BBTag/Naoto Kurogane

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Revision as of 03:01, 14 November 2020 by Shtkn (talk | contribs) (split up move name/input. adjusted gallery)
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Overview
Overview
"Seriously, Don't say I didn't warn ya"
Lore:A foreigner from another world.

He possesses a unique power, the "Eye of the Hunter," that allows him to see the life-force of living beings. With a strong sense of justice, he can't ignore people who are in need of help and always rushes into situations

without thinking much about the consequences.

 Naoto Kurogane Naoto is a rushdown character with a variety of skills that can close the gap between him and his opponent. Although the reach of his normal moves are short, he is able to bring the fight to close range with his unique abilty the "Enhancer."

Pros
Cons
  • High solo damage potential.
  • Great neutral control via long-range normals and specials.
  • 4P assist is a great anti-air
  • Has a really strong pressure game thanks to some of his safe on block moves combined with his dash cancelling.
  • Combos have lots of corner carry
  • Some of his longest reaching attack require him to charge them first.
  • Aside from his longer reaching moves, the rest of his tools are quite stubby.
  • Due to his stubby normals, neutral can be hard sometimes.


Naoto Kurogane
BBTag Naoto Kurogane Portrait.png
Drive: Bloodedge
Naoto's drive allows him to manipulate his own blood and transform it into a variety of different melee weapons, and even the head of the Black Beast itself. When using a Bloodedge move, Naoto can charge the attack by holding down the B button to improve the attack in various ways like damage, range, frame advantage, and stun. He can also dash cancel any grounded drive attack at any point during the charge, opening up opportunities to use Enhanced special moves mid-combo.
Acting as a sort of second drive, Naoto's specials and supers get buffed ifthey are performed while he is in a neutral state or in the middle of a dash. This is the mechanic that defines Naoto, more so than even Bloodedge, greatly improving nearly every aspect of his kit through massive corner carry, versatile oki, intense pressure, and ludicrous combo damage.

Normal Moves

4A

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  • Jump cancellable on hit and on block
  • Can cancel to itself 3 times

Standard jab at 6f nothing special here

5A

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5A
5AA
5AAA
5AAAA

  • 5A moves Naoto slightly forward
  • Jump cancellable up to 5AA
  • Dash cancels (5B method) are -7 (-4 for 5AAA)

His most commonly used buttons are here. Combined with jump cancels and 5B dash cancel his pressure becomes very freeform. You will commonly see these normals into dash cancel to callout various defensive responses

5B

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5B
5BB

  • 5B can be dash cancelled at any time during startup
    • Does not guard break when fully charged
    • Charged version can be dash cancelled during the charge and on whiff
    • Can be treated as a good ranged poke but due to its long recovery it can be greatly punished

This button is what defines Naoto's pressure and combo game. Being able to dash cancel it extremely early during the startup allows for linking into enhanced specials that would not be possible through Shift Sway. It being 8f also means that it can be used as a far ranged neutral poke, in combination with 214A>236A it can bridge from neutral into his pressure


  • 5BB is jump cancellable on hit and on block
  • Can be dash cancelled when charged
    • Does not guard break when fully charged
    • Charged version can be dash cancelled during the charge and on whiff

5C

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  • Universal overhead

Please don't use this.

2A

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Standard low kick that can go into itself twice and can be cancelled into a throw. 2A is also useful when converting off of OTG's. Also has low profile capabilites

2B

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  • Good anti-air with deceptive horizontal and vertical hitbox

Has just enough hitstun to dash cancel into 236A/C on the ground and 236B in the air if used early in a combo.

2C

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  • Okay sweep
  • Combo filler

Can be used at the end of a combo to enhance Divine Smasher for some extra damage via sway cancel. You really don't want to use this though as there are far better options to end combos so it gets outshined

j.A

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j.A
j.AA

  • Combo filler

This can be connected into a super jump IAD j.C following 5BB for some nasty combo potential and damage if timed properly.

j.B

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  • Does not guard break when fully charged
  • Is now an overhead

One of Naoto's best tools for many situations. Charged version can lead to a combo if low enough. Great hitbox however be mindful of the hurtbox chained to it. Proper use of j.B makes Naoto very threatening in combination with assists

j.C

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  • Strong, fast cross-up
  • Deceptive hitbox can hit opponents from the front

Powerful button that can create sandwiching opportunities via assist calls. Depending on the match up, this button can counter wakeup DPs if crossing up after an air dash. Blockstun is long enough to allow for F-Shiki with falling j.C>land>rising j.B


Universal Mechanics

Ground Throw

5B+C

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Causes wall splat in the corner if used from the front, which can be followed up with 5BB>Phantom Pain.

Inferno Crusader

5A+D (air OK)

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Ground
A+D
Air
j.A+D
Overhead Kick
A+D > A/B/C

Enhanced

  • Naoto does a rising uppercut at an angle, making this DP a situational anti-air
  • Can be enhanced during a combo if dash cancelled with 5B or Sway

His main combo ender. Pretty much unburstable due to long invul frames combined with really long active frames. The knockdown lets him get extremely good oki in the corner with assists

Unenhanced

  • Combo filler

If used any time during a combo or not from neutral, Naoto will do a vertical uppercut that hits twice.


  • Air Inferno Crusader is monstly combo filler

Overhead Kick is mostly a combo ender, but can extend combos if intentionally whiffed. As of 2.0 this move can now be converted into a combo off 2A when delayed.


Skills

Banishing Fang

236A

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A
AA
AAA

236A

Enhanced

  • Forward advancing with good range that is safe on block makes this an excellent gap closer to catch opponents.

Unenhanced

  • Combo filler
  • Enhanced shortcut: 2366A

Can be enhanced if dash cancelled from 5B or Sway.


236AA

Mainly used to go into the third hit of Banishing Fang. Will knock floating opponents down to the ground, giving it practical use in creating safejumps. Can also sideswap if the opponent is directly above Naoto while using this move.


236AAA

Enhanced

  • Dash cancellable on hit

Corner carries quite a distance and can be followed up with Divine Smasher or Inferno Crusader to end the combo.

Unenhanced

  • Combo ender

Banishing Fang

236B

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B
BB
BBB

This move functions much in the way of its A version counterpart, but with slower startup and the last hit being jump cancellable instead.

Oddly, you can chain this move into itself and other special moves via the jump cancel. (ex. 236BBB > 8236AAA)

Shift Sway

214A

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Shift Sway
214A
Phantom Pain
214A > A/B/C

  • Head and Projectile invulnerable

Enhanced

If used in neutral or dash cancelled, Naoto will move forward and dodge projectiles and overhead hits along the way. If used near his opponent, he will swap sides with them, creating potential sandwich scenarios when used in conjunction with assists.

Unenhanced

If used during a combo or blockstring, Naoto sways back without any forward motion. Can be dash cancelled, and is one of Naoto's most important tools for extending combos. Will auto bait bursts during combos both during the sway and the dash cancel.


  • Phantom Pain is a command grab that catches standing and jumping opponents, but whiffs on crouching opponents
  • Head invulnerable

After shift sway, Naoto will do a high kick. If confirmed, Naoto will do another kick sending the opponent back into the air. This is Naoto's deadliest anti air due to its high initial proration, and his second best combo starter after charged 5B. Despite being a kick, Phantom Pain counts as a throw. Unlike other command throws though the opponent can be hit out of Phantom Pain, however this does not affect them getting hit by both hits

Slash Kaid

214B

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  • Good range
  • Nonpunishable on block

Though not as fast as its EX counterpart on start up, it is still an important tool for closing the gap between you and your opponent during neutral. Due to its fairly large hitbox it will often win interactions that Banishing Fang would lose. Unlike CF it is not very good for combos


Extra Skills

EX Banishing Fang

236C

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C
CC
CCC

  • Wallbounce only on Enhanced Version

Unlike the normal version this can be cancelled on block as well as cancelled into normals. Mainly used for going into other specials mid combo for extra corner carry or extending pressure after the 3rd hit

EX Slash Kaid

214C


Partner Skills

5P

Slash Kaid

6P

BBCF 6C

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  • Locates the opponent
  • Can cross up

Good assist if your partner can cover Naoto after throwing the 6P so it crosses up.

4P

5BB

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  • One of the best 4P in the game
  • Controls the air nicely

Really good vs characters that want to jump or play the air game a lot Ex: Merkava.


Distortion Skills

Divine Smasher

236B+C (Air OK)

Divine Reaper

214B+C

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Strike
Projectile

Naoto launches a blood wave that resembles a giant Dead Spike. If he's close enough, he will perform a follow up where he smashes the opponent with a elbow strike. If he's too far, only the Dead Spike will hit, dealing less damage but allowing him to follow up. If enhanced Naoto will move forward while performing Divine Reaper

Resonance version changes Naoto's follow up to creating a giant blood scythe and slashing the opponent.


Distortion Skill Duo

Grim of Phantom

P during Partner's Distortion Skill

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Full animation comes out on hit and block so he doesn't get safe DHC shenanigans


Astral Heat

Edge of Eternity

222B+C

|input=222B+C


External References

Navigation

To edit frame data, edit values in BBTag/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.