Difference between revisions of "BBCF/Naoto Kurogane"

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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}}
+
{{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=https://keeponblaz.in/#/?p1chars=naoto}}
======<span style="visibility:hidden;font-size:0">Overview</span>======
 
 
{{FlexContainer}}
 
{{FlexContainer}}
 
{{FlexTopContainer}}<!-- BEGIN TOP SECTION -->
 
{{FlexTopContainer}}<!-- BEGIN TOP SECTION -->
 
{{FP Box|header=Overview
 
{{FP Box|header=Overview
 
|content=
 
|content=
 +
Naoto is an aggressive rushdown character backed up with high damage and great pressure options. With enough execution, Naoto can convert most hits into great damage and absurd corner carry. His DP is also one of the best reversals in the game. Though he lacks the far reaching normals of many of the cast, his Drive and dash enhanced specials allow him to quickly close the gap to his opponent.
 
{{Bio
 
{{Bio
 
| name = Naoto Kurogane
 
| name = Naoto Kurogane
Line 13: Line 13:
 
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''.
 
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
+
{{StrengthsAndWeaknesses
 
|intro=
 
|intro=
 
|pros=
 
|pros=
Line 22: Line 22:
 
*Solid defensive options with a great DP, a great reversal super and a decent anti-air
 
*Solid defensive options with a great DP, a great reversal super and a decent anti-air
 
*Highest damaging 5A counter in the game
 
*Highest damaging 5A counter in the game
 
+
*Endorsed by the Wu-Tang Clan
  
 
|cons=
 
|cons=
 
*Short range outside of Drive attacks and Divine Smasher
 
*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
+
*Lack of projectiles can make neutral challenging, especially against zoners
 
+
*Above average execution requirement
 
 
 
}}
 
}}
 
}}
 
}}
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==Normal Moves==
 
==Normal Moves==
======<span style="visibility:hidden;font-size:0">5A</span>======
+
===<big>5A</big>===
{{MoveData
+
<div class="attack-container">
|image=BBCF_Naoto_5A.png |caption= Watch out for the Jab
+
<div class="attack-gallery">
|name=5A
+
<gallery widths="210px" heights="210px" mode="nolines">
|data=
+
BBCF_Naoto_5A.png | Watch out for the Jab
{{AttackDataHeader-BBCF}}
+
</gallery>
{{!}}-
+
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF}}
 +
|-
 
{{#lst:{{PAGENAME}}/Data|5A}}
 
{{#lst:{{PAGENAME}}/Data|5A}}
{{!}}-
+
|}
{{Description|8|text=
+
==== ====
 
*Hits crouching
 
*Hits crouching
 
*Gatlings into 6A 6B
 
*Gatlings into 6A 6B
 
*Jump cancelable on hit and on block
 
*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.
 
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.
}}
+
</div>
}}
+
</div>
  
======<span style="visibility:hidden;font-size:0">5AA</span>======
+
===<big>5AA</big>===
{{MoveData
+
<div class="attack-container">
|image=BBCF_Naoto_5AA.png |caption= The King of 5A counters
+
<div class="attack-gallery">
|name=5AA
+
<gallery widths="210px" heights="210px" mode="nolines">
|data=
+
BBCF_Naoto_5AA.png | The King of 5A counters
{{AttackDataHeader-BBCF}}
+
</gallery>
{{!}}-
+
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF}}
 +
|-
 
{{#lst:{{PAGENAME}}/Data|5AA}}
 
{{#lst:{{PAGENAME}}/Data|5AA}}
{{!}}-
+
|}
{{Description|8|text=
+
==== ====
 
*Hits crouching
 
*Hits crouching
 
*Gatlings into 6A 6B
 
*Gatlings into 6A 6B
Line 98: Line 105:
 
*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.
 
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.
}}
+
</div>
}}
+
</div>
======<span style="visibility:hidden;font-size:0">5B</span>======
+
 
{{MoveData
+
===<big>5B</big>===
|image=BBCF_Naoto_5B.png |caption= Sol 5K lite. Now can reliably Anti-Air
+
<div class="attack-container">
|name=5B
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
+
BBCF_Naoto_5B.png | Sol 5K lite. Now can reliably Anti-Air
{{!}}-
+
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF}}
 +
|-
 
{{#lst:{{PAGENAME}}/Data|5B}}
 
{{#lst:{{PAGENAME}}/Data|5B}}
{{!}}-
+
|}
{{Description|8|text=
+
==== ====
 
*Jump cancellable on hit and on block
 
*Jump cancellable on hit and on block
 
*Gatlings into 6B
 
*Gatlings into 6B
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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.  
 
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.  
  
}}
+
</div>
}}
+
</div>
======<span style="visibility:hidden;font-size:0">5C</span>======
+
 
{{MoveData
+
===<big>5C</big>===
|image=BBCF_Naoto_5C.png |caption= Pretty decent neutral tool. Very Good Punish tool
+
<div class="attack-container">
|name=5C
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
+
BBCF_Naoto_5C.png | Pretty decent neutral tool. Very Good Punish tool
{{!}}-
+
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF}}
 +
|-
 
{{#lst:{{PAGENAME}}/Data|5C}}
 
{{#lst:{{PAGENAME}}/Data|5C}}
{{!}}-
+
|}
{{Description|8|text=
+
==== ====
 
*Jump cancelable on hit and on block
 
*Jump cancelable on hit and on block
 
*Gatlings into 6B
 
*Gatlings into 6B
 
*Moves Naoto slightly forward
 
*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.
 
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.
}}
+
</div>
}}
+
</div>
======<span style="visibility:hidden;font-size:0">2A</span>======
+
 
{{MoveData
+
===<big>2A</big>===
|image=BBCF_Naoto_2A.png |caption= Stagger Pressure
+
<div class="attack-container">
|name=2A
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
+
BBCF_Naoto_2A.png | Stagger Pressure
{{!}}-
+
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF}}
 +
|-
 
{{#lst:{{PAGENAME}}/Data|2A}}
 
{{#lst:{{PAGENAME}}/Data|2A}}
{{!}}-
+
|}
{{Description|8|text=
+
==== ====
 
*Gatlings into 6A 6B
 
*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.
+
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. Its main benefit is that it hits low, and lowers Naoto's hitbox greatly. Used wisely, you can low profile some moves with this. Not as useful for starting pressure since 5A does everything this does much better.  
}}
+
</div>
}}
+
</div>
======<span style="visibility:hidden;font-size:0">2B</span>======
+
 
{{MoveData
+
===<big>2B</big>===
|image=BBCF_Naoto_2B.png |caption= Another Good Low
+
<div class="attack-container">
|name=2B
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
+
BBCF_Naoto_2B.png | Another Good Low
{{!}}-
+
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF}}
 +
|-
 
{{#lst:{{PAGENAME}}/Data|2B}}
 
{{#lst:{{PAGENAME}}/Data|2B}}
{{!}}-
+
|}
{{Description|8|text=
+
==== ====
 
*Gatlings into 6A 6B
 
*Gatlings into 6A 6B
 
*Can cross under
 
*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
 
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.
 
It goes into 6B now for another Pressure Reset.
}}
+
</div>
}}
+
</div>
======<span style="visibility:hidden;font-size:0">2C</span>======
+
 
{{MoveData
+
===<big>2C</big>===
|image=BBCF_Naoto_2C.png |caption=Anti-air into Damage
+
<div class="attack-container">
|name=2C
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
+
BBCF_Naoto_2C.png |Anti-air into Damage
{{!}}-
+
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF}}
 +
|-
 
{{#lst:{{PAGENAME}}/Data|2C}}
 
{{#lst:{{PAGENAME}}/Data|2C}}
{{!}}-
+
|}
{{Description|8|text=
+
==== ====
 
*Head invulnerability  
 
*Head invulnerability  
 
*Float state on counter
 
*Float state on counter
 
*Jump cancelable on hit and block
 
*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.
 
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.
}}
+
</div>
}}
+
</div>
======<span style="visibility:hidden;font-size:0">6A</span>======
+
 
{{MoveData
+
===<big>6A</big>===
|image=BBCF_Naoto_6A.png |caption= Use this to dunk on people's heads.
+
<div class="attack-container">
|name=6A
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
+
BBCF_Naoto_6A.png | Use this to dunk on people's heads.
{{!}}-
+
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF}}
 +
|-
 
{{#lst:{{PAGENAME}}/Data|6A}}
 
{{#lst:{{PAGENAME}}/Data|6A}}
{{!}}-
+
|}
{{Description|8|text=
+
==== ====
 
*Forces crouching on hit
 
*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.
 
Naoto hits the opponent with an overhead punch. Decent speed, can be followed up with Cs, Ds and specials. Naoto's only standing overhead.
}}
+
</div>
}}
+
</div>
  
======<span style="visibility:hidden;font-size:0">6B</span>======
+
===<big>6B</big>===
{{MoveData
+
<div class="attack-container">
|image=BBCF_Naoto_6B.png |caption= No Low/Throw Zone. Now the Gatling God
+
<div class="attack-gallery">
|name=6B
+
<gallery widths="210px" heights="210px" mode="nolines">
|data=
+
BBCF_Naoto_6B.png | No Low/Throw Zone. Now the Gatling God
{{AttackDataHeader-BBCF}}
+
</gallery>
{{!}}-
+
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF}}
 +
|-
 
{{#lst:{{PAGENAME}}/Data|6B}}
 
{{#lst:{{PAGENAME}}/Data|6B}}
{{!}}-
+
|}
{{Description|8|text=
+
==== ====
 
*Lower body invulnerability
 
*Lower body invulnerability
 
*Throw invulnerability
 
*Throw invulnerability
 
A flying kick with good advantage.
 
A flying kick with good advantage.
 
Can be rapid-canceled for IAD mixups.  
 
Can be rapid-canceled for IAD mixups.  
This will counter anyone trying to quick recover 2A.
+
This will beat 2A mash attempts because of its invuln and low crush properties.
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.  
+
Can only be followed up with Inferno Crusader on regular hit. On CH you can followup with different moves without the need of RC. 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. In some matchups you can combine this with 2A to make it risky for your opponent to mash out of pressure. Use 6B to low crush, and use 2A to low profile higher hitting moves.
}}
+
</div>
}}
+
</div>
======<span style="visibility:hidden;font-size:0">6C</span>======
+
 
{{MoveData
+
===<big>6C</big>===
|image=BBCF_Naoto_6C.png |caption= You got this trying to 665C didnt you?
+
<div class="attack-container">
|name=6C
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
+
BBCF_Naoto_6C.png | You got this trying to 665C didnt you?
{{!}}-
+
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF}}
 +
|-
 
{{#lst:{{PAGENAME}}/Data|6C}}
 
{{#lst:{{PAGENAME}}/Data|6C}}
{{!}}-
+
|}
{{Description|8|text=
+
==== ====
 
*Does not hit crouching
 
*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
 
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
}}
+
</div>
}}
+
</div>
======<span style="visibility:hidden;font-size:0">3C</span>======
+
 
{{MoveData
+
===<big>3C</big>===
|image=BBCF_Naoto_3C.png |caption=Sweep. Dont get hit by Dash Sweep
+
<div class="attack-container">
|name=3C
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
+
BBCF_Naoto_3C.png |Sweep. Dont get hit by Dash Sweep
{{!}}-
+
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF}}
 +
|-
 
{{#lst:{{PAGENAME}}/Data|3C}}
 
{{#lst:{{PAGENAME}}/Data|3C}}
{{!}}-
+
|}
{{Description|8|text=
+
==== ====
 
*Causes knockdown on hit
 
*Causes knockdown on hit
 
*Causes hard knockdown on counter hit
 
*Causes hard knockdown on counter hit
 
*Can cross under
 
*Can cross under
 
A crouching roundhouse kick.
 
A crouching roundhouse kick.
}}
+
</div>
}}
+
</div>
======<span style="visibility:hidden;font-size:0">j.A</span>======
+
 
{{MoveData
+
===<big>j.A</big>===
|image=BBCF_Naoto_jA.png |caption= Air to Air
+
<div class="attack-container">
|name=j.A
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
+
BBCF_Naoto_jA.png | Air to Air
{{!}}-
+
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF}}
 +
|-
 
{{#lst:{{PAGENAME}}/Data|j.A}}
 
{{#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.
 
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.
}}
+
</div>
}}
+
</div>
======<span style="visibility:hidden;font-size:0">j.B</span>======
+
 
{{MoveData
+
===<big>j.B</big>===
|image=BBCF_Naoto_jB.png |caption= The "New" Shoto kick
+
<div class="attack-container">
|name=j.B
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
+
BBCF_Naoto_jB.png | The "New" Shoto kick
{{!}}-
+
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF}}
 +
|-
 
{{#lst:{{PAGENAME}}/Data|j.B}}
 
{{#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.
 
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.
}}
+
</div>
}}
+
</div>
======<span style="visibility:hidden;font-size:0">j.C</span>======
+
 
{{MoveData
+
===<big>j.C</big>===
|image=BBCF_Naoto_jC.png |caption= Melty Blood Normal
+
<div class="attack-container">
|name=j.C
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
+
BBCF_Naoto_jC.png | Melty Blood Normal
{{!}}-
+
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF}}
 +
|-
 
{{#lst:{{PAGENAME}}/Data|j.C}}
 
{{#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.
 
A horizontal kick. Decent for air-to-air and an overall solid tool. CH Causes a great amount of hitstun.
}}
+
</div>
}}
+
</div>
 
<br style="clear:both;"/>
 
<br style="clear:both;"/>
  
 
==Drive Moves==
 
==Drive Moves==
======<span style="visibility:hidden;font-size:0">5D</span>======
+
 
{{MoveData
+
===<big>5D</big>===
|image=BBCF_Naoto_5D.png |caption= Blood Sword and Blood Sword that Guard Breaks (Charged)
+
<div class="attack-container">
|name=5D
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
 +
BBCF_Naoto_5D.png | Blood Sword and Blood Sword that Guard Breaks (Charged)
 +
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 
{{AttackDataHeader-BBCF|version=yes}}
 
{{AttackDataHeader-BBCF|version=yes}}
{{!}}-
+
|-
 
{{AttackVersion|name=5D}}
 
{{AttackVersion|name=5D}}
 
{{#lst:{{PAGENAME}}/Data|5D}}
 
{{#lst:{{PAGENAME}}/Data|5D}}
{{!}}-
+
|-
{{Description|9|text=
+
{{AttackVersion|name=5D (Overdrive)}}
 +
{{#lst:{{PAGENAME}}/Data|5D OD}}
 +
|}
 +
==== ====
 
*Gatlings into 6C
 
*Gatlings into 6C
 
*Dash cancelable before hit
 
*Dash cancelable before hit
Line 302: Line 376:
 
*Causes Guard Break fully charged
 
*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.
 
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.
 
  
 
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.
 
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.
}}
 
{{!}}-
 
{{AttackVersion|name=5D (Overdrive)}}
 
{{#lst:{{PAGENAME}}/Data|5D OD}}
 
{{!}}-
 
{{Description|9|text=
 
  
*Gatlings into 6C
+
During OD has an extremely fast start up.
*Dash cancelable before hit and on hit
+
</div>
*Shift Sway cancelable on hit and block
+
</div>
*Enters Dash Cancel State on Frame 10
 
*Causes Guard Break fully charged
 
  
Has an extremely fast start up.
+
===<big>2D</big>===
}}
+
<div class="attack-container">
}}
+
<div class="attack-gallery">
======<span style="visibility:hidden;font-size:0">2D</span>======
+
<gallery widths="210px" heights="210px" mode="nolines">
{{MoveData
+
BBCF_Naoto_2D.png | Low Blood Sword with a small hurtbox
|image=BBCF_Naoto_2D.png |caption= Low Blood Sword with a small hurtbox
+
</gallery>
|name=2D
+
</div>
|data=
+
<div class="attack-info">
 +
{| class="wikitable attack-data"
 
{{AttackDataHeader-BBCF|version=yes}}
 
{{AttackDataHeader-BBCF|version=yes}}
{{!}}-
+
|-
 
{{AttackVersion|name=2D}}
 
{{AttackVersion|name=2D}}
 
{{#lst:{{PAGENAME}}/Data|2D}}
 
{{#lst:{{PAGENAME}}/Data|2D}}
{{!}}-
+
|-
{{Description|9|text=
+
{{AttackVersion|name=2D (Overdrive)}}
 +
{{#lst:{{PAGENAME}}/Data|2D OD}}
 +
|}
 +
==== ====
 
*Gatlings into 6C
 
*Gatlings into 6C
 
*Dash cancelable before hit
 
*Dash cancelable before hit
Line 340: Line 409:
 
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.
 
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.
  
}}
+
</div>
{{AttackVersion|name=2D (Overdrive)}}
+
</div>
{{#lst:{{PAGENAME}}/Data|2D OD}}
+
 
{{!}}-
+
===<big>6D</big>===
{{Description|9|text=
+
<div class="attack-container">
*Gatlings into 6C
+
<div class="attack-gallery">
*Dash cancelable before hit and on hit
+
<gallery widths="210px" heights="210px" mode="nolines">
*Shift Sway cancelable on hit and block
+
BBCF_Naoto_6D.png | Oops all damage  
*Causes Guard Break fully charged
+
</gallery>
*Enters Dash Cancel State on Frame 10
+
</div>
}}
+
<div class="attack-info">
}}
+
{| class="wikitable attack-data"
======<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}}
 
{{AttackDataHeader-BBCF|version=yes}}
{{!}}-
+
|-
 
{{AttackVersion|name=6D}}
 
{{AttackVersion|name=6D}}
 
{{#lst:{{PAGENAME}}/Data|6D}}
 
{{#lst:{{PAGENAME}}/Data|6D}}
{{!}}-
+
|-
{{Description|9|text=
+
{{AttackVersion|name=6D (Overdrive)}}
 +
{{#lst:{{PAGENAME}}/Data|6D OD}}
 +
|}
 +
==== ====
 
*Gatlings into 6C
 
*Gatlings into 6C
 
*Causes float on hit
 
*Causes float on hit
Line 373: Line 440:
  
 
Charged version is Naoto's best starter for high damage: it has huge range, is a Fatal Counter, and causes a wallbounce on hit.
 
Charged version is Naoto's best starter for high damage: it has huge range, is a Fatal Counter, and causes a wallbounce on hit.
}}
+
</div>
{{!}}-
+
</div>
{{AttackVersion|name=6D (Overdrive)}}
+
 
{{#lst:{{PAGENAME}}/Data|6D OD}}
+
===<big>j.D</big>===
{{!}}-
+
<div class="attack-container">
{{Description|9|text=
+
<div class="attack-gallery">
*Gatlings into 6C
+
<gallery widths="210px" heights="210px" mode="nolines">
*Causes float on hit
+
BBCF_Naoto_jD.png | Jumping blood sword and "This is my Area" Sword
*Jump cancelable on hit and on block
+
</gallery>
*Dash cancelable before hit and on hit
+
</div>
*Enters Dash Cancel State on Frame 10
+
<div class="attack-info">
*Fatal counter fully charged
+
{| class="wikitable attack-data"
*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}}
 
{{AttackDataHeader-BBCF|version=yes}}
{{!}}-
+
|-
 
{{AttackVersion|name=j.D}}
 
{{AttackVersion|name=j.D}}
 
{{#lst:{{PAGENAME}}/Data|j.D}}
 
{{#lst:{{PAGENAME}}/Data|j.D}}
{{!}}-
+
|-
 
{{AttackVersion|name=j.D (Overdrive)}}
 
{{AttackVersion|name=j.D (Overdrive)}}
 
{{#lst:{{PAGENAME}}/Data|j.D OD}}
 
{{#lst:{{PAGENAME}}/Data|j.D OD}}
{{!}}-
+
|}
{{Description|9|text=
+
==== ====
 
*Uncharged j.D has 5f of Forced Landing Recovery
 
*Uncharged j.D has 5f of Forced Landing Recovery
 
*Charged j.D has 10f 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.
 
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.
}}
+
</div>
}}
+
</div>
 
<br style="clear:both;"/>
 
<br style="clear:both;"/>
 
==Universal Mechanics==
 
==Universal Mechanics==
======<span style="visibility:hidden;font-size:0">Throw</span>======
+
===<big>Throw</big>===
{{MoveData
+
<span class="input-badge">'''5B+C'''</span> <span class="input-badge">'''4B+C'''</span> <span class="input-badge">'''j.B+C'''</span>
|image=BBCF_Naoto_FThrow.png
+
<div class="attack-container">
|image2=BBCF_Naoto_BThrow.png
+
<div class="attack-gallery">
|image3=BBCF_Naoto_AThrow.png |caption=Forward |caption2=Back |caption3=Air
+
<gallery widths="210px" heights="210px" mode="nolines">
|name=Throw
+
BBCF_Naoto_FThrow.png|Forward
|data=
+
BBCF_Naoto_BThrow.png|Back
 +
BBCF_Naoto_AThrow.png|Air
 +
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 
{{AttackDataHeader-BBCF|version=yes}}
 
{{AttackDataHeader-BBCF|version=yes}}
{{!}}-
+
|-
 
{{AttackVersion|name=Forward Throw}}
 
{{AttackVersion|name=Forward Throw}}
 
{{#lst:{{PAGENAME}}/Data|BC}}
 
{{#lst:{{PAGENAME}}/Data|BC}}
{{!}}-
+
|-
{{Description|9|text=
+
{{AttackVersion|name=Back Throw}}
 +
{{#lst:{{PAGENAME}}/Data|4BC}}
 +
|-
 +
{{AttackVersion|name=Air Throw}}
 +
{{#lst:{{PAGENAME}}/Data|j.BC}}
 +
|}
 +
==== ====
 
*100% minimum damage
 
*100% minimum damage
 
*Causes float
 
*Causes float
Line 427: Line 497:
  
 
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.
 
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.
}}
+
----
{{AttackVersion|name=Back Throw}}
 
{{#lst:{{PAGENAME}}/Data|4BC}}
 
{{!}}-
 
{{Description|9|text=
 
 
*100% minimum damage
 
*100% minimum damage
 
*Causes side swap
 
*Causes side swap
Line 437: Line 503:
  
 
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.
 
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
 
*100% minimum damage
 
*Causes hard knock down
 
*Causes hard knock down
  
 
Grabs the opponent and brings them down to the ground. Can follow up with dash 2B/2C pickup.
 
Grabs the opponent and brings them down to the ground. Can follow up with dash 2B/2C pickup.
}}
+
</div>
}}
+
</div>
======<span style="visibility:hidden;font-size:0">Counter Assault</span>======
+
 
{{MoveData
+
===<big>Counter Assault</big>===
|image=BBCF_Naoto_5C.png
+
<span class="input-badge">'''When blocking 6A+B'''</span>
|input=6A+B during blockstun |caption=
+
<div class="attack-container">
|name=Counter Assault
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
+
BBCF_Naoto_5C.png|
{{!}}-
+
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF}}
 +
|-
 
{{#lst:{{PAGENAME}}/Data|6AB}}
 
{{#lst:{{PAGENAME}}/Data|6AB}}
{{!}}-
+
|}
{{Description|8|text=
+
==== ====
 
*Must be preformed during Block Stun
 
*Must be preformed during Block Stun
 
*Full invulnerability
 
*Full invulnerability
 
*Moves Naoto slightly forward
 
*Moves Naoto slightly forward
 
Same animation as 5C. Works as every other Counter Assault does.   
 
Same animation as 5C. Works as every other Counter Assault does.   
}}
+
</div>
}}
+
</div>
======<span style="visibility:hidden;font-size:0">Crush Trigger</span>======
+
 
{{MoveData
+
===<big>Crush Trigger</big>===
|image=BBCF_Naoto_CT.png
+
<span class="input-badge">'''5A+B (Chargeable)'''</span>
|input=5A+B |caption= HOL UP! DAB
+
<div class="attack-container">
|name=Crush Trigger
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
 +
BBCF_Naoto_CT.png|HOL UP! DAB
 +
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 
{{AttackDataHeader-BBCF|version=yes}}
 
{{AttackDataHeader-BBCF|version=yes}}
{{!}}-
+
|-
 
{{AttackVersion|name=Uncharged}}
 
{{AttackVersion|name=Uncharged}}
 
{{#lst:{{PAGENAME}}/Data|5AB}}
 
{{#lst:{{PAGENAME}}/Data|5AB}}
{{!}}-
+
|-
 
{{AttackVersion|name=Charged}}
 
{{AttackVersion|name=Charged}}
 
{{#lst:{{PAGENAME}}/Data|5[AB]}}
 
{{#lst:{{PAGENAME}}/Data|5[AB]}}
{{!}}-
+
|}
{{Description|9|text=
+
==== ====
 
*Causes stagger on hit
 
*Causes stagger on hit
 
*Causes wall bounce on air hit
 
*Causes wall bounce on air hit
Line 489: Line 561:
 
Good corner carry potential on air hit.
 
Good corner carry potential on air hit.
 
When used from a Dash Cancel, Naoto Slides forwards quite a bit.
 
When used from a Dash Cancel, Naoto Slides forwards quite a bit.
}}
+
</div>
}}
+
</div>
 
<br style="clear:both;"/>
 
<br style="clear:both;"/>
  
 
==Special Moves==
 
==Special Moves==
======<span style="visibility:hidden;font-size:0">Banishing Fang</span>======
+
===<big>Banishing Fang</big>===
{{MoveData
+
<span class="input-badge">'''236B'''</span>
|image=BBCF_Naoto_BanishingFang.png
+
<div class="attack-container">
|input=236B |caption=Rekka. Pressure Reset
+
<div class="attack-gallery">
|name=Banishing Fang
+
<gallery widths="210px" heights="210px" mode="nolines">
|data=
+
BBCF_Naoto_BanishingFang.png|Rekka. Pressure Reset
 +
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 
{{AttackDataHeader-BBCF}}
 
{{AttackDataHeader-BBCF}}
{{!}}-
+
|-
 
{{#lst:{{PAGENAME}}/Data|236B}}
 
{{#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.
 
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.
  
Line 514: Line 590:
 
*Causes crouching on hit
 
*Causes crouching on hit
 
*Enhanced shortcut: 2366B
 
*Enhanced shortcut: 2366B
}}
+
</div>
}}
+
</div>
======<span style="visibility:hidden;font-size:0">Banishing Fang: Roar</span>======
+
 
{{MoveData
+
===<big>Banishing Fang: Roar</big>===
|image=BBCF_Naoto_BanishingFangRoar.png
+
<span class="input-badge">'''236B after Banishing Fang'''</span>
|input=236B after Banishing Fang |caption= Deceptive Hitbox
+
<div class="attack-container">
|name=Banishing Fang: Roar
+
<div class="attack-gallery">
|textonly=yes
+
<gallery widths="210px" heights="210px" mode="nolines">
|data=
+
BBCF_Naoto_BanishingFangRoar.png|Deceptive Hitbox
 +
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 
{{AttackDataHeader-BBCF}}
 
{{AttackDataHeader-BBCF}}
{{!}}-
+
|-
 
{{#lst:{{PAGENAME}}/Data|Fang 236B}}
 
{{#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.  
 
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.  
}}
+
</div>
}}
+
</div>
======<span style="visibility:hidden;font-size:0">Banishing Fang: Bash</span>======
+
 
{{MoveData
+
===<big>Banishing Fang: Bash</big>===
|image=BBCF_Naoto_BanishingFangBash.png
+
<span class="input-badge">'''236B after Banishing Fang: Roar'''</span>
|input=236B after Banishing Fang: Roar |caption=Normal rekka ender, Dont get Fataled By this
+
<div class="attack-container">
|name=Banishing Fang: Bash
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
 +
BBCF_Naoto_BanishingFangBash.png|Normal rekka ender, Dont get Fataled By this
 +
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 
{{AttackDataHeader-BBCF}}
 
{{AttackDataHeader-BBCF}}
{{!}}-
+
|-
 
{{#lst:{{PAGENAME}}/Data|Roar 236B}}
 
{{#lst:{{PAGENAME}}/Data|Roar 236B}}
{{!}}-
+
|}
{{Description|8|text=
+
==== ====
 
*Fatal Counter
 
*Fatal Counter
 
*Enhanced version is dash cancelable on hit
 
*Enhanced version is dash cancelable on hit
Line 548: Line 633:
  
 
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.
 
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.
}}
+
</div>
}}
+
</div>
======<span style="visibility:hidden;font-size:0">Banishing Fang: Raid</span>======
+
 
{{MoveData
+
===<big>Banishing Fang: Raid</big>===
|image=BBCF_Naoto_BanishingFangRaid.png
+
<span class="input-badge">'''236C after Banishing Fang: Roar'''</span>
|input=236C after Banishing Fang: Roar |caption=Alternate rekka ender
+
<div class="attack-container">
|name=Banishing Fang: Raid
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
 +
BBCF_Naoto_BanishingFangRaid.png|Alternate rekka ender
 +
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 
{{AttackDataHeader-BBCF}}
 
{{AttackDataHeader-BBCF}}
{{!}}-
+
|-
 
{{#lst:{{PAGENAME}}/Data|Roar 236C}}
 
{{#lst:{{PAGENAME}}/Data|Roar 236C}}
{{!}}-
+
|}
{{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}}
+
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
}}
+
</div>
======<span style="visibility:hidden;font-size:0">Inferno Crusader</span>======
+
</div>
{{MoveData
+
 
|image=BBCF_Naoto_InfernoCrusader_D.png
+
===<big>Inferno Crusader</big>===
|input=623C/D (Air OK) |caption=The DP of gods.
+
<span class="input-badge">'''623C/D (Air OK)'''</span>
|name=Inferno Crusader
+
<div class="attack-container">
|data=
+
<div class="attack-gallery">
 +
<gallery widths="210px" heights="210px" mode="nolines">
 +
BBCF_Naoto_InfernoCrusader_D.png|The DP of gods.
 +
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 
{{AttackDataHeader-BBCF|version=yes}}
 
{{AttackDataHeader-BBCF|version=yes}}
{{!}}-
+
|-
 
{{AttackVersion|name=Ground C}}
 
{{AttackVersion|name=Ground C}}
 
{{#lst:{{PAGENAME}}/Data|623C}}
 
{{#lst:{{PAGENAME}}/Data|623C}}
{{!}}-
+
|-
 
{{AttackVersion|name=Air C}}
 
{{AttackVersion|name=Air C}}
 
{{#lst:{{PAGENAME}}/Data|j.623C}}
 
{{#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}}
 
{{AttackVersion|name=Ground D}}
 
{{#lst:{{PAGENAME}}/Data|623D}}
 
{{#lst:{{PAGENAME}}/Data|623D}}
{{!}}-
+
|-
 
{{AttackVersion|name=Air D}}
 
{{AttackVersion|name=Air D}}
 
{{#lst:{{PAGENAME}}/Data|j.623D}}
 
{{#lst:{{PAGENAME}}/Data|j.623D}}
{{!}}-
+
|}
{{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.
 +
----
 
*Enhanced version beats almost every attack in the game.
 
*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.
 
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.  
 
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.  
}}
+
</div>
}}
+
</div>
======<span style="visibility:hidden;font-size:0">Overhead Kick</span>======
+
 
{{MoveData
+
===<big>Overhead Kick</big>===
|image=BBCF_Naoto_OverheadKick.png
+
<span class="input-badge">'''2C after Inferno Crusader'''</span>
|input=2C after Inferno Crusader |caption= I Whiff it, I Knock 'em down.
+
<div class="attack-container">
|name=Overhead Kick
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
 +
BBCF_Naoto_OverheadKick.png|I Whiff it, I Knock 'em down.
 +
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 
{{AttackDataHeader-BBCF}}
 
{{AttackDataHeader-BBCF}}
{{!}}-
+
|-
 
{{#lst:{{PAGENAME}}/Data|623C 2C}}
 
{{#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.
 
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.
}}
+
</div>
}}
+
</div>
======<span style="visibility:hidden;font-size:0">Slash Kaid</span>======
+
 
{{MoveData
+
===<big>Slash Kaid</big>===
|image=BBCF_Naoto_SlashKaid.png |caption= S P A C I N G into death
+
<span class="input-badge">'''214D'''</span>
|input=214D
+
<div class="attack-container">
|name=Slash Kaid
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
 +
BBCF_Naoto_SlashKaid.png | S P A C I N G into death
 +
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 
{{AttackDataHeader-BBCF|version=yes}}
 
{{AttackDataHeader-BBCF|version=yes}}
{{!}}-
+
|-
 
{{AttackVersion|name=Normal}}
 
{{AttackVersion|name=Normal}}
 
{{#lst:{{PAGENAME}}/Data|214D}}
 
{{#lst:{{PAGENAME}}/Data|214D}}
{{!}}-
+
|-
 
{{AttackVersion|name=through Opponent}}
 
{{AttackVersion|name=through Opponent}}
 
{{#lst:{{PAGENAME}}/Data|214D through Opponent}}
 
{{#lst:{{PAGENAME}}/Data|214D through Opponent}}
{{!}}-
+
|}
{{Description|9|text=
+
==== ====
 
*Causes stagger on hit
 
*Causes stagger on hit
 
*Causes float on counter hit
 
*Causes float on counter hit
Line 632: Line 736:
  
 
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,  
 
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,  
}}
+
</div>
}}
+
</div>
======<span style="visibility:hidden;font-size:0">Shift Sway</span>======
+
 
{{MoveData
+
===<big>Shift Sway</big>===
|image=BBCF_Naoto_ShiftSway.png
+
<span class="input-badge">'''214A'''</span>
|input=214A
+
<div class="attack-container">
|image2=BBCF_Naoto_ShiftSwayEnhanced.png |caption= Is that a Jojo's Reference?
+
<div class="attack-gallery">
|name=Shift Sway
+
<gallery widths="210px" heights="210px" mode="nolines">
|data=
+
BBCF_Naoto_ShiftSway.png|
 +
BBCF_Naoto_ShiftSwayEnhanced.png |Is that a Jojo's Reference?
 +
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 
{{AttackDataHeader-BBCF}}
 
{{AttackDataHeader-BBCF}}
{{!}}-
+
|-
 
{{#lst:{{PAGENAME}}/Data|214A}}
 
{{#lst:{{PAGENAME}}/Data|214A}}
{{!}}-
+
|}
{{Description|8|text=
+
==== ====
 
*Head ,Body, and Projectile invulnerability
 
*Head ,Body, and Projectile invulnerability
 
*Phantom Pain shortcut removed in 2.0
 
*Phantom Pain shortcut removed in 2.0
Line 652: Line 761:
  
 
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.
 
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.
}}
+
</div>
}}
+
</div>
======<span style="visibility:hidden;font-size:0">Phantom Pain</span>======
+
 
{{MoveData
+
===<big>Phantom Pain</big>===
|image=BBCF_Naoto_PhantomPain.png
+
<span class="input-badge">'''8A after Shift Sway'''</span>
|input=8A after Shift Sway |caption= YEET
+
<div class="attack-container">
|name=Phantom Pain
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
 +
BBCF_Naoto_PhantomPain.png|YEET
 +
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 
{{AttackDataHeader-BBCF}}
 
{{AttackDataHeader-BBCF}}
{{!}}-
+
|-
 
{{#lst:{{PAGENAME}}/Data|214A 8A}}
 
{{#lst:{{PAGENAME}}/Data|214A 8A}}
{{!}}-
+
|}
{{Description|8|text=
+
==== ====
 
*Enhanced version happens from Enhanced Shift Sway (You don't need to input a second microdash)
 
*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.
 
*Unblockable and unburstable, as it is technically a throw.
Line 673: Line 787:
 
Phantom Pain and Enhanced Phantom Pain are Considered Two different moves
 
Phantom Pain and Enhanced Phantom Pain are Considered Two different moves
 
*2C>Pain = Approx 23f  
 
*2C>Pain = Approx 23f  
*2C>EnPain = Approx 21f}}
+
*2C>EnPain = Approx 21f</div>
}}
+
</div>
 
<br style="clear:both;"/>
 
<br style="clear:both;"/>
  
 
==Distortion Drives==
 
==Distortion Drives==
======<span style="visibility:hidden;font-size:0">Divine Smasher</span>======
+
===<big>Divine Smasher</big>===
{{MoveData
+
<span class="input-badge">'''632146B (air OK)'''</span>
|image=BBCF_Naoto_DivineSmasher.png
+
<div class="attack-container">
|image2=BBCF_Naoto_DivineSmasher2.png
+
<div class="attack-gallery">
|input=632146B (air OK) |caption=Rock Howard would be proud
+
<gallery widths="210px" heights="210px" mode="nolines">
|name=Divine Smasher
+
BBCF_Naoto_DivineSmasher.png|Rock Howard would be proud
|data=
+
BBCF_Naoto_DivineSmasher2.png
 +
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 
{{AttackDataHeader-BBCF|version=yes}}
 
{{AttackDataHeader-BBCF|version=yes}}
{{!}}-
+
|-
 
{{AttackVersion|name=Ground}}
 
{{AttackVersion|name=Ground}}
 
{{#lst:{{PAGENAME}}/Data|632146B}}
 
{{#lst:{{PAGENAME}}/Data|632146B}}
{{!}}-
+
|-
{{Description|9|text=
+
{{AttackVersion|name=Air}}
 +
{{#lst:{{PAGENAME}}/Data|j.632146B}}
 +
|-
 +
{{AttackVersion|name=OD Followup}}
 +
{{#lst:{{PAGENAME}}/Data|632146B OD Followup}}
 +
|}
 +
==== ====
 
*Normal: 800 minimum damage
 
*Normal: 800 minimum damage
 
*Enhanced: 960 minimum damage
 
*Enhanced: 960 minimum damage
Line 697: Line 821:
  
 
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.
 
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.
}}
+
----
{{!}}-
 
{{AttackVersion|name=Air}}
 
{{#lst:{{PAGENAME}}/Data|j.632146B}}
 
{{!}}-
 
{{Description|9|text=
 
 
*720 minimum damage
 
*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.
 
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.
 
Good tool used against air resets.
 
Good tool used against air resets.
}}
+
----
{{!}}-
+
*Minimum Damage during OD (including preceeding attacks):
{{AttackVersion|name=OD Followup}}
 
{{#lst:{{PAGENAME}}/Data|632146B OD Followup}}
 
{{!}}-
 
{{Description|9|text=
 
*Minimum Damage (including preceeding attacks):
 
 
*Ground Normal: 1080
 
*Ground Normal: 1080
 
*Ground Enhanced: 1188
 
*Ground Enhanced: 1188
 
*Air: 1050
 
*Air: 1050
}}
+
</div>
}}
+
</div>
  
======<span style="visibility:hidden;font-size:0">Divine Reaper</span>======
+
===<big>Divine Reaper</big>===
{{MoveData
+
<span class="input-badge">'''632146D'''</span>
|image=BBCF_Naoto_DivineReaper.png
+
<div class="attack-container">
|input=632146D |caption=Pictured: First part of the move
+
<div class="attack-gallery">
|name=Divine Reaper
+
<gallery widths="210px" heights="210px" mode="nolines">
|data=
+
BBCF_Naoto_DivineReaper.png|Pictured: First part of the move
 +
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 
{{AttackDataHeader-BBCF|version=yes}}
 
{{AttackDataHeader-BBCF|version=yes}}
{{!}}-
+
|-
 
{{AttackVersion|name=Strike}}
 
{{AttackVersion|name=Strike}}
 
{{#lst:{{PAGENAME}}/Data|632146D}}
 
{{#lst:{{PAGENAME}}/Data|632146D}}
{{!}}-
+
|-
 
{{AttackVersion|name=Projectile}}
 
{{AttackVersion|name=Projectile}}
 
{{#lst:{{PAGENAME}}/Data|632146D Projectile}}
 
{{#lst:{{PAGENAME}}/Data|632146D Projectile}}
{{!}}-
+
|}
{{Description|9|text=
+
==== ====
 
*1004 minimum damage (full animation only)
 
*1004 minimum damage (full animation only)
 
*1350 minimum damage during OD (full animation only)
 
*1350 minimum damage during OD (full animation only)
Line 743: Line 861:
  
 
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.
 
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.
}}
+
</div>
}}
+
</div>
 
<br style="clear:both;"/>
 
<br style="clear:both;"/>
  
 
==Exceed Accel==
 
==Exceed Accel==
{{MoveData
+
===<big>Grim of Phantom</big>===
|image=BBCF_Naoto_GrimOfPhantom.png
+
<span class="input-badge">'''ABCD during Overdrive'''</span>
|input=ABCD during Overdrive |caption= Wanna see me be Minus on Hit?
+
<div class="attack-container">
|name=Grim of Phantom
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
 +
BBCF_Naoto_GrimOfPhantom.png|Wanna see me be Minus on Hit?
 +
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 
{{AttackDataHeader-BBCF}}
 
{{AttackDataHeader-BBCF}}
{{!}}-
+
|-
 
{{#lst:{{PAGENAME}}/Data|ABCD}}
 
{{#lst:{{PAGENAME}}/Data|ABCD}}
{{!}}-
+
|}
{{Description|8|text=
+
==== ====
 
*Does not cost Heat, but immediately ends Overdrive if used.
 
*Does not cost Heat, but immediately ends Overdrive if used.
 
*Becomes stronger and flashier with Active Flow.
 
*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.
 
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.
}}
+
</div>
}}
+
</div>
 
<br style="clear:both;"/>
 
<br style="clear:both;"/>
  
 
==Astral Heat==
 
==Astral Heat==
{{MoveData
+
===<big>Edge of Eternity</big>===
|image=BBCF_Naoto_EdgeoOfEternity.png
+
<span class="input-badge">'''2141236C'''</span>
|input=2141236C |caption= The Better Black Onslaught
+
<div class="attack-container">
|name=Edge of Eternity
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
 +
BBCF_Naoto_EdgeoOfEternity.png|The Better Black Onslaught
 +
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 
{{AttackDataHeader-BBCF}}
 
{{AttackDataHeader-BBCF}}
{{!}}-
+
|-
 
{{#lst:{{PAGENAME}}/Data|Astral}}
 
{{#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.
 
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.
}}
+
</div>
}}
+
</div>
 
<br style="clear:both;"/>
 
<br style="clear:both;"/>
  

Latest revision as of 02:07, 15 November 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord   Forums   Videos    
Overview

Naoto is an aggressive rushdown character backed up with high damage and great pressure options. With enough execution, Naoto can convert most hits into great damage and absurd corner carry. His DP is also one of the best reversals in the game. Though he lacks the far reaching normals of many of the cast, his Drive and dash enhanced specials allow him to quickly close the gap to his opponent.


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.
Playstyle
Pros Cons
  • 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
  • Endorsed by the Wu-Tang Clan
  • Short range outside of Drive attacks and Divine Smasher
  • Lack of projectiles can make neutral challenging, especially against zoners
  • Above average execution requirement
Drive: Bloodedge
Naoto's Drive allows him to transform his blood into melee weapons for longer range attacks. Naoto can charge them to further increase range and imbue them with Guard Break properties. While charging, Naoto can dash cancel to act as a feint.
Overdrive: Blood Repulsor
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.
Unique Ability: Enhancer

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.

During Overdrive, this effect is extended, and you can do run > 2 normals > Enhanced special/super.

Normal Moves[edit]

5A[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
300 All 6 3 12 -1 B -

[edit]

  • 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.

5AA[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
600 Mid 8 4 14 -1 B -

[edit]

  • Hits crouching
  • Gatlings into 6A 6B
  • Moves Naoto slightly forward
  • 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.

5B[edit]

5C[edit]

2A[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
300 Low 7 2 12 -2 F -

[edit]

  • 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. Its main benefit is that it hits low, and lowers Naoto's hitbox greatly. Used wisely, you can low profile some moves with this. Not as useful for starting pressure since 5A does everything this does much better.

2B[edit]

2C[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
850 Mid 11 6 22 -11 B 7-13 H

[edit]

  • 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.

6A[edit]

6B[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
750 All 17 4 4+12L -1 H 5-24 FT

[edit]

  • Lower body invulnerability
  • Throw invulnerability

A flying kick with good advantage. Can be rapid-canceled for IAD mixups. This will beat 2A mash attempts because of its invuln and low crush properties. Can only be followed up with Inferno Crusader on regular hit. On CH you can followup with different moves without the need of RC. 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. In some matchups you can combine this with 2A to make it risky for your opponent to mash out of pressure. Use 6B to low crush, and use 2A to low profile higher hitting moves.

6C[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
800 All 35 4 9+8L -2 H -

[edit]

  • 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

3C[edit]

j.A[edit]

j.B[edit]

j.C[edit]


Drive Moves[edit]

5D[edit]

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
5D 900 [1350] Mid [Guard Break 24/Barrier] 20 [40] 5 18 -2 [-1] B -
5D (Overdrive) 900 [1350] Mid [Guard Break 34/Barrier] 18 [28] 5 18 -2 [-1] B -

[edit]

  • Gatlings into 6C
  • 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.

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.

During OD has an extremely fast start up.

2D[edit]

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
2D 900 [1350] Low [Guard Break 24/Low Barrier] 22 [44] 5 18 -2 [-1] F -
2D (Overdrive) 900 [1350] Low [Guard Break 34/Low Barrier] 20 [32] 5 18 -2 [-1] F -

[edit]

  • 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.

6D[edit]

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
6D 1000 [1500] Mid [Guard Break 24/Barrier] 24 [48] 6 17 -2 [-1] B -
6D (Overdrive) 1000 [1500] Mid [Guard Break 34/Barrier] 22 [36] 6 17 -2 [-1] B -

[edit]

  • 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.

Charged version is Naoto's best starter for high damage: it has huge range, is a Fatal Counter, and causes a wallbounce on hit.

j.D[edit]

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
j.D 900 [1350] All [Guard Break 24/Barrier] 20 [40] 5 18+5L - H -
j.D (Overdrive) 900 [1350] All [Guard Break 34/Barrier] 18 [28] 5 18+5L - H -

[edit]

  • 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.


Universal Mechanics[edit]

Throw[edit]

5B+C 4B+C j.B+C

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
Forward Throw 0, 1500 Throw(70) 7 3 23 - T -
Back Throw 0*2, 1500 Throw(70) 7 3 23 - T -
Air Throw 0, 1500 Throw(120) 7 3 23+3L - T -

[edit]

  • 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.


  • 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.


  • 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.

Counter Assault[edit]

When blocking 6A+B

Crush Trigger[edit]

5A+B (Chargeable)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
Uncharged 1000 Guard Break 32/Barrier 20 1 25 0 B -
Charged 1000 Guard Break 60/Barrier 30~61 1 25 0 B -

[edit]

  • 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.


Special Moves[edit]

Banishing Fang[edit]

236B

Banishing Fang: Roar[edit]

236B after Banishing Fang

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
800 All 9 6 18 -7 B -

[edit]

  • 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.

Banishing Fang: Bash[edit]

236B after Banishing Fang: Roar

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
1200 All 14 7 22 -10 B -

[edit]

  • 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.

Banishing Fang: Raid[edit]

236C after Banishing Fang: Roar

Inferno Crusader[edit]

623C/D (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
Ground C 600 [600*2] Mid 6 9 [6,3] 26+11L -28 [-22] B 4-11 H
Air C 800 All 6 6,3 Until L+11 - H 1-7 H
Ground D 700*2
[700, 450*4]
All 9 3,10
[3,3,3,2,2]
38+16L
[29+16L]
-45 [-28] B 1-17 All
Air D 800, 800 All 7 4,6 Until L+16 - H 1-12 All

[edit]

  • 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.


  • 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.

Overhead Kick[edit]

2C after Inferno Crusader

Slash Kaid[edit]

214D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
Normal 1000 All 15 [13] 3 23 [29] -9 [-7] B -
through Opponent 1200 All 13 3 29 - B -

[edit]

  • 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,

Shift Sway[edit]

214A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
- - - - 39 [37] - - 1-30 HBP
[1-26 HBP]

[edit]

  • 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.

Phantom Pain[edit]

8A after Shift Sway

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
0, 1426*2 Unblockable 15 [5] 5 28 - T 1-19 HB
[1-9 HB]

[edit]

  • 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


Distortion Drives[edit]

Divine Smasher[edit]

632146B (air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
Ground 2000 [2400] All 5+(50 Flash)+2 10 23 -12 B 1-6 All
7-16 P
Air 1800 All 5+(50 Flash)+7 Until L 25 - H 1-11 All
12-Land P
OD Followup 1800 - 4+(35 Flash)+15 3 Until L+24 - - 1-End All

[edit]

  • Normal: 800 minimum damage
  • Enhanced: 960 minimum damage

+ 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.

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.


  • 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. Good tool used against air resets.


  • Minimum Damage during OD (including preceeding attacks):
  • Ground Normal: 1080
  • Ground Enhanced: 1188
  • Air: 1050

Divine Reaper[edit]

632146D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
Strike 1300, 2719
[1300, 1900, 2200]
All 4+(40 Flash)+9 1 48 -18 B 1-27 All
Projectile 693*3 [803*3] - 4+(40 Flash)+10 3,3,6 - - P2 -

[edit]

  • 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.

If he's too far, only the Dead Spike will hit, dealing only 1450 damage but allowing him to follow up.

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.


Exceed Accel[edit]

Grim of Phantom[edit]

ABCD during Overdrive

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
600, 500, 1400, 550
{600, 500, 1700, 610*5}
All 20 [10] 3 34 -10 B 1-22 All
[1-22 All]

[edit]

  • 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.


Astral Heat[edit]

Edge of Eternity[edit]

2141236C


External References[edit]


Navigation[edit]


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