BBCF/Naoto Kurogane/Frame Data

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System Data[edit]

Health:11,500
Prejump:4F
Backdash:25F (1~4F Inv All)
Unique Movements:


Normal Moves[edit]

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
5ABBCF Naoto 5A.png 300 All 6 3 12 -1 B - CSJR 100 80 Normal 2 13 14 14 18 26 10 +0 +1 Click!
5AABBCF Naoto 5AA.png 600 Mid 8 4 14 -1 B - SR 100 89 Long 3 16 17 17 Crumple 35 31 11 +0 +2 Click!
5BBBCF Naoto 5B.png 550 Mid 8 3 18 -4 B - SJR 100 89 Long 3 16 17 17 22 31 11 +0 +2 Click!
5CBBCF Naoto 5C.png 800 Mid 12 4 18 -3 B - SJR 100 92 Long 4 18 19 19 24 34 12 +0 +5 Click!
2ABBCF Naoto 2A.png 300 Low 7 2 12 -2 F - CSR 90 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
2BBBCF Naoto 2B.png 480 Low 8 3 15 -4 F - SR 90 85 Long 2 13 14 14 18 26 10 +0 +1 Click!
2CBBCF Naoto 2C.png 850 Mid 11 6 22 -11 B 7~13 H SJR 90 89 Long 3 16 17 23 Launch 37 11 +0 +2 Click!
6ABBCF Naoto 6A.png 700 High 24 3 24 -10 B - SR 80 89 Normal 3 16 17 17 + Down 23 22 31 + Down 23 11 +0 +2 Click!
  • Bonus Proration 110%
6BBBCF Naoto 6B.png 750 All 17 4 4+12L -1 H 5~(Until L) FT SR 80 92 Long 4 18 19 30 24 45 12 +0 +5 Click!
6CBBCF Naoto 6C.png 800 All 35 4 9+8L -2 H - R 80 92 Long 4 18 25 30 30 45 12 +0 +5 Click!
3CBBCF Naoto 3C.png 780 Low 11 4 17 -4 F - SR 100 79 Long 3 16 Launch 40 Launch 54 + Down 23 11 +0 +2 Click!
j.ABBCF Naoto jA.png 300 High/Air 7 3 9 - H - CSJR 80 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
j.BBBCF Naoto jB.png 580 High/Air 9 6 13 - H - SJR 80 85 Long 2 13 14 14 18 26 10 +0 +1 Click!
j.CBBCF Naoto jC.png 900 High/Air 10 6 12 - H - SJR 80 89 Long 3 16 17 20 22 34 11 +0 +2 Click!

Drive Moves[edit]

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
5DBBCF Naoto 5D.png 900 [1350] Mid [Guard Break 24/Barrier] 20 [40] 5 18 -2 [-1] B - SR 100 89 [94] Long 5 20 21 [Crumple 25] 30 [40 + Slide 20] 27 [Crumple 50] 46 [56 + Slide 20] 15 [20] +0 +8 Click!
  • Values in [] are for max charge
  • [Chip damage 20%]
5DBBCF Naoto 5D.png
OD
900 [1350] Mid [Guard Break 34/Barrier] 18 [28] 5 18 -2 [-1] B - SR 100 89 [94] Long 5 20 21 [Crumple 35] 30 [40 + Slide 20] 27 [Crumple 70] 46 [56 + Slide 20] 15 [20] +0 +8 Click!
  • Values in [] are for max charge
  • [Chip damage 20%]
2DBBCF Naoto 2D.png 900 [1350] Low [Guard Break 24/Low Barrier] 22 [44] 5 18 -2 [-1] F - SR 90 89 [94] Long 5 20 21 [Crumple 25] 30 + Slide 10 [40 + Slide 20 + WBounce 20 + WStick 31 ] 27 [Crumple 50] 46 + Slide 10 [56 + Slide 20 + WBounce 20 + WStick 31 ] 15 [20] +0 +8 Click!
  • Values in [] are for max charge
  • [Chip damage 20%]
2DBBCF Naoto 2D.png
OD
900 [1350] Low [Guard Break 34/Low Barrier] 20 [32] 5 18 -2 [-1] F - SR 90 89 [94] Long 5 20 21 [Crumple 35] 30 + Slide 10 [40 + Slide 20 + WBounce 20 + WStick 31 ] 27 [Crumple 70] 46 + Slide 10 [56 + Slide 20 + WBounce 20 + WStick 31 ] 15 [20] +0 +8 Click!
  • Values in [] are for max charge
  • [Chip damage 20%]
6DBBCF Naoto 6D.png 1000 [1500] Mid [Guard Break 24/Barrier] 24 [48] 6 17 -2 [-1] B - SR 100 89 [94] Long 5 20 Launch 40 [60 + WBounce] Launch 59 [79 + WBounce] 15 [20] +0 +8 Click!
  • Values in [] are for max charge
  • [Chip damage 20%]
6DBBCF Naoto 6D.png
OD
1000 [1500] Mid [Guard Break 34/Barrier] 22 [36] 6 17 -2 [-1] B - SR 100 89 [94] Long 5 20 Launch 40 [60 + WBounce] Launch 59 [79 + WBounce] 15 [20] +0 +8 Click!
  • Values in [] are for max charge
  • [Chip damage 20%]
j.DBBCF Naoto jD.png 900 [1350] All [Guard Break 24/Barrier] 20 [40] 5 18+5L - H - SR 100 79 [84] Long 4 18 19 [Launch] 40 [60 + GBounce] 24 [Launch] 55 [75 + GBounce] 15 [20] +0 +5 Click!
  • Values in [] are for max charge
  • [Chip damage 20%]
j.DBBCF Naoto jD.png
OD
900 [1350] All [Guard Break 34/Barrier] 18 [28] 5 18+5L - H - SR 100 79 [84] Long 4 18 19 [Launch] 40 [60 + GBounce] 24 [Launch] 55 [75 + GBounce] 15 [20] +0 +5 Click!

Universal Mechanics[edit]

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Forward ThrowBBCF Naoto FThrow.png 0, 1500 Throw(70) 7 3 23 - T - SR 100 50 (Once) Normal 0, 4 - Launch 80 + WStick 30 - - - 0, 12 +0 Click!
  • Minimum Damage 100%
Back ThrowBBCF Naoto BThrow.png 0*2, 1500 Throw(70) 7 3 23 - T - SR 100 50 (Once) Normal 0*2, 4 - Spin Fall 41, Crumple 30 - - - - 0*2, 20 +0 Click!
  • Minimum Damage 100%
Air ThrowBBCF Naoto AThrow.png 0, 1500 Throw(120) 7 3 23+3L - T - SR 100 50 (Once) Normal 0, 4 - Launch 19 + Slide 1 + Down 53 - - - 0 +0 Click!
  • Minimum Damage 100%
Counter AssaultBBCF Naoto 5C.png 0 All 13 6 30 -19 B 1~20 All R 50 92 Very Short 4 18 Launch 19 Launch 34 12 +0 +5 Click!
Dash Cancel - - - - 20 - - - - - - - - - - - - - - - - Click!
  • Can cancel into specials immediately
Crush TriggerBBCF Naoto CT.png
Uncharged/Charged
1000 Guard Break 32/Barrier 20 1 25 0 B - R 80 60 Normal - 24 Crumple 50 60 + WBounce 60 + Slide 15 Crumple 100 74 + WBounce 60 + WStick 35 + Slide 15 11 +0 +2 Click!
1000 Guard Break 60/Barrier 30~61 1 25 0 B - R 80 100 Long - 24 Crumple 50 60 + WBounce 60 + Slide 15 Crumple 100 74 + WBounce 60 + WStick 35 + Slide 15 11 +0 +2 Click!

Specials[edit]

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Banishing FangBBCF Naoto BanishingFang.png
236B
700 All 13 3 17 -3 B - R 100 89 Long 3 16 17 17 22 31 15 +0 +2 Click!
Banishing Fang: RoarBBCF Naoto BanishingFangRoar.png
Fang > 236B
800 All 9 6 18 -7 B - R 100 89 Long 3 16 17 28 25 45 15 +0 +2 Click!
Banishing Fang: RaidBBCF Naoto BanishingFangRaid.png
Roar > 236C
1000 All 18 8 30 -19 B - (J)R 100 60 Long 4 18 Launch 30 Launch 45 18 +0 +5 Click!
  • Hitbox fully extended upwards on 18F
Banishing Fang: BashBBCF Naoto BanishingFangBash.png
Roar > 236B
1200 All 14 7 22 -10 B - R [RDa] 100 92 Long 4 18 Launch 40 Launch 58 12 +0 +5 Click!
  • Values in [] for Enhanced version
  • Fatal Counter
Slash KaidBBCF Naoto SlashKaid.png
214D
1000 All 15 [13] 3 23 [29] -9 [-7] B - R 80 89 Long 3 [4] 16 [18] 17 [Crumple 29] 38 22 [Crumple 58] 52 [54] 7 [12] +0 +2 [+5] Click!
  • Values in [] for Enhanced version
Pass Through Slash KaidBBCF Naoto SlashKaid.png
Enhanced 214D near Opponent
1200 All 13 3 29 - B - R 92 89 Long 4 18 Crumple 38 38 Crumple 45 54 12 +0 +5 Click!
  • Occurs on hit near opponent.
C Inferno CrusaderBBCF Naoto InfernoCrusader D.png
623C
600 [600*2] Mid 6 9 [6,3] 26+11L -28 [-22] B 4~11 H R 80 89 Long 3 16 Launch 48 Launch 62 11 +0 +2 Click!
  • Values in [] for Enhanced version
  • Can cancel into Overhead Kick 21-29
D Inferno CrusaderBBCF Naoto InfernoCrusader D.png
623D
700*2
[700, 450*4]
All 9 3,10
[3,3,3,2,2]
38+16L
[29+16L]
-45 [-28] B 1~17 All R 60 92 Very Short 4 18 Launch 45 Launch 60 12,3 [12,3*3] +0 +5 Click!
  • Values in [] for Enhanced version
  • Can cancel into Overhead Kick 24-35
Overhead KickBBCF Naoto OverheadKick.png
Inferno Crusader > 2C
1000 - 11 6 Until L - H - R 100 92 Long 4 18 Launch 40 Launch 55 12 +0 +5 Click!
Air C Inferno CrusaderBBCF Naoto InfernoCrusader D.png
j.623C
800 All 6 6,3 Until L+11 - H 1~7 H R 80 89 Long 3 16 Launch 48 Launch 62 11 +0 +2 Click!
Air D Inferno CrusaderBBCF Naoto InfernoCrusader D.png
j.623D
800, 800 All 7 4,6 Until L+16 - H 1~12 All R 60 92 Very Short 4 18 Launch 45 Launch 60 12,3 +0 +5 Click!
  • Can cancel into DownKick 19-30
Shift SwayBBCF Naoto ShiftSway.png
Normal
BBCF Naoto ShiftSwayEnhanced.png
Enhanced

214A
- - - - 39 [37] - - 1~30 HBP
[1~26 HBP]
- - - - - - - - - - - - - Click!
  • Values in [] for Enhanced version
  • Can cancel into Phantom Pain on 5F [17F] onwards.
  • Can dash cancel on 9F onwards. Enhanced version can not be dash canceled.
  • Can pass through opponent 13-30F [1-26F].
Phantom PainBBCF Naoto PhantomPain.png
214A > 8A
0, 1426*2 Unblockable 15 [5] 5 28 - T 1~19 HB [1~9 HB] R 90 82 Normal 4 - Launch 50 - - - 0, 12*2 +0 Click!
  • Values in [] for Enhanced version

Distortion Drives[edit]

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Divine SmasherBBCF Naoto DivineSmasher.png
632146B
2000 [2400] All 5+(50 Flash)+2 10 23 -12 B 1~6 All
7~16 P
R 100 75 Normal 5 20 Launch 80 Launch 96 20 +0 +8 Click!
  • Values in {} are Enhanced version
  • Values in [] are OD version
  • On hit/block, remainder of move is replaced with 9 active frames, and 23 frames of recovery. Invincibility lasts until active frames end
  • Minimum Damage 40% {30%}: 800 [960] {540 [648]}
Air Divine SmasherBBCF Naoto DivineSmasherAir.png
j.632146B
1800 All 5+(50 Flash)+7 Until L 25 - H 1~11 All
12~(Until L) P
R 100 75 Normal 5 20 Launch 80 + Slide 20 Launch 96 + Slide 20 20 +0 +8 Click!
  • Values in [] are OD version
  • Minimum Damage 40% [30%]: 720 [510]
Divine Smasher
OD Followup
1800 - 4+(35 Flash)+15 3 Until L+24 - - 1~End All R 100 100 Long 5 20 Launch 80 - - 20 +0 +0 Click!
  • Minimum Damage 30%: 540
Divine ReaperBBCF Naoto DivineReaper.png
632146D
1300, 2719
[1300, 1900, 2200]
All 4+(40 Flash)+9 1 48 -18 B 1~27 All R 100 92, 75 Normal 4 18 Launch 300, 100 Slide 30 + Down 38 [300, 100, 100 + Slide 25] - - 3 20, 13 [20, 45*2] +0 Click!
  • Values in [] are OD version
  • Minimum Damage 25%: 1004 [1350]
Divine ReaperBBCF Naoto DivineReaper.png
Projectile
693*3 [803*3] All 4+(40 Flash)+10 3,3,6 - - P2 - R 100 94 Normal 3 16 Launch 60 Launch 74 0/+4 +4 +4 Click!
  • Values in [] are OD version
  • Only comes out when strike misses/is blocked
  • Minimum Damage 25%: 519 [600]

Exceed Accel[edit]

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Grim of PhantomBBCF Naoto GrimOfPhantom.png
ABCD during OD
600, 500, 1400, 550
{600, 500, 1700, 610*5}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]
- 100 100 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 Click!
  • Values in [] are when canceled into or immediately after activating Overdrive
  • Values in {} are during Active Flow
  • Minimum Damage 10%: 305 {585+58}

Astral Heat[edit]

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Edge of EternityBBCF Naoto EdgeOfEternity.png
2141236C
0, 2100*8, 5300, 10000 All 4+(54 Flash)+11 6 28 -13 B 1~20 All - - - Long 5 20 - - - - 13 - - Click!

Revolver Action Table[edit]

Ground Revolver Action Table
A B C D Cancels
5A 5AA, 6A, 2A 5B, 2B, 6B 5C, 2C, 3C 5D, 2D, 6D Throw, Jump, Special
5AA 6A 5B, 2B, 6B 5C, 2C, 3C 5D, 2D, 6D Throw, Special
5B[1] - 2B 5C, 2C, 3C 5D, 2D, 6D Jump, Special
5C[1] - 6B 2C, 3C 5D, 2D, 6D Jump, Special
5D[1] - - 6C 2D, 6D Special
2A 5A, 2A[+], 6A 5B, 2B, 6B 5C, 2C, 3C 5D, 2D, 6D Throw, Special
2B[1] 6A 5B, 6B 5C, 2C, 3C 5D, 2D, 6D Special
2C[1] - - 5C, 3C 5D, 2D, 6D Jump, Special
2D[1] - - 6C 5D, 6D Special
6A - - 5C, 2C 5D, 2D, 6D Special
6B - - - - Special
6C - - - - -
6D - - 6C - Jump, Special
3C - - - - Special
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.C j.D Throw, Jump, Special
j.B j.A - j.C j.D Jump, Special
j.C - - - j.D Jump, Special
j.D - - - - Special
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on whiff
X[#] = X can be used only # times per string
Special = Specials and Supers
Super = Supers only

Navigation[edit]

Ambox notice.png To edit frame data, edit values in BBCF/Naoto Kurogane/Data.