BBCF/Naoto Kurogane/Frame Data

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< BBCF‎ | Naoto Kurogane
Revision as of 02:13, 11 September 2021 by Shtkn (talk | contribs) (moving to cargo)


System Data

name health prejump backdash Unique Movement Options
Naoto Kurogane 11,500 4F 25F (1~4F Inv All, 2~15 airborne)


Normal Moves

input damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5A 300 All 6 3 12 -1 100 80 Normal SJR 2 13 14 14 18 26 10 +0 +1
5AA 600 Mid 8 4 14 -1 100 89 Long SR 3 16 17 17 Crumple 31 11 +0 +2
5B 550 Mid 8 3 18 -4 100 89 Long SJR 3 16 17 17 22 31 11 +0 +2
5C 800 Mid 12 4 18 -3 100 92 Long SJR 4 18 19 19 24 34 12 +0 +5
2A 300 Low/Air 7 2 12 -2 90 80 Normal CSR 1 11 12 12 16 23 9 +0 +0
2B 480 Low 8 3 15 -4 90 85 Long SR 2 13 14 14 18 26 10 +0 +1
2C 850 Mid 11 6 22 -11 7~13 H 90 89 Long SJR 3 16 17 23 Launch 37 11 +0 +2
6A 700 High 24 3 24 -10 80 89 Normal SR 3 16 17 17 + Down 23 22 31 + Down 23 11 +0 +2
6B 750 All 17 4 4+12 -1 5~24 FT 80 92 Long SR 4 18 19 30 24 45 12 +0 +5
6C 800 All 35 4 9+8L -2 80 92 Long R 4 18 25 30 30 45 12 +0 +5
3C 780 Low 11 4 17 -4 100 79 Long SR 3 16 Launch 40 Launch 54 + Down 23 11 +0 +2
j.A 300 High/Air 7 3 9 80 80 Normal CSJR 1 11 12 12 16 23 9 +0 +0
j.B 580 High/Air 9 6 13 80 85 Long SJR 2 13 14 14 18 26 10 +0 +1
j.C 900 High/Air 10 6 12 80 89 Long SJR 3 16 17 20 22 34 11 +0 +2

Drive Moves

input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5D 900 Mid 20 [18] 5 18 -2 100 89 Long SR 5 20 21 30 + Slide 27 46 + Slide 15 +0 +8
5[D] 1350 Guard Break 24 [34]/Barrier 40 [28] 5 18 -1 100 94 Long SR 5 20 Crumple 40 + Slide Crumple 56 + Slide 20 +0 +8
2D 900 Low 22 [20] 5 18 -2 90 89 Long SR 5 20 21 30 + Slide 27 46 + Slide 15 +0 +8
2[D] 1350 Guard Break 24 [34]/Low Barrier 44 [32] 5 18 -1 90 94 Long SR 5 20 Crumple 40 + Slide + WBounce 20 + WStick 31 Crumple 56 + Slide + WBounce 20 + WStick 31 20 +0 +8
6D 1000 Mid 24 [22] 6 17 -2 100 89 Long SR 5 20 Launch 40 Launch 59 15 +0 +8
6[D] 1500 Guard Break 24 [34]/Barrier 48 [36] 6 17 -1 100 94 Long SR 5 20 Launch 60 + WBounce Launch 79 + WBounce 20 +0 +8
j.D 900 All 20 [18] 5 18+5L 80 79 Long SR 4 18 19 40 24 55 15 +0 +5
j.[D] 1350 Guard Break 24 [34]/Barrier 40 [28] 5 18+11L 80 84 Long SR 5 20 Launch 60 + GBounce Launch 75 + GBounce 20 +0 +8

Specials

input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236B Banishing Fang 700 All 13 3 17 -3 80 89 Long R 3 16 17 17 22 31 15 +0 +2
236B 236B Banishing Fang: Roar 800 All 9 6 18 -7 100 89 Long R 3 16 17 28 25 45 15 +0 +2
236B 236B 236B Banishing Fang: Bash 1200 All 14 7 22 -10 100 92 Long R [R(Da)] 4 18 Launch 40 Launch 58 12 +0 +5
236B 236B 236C Banishing Fang: Raid 1000 All 16 8 30 -19 100 60 Long (J)R 4 18 Launch 30 Launch 45 18 +0 +5
214D Slash Kaid 1000 All 15 [13] 3 23 -9 [-7] 80 89 [92] Long R 3 [4] 16 [18] 17 [Crumple] 38 22 [Crumple] 52 [54] 7 [12] +0 +2 [+5]
214D through Opponent Slash Kaid (Pass Through) 1200 13 3 29 80 92 Long R 4 Crumple + Down 10 Crumple + Down 10 +0 +5
623C C Inferno Crusader 600 [600×2] Mid 6 9 [6,3] 26+11 -28 [-22] 4~11 H 80 89 [89×2] Long R 3 16 Launch 48 Launch 62 11 +0 +2
623D D Inferno Crusader 700×2
[700, 450×4]
Mid, All [Mid] 9 3,10
[3,3,3,2,2]
38+16
[29+16]
-45 [-28] 1~17 All 60 92 [92×5] Very Short R 4 18 Launch 45 Launch 60 12 [12,3×4] +0 +5
623C 2C Overhead Kick 1000 All 11 6 Until L 100 92 Long R 4 18 Launch 40 Launch 55 12 +0 +5
j.623C Air C Inferno Crusader 800 [800x2] All 6 8 [5,3] Until L+11 1~7 H 80 89 [89x2] Long R 3 16 Launch 48 Launch 62 11 +0 +2
j.623D Air D Inferno Crusader 800, 800 [800, 600×4] All 7 4,6 [2×5] Until L+16 1~12 All 60 92×2 [92×5] Very Short R 4 18 Launch 45 Launch 60 12 [12, 3×4] +0 +5
214A Shift Sway 39 [37] 1~30 HBP
[1~26 HBP]
214A 8A Phantom Pain 0, 1426×2 Unblockable (120) 15 [5] 5 28 1~19 HB [1~9 HB] 90 100, 82×2 Normal R 4 Launch 50 0, 12×2 +0

Distortion Drives

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
632146B Divine Smasher 2000 [2400] {1800 [2160]} All 5+(50 Flash)+2 10 23 -11 1~6 All
7~16 P
100 75 Normal R 5 20 Launch 80 Launch 96 20 +0 +8
j.632146B Air Divine Smasher 1800 {1700} All 5+(50 Flash)+7 Until L 25 1~11 All
12~(Until L) P
100 75 Normal R 5 20 Launch 80 + Slide Launch 96 + Slide 20 +0 +8
632146B OD Followup Divine Smasher OD Followup 1800 4+(35 Flash)+15 3 Until L+24 1~End All 100 100 Long R 5 20 Launch 80 20 +0 +0
632146D Divine Reaper 1300, 2719
{1300, 1900, 2200}
All 4+(40 Flash)+9 1 48 -18 1~27 All 100 92, 75 {92, 94, 75} Normal R 4 18 Launch 300, 100 + Slide + Down 25 {300, 100, 100 + Slide + Down 10} 3 20, 13 [20, 45×2] +0
632146D Projectile Divine Reaper 693×3 {803×3} All 4+(40 Flash)+10 3,3,6 100 94×3 Normal R 3 16 Launch 60 Launch 74 0/+4 +4 +4

Exceed Accel

input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
ABCD Grim of Phantom 600, 500, 1400, 550
{600, 500, 1700, 610×5}
All 20 [10] 3 34 -10 1~22 All
[1~12 All]
125 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

Astral Heat

input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
2141236C Edge of Eternity 0, 2100×8, 5300, 10000 All 4+(54 Flash)+11 6 28 -13 1~20 All Long 5 20 13

Universal Mechanics

input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
B+C Forward Throw 0, 1500 Throw(70) 7 3 23 100 50 Normal SR 0, 4 Launch 80 + WStick 30 0, 12 +0
4B+C Back Throw 0×2, 1500 Throw(70) 7 3 23 100 50 Normal SR 0×2, 4 Spin Fall 41, Crumple 0×2, 20 +0
j.B+C Air Throw 0, 1500 Throw(120) 7 3 23+3L 100 50 Normal SR 0, 4 19 + Slide + Down 40 0 +0
6A+B Counter Assault 0 All 13 8 30 -19 1~20 All 50 92 Very Short R 4 18 Launch 19 Launch 34 12 +0 +5
5A+B Crush Trigger 1000 Guard Break 32/Barrier 20 1 25 0 80 60 Normal R 24 Crumple 50 60 + Slide + WBounce 60 Crumple 74 + Slide + WBounce 60 + WStick 35 11 +0 +2
5[A+B] Crush Trigger 1000 Guard Break 60/Barrier 30~61 1 25 0 80 100 Long R 24 Crumple 50 60 + Slide + WBounce 60 Crumple 74 + Slide + WBounce 60 + WStick 35 11 +0 +2
66 Cancel Dash Cancel 20 S
AP Taunt 131

Revolver Action Table

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

External References

Navigation

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