BBCF/Naoto Kurogane

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Overview

Overview

Naoto is an aggressive rushdown character with fast movement, high damage, and terrifying pressure.

Naoto can convert most hits into great damage thanks to his strong combo game, mainly due to his unique "Enhancer" mechanic - if Naoto performs a special move while dashing, it will gain new properties. These new properties give him excellent corner carry and side swap potential, allowing most hits to reach the corner. Furthermore, Naoto has solid okizeme, meaning any converted hit can lead into his unending stagger pressure The use of intentionally delaying gatlings or cancels in order to create frame traps with the intent of catching your opponent mashing or jumping. Loses to reversals. with very safe frame advantage on his normals.

Along with his strong offense, Naoto has good defensive options with a 6f jab that hits crouching opponents, a low profile 2A, and an anti-air 2C with early invulnerability. Additionally, his DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion. is one of the best in the game due to its large forward hitbox, long active frames, and lengthy invulnerability. He can also spend meter on two useful reversal supers or a solid Counter Assault.

Although Naoto lacks the far reaching grounded normals of other members of the cast or any typical projectile, his good mobility and Enhanced specials allow him to quickly close the gap to his opponent. Naoto requires above average execution to use his Enhancer mechanic to its full potential but he rewards the effort with fantastic damage, great corner carry, and stylish combos.
BBCF Naoto Kurogane Nameplate.png


BBCF Naoto Portrait.png
Health
11,500
Prejump
4F
Backdash
25F (1~4F Inv All, 2~15 airborne)
Fastest Attack
5A (6F)
Reversals
623D (9F)
632146B (7F)
632146D (13F)
Fatal Starters
6[D]
236B 236B
236B 236B 236B
Drive: Bloodedge
Naoto's Drive allows him to transform his blood into melee weapons for attacks. Naoto can charge them to increase their damage and range along with giving them Guard Break properties. While charging, Naoto can dash cancel to act as a feint.
Overdrive: Blood Repulsor
Naoto's Drive attacks are faster, his charged Drive attacks in particular benefitting greatly from the buff, and his grounded Drive moves become dash cancellable on hit and on block. Additionally, the window to Enhance specials after a dash is increased to 25F and he can use an air dash to Enhance specials in the air. Finally, his hair and eyes turn white and red respectively.
Need help getting started? Go to this page for information targeted at new players. It covers easy combos, key moves, and what to do after you knock the opponent down.
Unique Ability: Enhancer

If Naoto performs special moves or distortion drives while dashing on the ground or within 12F of ending a dash (giving time to input special moves), they will gain a blue silhouette and new properties (e.g. more hits). Within the window, it is possible for Naoto to perform any normal 12F or faster while dashing and still cancel into an Enhanced special/super (hitstop is not included). Note that jump startup immediately ends the Enhancer window whereas Rapid Cancel keeps it.

When performing Enhanced specials in a neutral state, the dash input can be performed anywhere outside or within the special's motion input. Some examples include 2366 (Enhanced 236), 6263 (Enhanced 623), and 21466 (Enhanced 214).

Naoto can dash cancel a few of his moves, entering a dash with a set duration. Unlike most, Naoto can special cancel this for its entire duration and any specials cancelled into will be Enhanced.

Normal Moves

5A

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
5A 300 All 6 3 12 -1 +6 B
5AA 600 Mid 8 4 14 -1 +1 B

5A

Great jab, one of Naoto's primary buttons for his stagger pressure due to being fast, hitting crouchers, being jump cancellable on block, being only slightly minus and having excellent cancel options such as 5AA or 2A. Unlike most jabs, it is a level 2 normal, meaning it has more block/hitstun than usual, making it win most 5A/2A trades and allowing it to combo into Enhanced 236B and 214D when done out of a dash.

Gatling options: 5AABBCF Naoto Kurogane 5AA.pngGuardMidStartup8Recovery14Advantage-1, 2ABBCF Naoto Kurogane 2A.pngGuardLow/AirStartup7Recovery12Advantage-2, 6ABBCF Naoto Kurogane 6A.pngGuardHighStartup24Recovery24Advantage-10, 5BBBCF Naoto Kurogane 5B.pngGuardMidStartup8Recovery18Advantage-4, 2BBBCF Naoto Kurogane 2B.pngGuardLowStartup8Recovery15Advantage-4, 6BBBCF Naoto Kurogane 6B.pngGuardAllStartup17Recovery4+12Advantage-1, 5CBBCF Naoto Kurogane 5C.pngGuardMidStartup12Recovery18Advantage-3, 2CBBCF Naoto Kurogane 2C.pngGuardMidStartup11Recovery22Advantage-11, 3CBBCF Naoto Kurogane 3C.pngGuardLowStartup11Recovery17Advantage-4, 5DBBCF Naoto Kurogane 5D.pngGuardMidStartup20 [18]Recovery18Advantage-2, 2DBBCF Naoto Kurogane 2D.pngGuardLowStartup22 [20]Recovery18Advantage-2, 6DBBCF Naoto Kurogane 6D.pngGuardMidStartup24 [22]Recovery17Advantage-2


5AA

Can only be done after a 5A. Another of Naoto's primary pressure buttons as it also hits crouchers and is still only slightly minus, moves forward and leads to excellent reward on counter hit. Its forward movement also makes it the ideal hit confirm after 5A, spacing Naoto perfectly for his more advanced routing while also doing more damage than 5B. This move will sometimes whiff if 5A hits an airborne opponent too high.

  • Causes stagger on counter hit

Gatling options: 6ABBCF Naoto Kurogane 6A.pngGuardHighStartup24Recovery24Advantage-10, 5BBBCF Naoto Kurogane 5B.pngGuardMidStartup8Recovery18Advantage-4, 2BBBCF Naoto Kurogane 2B.pngGuardLowStartup8Recovery15Advantage-4, 6BBBCF Naoto Kurogane 6B.pngGuardAllStartup17Recovery4+12Advantage-1, 5CBBCF Naoto Kurogane 5C.pngGuardMidStartup12Recovery18Advantage-3, 2CBBCF Naoto Kurogane 2C.pngGuardMidStartup11Recovery22Advantage-11, 3CBBCF Naoto Kurogane 3C.pngGuardLowStartup11Recovery17Advantage-4, 5DBBCF Naoto Kurogane 5D.pngGuardMidStartup20 [18]Recovery18Advantage-2, 2DBBCF Naoto Kurogane 2D.pngGuardLowStartup22 [20]Recovery18Advantage-2, 6DBBCF Naoto Kurogane 6D.pngGuardMidStartup24 [22]Recovery17Advantage-2

5B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
550 Mid 8 3 18 -4 -2 B

Due to the angle it hits, it can be used as a fairly low commitment preemptive anti-air in neutral, however it lacks head invulnerability, making it less useful as a reactionary one. It moves forward slightly and is jump cancellable on block, giving it uses in pressure. As an anti-air, on regular hit it can only combo into rising air normals or in some cases a late hit 623C, and on counter hit it can be linked into itself before air normals or directly into 214A~8A.

Gatling options: 2BBBCF Naoto Kurogane 2B.pngGuardLowStartup8Recovery15Advantage-4, 6BBBCF Naoto Kurogane 6B.pngGuardAllStartup17Recovery4+12Advantage-1, 5CBBCF Naoto Kurogane 5C.pngGuardMidStartup12Recovery18Advantage-3, 2CBBCF Naoto Kurogane 2C.pngGuardMidStartup11Recovery22Advantage-11, 3CBBCF Naoto Kurogane 3C.pngGuardLowStartup11Recovery17Advantage-4, 5DBBCF Naoto Kurogane 5D.pngGuardMidStartup20 [18]Recovery18Advantage-2, 2DBBCF Naoto Kurogane 2D.pngGuardLowStartup22 [20]Recovery18Advantage-2, 6DBBCF Naoto Kurogane 6D.pngGuardMidStartup24 [22]Recovery17Advantage-2

5C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
800 Mid 12 4 18 -3 -7 B

Sees lots of use in combos due to its great scaling and combo options after and is useful during pressure as it also moves forward slightly, is jump cancellable on block and has good natural frame traps into drives, however its high pushback can sometimes cause them to whiff against an opponent's Barrier. Serves as one of Naoto's main punishes along with 6D. Sees little use in neutral, it can sometimes be used as a poke but is generally outclassed by Enhanced 236B and Enhanced 214D and although it can be used as a decent whiff punish it is difficult to convert into good reward after.

Gatling options: 6BBBCF Naoto Kurogane 6B.pngGuardAllStartup17Recovery4+12Advantage-1, 2CBBCF Naoto Kurogane 2C.pngGuardMidStartup11Recovery22Advantage-11, 3CBBCF Naoto Kurogane 3C.pngGuardLowStartup11Recovery17Advantage-4, 5DBBCF Naoto Kurogane 5D.pngGuardMidStartup20 [18]Recovery18Advantage-2, 2DBBCF Naoto Kurogane 2D.pngGuardLowStartup22 [20]Recovery18Advantage-2, 6DBBCF Naoto Kurogane 6D.pngGuardMidStartup24 [22]Recovery17Advantage-2

2A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 Low/Air 7 2 12 -2 +6 F

Another primary pressure button due to being slightly minus, hitting low, being cancellable into itself and being cancellable into 5A even when 5A has been used in the string already. It can also low profile most 5As with only a few exceptions which can be useful when resetting pressure or when mashing out of the opponent's pressure. The low profile also makes it good as a very low commitment anti-air. Acts as Naoto's primary roll catch and gives Naoto good okizeme in the corner. Due to being whiff cancellable into itself, make sure to not hold down back when inputting Barrier blocks after whiffing it (such as on reaction to an opponent's super flash).

  • Naoto's fastest low
  • Low profiles for most of the move
  • Can be done two times in a string
  • Whiff cancellable into itself

Gatling options: 5ABBCF Naoto Kurogane 5A.pngGuardAllStartup6Recovery12Advantage-1, 2ABBCF Naoto Kurogane 2A.pngGuardLow/AirStartup7Recovery12Advantage-2, 6ABBCF Naoto Kurogane 6A.pngGuardHighStartup24Recovery24Advantage-10, 5BBBCF Naoto Kurogane 5B.pngGuardMidStartup8Recovery18Advantage-4, 2BBBCF Naoto Kurogane 2B.pngGuardLowStartup8Recovery15Advantage-4, 6BBBCF Naoto Kurogane 6B.pngGuardAllStartup17Recovery4+12Advantage-1, 5CBBCF Naoto Kurogane 5C.pngGuardMidStartup12Recovery18Advantage-3, 2CBBCF Naoto Kurogane 2C.pngGuardMidStartup11Recovery22Advantage-11, 3CBBCF Naoto Kurogane 3C.pngGuardLowStartup11Recovery17Advantage-4, 5DBBCF Naoto Kurogane 5D.pngGuardMidStartup20 [18]Recovery18Advantage-2, 2DBBCF Naoto Kurogane 2D.pngGuardLowStartup22 [20]Recovery18Advantage-2, 6DBBCF Naoto Kurogane 6D.pngGuardMidStartup24 [22]Recovery17Advantage-2

2B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
480 Low 8 3 15 -4 +1 F

Running 2B is a rather useful neutral option due to its decent range (hits further horizontally than 5B while being just as fast), making it a quick low which leads to decent reward when buffered into Enhanced specials. Can be useful in pressure as Naoto's low option after 5AA or even after 2As for more gapless lows. Sees some use in okizeme, either as a higher reward callout than 2A or to cross under a neutral tech in some setups.

Gatling options: 6ABBCF Naoto Kurogane 6A.pngGuardHighStartup24Recovery24Advantage-10, 5BBBCF Naoto Kurogane 5B.pngGuardMidStartup8Recovery18Advantage-4, 6BBBCF Naoto Kurogane 6B.pngGuardAllStartup17Recovery4+12Advantage-1, 5CBBCF Naoto Kurogane 5C.pngGuardMidStartup12Recovery18Advantage-3, 2CBBCF Naoto Kurogane 2C.pngGuardMidStartup11Recovery22Advantage-11, 3CBBCF Naoto Kurogane 3C.pngGuardLowStartup11Recovery17Advantage-4, 5DBBCF Naoto Kurogane 5D.pngGuardMidStartup20 [18]Recovery18Advantage-2, 2DBBCF Naoto Kurogane 2D.pngGuardLowStartup22 [20]Recovery18Advantage-2, 6DBBCF Naoto Kurogane 6D.pngGuardMidStartup24 [22]Recovery17Advantage-2

2C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
850 Mid 11 6 22 -11 -12 B 7~13 H

A great crouching anti-air with a good vertical hitbox and good invulnerability, although it can turn Naoto the wrong direction when dealing with close IADs and cross ups, and occasionally in combos. It low profiles during startup similarly to 2A. Bad in pressure due to its horrible horizontal range and Naoto already having several normals that are jump cancellable on block. On an anti-air hit Naoto has several combo options, such as jump cancelling or delayed 5C, which are both hit-confirmable and allow continued pressure on block.

Gatling options: 5CBBCF Naoto Kurogane 5C.pngGuardMidStartup12Recovery18Advantage-3, 3CBBCF Naoto Kurogane 3C.pngGuardLowStartup11Recovery17Advantage-4, 5DBBCF Naoto Kurogane 5D.pngGuardMidStartup20 [18]Recovery18Advantage-2, 2DBBCF Naoto Kurogane 2D.pngGuardLowStartup22 [20]Recovery18Advantage-2, 6DBBCF Naoto Kurogane 6D.pngGuardMidStartup24 [22]Recovery17Advantage-2

6A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
700 High 24 3 24 -10 -24 B

Naoto's only grounded overhead and a very strong one. It is decently fast with an arguably ambiguous startup animation and has surprisingly long reach thanks to Naoto's forward movement. It gatlings from many normals, leads to further pressure on block and can do over 4k damage on hit at any screen position without resources. Adds to Naoto's already scary stagger pressure, however be careful to not do this when the opponent is expected to mash as it will be interrupted.

  • Bonus Proration 110%
  • Forces crouching state on hit

Gatling options: 5CBBCF Naoto Kurogane 5C.pngGuardMidStartup12Recovery18Advantage-3, 2CBBCF Naoto Kurogane 2C.pngGuardMidStartup11Recovery22Advantage-11, 5DBBCF Naoto Kurogane 5D.pngGuardMidStartup20 [18]Recovery18Advantage-2, 2DBBCF Naoto Kurogane 2D.pngGuardLowStartup22 [20]Recovery18Advantage-2, 6DBBCF Naoto Kurogane 6D.pngGuardMidStartup24 [22]Recovery17Advantage-2

6B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
750 All 17 4 4+12 -1 -10 H 5~24 FT

A very strong pressure option due to its invulnerability, forward movement, being only slightly minus, having a natural frame trap into 236B and being cancellable into from most of Naoto's normals, giving it uses as a callout or pressure reset. Its reward is lackluster on regular hit but is great on counter hit, emphasising its use as a throw crush. Due to putting Naoto airborne, it can be Rapid Cancelled into an air dash for a surprising overhead.

6C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
800 All 35 4 9+8L -2 -29 H

To put it bluntly, this move is awful. It can be used to catch chicken blocking (although it is air blockable) or as a gimmicky pressure reset as opponents may instinctively stand block on reaction to seeing Naoto airborne. Otherwise, it exists to punish a dropped 665C. If Naoto does the kick directly above the opponent, they will have cross-up protection (due to walking). The ability to cancel the landing recovery even on whiff can be used to stay safe after whiffing the move by using 623D to beat late punish attempts.

  • Does not hit crouching opponents
  • Does not cross up in the corner
  • Landing recovery can be cancelled with any grounded move on hit, on block and on whiff, making it +6 on block when immediately cancelled

3C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
780 Low 11 4 17 -4 -5 F

Primarily sees use in combos as despite its bad scaling it sets up Naoto's best launches for standing opponents. Can sometimes be used in neutral preemptively to stick out a lingering low hitbox or offensively as an alternative to dashing 2B. Also sees some use in okizeme setups to cross under emergency techs.

  • Soft knockdown on hit
  • Hard knockdown on counter hit
  • Low profiles during actives

j.A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 High/Air 7 3 9 H

Basic air jab. Can cancel into itself infinitely or j.B/j.C for easy air confirms. Mainly used in block strings after jump in j.B to get an extra hit in before landing.

Gatling options: j.ABBCF Naoto Kurogane jA.pngGuardHigh/AirStartup7Recovery9Advantage-, j.BBBCF Naoto Kurogane jB.pngGuardHigh/AirStartup9Recovery13Advantage-, j.CBBCF Naoto Kurogane jC.pngGuardHigh/AirStartup10Recovery12Advantage-, j.DBBCF Naoto Kurogane jD.pngGuardAllStartup20 [18]Recovery18+5LAdvantage-

j.B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
580 High/Air 9 6 13 H

Naoto's most common jump in during pressure due to its downwards and crossup hitboxes and cancel options. Only sees use in short combos due to causing drops in full combos and adding negligible damage.

Gatling options: j.ABBCF Naoto Kurogane jA.pngGuardHigh/AirStartup7Recovery9Advantage-, j.CBBCF Naoto Kurogane jC.pngGuardHigh/AirStartup10Recovery12Advantage-, j.DBBCF Naoto Kurogane jD.pngGuardAllStartup20 [18]Recovery18+5LAdvantage-

j.C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
900 High/Air 10 6 12 H

Strong offensive or defensive air-to-air due to its large hitbox, long active frames and high untech on counter hit. Also seen in combos due to having the same damage and scaling as Naoto's Drives. It has enough blockstun to set up rising j.A fuzzy guard breaks against most characters.

Gatling options: j.DBBCF Naoto Kurogane jD.pngGuardAllStartup20 [18]Recovery18+5LAdvantage-


Drive Moves

  • Data in [ ] refers to the Overdrive version moves.
  • All grounded Drive moves are dash cancellable from frame 10 (inclusive) until they become active (exclusive). In Overdrive, all grounded Drive moves are dash cancellable on hit and on block.
  • All Drive moves have longer hitstop than usual, at 15f uncharged and 20f charged. It does not affect frame advantage.

5D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
5D 900 Mid 20 [18] 5 18 -2 -16 [-14] B
5[D] 1350 Guard Break 24 [34]/Barrier 40 [28] 5 18 -1 -36 [-24] B

Primarily used in combos due to its very good damage and scaling and lack of Same Move Proration and in pressure due to naturally frame trapping to and from itself, having small gaps after moves such as 5AA, 5B and 5C and into moves such as 2D or 214A/Drive dash cancelled Enhanced 236B.

The charged version can be used sometimes in pressure as a surprising guard crush which can combo into 214A/Drive dash cancelled Enhanced 236B or Enhanced 214D depending on distance or deal good barrier damage. Risky as a poke due to its slow speed and lack of full disjoint. Great for combos as it does incredible damage, scales well and has tons of untech if it hits low on an airborne opponent as it will cause a long slide, however its slow startup makes it difficult to route into without character specifics or resources. It is also fast enough to punish some reversals and leads to around as much damage as 6[D] while being more practical.

In Overdrive this can be used as a pressure reset with both versions being ±0 on block when dash cancelled and the charged version acting as a very fast guard crush which leads to excellent reward. The charged version is also very useful in combos in the corner as it can combo into 2[D] when dash cancelled after a low air hit at most scalings, potentially leading into a loop.

  • Charged version causes stagger on grounded hit

Gatling options: 6CBBCF Naoto Kurogane 6C.pngGuardAllStartup35Recovery9+8LAdvantage-2, 2DBBCF Naoto Kurogane 2D.pngGuardLowStartup22 [20]Recovery18Advantage-2, 6DBBCF Naoto Kurogane 6D.pngGuardMidStartup24 [22]Recovery17Advantage-2

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
5D Long 100 89 5
5[D] Long 100 94 5

5D:

  • Values in [] for OD
  • Dash cancellable from frame 10, until active [and on hit/block]
  • Maximum Slide duration 10F


5[D]:

  • Values in [] are for OD
  • Chip damage 20%: 270
  • Dash cancellable on frame 10, until active [and on hit/block]
  • Maximum Slide duration 20F
  • Crumple Duration 25F [35F], Crumple Fall 58F [68F]

2D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
2D 900 Low 22 [20] 5 18 -2 -18 [-16] F
2[D] 1350 Guard Break 24 [34]/Low Barrier 44 [32] 5 18 -1 -40 [-28] F

Sees a similar use to 5D with more emphasis on combo usage, as it combos after 5D on air hit naturally and when done this way will always hit low for a slide. It sees some niche usage in neutral due to its low profile so it can be used as a preemptive poke.

The charged version will slide on a low air hit like with 5[D] except when in the corner where it will instead cause a wallstick, used often in combos as it combos into 5[D]. Also sees some niche usage in neutral as a long, low poke, however it is not fully disjointed and a well timed low crush or jumping over Naoto can make it whiff or even counter hit Naoto.

In Overdrive it can still combo into 5[D] which allows these moves to be looped for excellent damage.

  • Charged version causes stagger on grounded hit
  • Low profiles during startup

Gatling options: 6CBBCF Naoto Kurogane 6C.pngGuardAllStartup35Recovery9+8LAdvantage-2, 5DBBCF Naoto Kurogane 5D.pngGuardMidStartup20 [18]Recovery18Advantage-2, 6DBBCF Naoto Kurogane 6D.pngGuardMidStartup24 [22]Recovery17Advantage-2

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
2D Long 90 89 5
2[D] Long 90 94 5

2D:

  • Values in [] are for OD
  • Dash cancellable from frame 10, until active [and on hit/block]
  • Maximum Slide duration 10F


2[D]:

  • Values in [] are for OD
  • Chip damage 20%: 270
  • Dash cancellable from frame 10, until active [and on hit/block]
  • Maximum Slide duration 20F
  • Crumple Duration 25F [35F], Crumple Fall 58F [68F]

6D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
6D 1000 Mid 24 [22] 6 17 -2 -20 [-18] B
6[D] 1500 Guard Break 24 [34]/Barrier 48 [36] 6 17 -1 -44 [-32] B

This move is primarily as a combo tool used to end corner drive strings as it combos naturally into a 214A dash cancelled Enhanced 214A~8A or as a punish tool for reversals. Not very useful in pressure due to its short horizontal range and not very useful in neutral due to its startup, with its use as an anti-air largely outclassed by 5B.

The charged version is Naoto's strongest starter due to its high base damage and scaling and its Fatal Counter property, however it starts too slowly to be practical compared to 5[D]. Sees little use in combos due to its startup.

In Overdrive, its faster startup makes it far more practical in combos and is generally used at the end of combos before a super or during combos outside the corner as it loops into itself after dash cancelling. The startup also makes it a more practical punish (potentially leading to a Touch of Death) and leads into charged Drive loops with the help of a charged Crush Trigger or 2D (slightly character specific with this), making raw Overdrive when low on life and with resources a terrifying option to bait reversals with.

  • Jump cancellable on hit and on block
  • The charged version is a Fatal Counter
  • The charged version causes a wall bounce on hit

Gatling options: 6CBBCF Naoto Kurogane 6C.pngGuardAllStartup35Recovery9+8LAdvantage-2

j.D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
j.D 900 All 20 [18] 5 18+5L H
j.[D] 1350 Guard Break 24 [34]/Barrier 40 [28] 5 18+11L H

Primarily used in neutral as a jump in due to its large downwards hitbox or sometimes as a defensive air-to-air. On air hit it will always soft knockdown including on counter hit, but as a starter if the opponent does not tech immediately Naoto can blue beat for a full combo. It sees minor use in combos at the end of early air strings or after blue beats with 5D.

The charged version is generally used as a defensive poke due to its huge hitbox. When used offensively it is easier to punish as its long startup makes it prone to rising air normals or the opponent running under and punishing its landing recovery. Although it ground bounces on hit, it can be difficult to combo after at many heights and distances as a starter. Sees use in air-to-air combos after a Rapid Cancelled j.623C to extend combos.

In Overdrive, the faster startup makes it a strong poke to throw out in neutral, however it retains its long recovery. Not often used in combos due to having worse followups than Naoto's other moves.

  • Bonus Proration 110%


Universal Mechanics

Ground Throw

5B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 1500 Throw(70) 7 3 23 -6 T

One of Naoto's primary threats during pressure, it launches the opponent and wall splats in the corner (the splat height varies depending on where the throw connects) and leads to good damage on hit. Generally goes into a delayed microdash 5C or microdash 2C and if done at a particular distance from the corner it can combo into 2[D] instead.

  • 100% minimum damage

Back Throw

4B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0×2, 1500 Throw(70) 7 3 23 -6 T

Side swaps on hit and causes a stagger, which can combo into a microdash 5C or special cancelled into 214A then dash cancelled into 214D. Surprisingly leads to more damage than forward throw when fully in the corner.

  • 100% minimum damage

Air Throw

j.B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 1500 Throw(120) 7 3 23+3L T

Counter Assault

6A+B while Blocking

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0 All 13 8 30 -19 B 1~20 All

Crush Trigger

5A+B (Chargeable)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
5A+B 1000 Guard Break 32/Barrier 20 1 25 0 -19 B
5[A+B] 1000 Guard Break 60/Barrier 30~61 1 25 0 -29~60 B

Generally worse by Naoto's other mixup options, although it is better than most Crush Triggers as it retains momentum from dash cancels which gives it excellent range. The charged version is incredible in combos when done early due to not scaling at all and setting up low air hit Drives which can combo into charged Drives for excellent, Heat efficient damage.

Taunt

AP

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
131


Special Moves

  • Data in [ ] refers to Enhanced versions

Dash Cancel

66 after specific moves

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
20 +6

Naoto's multi purpose dash cancel. It is shorter than average in duration but has the same travel distance as Ragna'sBBCF Ragna the Bloodedge ForwardDash.pngGuardStartupRecoveryTotal 22Advantage- or Jin'sBBCF Jin Kisaragi ~66.pngGuardStartupRecovery22Advantage-. Its main difference from most dash cancels is its ability to cancel into a special at any point in the move (and will also enhance it). It can only be done after 214ABBCF Naoto Kurogane 214A.pngGuardStartupRecovery39 [37]Advantage-, during the startup of any grounded Drive normal (and on hit and on block in Overdrive) or after Enhanced BashBBCF Naoto Kurogane 236B~236B~236B.pngGuardAllStartup14Recovery22Advantage-10 on hit. This is a core special of Naoto's combos as it enables him to fit enhanced specials without having to rely on links to do a microdashed normal, notably any drive > 214A~dc > En236B.

It can be used to reset pressure as it is fairly fast, travels far, can be cancelled into specials to frame trap and allows him to beat any superflash by cancelling into any of his invincible move. But despite only having 20f of recovery, Naoto must also go through 214A's lockout of 8f, so the total duration is minimum 28f, which makes it always punishable (-7 at best) after a dash cancelled attack if the opponent doesn't expect a special cancel.

Sometimes seen in neutral to continue moving forward after evading a projectile with 214A and to cancel a charged drive if the opponent moves out of its range.

Due to technically being cancellable on frame 0, although impractically difficult, it can be cancelled from 214A into an Enhanced 214A or another invulnerable move without leaving a vulnerable gap.

  • Counter hit state

Banishing Fang

236B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
700 All 13 3 17 -3 -6 B

First part of Naoto's Rekka A series of special attacks that are only available after the first one is performed.. Very strong in pressure, particularly when Enhanced, due to frame trapping after drives, being safe on block and leading to Naoto's other Rekka parts which lead to incredibly high reward on counter hit.

The Enhanced version can be useful as a poke due to hitting higher than 214D, allowing it to sometimes hit airborne opponents, however Naoto's hurtbox moves forward before the move becomes active so it can lose to preemptive buttons.

  • Enhanced version forces crouching state on hit
  • Enhanced inputs: 2366 (recommended) and 66236

Banishing Fang: Roar

236B~236B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
800 All 9 6 18 -7 -6 B

Second part of Naoto's Rekka. It has deceptively low blockstun so be aware of the timing for frame trapping with BashBBCF Naoto Kurogane 236B~236B~236B.pngGuardAllStartup14Recovery22Advantage-10 after. When not Enhanced, the reward is rather poor due to its combo options, even if it Fatal Counters (leads to RaidBBCF Naoto Kurogane 236B~236B~236C.pngGuardAllStartup16Recovery30Advantage-19 on standing and microdashed 5A on crouching, both scale badly).

The Enhanced version can go into BashBBCF Naoto Kurogane 236B~236B~236B.pngGuardAllStartup14Recovery22Advantage-10 for great damage, although this hit confirm is very difficult on regular hit.

  • Fatal Counter

Banishing Fang: Bash

236B~236B~236B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1200 All 14 7 22 -10 -16 B

One of the third parts of Naoto's Rekka. Launches on hit, not very useful on regular hit when not Enhanced, having no combo options after without a Rapid Cancel and no okizeme midscreen. If the move Fatal Counters, it wall bounces and Naoto can combo after regardless of whether the move was Enhanced or not by recovering and then linking a 5C at most screen positions and 5B when fully in the corner.

The Enhanced version is used in most combos as it is dash cancellable on hit and can combo into 623C on opponents grounded before the move connects or 214D on opponents airborne before the move connects.

  • Fatal Counter
  • Enhanced version is dash cancellable on hit

Banishing Fang: Raid

236B~236B~236C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1000 All 16 8 30 -19 -27 B

The alternative third part of Naoto's Rekka. Heavily outclassed by BashBBCF Naoto Kurogane 236B~236B~236B.pngGuardAllStartup14Recovery22Advantage-10 as it has far worse frame data and scales badly, only giving it uses as niche combo fodder. Used in extremely basic combos, after an Enhanced 236B that won't reach the corner and after a Fatal Counter RoarBBCF Naoto Kurogane 236B~236B.pngGuardAllStartup9Recovery18Advantage-7 or against Arakune where it can combo into 214A~8A with the use of a jump cancel cancel.

  • Jump cancellable on hit

Inferno Crusader

623C/D (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
623C 600 [600×2] Mid 6 9 [6,3] 26+11 -28 [-22] -25 B 4~11 H
623D 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
j.623C 800 [800x2] All 6 8 [5,3] Until L+11 H 1~7 H
j.623D 800, 800 [800, 600×4] All 7 4,6 [2×5] Until L+16 H 1~12 All

623C

When not Enhanced it is a niche anti-air due to being outclassed in most situations by 2C, as although it is faster, has invulnerability earlier and hits higher, it is punishable on block and leads to far worse reward. It also sees some use in combos after floating an opponent high up as it can make the move hit late, allowing Naoto to link a 5A after.

The Enhanced version is primarily a combo tool used to launch standing opponents. It is less useful as an anti-air not only due to the extra input time but also because the forward movement can cause it to whiff entirely or not combo into itself properly, making converting from it difficult.

  • Enhanced inputs: 6623, 6263 (recommmended for wake-up) and 62356 or 623566

623D

Commonly regarded as the strongest DP in the game, it is fast, has lots of active frames and invulnerability and has good horizontal range, especially when Enhanced where Naoto also travels very far. It lacks a hitbox directly above or behind it, making it prone to the opponent forward jumping over Naoto and making it whiff, however the Enhanced version recovers quickly and travels far so it can be difficult to punish.

Sees situational use on okizeme as a callout tool as when delayed its active frames and invulnerability will outlast most moves in the game and when the Enhanced version is Rapid Cancelled Naoto can do a falling j.B, although this will often whiff if done outside the corner and the opponent crouch blocks it point blank without Barriering, often leaving Naoto punishable. Rapid Cancelling the first hit instead allows Naoto to start (potentially gapless) pressure on block or combo on hit (although hit confirming after may be difficult), making this preferred on wake-up.

  • Has a claw effect
Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
623C Long 80 89 [89×2] 3
623D Very Short 60 92 [92×5] 4
j.623C Long 80 89 [89x2] 3
j.623D Very Short 60 92×2 [92×5] 4

623C:

  • 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]


623D:

  • 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


j.623C:

  • Can cancel into Overhead Kick on hit on frames 20~28


j.623D:

  • Can cancel into Overhead Kick on hit on frames 19~30

Overhead Kick

2C after 623C/623D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1000 All 11 6 Until L H
  • Requires Inferno Crusader to hit before it can be used (Rather than be blocked or miss entirely).

Entirely combo fodder, used as one of Naoto's primary enders with its soft knockdown. It can be whiffed after an air hit Enhanced 623C to allow Naoto to recover earlier and give him more combo options.

Slash Kaid

214D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
214D 1000 All 15 [13] 3 23 -9 [-7] -14 [-12] B
214D through Opponent 1200 13 3 29 B

When not Enhanced, this move is primarily used as a combo tool in the corner to float standing opponents higher after a 3C. It has decent uses as a preemptive poke thanks to its range and big disjoint (in matchups where Naoto has a hard time contesting in defense), but its startup and lack of reward on regular hit make it fairly niche.

The Enhanced version is one of Naoto's most used tools. In combos it does great damage and scales well, carries far due to its forward movement and extends combos due to its good untech. In neutral it can be used as a fast, long range horizontal poke that is safe on block when spaced and leads to a full combo on any kind of hit, however its vertical hitbox is relatively short and will generally whiff on airborne opponents unless they are starting or landing from a jump. Its low blockstun and recovery can make it a bit difficult to punish, especially when blocked in neutral. The move has several different ways it can hit:

  • On far grounded hit it causes a stagger state,
  • On close grounded (or sliding) hit it causes a side swap and crumples the opponent into a crumple fall with forced untech,
  • On air hit it floats the opponent,
  • On far grounded or air counter hit it causes a float, and
  • On close grounded counter hit it causes a longer crumple.
  • Enhanced inputs: 66214 (recommended) and 21466 (recommended for frame 1)

Shift Sway

214A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
39 [37] -13 [-11] 1~30 HBP
[1~26 HBP]

Sees lots of use in combos and pressure as Naoto's main way to dash cancel into Enhanced specials as Drive dash cancels are slower and limited by gatling options. Useful as a callout against reversals as it can cause them to whiff, meaning they cannot be Rapid Cancelled and can be punished. Can be used in neutral to evade projectiles or pokes and dash cancelling once they whiff, either to get closer to the opponent with the former or to potentially punish the opponent's recovery with the latter. Sees limited use defensively due to losing to Foot attribute moves and is generally a knowledge check at best. Although it has projectile invulnerability it is generally not long enough to outlast projectile okizeme setups.

The Enhanced version gains forward movement and is riskier to use in neutral as its total duration is generally not short enough to allow Naoto to punish projectiles or pokes if done on reaction. It is also not dash cancellable, reducing his options after doing the move to either fully recovering or cancelling into Phantom Pain (which whiffs on crouching opponents). When done as a read it is very risky, as Naoto is actively moving himself towards the opponent while being vulnerable to crouching moves or even the opponent waiting while being counter hit punishable during the entirety of the move. It can be used defensively on wake-up against certain projectile okizeme setups due to the forward movement, however some setups allow the opponent to recover from their projectile and punish Naoto.

  • Dash and Phantom Pain cancellable from frame 9 until frame 35 (both inclusive)
  • Enhanced version Phantom Pain cancellable from frame 17 until frame 29 (both inclusive)
  • Enhanced version can swap sides with the opponent even in the corner
  • Counter hit recovery

Phantom Pain

8A after 214A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 1426×2 Unblockable (120) 15 [5] 5 28 T 1~19 HB [1~9 HB]

Naoto's combo throw, useful in combos due to stabilizing the opponents height, allowing Naoto to convert from some air hits with grounded normals into full combos. It is hard-coded to whiff on crouching opponents but can hit standing and airborne opponents. Not very useful as an anti-air due to its startup and being prone to turning the wrong way. Due to being a true air unblockable (cannot be air Barrier blocked) it has uses as a tech trap, however this is largely invalidated if the opponent doesn't air tech. Can sometimes be done as a fuzzy guard break after a 6A or low j.C, however this is completely invalidated by the opponent holding a Barrier block.

Instead of using the usual Enhancer window, the Phantom Pain will always be the Enhanced version if used after an Enhanced Shift Sway. Enhanced Phantom Pain is faster, so including the frames until Sway can be cancelled into Pain, Pain's full startup is 8f + 15f = 23f and Enhanced Pain's startup is 16f + 5f = 21f. Highly used in combos to side swap the opponent after a microdashed 2C or near the end of combos in the corner, leading to a manually timed safejump or more attacks into a typical knockdown.

  • Loses the projectile invulnerability from Shift Sway
  • Unburstable as it is a combo throw
  • Second hit only comes out on hit
  • Second hit does not have forced untech (only relevant at -10f and reduced to 1f untech decay)
  • Counter hit recovery
  • 140,000 unit range check (Twice the range of a standard throw).

Distortion Drives

Divine Smasher

632146B (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
632146B 2000 [2400] {1800 [2160]} All 5+(50 Flash)+2 10 23 -11 -13 B 1~6 All
7~16 P
j.632146B 1800 {1700} All 5+(50 Flash)+7 Until L 25 H 1~11 All
12~(Until L) P
632146B OD Followup 1800 4+(35 Flash)+15 3 Until L+24 1~End All

Ground Version

Primarily used in neutral as a callout or on reaction to projectiles due to its fast forward movement and long projectile invulnerability. So called "Zoning Woes" with a long reaching anti-projectile super. On counter hit, if Naoto reaches the corner he can combo into a microdashed 5B. It has use as a reversal due to its quick startup and long projectile invulnerability beating some okizeme setups, as well as being safe if the opponent tries to bait a reversal by forward jumping over Naoto due to its relatively low recovery on whiff. It will always have the same frame advantage regardless of when it hits, so it is always punishable on block.

The Enhanced version does 20% more damage and travels further and faster, going almost fullscreen.

  • Normal: 800 minimum damage
  • Enhanced: 960 minimum damage
  • Enhanced inputs: 6321466 (recommended) and 6632146

In Overdrive Naoto does an additional flip kick, adding more damage but not allowing Naoto to combo after it on counter hit in the corner without a Rapid Cancel. Outclassed by OD 632146D as an ender. With a Rapid Cancel, it becomes an incredibly damaging and stable starter, making raw Overdrive on defense or raw air Overdrive as an anti-anti-air both very strong options, as the super's fast startup and travel speed allow it to easily be done as a punish on reaction to attacks whiffing through Overdrive.

  • Normal: 1080 minimum damage
  • Enhanced: 1188 minimum damage

Air Version

The air version is similar to the ground version, but it aims diagonally downward. Can be followed up with several moves depending on the heights of Naoto and his opponent, notably 623C or 632146B after an air string, and 2C or 632146D when done near the ground.

In Overdrive Naoto does the same flip kick as when used on the ground. This means Naoto cannot combo after without a Rapid Cancel. Even though it is possible to enhance other air moves during overdrive, there is no Enhanced version of this move.

  • Normal: 720 minimum damage
  • OD: 1050 minimum damage
Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
632146B Normal 100 75 5
j.632146B Normal 100 75 5
632146B OD Followup Long 100 100 5

632146B:

  • 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


j.632146B:

  • Values in {} are OD version
  • Minimum Damage 40% {30%}: 720 {510}
  • Maximum Slide duration 20F {22F}


632146B OD Followup:

  • Minimum Damage 30%: 540

Divine Reaper

632146D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
632146D 1300, 2719
{1300, 1900, 2200}
All 4+(40 Flash)+9 1 48 -18 -35 B 1~27 All
632146D Projectile 693×3 {803×3} All 4+(40 Flash)+10 3,3,6 P2

When done far from the opponent or the opponent is too high, Naoto will launch a projectile which he can combo after on hit in most cases. When done close on an opponent at the right height, Naoto will do a followup, the move having slightly higher minimum damage than an Enhanced 632146B. It has use as a reversal due to its long active frames and invulnerability. It can be Enhanced, but it only adds forward momentum to the move, making it easier to connect the second part but not improving damage.

With a Rapid Cancel, although expensive, this move will beat nearly anything and lead to great damage, making it a strong option if Naoto is in range for the followup and the opponent does not have Overdrive (delayed Overdrive after super flash will make it whiff and Overdrive Raid on reaction to the super flash will always make it whiff). It has uses in pressure, defense and okizeme:

  • On a grounded block, Rapid Cancel into a microdashed 6A or microdashed 2D/2B for an invisible high/low mixup,
  • On an air block, Rapid Cancel into an Enhanced Phantom PainBBCF Naoto Kurogane 214A~8A.pngGuardUnblockable (120)Startup15 [5]Recovery28Advantage- for a true air unblockable, and
  • On hit, at midscreen Rapid Cancel the followup and run up into Enhanced 236B, in the corner Rapid Cancel the followup into 2[D] and to side swap Rapid Cancel the first hit and run under into 6D or even 5[D] for a full, damaging combo.

In Overdrive, the move does more damage and has a longer slide. If done after a Fatal Counter starter, it can always combo into 623C or (Enhanced) 632146B.

  • Projectile: Normal: 414 minimum damage, OD: 480 minimum damage
  • Clean hit: Normal: 1004 minimum damage, OD: 1350 minimum damage
Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
632146D Normal 100 92, 75 {92, 94, 75} 4
632146D Projectile Normal 100 94×3 3

632146D:

  • Values in {} are OD version
  • Minimum Damage 25%: 1004 {1350}
  • reversal
  • Maximum Slide duration 30F {25F}


632146D Projectile:

  • Values in {} are OD version
  • Only comes out when strike misses/is blocked
  • Minimum Damage 25%: 519 {600}


Exceed Accel

Grim of Phantom

A+B+C+D during Overdrive

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
600, 500, 1400, 550
{600, 500, 1700, 610×5}
All 20 [10] 3 34 -10 -30 [-20] B 1~22 All
[1~12 All]

It's a fully invulnerable reversal, like 623DBBCF Naoto Kurogane 623D.pngGuardMid, All [Mid]Startup9Recovery38+16
[29+16]
Advantage-45 [-28]
. Only it's incredibly telegraphed, has worse range, ends Overdrive, leads to no oki and cannot be Rapid Cancelled. Use sparingly, if at all.

If done out of a dash cancel, it will have the full 20f startup.


Astral Heat

Edge of Eternity

2141236C when Astral Conditions are met

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 2100×8, 5300, 10000 All 4+(54 Flash)+11 6 28 -13 -22 B 1~20 All

One of the fastest and easiest astrals in the game while also being surprisingly safe on block. Combos after practically everything, notably after a 5C on grounded opponents. On airborne (and grounded) opponents, 2C and Enhanced BashBBCF Naoto Kurogane 236B~236B~236B.pngGuardAllStartup14Recovery22Advantage-10 are the most consistent ways to combo into it.

  • Retains momentum from dash cancels


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