BBCF/Naoto Kurogane: Difference between revisions

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Revision as of 16:12, 21 April 2019

Naoto Kurogane
BBCF Naoto Portrait.png
Play-style
Offensive, Rushdown, Pressure

Overview

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.

Drive: Bloodedge

Naoto's Drive allows him to attack with his own blood. His Drive attacks already possess long range, but Naoto can charge them to further increase said range and imbue them with Guard Break properties. At any point during the charge, Naoto can perform a dash to cancel it.

Unique Ability: Enhancer

Naoto also possesses a unique ability: if he performs his special moves or Distortion Drives while he is dashing, these will be given new properties (e.g. more hits).

Overdrive: Blood Repulsor

Naoto's Drive attacks take less time to charge, and his Enhancer ability will be powered up. Additionally, his hair and eyes will turn white and red, respectively.

Strengths/Weaknesses

Strengths Weaknesses
  • 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
  • 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

Notes

  • Started updating to 2.0.
  • Thanks, whoever uploaded new pics. -DBliss



Normal Moves

5A
5A
BBCF Naoto 5A.png
Watch out for the Jab
Template:AttackDataHeader-BBCF
5A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300 All 6 3 12 -1 +6 B SJR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
80 Normal 2 13 14 14 18 26 10 +0 +1
BBCF Naoto Kurogane 5A.png
Watch out for the Jab
BBCF Naoto Kurogane 5A Hitbox.png
Goes quite low


  • 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
5AA The King of 5A counters Template:AttackDataHeader-BBCF
5AA
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
600 Mid 8 4 14 -1 +1 B SR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 17 Crumple 31 11 +0 +2
BBCF Naoto Kurogane 5AA.png
The King of 5A counters
BBCF Naoto Kurogane 5AA Hitbox.png
On CH Crumple Duration 35F, Crumple Fall 60F


  • 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
5B
BBCF Naoto 5B.png
Sol 5K lite. Now can reliably Anti-Air
Template:AttackDataHeader-BBCF
5B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
550 Mid 8 3 18 -4 -2 B SJR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 17 22 31 11 +0 +2
BBCF Naoto Kurogane 5B.png
Sol 5K lite
BBCF Naoto Kurogane 5B Hitbox.png
Disjoint at the tip of the leg


  • Jump cancellable on hit and on block
  • Gatlings into 6B
  • Moves Naoto slightly forward.

A kick aimed high. Short horizontal range but good vertical. Can be jump-canceled on hit and on block. Staple for combos and pressure. Good air poke thanks to decent vertical range. Hitbox was buffed in 2.0 so its use of being an AA is far better.

5C
5C
BBCF Naoto 5C.png
Pretty decent neutral tool. Very Good Punish tool
Template:AttackDataHeader-BBCF
5C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
800 Mid 12 4 18 -3 -7 B SJR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Long 4 18 19 19 24 34 12 +0 +5
BBCF Naoto Kurogane 5C.png
Very good punish tool
BBCF Naoto Kurogane 5C Hitbox.png
Can OTG surprisingly often


  • Jump cancelable on hit and on block
  • Gatlings into 6B
  • Moves Naoto slightly forward

Roundhouse kick with some horizontal range. Another staple for combos and pressure. Can be jump-canceled on hit and on block. Delaying 5C works great against fuzzy guard and will turn a mash into 4k+ on counter.

2A
2A
BBCF Naoto 2A.png
Stagger Pressure
Template:AttackDataHeader-BBCF
2A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300 Low/Air 7 2 12 -2 +6 F CSR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
80 Normal 1 11 12 12 16 23 9 +0 +0
BBCF Naoto Kurogane 2A.png
Stagger Pressure
BBCF Naoto Kurogane 2A Hitbox.png


  • 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.

2B
2B
BBCF Naoto 2B.png
Another Good Low
Template:AttackDataHeader-BBCF
2B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
480 Low 8 3 15 -4 +1 F SR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
85 Long 2 13 14 14 18 26 10 +0 +1
BBCF Naoto Kurogane 2B.png
Another good low
BBCF Naoto Kurogane 2B Hitbox.png


  • Gatlings into 6A 6B
  • Can cross under

A low kick with better range than 2A and comes out just as fast. Useful for dashing into specials. Dashing 2B Leads into a fair bit of damage It goes into 6B now for another Pressure Reset.

2C
2C
BBCF Naoto 2C.png
Anti-air into Damage
Template:AttackDataHeader-BBCF
2C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
850 Mid 11 6 22 -11 -12 B 7~13 H SJR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 23 Launch 37 11 +0 +2
BBCF Naoto Kurogane 2C.png
Anti-air into Damage
BBCF Naoto Kurogane 2C Hitbox.png


  • 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
6A
BBCF Naoto 6A.png
Use this to dunk on people's heads.
Template:AttackDataHeader-BBCF
6A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
700 High 24 3 24 -10 -24 B SR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Normal 3 16 17 17 + Down 23 22 31 + Down 23 11 +0 +2
BBCF Naoto Kurogane 6A.png
Use this to dunk on people's heads
BBCF Naoto Kurogane 6A Hitbox.png
bonk
Bonus Proration 110%
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 overhead.

6B
6B
BBCF Naoto 6B.png
No Low/Throw Zone. Now the Gatling God
Template:AttackDataHeader-BBCF
6B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
750 All 17 4 4+12 -1 -10 H 5~24 FT SR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Long 4 18 19 30 24 45 12 +0 +5
BBCF Naoto Kurogane 6B.png
A small jumping kick that beats lows and throws. Not an overhead.
BBCF Naoto Kurogane 6B Hitbox.png
Airborne from frame 5, invuln ends on landing
Airborne recovery/invuln can be altered by external forces


  • Lower body invulnerability
  • Throw invulnerability

A flying kick with good advantage. Can be rapid-canceled for IAD mixups. This will counter anyone trying to quick recover 2A. Can only be followed up with Inferno Crusader, counter hit, and Rapid Cancel. Can occasionally be used to reset pressure thanks to being -1 on block/0 on Barrier. Has slightly more range and less start up than 5D.

6C
6C
BBCF Naoto 6C.png
You got this trying to 665C didnt you?
Template:AttackDataHeader-BBCF
6C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
800 All 35 4 9+8L -2 -29 H R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Long 4 18 25 30 30 45 12 +0 +5
BBCF Naoto Kurogane 6C.png
You got this trying to 665C didn't you?
BBCF Naoto Kurogane 6C Hitbox.png
Airborne from frame 7
Airborne recovery can be altered by external forces
Landing recovery is cancellable into attacks


  • 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
3C
BBCF Naoto 3C.png
Sweep. Dont get hit by Dash Sweep
Template:AttackDataHeader-BBCF
3C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
780 Low 11 4 17 -4 -5 F SR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
79 Long 3 16 Launch 40 Launch 54 + Down 23 11 +0 +2
BBCF Naoto Kurogane 3C.png
Dont get hit by Dash Sweep
BBCF Naoto Kurogane 3C Hitbox 1.pngBBCF Naoto Kurogane 3C Hitbox 2.png
Frames 11-12 • Frames 13-14


  • Causes knockdown on hit
  • Causes hard knockdown on counter hit
  • Can cross under

A crouching roundhouse kick.

j.A
j.A
BBCF Naoto jA.png
Air to Air
Template:AttackDataHeader-BBCF
j.A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300 High/Air 7 3 9 H CSJR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
80 Normal 1 11 12 12 16 23 9 +0 +0
BBCF Naoto Kurogane jA.png
Air to Air
BBCF Naoto Kurogane jA Hitbox.png


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.

j.B
j.B
BBCF Naoto jB.png
The "New" Shoto kick
Template:AttackDataHeader-BBCF
j.B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
580 High/Air 9 6 13 H SJR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
85 Long 2 13 14 14 18 26 10 +0 +1
BBCF Naoto Kurogane jB.png
The "New" Shoto kick
BBCF Naoto Kurogane jB Hitbox 1.pngBBCF Naoto Kurogane jB Hitbox 2.png
Frames 9-12 • Frames 13-14


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.

j.C
j.C
BBCF Naoto jC.png
Melty Blood Normal
Template:AttackDataHeader-BBCF
j.C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
900 High/Air 10 6 12 H SJR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 20 22 34 11 +0 +2
BBCF Naoto Kurogane jC.png
Melty Blood Normal
BBCF Naoto Kurogane jC Hitbox 1.pngBBCF Naoto Kurogane jC Hitbox 2.png
Frames 10-12 • Frames 13-15


A horizontal kick. Decent for air-to-air and an overall solid tool. CH Causes a great amount of hitstun.


Drive Moves

5D
5D
BBCF Naoto 5D.png
Blood Sword and Blood Sword that Guard Breaks (Charged)
Template:AttackDataHeader-BBCF
5D
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
900 Mid 20 [18] 5 18 -2 -16 [-14] B SR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 5 20 21 30 + Slide 27 46 + Slide 15 +0 +8
BBCF Naoto Kurogane 5D.png
Blood Sword
BBCF Naoto Kurogane 5D Hitbox.png
Values in [] for OD
Dash cancellable from frame 10, until active [and on hit/block]
Maximum Slide duration 10F


  • 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.

5D (Overdrive)
  • Gatlings into 6C
  • Dash cancelable before hit and on hit
  • Shift Sway cancelable on hit and block
  • Enters Dash Cancel State on Frame 10
  • Causes Guard Break fully charged

Has an extremely fast start up.

2D
2D
BBCF Naoto 2D.png
Low Blood Sword with a small hurtbox
Template:AttackDataHeader-BBCF
2D
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
900 Low 22 [20] 5 18 -2 -18 [-16] F SR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 5 20 21 30 + Slide 27 46 + Slide 15 +0 +8
BBCF Naoto Kurogane 2D.png
Low Blood Sword
BBCF Naoto Kurogane 2D Hitbox.png
Values in [] are for OD
Dash cancellable from frame 10, until active [and on hit/block]
Maximum Slide duration 10F


  • 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.

2D (Overdrive)
  • Gatlings into 6C
  • Dash cancelable before hit and on hit
  • Shift Sway cancelable on hit and block
  • Causes Guard Break fully charged
  • Enters Dash Cancel State on Frame 10
6D
6D
BBCF Naoto 6D.png
Oops all damage
Template:AttackDataHeader-BBCF
6D
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1000 Mid 24 [22] 6 17 -2 -20 [-18] B SR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 5 20 Launch 40 Launch 59 15 +0 +8
BBCF Naoto Kurogane 6D.png
Combo filler, amazing starter
BBCF Naoto Kurogane 6D Hitbox.png
Values in [] are for OD
Dash cancellable from frame 10, until active [and on hit/block]


  • 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.

6D (Overdrive)
  • Gatlings into 6C
  • Causes float on hit
  • Jump cancelable on hit and on block
  • Dash cancelable before hit and on hit
  • Enters Dash Cancel State on Frame 10
  • Fatal counter fully charged
  • Causes wall bounce on hit fully charged
  • Causes guard break fully charged
j.D
j.D
BBCF Naoto jD.png
Jumping blood sword and "This is my Area" Sword
Template:AttackDataHeader-BBCF
j.D


j.D
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
900 All 20 [18] 5 18+5L H SR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
79 Long 4 18 19 40 24 55 15 +0 +5
BBCF Naoto Kurogane jD.png
Jumping Blood Sword
BBCF Naoto Kurogane jD Hitbox.png
Look at that disjoint
Values in [] are for OD
Bonus Proration 110%
j.D (Overdrive)
  • 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

Throw
Throw Forward Back
BBCF Naoto AThrow.png
Air
Template:AttackDataHeader-BBCF
  • 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.

Back Throw
  • 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.

Air Throw
  • 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
Counter Assault
6A+B during blockstun
BBCF Naoto 5C.png
Template:AttackDataHeader-BBCF
  • Must be preformed during Block Stun
  • Full invulnerability
  • Moves Naoto slightly forward

Same animation as 5C. Works as every other Counter Assault does.

Crush Trigger
Crush Trigger
5A+B
BBCF Naoto CT.png
HOL UP! DAB
Template:AttackDataHeader-BBCF
Uncharged
Charged
  • 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

Banishing Fang
Banishing Fang
236B
BBCF Naoto BanishingFang.png
Rekka. Pressure Reset
Template:AttackDataHeader-BBCF
236B
Banishing Fang
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
700 All 13 3 17 -3 -6 B R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 17 22 31 15 +0 +2
BBCF Naoto Kurogane 236B.png
Leads into some scary starters
BBCF Naoto Kurogane 236B Hitbox.png
Can hit behind on some airborne characters
Can cancel into next part of rekka on hit/block, or frames 16~29 on whiff


Naoto hits the opponent with a powered knee. First part of a 3-hit rekka. Has a deceptively large vertical hit box but forward movement makes it impractical as an anti air.

Unenhanced

Not many uses without corner. Mainly used as combo filler and to safely end pressure.

Enhanced

  • Causes crouching on hit
  • Enhanced shortcut: 2366B
Banishing Fang: Roar
Banishing Fang: Roar
236B after Banishing Fang
BBCF Naoto BanishingFangRoar.png
Deceptive Hitbox
Template:AttackDataHeader-BBCF
  • 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
Banishing Fang: Bash
236B after Banishing Fang: Roar Normal rekka ender, Dont get Fataled By this
Template:AttackDataHeader-BBCF
  • 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
Banishing Fang: Raid
236C after Banishing Fang: Roar
BBCF Naoto BanishingFangRaid.png
Alternate rekka ender
Template:AttackDataHeader-BBCF

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

Inferno Crusader
Inferno Crusader
623C/D (Air OK)
BBCF Naoto InfernoCrusader D.png
The DP of gods.
Template:AttackDataHeader-BBCF
Ground C


623C
C Inferno Crusader
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
600 [600×2] Mid 6 9 [6,3] 26+11 -28 [-22] -25 B 4~11 H R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 [89×2] Long 3 16 Launch 48 Launch 62 11 +0 +2
BBCF Naoto Kurogane 623C.png
C version. Anti-air, not your DP
BBCF Naoto Kurogane 623C 1 Hitbox.pngBBCF Naoto Kurogane 623C 2 Hitbox.png
C, frames 6-8 • C, frames 9-14
Values in [] for Enhanced version
Can cancel into Overhead Kick on hit on frames 21~29
Airborne from frame 9
[First hit that connects must be Barrier Blocked in air, remaining hits air blockable]
Air C


j.623C
Air C Inferno Crusader
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
800 [800x2] All 6 8 [5,3] Until L+11 H 1~7 H R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 [89x2] Long 3 16 Launch 48 Launch 62 11 +0 +2
BBCF Naoto Kurogane 623C.png
C version. Anti-air, not your DP
BBCF Naoto Kurogane 623C 1 Hitbox.pngBBCF Naoto Kurogane 623C 2 Hitbox.png
C, frames 6-8 • C, frames 9-14
Can cancel into Overhead Kick on hit on frames 20~28
  • 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.

Ground D


623D
D Inferno Crusader
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
700×2
[700, 450×4]
Mid, All [Mid] 9 3,10
[3,3,3,2,2]
38+16
[29+16]
-45 [-28] -49 [-40] B 1~17 All R 60
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 [92×5] Very Short 4 18 Launch 45 Launch 60 12 [12,3×4] +0 +5
BBCF Naoto Kurogane 623D.png
D version. The DP of the gods
BBCF Naoto Kurogane 623D 1 Hitbox.pngBBCF Naoto Kurogane 623D 2 Hitbox.png
D version first hit • D version followup hits
Values in [] for Enhanced version
Can cancel into Overhead Kick on hit on frames 24~35
[First hit that connects must be Barrier Blocked in air, remaining hits air blockable]
Airborne from frame 12
reversal
Air D


j.623D
Air D Inferno Crusader
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
800, 800 [800, 600×4] All 7 4,6 [2×5] Until L+16 H 1~12 All R 60
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92×2 [92×5] Very Short 4 18 Launch 45 Launch 60 12 [12, 3×4] +0 +5
BBCF Naoto Kurogane 623D.png
D version. The DP of the gods
BBCF Naoto Kurogane 623D 1 Hitbox.pngBBCF Naoto Kurogane 623D 2 Hitbox.png
D version first hit • D version followup hits
Can cancel into Overhead Kick on hit on frames 19~30
  • 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
Overhead Kick
2C after Inferno Crusader
BBCF Naoto OverheadKick.png
I Whiff it, I Knock 'em down.
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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.

Slash Kaid
Slash Kaid
214D
BBCF Naoto SlashKaid.png
S P A C I N G into death
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Normal


214D
Slash Kaid
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1000 All 15 [13] 3 23 -9 [-7] -14 [-12] B R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 [92] Long 3 [4] 16 [18] 17 [Crumple] 38 22 [Crumple] 52 [54] 7 [12] +0 +2 [+5]
BBCF Naoto Kurogane 214D.png
Reach and speed all in one
BBCF Naoto Kurogane 214D Hitbox.png
Huge disjoint the abuse in neutral
Values in [] for Enhanced version
Crumple Duration 32F, Crumple Fall 62F
through Opponent


214D through Opponent
Slash Kaid (Pass Through)
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1200 13 3 29 B R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Long 4 Crumple + Down 10 Crumple + Down 10 +0 +5
BBCF Naoto Kurogane 214D-Enhanced.png
Enhanced can pass through, crumpling the opponent
BBCF Naoto Kurogane 214D Hitbox.png
Occurs when Enhanced version hits close to opponent
Crumple Duration 99F, Crumple Fall 37F
  • 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
Shift Sway
214A
BBCF Naoto ShiftSway.png
Is that a Jojo's Reference?
BBCF Naoto ShiftSwayEnhanced.png
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214A
Shift Sway
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
39 [37] -13 [-11] 1~30 HBP
[1~26 HBP]
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
BBCF Naoto Kurogane 214A.pngBBCF Naoto Kurogane 214A-Enhanced.png
Normal 214A is a dodge • Enhanced can pass through opponents
Values in [] for Enhanced version
Can cancel into Phantom Pain on 9F [17F] onwards
Can dash cancel on 9F onwards. Enhanced version can not be dash canceled
Can pass through opponent 13-30F [1-26F]


  • 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
Phantom Pain
8A after Shift Sway
BBCF Naoto PhantomPain.png
YEET
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  • Enhanced version happens from Enhanced Shift Sway (You don't need to input a second microdash)
  • Unblockable
  • Unburstable
  • 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

Divine Smasher
Divine Smasher
632146B (air OK)
BBCF Naoto DivineSmasher.png
Rock Howard would be proud
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Ground


632146B
Divine Smasher
super
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
2000 [2400] {1800 [2160]} All 5+(50 Flash)+2 10 23 -11 -13 B 1~6 All
7~16 P
R 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
75 Normal 5 20 Launch 80 Launch 96 20 +0 +8
BBCF Naoto Kurogane 632146B.png
Plus on whiff
BBCF Naoto Kurogane 632146B Hitbox.png
First active frame
Values in [] are Enhanced version
Values in {} are OD version
On hit/block, remainder of move is replaced with 8 active frames, and 23 frames of recovery. Invincibility lasts until active frames end
Minimum Damage 40% {30%}: 800 [960] {540 [648]}
reversal
  • 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.

Air


j.632146B
Air Divine Smasher
super
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1800 {1700} All 5+(50 Flash)+7 Until L 25 H 1~11 All
12~(Until L) P
R 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
75 Normal 5 20 Launch 80 + Slide Launch 96 + Slide 20 +0 +8
BBCF Naoto Kurogane j632146B.png
Lower is better
BBCF Naoto Kurogane j632146B Hitbox.png
First active frame
Values in {} are OD version
Minimum Damage 40% {30%}: 720 {510}
Maximum Slide duration 20F {22F}
  • 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.

OD Followup


632146B OD Followup
Divine Smasher OD Followup
super
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1800 4+(35 Flash)+15 3 Until L+24 1~End All R 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
100 Long 5 20 Launch 80 20 +0 +0
BBCF Naoto Kurogane 632146B OD.png
Overdrive followup.
Minimum Damage 30%: 540
Divine Reaper
Divine Reaper
632146D
BBCF Naoto DivineReaper.png
Pictured: First part of the move
Template:AttackDataHeader-BBCF
Strike


632146D
Divine Reaper
super
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1300, 2719
{1300, 1900, 2200}
All 4+(40 Flash)+9 1 48 -18 -35 B 1~27 All R 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92, 75 {92, 94, 75} Normal 4 18 Launch 300, 100 + Slide + Down 25 {300, 100, 100 + Slide + Down 10} 3 20, 13 [20, 45×2] +0
BBCF Naoto Kurogane 632146D 1.pngBBCF Naoto Kurogane 632146D 2.pngBBCF Naoto Kurogane 632146D OD.png
The "GTFO" on wakeup move • Followup. Same animation as Crush Trigger • Overdrive followup.
BBCF Naoto Kurogane 632146D 1 Hitbox.png
Strike hitbox on frame 13
Values in {} are OD version
Minimum Damage 25%: 1004 {1350}
reversal
Maximum Slide duration 30F {25F}
Projectile


632146D Projectile
Divine Reaper
super
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
693×3 {803×3} All 4+(40 Flash)+10 3,3,6 P2 R 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
94×3 Normal 3 16 Launch 60 Launch 74 0/+4 +4 +4
BBCF Naoto Kurogane 632146D 1.png
BBCF Naoto Kurogane 632146D 2 Hitbox.pngBBCF Naoto Kurogane 632146D 3 Hitbox.png
Projectile hitbox, frames 14-17 • Projectile hitbox, frames 18-26
Values in {} are OD version
Only comes out when strike misses/is blocked
Minimum Damage 25%: 519 {600}
  • 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

Grim of Phantom
ABCD during Overdrive Wanna see me be Minus on Hit?
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ABCD
Grim of Phantom
exceed accel
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
600, 500, 1400, 550
{600, 500, 1700, 610×5}
All 20 [10] 3 34 -10 -30 [-20] B 1~22 All
[1~12 All]
125
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
80 Long 26 Launch 100 + Down 23 20 20, 12, 8/-3, 9/-1
{20, 12, 8/-3, 13/-10, 1/+4×4, 0/+20}
+0
BBCF Naoto Kurogane A+B+C+D 1.pngBBCF Naoto Kurogane A+B+C+D 2.png
Why would you use this
BBCF Naoto Kurogane A+B+C+D Hitbox.png
This WILL whiff and you will die.
Values in [] are AF version
Minimum Damage 10%: 305 [643]


  • 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

Edge of Eternity
2141236C The Better Black Onslaught
Template:AttackDataHeader-BBCF

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.


External References


Navigation


To edit frame data, edit values in BBCF/Naoto Kurogane/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.