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|damage=800 | |damage=800 | ||
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|name=2A | |name=2A | ||
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|damage=850 | |damage=850 | ||
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|damage=700 | |damage=700 | ||
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|damage=750 | |damage=750 | ||
|cancel=SDOR | |cancel=SDOR | ||
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|name=6C | |name=6C | ||
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|damage=800 | |damage=800 | ||
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|name=3C | |name=3C | ||
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|name=j.C | |name=j.C | ||
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|name=5D | |name=5D | ||
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{{AttackData- | {{AttackData-BBCF | ||
|version=5D | |version=5D | ||
|damage=900 | |damage=900 | ||
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|description= | |description= | ||
}} | }} | ||
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|header=no | |header=no | ||
|version=5D (Charged) | |version=5D (Charged) | ||
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}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=5D (Overdrive) | |version=5D (Overdrive) | ||
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}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=5D (Overdrive, Charged) | |version=5D (Overdrive, Charged) | ||
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|name=2D | |name=2D | ||
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{{AttackData- | {{AttackData-BBCF | ||
|version=2D | |version=2D | ||
|damage=900 | |damage=900 | ||
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}} | }} | ||
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|header=no | |header=no | ||
|version=2D (Charged) | |version=2D (Charged) | ||
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}} | }} | ||
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|header=no | |header=no | ||
|version=2D (Overdrive) | |version=2D (Overdrive) | ||
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}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=2D (Overdrive, Charged) | |version=2D (Overdrive, Charged) | ||
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|name=6D | |name=6D | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|version=6D | |version=6D | ||
|damage=1000 | |damage=1000 | ||
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}} | }} | ||
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|header=no | |header=no | ||
|version=6D (Charged) | |version=6D (Charged) | ||
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}} | }} | ||
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|header=no | |header=no | ||
|version=6D (Overdrive) | |version=6D (Overdrive) | ||
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}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=6D (Overdrive, Charged) | |version=6D (Overdrive, Charged) | ||
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|name=j.D | |name=j.D | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|version=j.D | |version=j.D | ||
|damage= | |damage= | ||
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|description= | |description= | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=j.D (Charged) | |version=j.D (Charged) | ||
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|description= | |description= | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=j.D (Overdrive) | |version=j.D (Overdrive) | ||
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|description= | |description= | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=j.D (Overdrive, Charged) | |version=j.D (Overdrive, Charged) | ||
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|name=Throw | |name=Throw | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|version=Forward Throw | |version=Forward Throw | ||
|damage= | |damage= | ||
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Grabs the opponent and knees them upward, causing a float midscreen and a wallstick in corner. Can be followed up with dash 5B/3C midscreen or 2C in corner for good damage. Can also OD into j.[D] in corner. | Grabs the opponent and knees them upward, causing a float midscreen and a wallstick in corner. Can be followed up with dash 5B/3C midscreen or 2C in corner for good damage. Can also OD into j.[D] in corner. | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Back Throw | |version=Back Throw | ||
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Grabs the opponent and switches positions with them before hitting them with a shoulder, causing a stagger down. Can be followed up with 5B or dash 2B>enhanced Slash Kaid if you want to switch sides again. | Grabs the opponent and switches positions with them before hitting them with a shoulder, causing a stagger down. Can be followed up with 5B or dash 2B>enhanced Slash Kaid if you want to switch sides again. | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Air Throw | |version=Air Throw | ||
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|name=Counter Assault | |name=Counter Assault | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage= | |damage= | ||
|cancel= | |cancel= | ||
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|name=Crush Trigger | |name=Crush Trigger | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage= | |damage= | ||
|cancel= | |cancel= | ||
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|name=Banishing Fang | |name=Banishing Fang | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=yes | |header=yes | ||
|version=Banishing Fang | |version=Banishing Fang | ||
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Naoto hits the opponent with a powered knee. First part of a 3-hit rekka. Unpunishable on block so you can use this to end pressure if you want. Otherwise, it's mainly a combo tool. | Naoto hits the opponent with a powered knee. First part of a 3-hit rekka. Unpunishable on block so you can use this to end pressure if you want. Otherwise, it's mainly a combo tool. | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Enhanced | |version=Enhanced | ||
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Similar to the normal version, but forces crouching and does more damage. | Similar to the normal version, but forces crouching and does more damage. | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Overdrive | |version=Overdrive | ||
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|name=Banishing Fang: Roar | |name=Banishing Fang: Roar | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=yes | |header=yes | ||
|version=Banishing Fang: Roar | |version=Banishing Fang: Roar | ||
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Naoto follows up Banishing Fang with a swipe of his hand. Main use is to go into the third hit of the Banishing Fang rekka. Can be delayed slightly to punish mashing. Combos into Raid on crouching or air hit. | Naoto follows up Banishing Fang with a swipe of his hand. Main use is to go into the third hit of the Banishing Fang rekka. Can be delayed slightly to punish mashing. Combos into Raid on crouching or air hit. | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Enhanced | |version=Enhanced | ||
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Enhanced version does more damage. | Enhanced version does more damage. | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Overdrive | |version=Overdrive | ||
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|name=Banishing Fang: Bash | |name=Banishing Fang: Bash | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=yes | |header=yes | ||
|version=Banishing Fang: Bash | |version=Banishing Fang: Bash | ||
Line 1,020: | Line 1,020: | ||
Follows up Roar with a dashing straight kick. One of Naoto's main combo enders. | Follows up Roar with a dashing straight kick. One of Naoto's main combo enders. | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Enhanced | |version=Enhanced | ||
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Enhanced version can be dash-canceled to continue a combo. | Enhanced version can be dash-canceled to continue a combo. | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Overdrive | |version=Overdrive | ||
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|name=Banishing Fang: Raid | |name=Banishing Fang: Raid | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=yes | |header=yes | ||
|version=Banishing Fang: Raid | |version=Banishing Fang: Raid | ||
Line 1,085: | Line 1,085: | ||
Follows up Roar with an uppercut. Jump-cancelable on hit. Mainly used to go into an air combo ender with D Inferno Crusader. | Follows up Roar with an uppercut. Jump-cancelable on hit. Mainly used to go into an air combo ender with D Inferno Crusader. | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Enhanced | |version=Enhanced | ||
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|description= | |description= | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Overdrive | |version=Overdrive | ||
Line 1,131: | Line 1,131: | ||
|name=Inferno Crusader | |name=Inferno Crusader | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=yes | |header=yes | ||
|version=623C | |version=623C | ||
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|description=Naoto does a rising uppercut with his fist. C version has 1 hit and doesn't do much damage. | |description=Naoto does a rising uppercut with his fist. C version has 1 hit and doesn't do much damage. | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version= 623C (Enhanced) | |version= 623C (Enhanced) | ||
Line 1,167: | Line 1,167: | ||
Enhanced C version has 2 hits and more hitstun, allowing Naoto to follow it up anywhere with 5A for a combo. | Enhanced C version has 2 hits and more hitstun, allowing Naoto to follow it up anywhere with 5A for a combo. | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=623C (Overdrive) | |version=623C (Overdrive) | ||
Line 1,187: | Line 1,187: | ||
Follow the [[Help:Writing_Character_Pages]] guidelines. | Follow the [[Help:Writing_Character_Pages]] guidelines. | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=yes | |header=yes | ||
|version=623D | |version=623D | ||
Line 1,206: | Line 1,206: | ||
D version has 2 hits, tons of invul and is used to end Naoto's combos. D version has a claw effect on it while C version does not. | D version has 2 hits, tons of invul and is used to end Naoto's combos. D version has a claw effect on it while C version does not. | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=623D (Enhanced) | |version=623D (Enhanced) | ||
Line 1,224: | Line 1,224: | ||
Enhanced D version does 5 hits instead of 2, dealing more damage. It is also a situational anti-air in some cases, though should only be used in that sense if you have meter to Rapid Cancel | Enhanced D version does 5 hits instead of 2, dealing more damage. It is also a situational anti-air in some cases, though should only be used in that sense if you have meter to Rapid Cancel | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=623D (Overdrive) | |version=623D (Overdrive) | ||
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|name=Overhead Kick | |name=Overhead Kick | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage= | |damage= | ||
|cancel= | |cancel= | ||
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|name=Slash Kaid | |name=Slash Kaid | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=yes | |header=yes | ||
|version=Normal | |version=Normal | ||
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|description=Naoto slashes the opponent with a curved blade of blood. A fast attack with good range. Not punishable on block. Strong use in combos. | |description=Naoto slashes the opponent with a curved blade of blood. A fast attack with good range. Not punishable on block. Strong use in combos. | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Enhanced | |version=Enhanced | ||
Line 1,315: | Line 1,315: | ||
Enhanced version staggers and sideswaps on close standing hit and has much more hitstun, allowing for more options to follow up with. | Enhanced version staggers and sideswaps on close standing hit and has much more hitstun, allowing for more options to follow up with. | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Overdrive | |version=Overdrive | ||
Line 1,345: | Line 1,345: | ||
|name=Shift-Sway | |name=Shift-Sway | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=yes | |header=yes | ||
|version=214A | |version=214A | ||
Line 1,363: | Line 1,363: | ||
|description=Naoto sways back, dodging the opponent's attack. Dodges highs, mids and projectiles. Loses to lows and throws. Can dash cancel at any time during the animation, which is useful for going into Enhanced specials. You can even do Shift Sway>dash cancel>Enhanced Shift Sway for a solid crossup. | |description=Naoto sways back, dodging the opponent's attack. Dodges highs, mids and projectiles. Loses to lows and throws. Can dash cancel at any time during the animation, which is useful for going into Enhanced specials. You can even do Shift Sway>dash cancel>Enhanced Shift Sway for a solid crossup. | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Enhanced | |version=Enhanced | ||
Line 1,381: | Line 1,381: | ||
Enhanced version moves very fast, going behind the opponent almost instantly. Very solid crossup tool that can be used to mess with the opponent's head. | Enhanced version moves very fast, going behind the opponent almost instantly. Very solid crossup tool that can be used to mess with the opponent's head. | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Overdrive | |version=Overdrive | ||
Line 1,410: | Line 1,410: | ||
|name=Phantom Pain | |name=Phantom Pain | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage= | |damage= | ||
|cancel= | |cancel= | ||
Line 1,439: | Line 1,439: | ||
|name=Divine Smasher | |name=Divine Smasher | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|version=Ground (Normal) | |version=Ground (Normal) | ||
|damage= | |damage= | ||
Line 1,459: | Line 1,459: | ||
Naoto charges at the opponent with a powerful straight punch. Very fast, has about midscreen range. Ground version goes forward. Projectile invul and is not punishable on block. | Naoto charges at the opponent with a powerful straight punch. Very fast, has about midscreen range. Ground version goes forward. Projectile invul and is not punishable on block. | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Ground (Enhanced) | |version=Ground (Enhanced) | ||
Line 1,480: | Line 1,480: | ||
Enhanced version does more damage and has more range, going almost full screen. Can also be followed up with 2A in corner for a very damaging combo. | Enhanced version does more damage and has more range, going almost full screen. Can also be followed up with 2A in corner for a very damaging combo. | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Ground (Overdrive) | |version=Ground (Overdrive) | ||
Line 1,500: | Line 1,500: | ||
Overdrive version does an additional flip kick with blood, adding more damage. Good against zoners as well as a good way to end air combos if you want to kill. | Overdrive version does an additional flip kick with blood, adding more damage. Good against zoners as well as a good way to end air combos if you want to kill. | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Air (Normal) | |version=Air (Normal) | ||
Line 1,520: | Line 1,520: | ||
The air version is similar to the ground version, but it aims diagonally downward. | The air version is similar to the ground version, but it aims diagonally downward. | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Air (Enhanced) | |version=Air (Enhanced) | ||
Line 1,538: | Line 1,538: | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Air (Overdrive) | |version=Air (Overdrive) | ||
Line 1,568: | Line 1,568: | ||
|name=Divine Reaper | |name=Divine Reaper | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|version=Normal | |version=Normal | ||
|damage=2800 | |damage=2800 | ||
Line 1,588: | Line 1,588: | ||
Naoto launches a blood wave that looks like a giant Dead Spike. If he's too far, only the Dead Spike will hit, dealing only 1450 damage but allowing him to follow up. If he's close enough, he will do the full animation, where he launches the opponent up and smashes them with a deadly elbow strike. Mainly used for big damage at the end of Naoto's combos. | Naoto launches a blood wave that looks like a giant Dead Spike. If he's too far, only the Dead Spike will hit, dealing only 1450 damage but allowing him to follow up. If he's close enough, he will do the full animation, where he launches the opponent up and smashes them with a deadly elbow strike. Mainly used for big damage at the end of Naoto's combos. | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Enhanced | |version=Enhanced | ||
Line 1,607: | Line 1,607: | ||
Enhanced version does a mini-dash before launching the wave, making it easier to catch the opponent in the full animation. | Enhanced version does a mini-dash before launching the wave, making it easier to catch the opponent in the full animation. | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Overdrive | |version=Overdrive | ||
Line 1,637: | Line 1,637: | ||
|name=Grim of Phantom (G.O.P) | |name=Grim of Phantom (G.O.P) | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|version=Normal | |version=Normal | ||
|damage= 2070 | |damage= 2070 | ||
Line 1,655: | Line 1,655: | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData- | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Active Flow | |version=Active Flow | ||
Line 1,686: | Line 1,686: | ||
|name=Edge of Eternity | |name=Edge of Eternity | ||
|data= | |data= | ||
{{AttackData- | {{AttackData-BBCF | ||
|damage=DESTROY | |damage=DESTROY | ||
|cancel= | |cancel= |
Revision as of 13:40, 26 October 2016
Naoto Kurogane |
---|
Health: 11,500
|
Overview
Naoto Kurogane is the main protagonist of the BlazBlue: Bloodedge Experience novel series. He is gifted with the Hunter's Eye, an ability that allows him to see the life-force of living beings as a numerical value; his own life-force value hovered around 9,810 until he became Raquel Alucard's servant. He first appears as a playable character in BlazBlue: Central Fiction.
Drive: Bloodedge
Naoto's Drive allows him to attack with his own blood. His Drive attacks already possess long range, but Naoto can charge them to further increase said range and imbue them with Guard Break properties. At any point during the charge, Naoto can perform a dash to cancel it.
Unique Ability: Enhancer
Naoto also possesses an unique ability: if he performs his special moves or Distortion Drives while he is dashing, these will be given new properties (e.g. more hits).
Overdrive: Blood Repulsor
Naoto's Drive attacks take less time to charge, and his Enhancer ability will be powered up. Additionally, his hair and eyes will turn white and red, respectively.
Pros/Strengths
- Strong and consistent damage output
- Very good corner carry and side-swap opportunities
- Good mobility with a fast dash speed
- Good pressure tools with a decent overhead that leads to damage anywhere, strong cross-up potential, and good normals
- Solid defensive options with a good DP, a good reversal super and a good anti-air.
Cons/Weaknesses
- Short range outside of Drive attacks and Divine Smasher
- Neutral game can be challenging, as he lacks a projectile, and thus can be zoned out easily
- Optimal combos require a lot of micro-dashes and dash-canceling, so he has a higher execution barrier than most characters
Normal Moves
5A
5A |
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5AA
5AA |
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5B
5B |
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5C
5C |
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2A
2A |
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2B
2B |
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2C
2C |
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6A
6A |
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6B
6B |
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6C
6C |
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3C
3C |
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j.A
j.A |
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j.B
j.B |
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j.C
j.C |
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Drive Moves
5D
5D |
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2D
2D |
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6D
6D |
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j.D
j.D |
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Universal Mechanics
Throw
Throw |
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Counter Assault
Counter Assault 6A+B during blockstun |
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Crush Trigger
Crush Trigger 5A+B |
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Special Moves
Banishing Fang
Banishing Fang 236B |
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Banishing Fang: Roar
Banishing Fang: Roar 236B after Banishing Fang |
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Banishing Fang: Bash
Banishing Fang: Bash 236B after Banishing Fang: Roar |
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Banishing Fang: Raid
Banishing Fang: Raid 236C after Banishing Fang: Roar |
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Inferno Crusader
Inferno Crusader 623C/D (Air OK) |
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Overhead Kick
Overhead Kick 2C after Inferno Crusader |
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Slash Kaid
Slash Kaid 214D |
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Shift-Sway
Shift-Sway 214A |
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Phantom Pain
Phantom Pain 28A after Shift-Sway |
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Distortion Drives
Divine Smasher
Divine Smasher 632146B (air OK) |
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Divine Reaper
Divine Reaper 632146D |
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Exceed Accel
Grim of Phantom (G.O.P) ABCD during Overdrive |
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Astral Heat
Edge of Eternity 2141236C |
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External References
- Japanese Name: ナオト=クロガネ
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread
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Click [★] for character's full frame data
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Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •