BBTag/Naoto Kurogane/Frame Data

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 Naoto Kurogane

Glossary

How do I read frame data?

System Data Glossary  
Health The amount of damage that characters can take before losing a round.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
Frame Data Glossary  
Guard How this attack can be guarded. All non-throws can be air Barrier Blocked unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Attribute Some attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
Attributes
H Head
B Body
F Foot
P Projectile. Independent projectiles will have their Clash level listed. For example a projectile that is Clash level 2 will show P2
T Throw
Invuln Attribute and Hitbox invincibility for this attack
P1 Proration value that is applied only when this attack is used as a starter. See here for more info on P1 and P2.
P2 Proration value that is applied to the combo proration value when this attack is used.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
C self cancellable
S special/distortion cancellable
T throw cancellable
J jump cancellable
P can call Partner during this attack
(X) X cancellable on hit only
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun When blocked, how many frames the opponent is stuck in a blocking animation.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.
GroundCH When Counter Hitting a grounded opponent, how many frames of hitstun they experience.
AirCH When Counter Hitting an airborne opponent, how many frames for which they cannot air tech.
Blockstop When an opponent blocks the attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
Hitstop When an opponent gets hit by this attack, how many frames 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.
CHstop When an opponent gets Counter Hit by this attack, how many frames of additional hitstop the opponent experiences.


Attack Level Values
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4 Lvl 5
Hitstop 8 9 10 11 12 13
Hitstop (Counter Hit) +0 +0 +1 +2 +5 +8
Hitstun (Standing) 10 12 14 17 19 21
Hitstun (Ground Counter Hit) +4 +4 +4 +5 +5 +6
Crumple Duration 20 22 24 27 29 31
Crumple Fall 53 55 57 60 62 64
Crumple Fall (Counter Hit) 67 70 73 78 81 84
Untechable (Air Hit) 12 12 14 17 19 21
Untechable (Air Counter Hit) +11 +11 +12 +14 +15 +16
Blockstun (Ground) 9 11 13 16 18 20
Damage 1000 1000 1500 1700 2000
P1 100 100 100 100 100 100
P2 70 75 80 85 90
  • Blockstun (Air) = Ground Blockstun + 2
  • Crumple Duration (Counter Hit) = Crumple Duration × 2
  • Crumple Fall (Counter Hit) = (Crumple Fall - 24) × 1.5 + 24
    • The above formula is the non-fall part of Crumple Fall × 1.5. The Fall animation is 24F.
  • Additional hitstop on Counter Hit only applies to the person being hit
  • Air hitstun is the same as ground hitstun by default.
For more values, see BBTag/Frame Data


System Data

name health prejump backdash forwarddash Unique Movement Options
Naoto Kurogane 17,000 4F 25F (1~7F Inv All)

Normal Moves

input damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
4A 1000 All 6 3 12 -3 B 100 70 1 11 12 12 16 23 9 +0 +0
5A 1500 All 8 5 18 -6 B 100 80 3 16 17 17 22 31 11 +0 +2
5AA 1500 All 12 3 18 -4 B 100 80 3 16 17 17 22 31 11 +0 +2
5AAA 1700 All 15 2 26 -9 B 100 85 4 18 21 21 26 36 12 +0 +5
5AAAA 2500 All 21 4 2+28L -13 B 100 90 5 20 Launch 30 Launch 46 15 +0 +8
2A 1000 Low 7 2 14 -2 F 90 75 2 13 14 14 18 26 10 +0 +1
5B 1800 [2100] All 8 [35] 5 34 -20 [-15] B 100 85 4 18 [23] 19 [Crumple] 30 [40 + Slide] 24 [Crumple] 45 [55 + Slide + WBounce] 15 [20] +0 +5
5BB 1800 [2100] All 11 [26] 6 17 -4 [+1] B 100 85 4 18 [23] Launch 25 [60] Launch 40 [75] 15 [20] +0 +5
2B 1500 All 11 6 22 -11 B 5~16 H 90 80 3 16 17 22 22 36 11 +0 +2
5C 800 High 26 3 18 -4 B 100 100 3 16 17 + Down 23 31 + Down 23 11 +0 +2
2C 1700 Low 11 4 17 -2 F 90 85 4 18 Launch 40 Launch 55 12 +0 +5
j.A 1500 High 11 6 13 H 100 80 3 16 17 17 22 31 11 +0 +2
j.AA 1500 High 9 6 12 H 80 80 3 16 17 17 22 31 11 +0 +2
j.B 1800 [2100] High 11 [40] 5 18+6L H 80 85 4 18 [23] 19 [Launch] 40 [60 + GBounce] 24 [Launch] 55 [75 + GBounce] 15 [20] +0 +5
j.C 1700 High 13 6 14 H 100 85 4 18 19 20 24 35 12 +0 +5

Universal Mechanics

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
BC Forward Throw 0, 2000 Throw 7~30 3 23 T 100 50 (Once) 0, 4 Launch 80 + WBounce 60 0, 12 +0
4BC Back Throw 0×2, 2000 Throw 7~30 3 23 T 100 50 (Once) 0×2, 4 25, Crumple 0×2, 20 +0
AD Inferno Crusader 1200×2, [1200,500×4] Air Unblockable 10 3,10
[3,3,3,2,2]
38+16L
[30+16L]
-45 [-29] B 1~18 All 80 60 (Once) 4 18 Launch 45 Launch 60 12
[12, 3×4]
+0 +5
j.AD Aerial Inferno Crusader 1200×2, [1200, 400×4] All 10 3,10 [3,3,3,2,2] Until L+16 H 1~18 All 80 60 (Once) 4 18 Launch 45 Launch 60 12
[12, 3×4]
+0 +5
AD > X Overhead Kick 1300 All 11 6 Until L+16L H 48 100 4 18 Launch 40 + Down 23 Launch 55 + Down 23 12 +0 +5
Dash Cancel Dash Cancel 20

Skills

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236A A Banishing Fang 1100 [1300] All 12 3 17 -3 B 80 80 3 16 17 17 22 31 15 +0 +2
236B B Banishing Fang 1100 [1300] All 18 3 17 -3 B 80 80 3 16 17 17 22 31 15 +0 +2
236AA Banishing Fang Roar 1100 [1300] All 9 6 18 -7 B 64 100 3 16 17 28 + Slide 22 42 + Slide 15 +0 +2
236BB Banishing Fang Roar 1100 [1300] All 9 6 18 -7 B 64 100 3 16 17 28 + Slide 22 42 + Slide 15 +0 +2
236AAA Banishing Fang Bash 1700 [2000] All 14 7 22 -10 B 80 85 4 18 Launch 40 Launch 55 12 +0 +5
236BBB Banishing Fang Raid 1700 [2000] All 14 8 30 -19 B 80 75 4 18 Launch 17 [25] Launch 32 [40] 18 +0 +5
214A Shift Sway 50 [37] 5~30 HP
[5~26 HP]
214A > X Phantom Pain 0, 1800×2 Throw* 15 [5] 5 28 T 1~19 HP 100 100×2, 75 0, 4×2 Launch 60 0, 12×2 +0
214B Slash Kaid 1800 [2300] All 13 [20] 3 23 [16] -8 [+3] B 80 75 3 [4] 17 [21] 17 [Launch] 25 [27] 22 [Launch] 39 [42] 7 [12] +0 [+3] +2 [+8]

Extra Skills

  • All Extra Skills have the following properties unless otherwise stated:
    • Cost 1 Skill Gauge on 4F
    • Skill Gauge Cooldown 180F (starting on 5F)
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236C EX Banishing Fang 1300 All 12 3 17 -3 B 80 80 3 16 17 17 22 31 15 +0 +2
236CC EX Banishing Fang Roar 1100 [1300] All 9 6 18 -7 B 64 100 3 16 17 28 + Slide 22 42 + Slide 15 +0 +2
236CCC EX Banishing Fang Bash 2000 [2300] All 14 7 22 -10 B 80 85 4 18 Launch 40 [70 + WBounce] Launch 55 [85 + WBounce] 12 +0 +5
214C EX Slash Kaid 2300 [2600] All 16 [13] 3 16 +3 B 80 75 4 21 Launch 27 [38] Launch 42 [53] 12 [7] +3 +8

Partner Skills

  • Startup includes the 18F needed to come onscreen. The character is invincible 1-18F.
  • During Cross Combo, startup is reduced by 18F and this invincibility is removed.
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5P Slash Kaid 2000 All (18)+13 3 26 -10 B 70 85 4 18 Launch 50 12 +0
6P BBCF 6C 1700 All (18)+36 4 5+15L -5 H 70 85 4 18 Launch 60 16 +0
4P 5BB 2000 All (18)+13 3 29 -13 B 70 85 4 18 Launch 50 12 +0

Distortion Skills

  • All Distortion Skills have the following properties unless otherwise stated:
    • Cost 2 Skill Gauge the frame before superflash
    • Skill Gauge Cooldown 180F (starts frame after superflash starts)
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236BC Divine Smasher 4300 [5200] All 5+(50 Flash)+2 10 23 -14 B 1~14 All 80 85 4 18 Launch 80 Launch 95 12 20 +5
j.236BC Air Divine Smasher 4200 [5200] All 5+7 Until L 25L H 1~(Until L) All 80 85 4 18 Launch 80 + Slide + Down 10 Launch 95 + Slide + Down 10 12 20 +5
236BC Followup Divine Smasher (Enhanced Followup) 2700 All 4+(35 Flash)+15 3 ??+27L B 1~(Until L+3) All 48 100 4 18 Launch 80 + Down 28 Launch 95 + Down 28 20 +0 +5
214BC Divine Reaper 2200, 7200 [3000, 7200] All 4+(40 Flash)+9 1 48 -18 B 1~27 All 80, 48 85, 100 4, 5 18 Launch 300, 100 + Slide + Down 25 Launch 315, 116 + Slide + Down 25 3 +0 +5
214BC Enhanced Divine Reaper (Enhanced) 2200, 5500×2 [2800, 5500×2] All 4+(40 Flash)+9 1 48 -18 B 1~27 All 80, 48 85, 100 4, 5 18 Launch 300, 100, 100 + Slide + Down 10 Launch 315, 116, 116 + Slide + Down 10 3, 45×2 +0 +5, +8×2
214BC Projectile Divine Reaper Projectile 2300×3 [2600×3] All 4+(40 Flash)+10 3,3,6 P2 80 60 3 13 Launch 60 Launch 74 0/+4 +4 +4
Distortion Skill Duo Grim of Phantom 400, 800×2
[400, 350×6]
All 1+(71 Flash)+1 3(34)2,3
[3(34)2,6,6,6,6,27]
75 -60 [-63] B 1~4 All 100 100 4 18 Launch 100 + Down 33×2 [×5], 100 + Down 23 Launch 115 + Down 33×2 [×5], 115 + Down 23 12, 8/-5, 9/-1
[12, 13/-10, 1/+4×4,0/+20]

Astral Heat

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
222BC Edge of Eternity All 4+(54 Flash)+11 6 28 -13 B 1~20 All 5 20 13

Revolver Action Table

Ground Revolver Action Table
A B C Cancel
4ABBCF Naoto Kurogane 5A.pngGuardAllStartup6Recovery12Advantage-3[3] 4A, 5A, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5ABBCF Naoto Kurogane 5AA.pngGuardAllStartup8Recovery18Advantage-6 5AA, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AABBCF Naoto Kurogane 5B.pngGuardAllStartup12Recovery18Advantage-4 5AAA, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AAABBTag NaotoK 5AAA.pngGuardAllStartup15Recovery26Advantage-9 5AAAA 5B, 2B 5C, 2C Special, Super
5AAAABBCF Naoto Kurogane 6B.pngGuardAllStartup21Recovery2+28LAdvantage-13 - - - -
2ABBCF Naoto Kurogane 2A.pngGuardLowStartup7Recovery14Advantage-2[2] 5A, 2A 5B, 2B 5C, 2C Throw, Special, Super
5BBBCF Naoto Kurogane 5D-Charged.pngGuardAllStartup8 [35]Recovery34Advantage-20 [-15][1] - 5BB 5C, 2C Special, Super
5[B] - 5BB 5C, 2C Dash[+], Special, Super
5BBBBCF Naoto Kurogane 6D-Charged.pngGuardAllStartup11 [26]Recovery17Advantage-4 [+1] - 2B 5C, 2C Jump, Special, Super
5B[B] - 2B 5C, 2C Dash[+], Jump, Special, Super
2BBBCF Naoto Kurogane 2C.pngGuardAllStartup11Recovery22Advantage-11[1] - 5B 5C, 2C Jump, Special, Super
5CBBCF Naoto Kurogane 6A.pngGuardHighStartup26Recovery18Advantage-4 - - - -
2CBBCF Naoto Kurogane 3C.pngGuardLowStartup11Recovery17Advantage-2 - - - Special, Super
Air Revolver Action Table
A B C Cancel
j.ABBCF Naoto Kurogane jB.pngGuardHighStartup11Recovery13Advantage- j.AA j.B j.C Jump, Special, Super
j.AABBCF Naoto Kurogane jC.pngGuardHighStartup9Recovery12Advantage- - j.B j.C Jump, Special, Super
j.B and j.[B]BBCF Naoto Kurogane jD-Charged.pngGuardHighStartup11 [40]Recovery18+6LAdvantage- - - j.C Jump, Special, Super
j.CBBTag NaotoK jC.pngGuardHighStartup13Recovery14Advantage- - - - Jump, Special, Super
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on hit, block, or whiff
X[#] = X can be used only # times per string

Sources

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