go to this page for information targeted at new players. It covers easy combos, key moves, and what to do after you knock the opponent down.
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 whereas 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 cancelled into will be Enhanced.

Normal Moves

5A

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
5A 300 All 6 3 12 -1 +6 B
5AA 600 Mid 8 4 14 -1 +1 B

5A

Great jab, one of Naoto's primary buttons for his stagger pressure due to being fast, hitting crouchers, being jump cancellable 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 Kurogane 5AA.pngGuardMidStartup8Recovery14Advantage-1, 2ABBCF Naoto Kurogane 2A.pngGuardLow/AirStartup7Recovery12Advantage-2, 6ABBCF Naoto Kurogane 6A.pngGuardHighStartup24Recovery24Advantage-10, 5BBBCF Naoto Kurogane 5B.pngGuardMidStartup8Recovery18Advantage-4, 2BBBCF Naoto Kurogane 2B.pngGuardLowStartup8Recovery15Advantage-4, 6BBBCF Naoto Kurogane 6B.pngGuardAllStartup17Recovery4+12Advantage-1, 5CBBCF Naoto Kurogane 5C.pngGuardMidStartup12Recovery18Advantage-3, 2CBBCF Naoto Kurogane 2C.pngGuardMidStartup11Recovery22Advantage-11, 3CBBCF Naoto Kurogane 3C.pngGuardLowStartup11Recovery17Advantage-4, 5DBBCF Naoto Kurogane 5D.pngGuardMidStartup20 [18]Recovery18Advantage-2, 2DBBCF Naoto Kurogane 2D.pngGuardLowStartup22 [20]Recovery18Advantage-2, 6DBBCF Naoto Kurogane 6D.pngGuardMidStartup24 [22]Recovery17Advantage-2


5AA

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 Kurogane 6A.pngGuardHighStartup24Recovery24Advantage-10, 5BBBCF Naoto Kurogane 5B.pngGuardMidStartup8Recovery18Advantage-4, 2BBBCF Naoto Kurogane 2B.pngGuardLowStartup8Recovery15Advantage-4, 6BBBCF Naoto Kurogane 6B.pngGuardAllStartup17Recovery4+12Advantage-1, 5CBBCF Naoto Kurogane 5C.pngGuardMidStartup12Recovery18Advantage-3, 2CBBCF Naoto Kurogane 2C.pngGuardMidStartup11Recovery22Advantage-11, 3CBBCF Naoto Kurogane 3C.pngGuardLowStartup11Recovery17Advantage-4, 5DBBCF Naoto Kurogane 5D.pngGuardMidStartup20 [18]Recovery18Advantage-2, 2DBBCF Naoto Kurogane 2D.pngGuardLowStartup22 [20]Recovery18Advantage-2, 6DBBCF Naoto Kurogane 6D.pngGuardMidStartup24 [22]Recovery17Advantage-2

5B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
550 Mid 8 3 18 -4 -2 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 invulnerability, making it less useful as a reactionary one. It moves forward slightly and is jump cancellable 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 Kurogane 2B.pngGuardLowStartup8Recovery15Advantage-4, 6BBBCF Naoto Kurogane 6B.pngGuardAllStartup17Recovery4+12Advantage-1, 5CBBCF Naoto Kurogane 5C.pngGuardMidStartup12Recovery18Advantage-3, 2CBBCF Naoto Kurogane 2C.pngGuardMidStartup11Recovery22Advantage-11, 3CBBCF Naoto Kurogane 3C.pngGuardLowStartup11Recovery17Advantage-4, 5DBBCF Naoto Kurogane 5D.pngGuardMidStartup20 [18]Recovery18Advantage-2, 2DBBCF Naoto Kurogane 2D.pngGuardLowStartup22 [20]Recovery18Advantage-2, 6DBBCF Naoto Kurogane 6D.pngGuardMidStartup24 [22]Recovery17Advantage-2

5C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
800 Mid 12 4 18 -3 -7 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 cancellable 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 Kurogane 6B.pngGuardAllStartup17Recovery4+12Advantage-1, 2CBBCF Naoto Kurogane 2C.pngGuardMidStartup11Recovery22Advantage-11, 3CBBCF Naoto Kurogane 3C.pngGuardLowStartup11Recovery17Advantage-4, 5DBBCF Naoto Kurogane 5D.pngGuardMidStartup20 [18]Recovery18Advantage-2, 2DBBCF Naoto Kurogane 2D.pngGuardLowStartup22 [20]Recovery18Advantage-2, 6DBBCF Naoto Kurogane 6D.pngGuardMidStartup24 [22]Recovery17Advantage-2

2A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 Low/Air 7 2 12 -2 +6 F

Another primary pressure button due to being slightly minus, hitting low, being cancellable into itself and being cancellable 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 cancellable 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 cancellable into itself

Gatling options: 5ABBCF Naoto Kurogane 5A.pngGuardAllStartup6Recovery12Advantage-1, 2ABBCF Naoto Kurogane 2A.pngGuardLow/AirStartup7Recovery12Advantage-2, 6ABBCF Naoto Kurogane 6A.pngGuardHighStartup24Recovery24Advantage-10, 5BBBCF Naoto Kurogane 5B.pngGuardMidStartup8Recovery18Advantage-4, 2BBBCF Naoto Kurogane 2B.pngGuardLowStartup8Recovery15Advantage-4, 6BBBCF Naoto Kurogane 6B.pngGuardAllStartup17Recovery4+12Advantage-1, 5CBBCF Naoto Kurogane 5C.pngGuardMidStartup12Recovery18Advantage-3, 2CBBCF Naoto Kurogane 2C.pngGuardMidStartup11Recovery22Advantage-11, 3CBBCF Naoto Kurogane 3C.pngGuardLowStartup11Recovery17Advantage-4, 5DBBCF Naoto Kurogane 5D.pngGuardMidStartup20 [18]Recovery18Advantage-2, 2DBBCF Naoto Kurogane 2D.pngGuardLowStartup22 [20]Recovery18Advantage-2, 6DBBCF Naoto Kurogane 6D.pngGuardMidStartup24 [22]Recovery17Advantage-2

2B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
480 Low 8 3 15 -4 +1 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 Kurogane 6A.pngGuardHighStartup24Recovery24Advantage-10, 5BBBCF Naoto Kurogane 5B.pngGuardMidStartup8Recovery18Advantage-4, 6BBBCF Naoto Kurogane 6B.pngGuardAllStartup17Recovery4+12Advantage-1, 5CBBCF Naoto Kurogane 5C.pngGuardMidStartup12Recovery18Advantage-3, 2CBBCF Naoto Kurogane 2C.pngGuardMidStartup11Recovery22Advantage-11, 3CBBCF Naoto Kurogane 3C.pngGuardLowStartup11Recovery17Advantage-4, 5DBBCF Naoto Kurogane 5D.pngGuardMidStartup20 [18]Recovery18Advantage-2, 2DBBCF Naoto Kurogane 2D.pngGuardLowStartup22 [20]Recovery18Advantage-2, 6DBBCF Naoto Kurogane 6D.pngGuardMidStartup24 [22]Recovery17Advantage-2

2C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
850 Mid 11 6 22 -11 -12 B 7~13 H

A great crouching anti-air with a good vertical hitbox and good invulnerability, although it can turn Naoto the wrong direction when dealing with close IADs and cross ups, and occasionally in combos. It low profiles during startup similarly to 2A. Bad in pressure due to its horrible horizontal range and Naoto already having several normals that are jump cancellable 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 Kurogane 5C.pngGuardMidStartup12Recovery18Advantage-3, 3CBBCF Naoto Kurogane 3C.pngGuardLowStartup11Recovery17Advantage-4, 5DBBCF Naoto Kurogane 5D.pngGuardMidStartup20 [18]Recovery18Advantage-2, 2DBBCF Naoto Kurogane 2D.pngGuardLowStartup22 [20]Recovery18Advantage-2, 6DBBCF Naoto Kurogane 6D.pngGuardMidStartup24 [22]Recovery17Advantage-2

6A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
700 High 24 3 24 -10 -24 B

Naoto's only grounded overhead and a very strong one. It is decently fast with an arguably ambiguous startup animation and has surprisingly long reach thanks to Naoto's forward movement. It gatlings from many normals, leads to further pressure on block and can do 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 Kurogane 5C.pngGuardMidStartup12Recovery18Advantage-3, 2CBBCF Naoto Kurogane 2C.pngGuardMidStartup11Recovery22Advantage-11, 5DBBCF Naoto Kurogane 5D.pngGuardMidStartup20 [18]Recovery18Advantage-2, 2DBBCF Naoto Kurogane 2D.pngGuardLowStartup22 [20]Recovery18Advantage-2, 6DBBCF Naoto Kurogane 6D.pngGuardMidStartup24 [22]Recovery17Advantage-2

6B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
750 All 17 4 4+12 -1 -10 H 5~24 FT

A very strong pressure option due to its invulnerability, forward movement, being only slightly minus, having a natural frame trap into 236B and being cancellable 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 Cancelled into an air dash for a surprising overhead.

6C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
800 All 35 4 9+8L -2 -29 H

To put it bluntly, this move is awful. It can be used to catch chicken blocking (although it is air blockable) or as a gimmicky pressure reset as opponents may instinctively stand block on reaction to seeing Naoto airborne. Otherwise, it exists to punish a dropped 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 cancelled with any grounded move on hit, on block and on whiff, making it +6 on block when immediately cancelled

3C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
780 Low 11 4 17 -4 -5 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

j.A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique 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 Kurogane jA.pngGuardHigh/AirStartup7Recovery9Advantage-, j.BBBCF Naoto Kurogane jB.pngGuardHigh/AirStartup9Recovery13Advantage-, j.CBBCF Naoto Kurogane jC.pngGuardHigh/AirStartup10Recovery12Advantage-, j.DBBCF Naoto Kurogane jD.pngGuardAllStartup20 [18]Recovery18+5LAdvantage-

j.B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique 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 Kurogane jA.pngGuardHigh/AirStartup7Recovery9Advantage-, j.CBBCF Naoto Kurogane jC.pngGuardHigh/AirStartup10Recovery12Advantage-, j.DBBCF Naoto Kurogane jD.pngGuardAllStartup20 [18]Recovery18+5LAdvantage-

j.C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique 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 Kurogane jD.pngGuardAllStartup20 [18]Recovery18+5LAdvantage-


Drive Moves

  • Data in [ ] refers to the Overdrive version moves.
  • All grounded Drive moves are dash cancellable from frame 10 (inclusive) until they become active (exclusive). In Overdrive, all grounded Drive moves are dash cancellable on hit and on block.
  • All Drive moves have longer hitstop than usual, at 15f uncharged and 20f charged. It does not affect frame advantage.

5D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
5D 900 Mid 20 [18] 5 18 -2 -16 [-14] B
5[D] 1350 Guard Break 24 [34]/Barrier 40 [28] 5 18 -1 -36 [-24] 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 cancelled Enhanced 236B.

The charged version can be used sometimes in pressure as a surprising guard crush which can combo into 214A/Drive dash cancelled 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 cancelled 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 cancelled after a low air hit at most scalings, potentially leading into a loop.

  • Charged version causes stagger on grounded hit

Gatling options: 6CBBCF Naoto Kurogane 6C.pngGuardAllStartup35Recovery9+8LAdvantage-2, 2DBBCF Naoto Kurogane 2D.pngGuardLowStartup22 [20]Recovery18Advantage-2, 6DBBCF Naoto Kurogane 6D.pngGuardMidStartup24 [22]Recovery17Advantage-2

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
5D Long 100 89 5
5[D] Long 100 94 5

5D:

  • Values in [] for OD
  • Dash cancellable from frame 10, until active [and on hit/block]
  • Maximum Slide duration 10F


5[D]:

  • Values in [] are for OD
  • Chip damage 20%: 270
  • Dash cancellable on frame 10, until active [and on hit/block]
  • Maximum Slide duration 20F
  • Crumple Duration 25F [35F], Crumple Fall 58F [68F]

2D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
2D 900 Low 22 [20] 5 18 -2 -18 [-16] F
2[D] 1350 Guard Break 24 [34]/Low Barrier 44 [32] 5 18 -1 -40 [-28] 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 Kurogane 6C.pngGuardAllStartup35Recovery9+8LAdvantage-2, 5DBBCF Naoto Kurogane 5D.pngGuardMidStartup20 [18]Recovery18Advantage-2, 6DBBCF Naoto Kurogane 6D.pngGuardMidStartup24 [22]Recovery17Advantage-2

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
2D Long 90 89 5
2[D] Long 90 94 5

2D:

  • Values in [] are for OD
  • Dash cancellable from frame 10, until active [and on hit/block]
  • Maximum Slide duration 10F


2[D]:

  • Values in [] are for OD
  • Chip damage 20%: 270
  • Dash cancellable from frame 10, until active [and on hit/block]
  • Maximum Slide duration 20F
  • Crumple Duration 25F [35F], Crumple Fall 58F [68F]

6D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
6D 1000 Mid 24 [22] 6 17 -2 -20 [-18] B
6[D] 1500 Guard Break 24 [34]/Barrier 48 [36] 6 17 -1 -44 [-32] B

This move is primarily as a combo tool used to end corner drive strings as it combos naturally into a 214A dash cancelled 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 cancelling. 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 cancellable 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 Kurogane 6C.pngGuardAllStartup35Recovery9+8LAdvantage-2

j.D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique 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 Cancelled 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%


Universal Mechanics

Ground Throw

5B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 1500 Throw(70) 7 3 23 -6 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

Back Throw

4B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0×2, 1500 Throw(70) 7 3 23 -6 T

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

  • 100% minimum damage

Air Throw

j.B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 1500 Throw(120) 7 3 23+3L T

Counter Assault

6A+B while Blocking

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0 All 13 8 30 -19 B 1~20 All

Crush Trigger

5A+B (Chargeable)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
5A+B 1000 Guard Break 32/Barrier 20 1 25 0 -19 B
5[A+B] 1000 Guard Break 60/Barrier 30~61 1 25 0 -29~60 B

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.

Taunt

AP

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
131


Special Moves

  • Data in [ ] refers to Enhanced versions

Dash Cancel

66 after specific moves

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
20 +6

Naoto's multi purpose dash cancel. It is shorter than average in duration but has the same travel distance as Ragna'sBBCF Ragna the Bloodedge ForwardDash.pngGuardStartupRecoveryTotal 22Advantage- or Jin'sBBCF Jin Kisaragi ~66.pngGuardStartupRecovery22Advantage-. Its main difference from most dash cancels is its ability to cancel into a special at any point in the move (and will also enhance it). It can only be done after 214ABBCF Naoto Kurogane 214A.pngGuardStartupRecovery39 [37]Advantage-, during the startup of any grounded Drive normal (and on hit and on block in Overdrive) or after Enhanced BashBBCF Naoto Kurogane 236B~236B~236B.pngGuardAllStartup14Recovery22Advantage-10 on hit. This is a core special of Naoto's combos as it enables him to fit enhanced specials without having to rely on links to do a microdashed normal, notably any drive > 214A~dc > En236B.

It can be used to reset pressure as it is fairly fast, travels far, can be cancelled into specials to frame trap and allows him to beat any superflash by cancelling into any of his invincible move. But despite only having 20f of recovery, Naoto must also go through 214A's lockout of 8f, so the total duration is minimum 28f, which makes it always punishable (-7 at best) after a dash cancelled attack if the opponent doesn't expect a special cancel.

Sometimes seen 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.

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

  • Counter hit state

Banishing Fang

236B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
700 All 13 3 17 -3 -6 B

First part of Naoto's Rekka A series of special attacks that are only available after the first one is performed.. 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

Banishing Fang: Roar

236B~236B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
800 All 9 6 18 -7 -6 B

Second part of Naoto's Rekka. It has deceptively low blockstun so be aware of the timing for frame trapping with BashBBCF Naoto Kurogane 236B~236B~236B.pngGuardAllStartup14Recovery22Advantage-10 after. When not Enhanced, the reward is rather poor due to its combo options, even if it Fatal Counters (leads to RaidBBCF Naoto Kurogane 236B~236B~236C.pngGuardAllStartup16Recovery30Advantage-19 on standing and microdashed 5A on crouching, both scale badly).

The Enhanced version can go into BashBBCF Naoto Kurogane 236B~236B~236B.pngGuardAllStartup14Recovery22Advantage-10 for great damage, although this hit confirm is very difficult on regular hit.

  • Fatal Counter

Banishing Fang: Bash

236B~236B~236B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1200 All 14 7 22 -10 -16 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 cancellable 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 cancellable on hit

Banishing Fang: Raid

236B~236B~236C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1000 All 16 8 30 -19 -27 B

The alternative third part of Naoto's Rekka. Heavily outclassed by BashBBCF Naoto Kurogane 236B~236B~236B.pngGuardAllStartup14Recovery22Advantage-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 Kurogane 236B~236B.pngGuardAllStartup9Recovery18Advantage-7 or against Arakune where it can combo into 214A~8A with the use of a jump cancel cancel.

  • Jump cancellable on hit

Inferno Crusader

623C/D (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
623C 600 [600×2] Mid 6 9 [6,3] 26+11 -28 [-22] -25 B 4~11 H
623D 700×2
[700, 450×4]
Mid, All [Mid] 9 3,10
[3,3,3,2,2]
38+16
[29+16]
-45 [-28] -49 [-40] B 1~17 All
j.623C 800 [800x2] All 6 8 [5,3] Until L+11 H 1~7 H
j.623D 800, 800 [800, 600×4] All 7 4,6 [2×5] 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 invulnerability 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 wake-up) and 62356 or 623566

623D

Commonly regarded as the strongest DP in the game, it is fast, has lots of active frames and invulnerability 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 invulnerability will outlast most moves in the game and when the Enhanced version is Rapid Cancelled 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 Cancelling 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 wake-up.

  • Has a claw effect
Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
623C Long 80 89 [89×2] 3
623D Very Short 60 92 [92×5] 4
j.623C Long 80 89 [89x2] 3
j.623D Very Short 60 92×2 [92×5] 4

623C:

  • Values in [] for Enhanced version
  • Can cancel into Overhead Kick on hit on frames 21~29
  • Airborne from frame 9
  • [First hit that connects must be Barrier Blocked in air, remaining hits air blockable]


623D:

  • Values in [] for Enhanced version
  • Can cancel into Overhead Kick on hit on frames 24~35
  • [First hit that connects must be Barrier Blocked in air, remaining hits air blockable]
  • Airborne from frame 12
  • reversal


j.623C:

  • Can cancel into Overhead Kick on hit on frames 20~28


j.623D:

  • Can cancel into Overhead Kick on hit on frames 19~30

Overhead Kick

2C after 623C/623D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1000 All 11 6 Until L H
  • Requires Inferno Crusader to hit before it can be used (Rather than be blocked or miss entirely).

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.

Slash Kaid

214D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
214D 1000 All 15 [13] 3 23 -9 [-7] -14 [-12] 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 decent uses as a preemptive poke thanks to its range and big disjoint (in matchups where Naoto has a hard time contesting in defense), but its startup and lack of reward on regular hit make it fairly niche.

The Enhanced version is one of Naoto's most used tools. In combos it does great damage and scales well, 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 when 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 (recommended for frame 1)

Shift Sway

214A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
39 [37] -13 [-11] 1~30 HBP
[1~26 HBP]

Sees lots of use in combos and pressure as Naoto's main way to dash cancel 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 Cancelled and can be punished. Can be used in neutral to evade projectiles or pokes and dash cancelling once they whiff, either to get closer to the opponent with the former or to potentially punish the opponent'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 invulnerability it is generally not long enough to outlast projectile okizeme setups.

The Enhanced version gains forward movement and 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 cancellable, reducing his options after doing the move to either fully recovering or cancelling into Phantom Pain (which whiffs on crouching opponents). When done 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. It can be used defensively on wake-up against certain projectile okizeme setups due to the forward movement, however some setups allow the opponent to recover from their projectile and punish Naoto.

  • Dash and Phantom Pain cancellable from frame 9 until frame 35 (both inclusive)
  • Enhanced version Phantom Pain cancellable from frame 17 until frame 29 (both inclusive)
  • Enhanced version can swap sides with the opponent even in the corner
  • Counter hit recovery

Phantom Pain

8A after 214A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique 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 cancelled 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 invulnerability from Shift Sway
  • Unburstable as it is a combo throw
  • Second hit only comes out on hit
  • Second hit does not have forced untech (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).

Distortion Drives

Divine Smasher

632146B (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
632146B 2000 [2400] {1800 [2160]} All 5+(50 Flash)+2 10 23 -11 -13 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 invulnerability. So called "Zoning Woes" with a long reaching anti-projectile super. On counter hit, if Naoto reaches the corner he can combo into a microdashed 5B. It has use as a reversal due to its quick startup and long projectile invulnerability beating some okizeme setups, as well as being safe if the opponent tries to bait a reversal by forward jumping over Naoto due to its relatively low recovery on whiff. It will always have the same frame advantage regardless of when it hits, so it is always punishable on block.

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

  • 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 both 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 the heights of Naoto and his opponent, notably 623C or 632146B after an air string, and 2C or 632146D when done near the ground.

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 RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
632146B Normal 100 75 5
j.632146B Normal 100 75 5
632146B OD Followup Long 100 100 5

632146B:

  • Values in [] are Enhanced version
  • Values in {} are OD version
  • On hit/block, remainder of move is replaced with 8 active frames, and 23 frames of recovery. Invincibility lasts until active frames end
  • Minimum Damage 40% {30%}: 800 [960] {540 [648]}
  • reversal


j.632146B:

  • Values in {} are OD version
  • Minimum Damage 40% {30%}: 720 {510}
  • Maximum Slide duration 20F {22F}


632146B OD Followup:

  • Minimum Damage 30%: 540

Divine Reaper

632146D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
632146D 1300, 2719
{1300, 1900, 2200}
All 4+(40 Flash)+9 1 48 -18 -35 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 invulnerability. It can be Enhanced, but it only adds forward momentum to the move, making it easier to connect the second part but not 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 Kurogane 214A~8A.pngGuardUnblockable (120)Startup15 [5]Recovery28Advantage- 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 RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
632146D Normal 100 92, 75 {92, 94, 75} 4
632146D Projectile Normal 100 94×3 3

632146D:

  • Values in {} are OD version
  • Minimum Damage 25%: 1004 {1350}
  • reversal
  • Maximum Slide duration 30F {25F}


632146D Projectile:

  • 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 GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
600, 500, 1400, 550
{600, 500, 1700, 610×5}
All 20 [10] 3 34 -10 -30 [-20] B 1~22 All
[1~12 All]

It's a fully invulnerable reversal, like 623DBBCF Naoto Kurogane 623D.pngGuardMid, All [Mid]Startup9Recovery38+16
[29+16]
Advantage-45 [-28]
. Only it's incredibly telegraphed, has worse range, ends Overdrive, leads to no oki and cannot be Rapid Cancelled. Use sparingly, if at all.

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


Astral Heat

Edge of Eternity

2141236C when Astral Conditions are met

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 2100×8, 5300, 10000 All 4+(54 Flash)+11 6 28 -13 -22 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, notably after a 5C on grounded opponents. On airborne (and grounded) opponents, 2C and Enhanced BashBBCF Naoto Kurogane 236B~236B~236B.pngGuardAllStartup14Recovery22Advantage-10 are the most consistent ways to combo into it.

  • Retains momentum from dash cancels


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