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Naoto is a rushdown character with a variety of skills that can close the gap between him and his opponent. Although the reach of his normal moves are short, he is able to bring the fight to close range with his unique abilty the "Enhancer."
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Health |
17,000 |
Prejump |
4F |
Backdash |
25F (1~7F Inv All) |
Fastest Attack |
4A (6F) |
Reversals |
A+D (10F) 236B+C (7F) 214B+C (13F) |
- High solo damage potential.
- Great neutral control via long-range normals and specials.
- 4P assist is a great anti-air
- Has a really strong pressure game thanks to some of his safe on block moves combined with his dash cancelling.
- Combos have lots of corner carry
- Some of his longest reaching attack require him to charge them first.
- Aside from his longer reaching moves, the rest of his tools are quite stubby.
- Due to his stubby normals, neutral can be hard sometimes.
Naoto's drive allows him to manipulate his own blood and transform it into a variety of different melee weapons, and even the head of the Black Beast itself. When using a Bloodedge move, Naoto can charge the attack by holding down the B button to improve the attack in various ways like damage, range, frame advantage, and stun. He can also dash cancel any grounded drive attack at any point during the charge, opening up opportunities to use Enhanced special moves mid-combo.
Normal Moves
4A
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1000 | All | 6 | 3 | 12 | -3 | B |
- Jump cancellable on hit and on block
- Can cancel to itself 3 times
Standard jab at 6f nothing special here
Level | P1 | P2 |
---|---|---|
1 | 100 | 70 |
5A
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
5A | 1500 | All | 8 | 5 | 18 | -6 | B | |
5AA | 1500 | All | 12 | 3 | 18 | -4 | B | |
5AAA | 1700 | All | 15 | 2 | 26 | -9 | B | |
5AAAA | 2500 | All | 21 | 4 | 2+28L | -13 | B |
- 5A moves Naoto slightly forward
- Jump cancellable up to 5AA
- Dash cancels (5B method) are -7 (-4 for 5AAA)
His most commonly used buttons are here. Combined with jump cancels and 5B dash cancel his pressure becomes very freeform. You will commonly see these normals into dash cancel to callout various defensive responses
Version | Level | P1 | P2 |
---|---|---|---|
5A | 3 | 100 | 80 |
5AA | 3 | 100 | 80 |
5AAA | 4 | 100 | 85 |
5AAAA | 5 | 100 | 90 |
5A:
5AA:
5AAA:
5AAAA:
5B
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
5B | 1800 [2100] | All | 8 [35] | 5 | 34 | -20 [-15] | B | |
5BB | 1800 [2100] | All | 11 [26] | 6 | 17 | -4 [+1] | B |
- 5B can be dash cancelled at any time during startup
- Does not guard break when fully charged
- Charged version can be dash cancelled during the charge and on whiff
- Can be treated as a good ranged poke but due to its long recovery it can be greatly punished
This button is what defines Naoto's pressure and combo game. Being able to dash cancel it extremely early during the startup allows for linking into enhanced specials that would not be possible through Shift Sway. It being 8f also means that it can be used as a far ranged neutral poke, in combination with 214A>236A it can bridge from neutral into his pressure
- 5BB is jump cancellable on hit and on block
- Can be dash cancelled when charged
- Does not guard break when fully charged
- Charged version can be dash cancelled during the charge and on whiff
Version | Level | P1 | P2 |
---|---|---|---|
5B | 4 | 100 | 85 |
5BB | 4 | 100 | 85 |
5B:
- Values in [] are for full charge
- Chip Damage 90 [420]
5BB:
- Values in [] are for full charge
- Chip Damage 90 [420]
5C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
800 | High | 26 | 3 | 18 | -4 | B |
- Universal overhead
Please don't use this.
Level | P1 | P2 |
---|---|---|
3 | 100 | 100 |
2A
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1000 | Low | 7 | 2 | 14 | -2 | F |
Standard low kick that can go into itself twice and can be cancelled into a throw. 2A is also useful when converting off of OTG's. Also has low profile capabilites
Level | P1 | P2 |
---|---|---|
2 | 90 | 75 |
2B
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1500 | All | 11 | 6 | 22 | -11 | B | 5~16 H |
- Good anti-air with deceptive horizontal and vertical hitbox
Has just enough hitstun to dash cancel into 236A/C on the ground and 236B in the air if used early in a combo.
Level | P1 | P2 |
---|---|---|
3 | 90 | 80 |
2C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1700 | Low | 11 | 4 | 17 | -2 | F |
- Okay sweep
- Combo filler
Can be used at the end of a combo to enhance Divine Smasher for some extra damage via sway cancel. You really don't want to use this though as there are far better options to end combos so it gets outshined
Level | P1 | P2 |
---|---|---|
4 | 90 | 85 |
j.A
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
j.A | 1500 | High | 11 | 6 | 13 | H | ||
j.AA | 1500 | High | 9 | 6 | 12 | H |
- Combo filler
This can be connected into a super jump IAD j.C following 5BB for some nasty combo potential and damage if timed properly.
Version | Level | P1 | P2 |
---|---|---|---|
j.A | 3 | 100 | 80 |
j.AA | 3 | 80 | 80 |
j.A:
j.AA:
j.B
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1800 [2100] | High | 11 [40] | 5 | 18+6L | H |
- Does not guard break when fully charged
- Is now an overhead
One of Naoto's best tools for many situations. Charged version can lead to a combo if low enough. Great hitbox however be mindful of the hurtbox chained to it. Proper use of j.B makes Naoto very threatening in combination with assists
Level | P1 | P2 |
---|---|---|
4 | 80 | 85 |
- Values in [] are for full charge
- Chip Damage 90 [420]
j.C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1700 | High | 13 | 6 | 14 | H |
- Strong, fast cross-up
- Deceptive hitbox can hit opponents from the front
Powerful button that can create sandwiching opportunities via assist calls. Depending on the match up, this button can counter wakeup DPs if crossing up after an air dash. Blockstun is long enough to allow for F-Shiki with falling j.C>land>rising j.B
Level | P1 | P2 |
---|---|---|
4 | 100 | 85 |
Universal Mechanics
Ground Throw
5B+C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
0, 2000 | Throw | 7~30 | 3 | 23 | T |
Causes wall splat in the corner if used from the front, which can be followed up with 5BB>Phantom Pain.
Level | P1 | P2 |
---|---|---|
0, 4 | 100 | 50 (Once) |
- Minimum Damage 2000
Inferno Crusader
5A+D (Air OK)
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
AD | 1200×2, [1200,500×4] | Air Unblockable | 10 | 3,10 [3,3,3,2,2] |
38+16L [30+16L] |
-45 [-29] | B | 1~18 All |
j.AD | 1200×2, [1200, 400×4] | All | 10 | 3,10 [3,3,3,2,2] | Until L+16 | H | 1~18 All | |
AD > X | 1300 | All | 11 | 6 | Until L+16L | H |
Enhanced
- Naoto does a rising uppercut at an angle, making this DP a situational anti-air
- Can be enhanced during a combo if dash cancelled with 5B or Sway
His main combo ender. Pretty much unburstable due to long invul frames combined with really long active frames. The knockdown lets him get extremely good oki in the corner with assists
Unenhanced
- Combo filler
If used any time during a combo or not from neutral, Naoto will do a vertical uppercut that hits twice.
- Air Inferno Crusader is monstly combo filler
Overhead Kick is mostly a combo ender, but can extend combos if intentionally whiffed. As of 2.0 this move can now be converted into a combo off 2A when delayed.
Version | Level | P1 | P2 |
---|---|---|---|
AD | 4 | 80 | 60 (Once) |
j.AD | 4 | 80 | 60 (Once) |
AD > X | 4 | 48 | 100 |
AD:
- Values in [] are for Enhancer (aka non-cancel) version
- Minimum Damage 60×2 (120) [60, 25×4 (160)]
j.AD:
- Values in [] are for Enhancer (aka non-cancel) version
- Minimum Damage 60×2 (120) [60, 20×4 (140)]
AD > X:
- Minimum Damage 65
Skills
Banishing Fang
236A
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
236A | 1100 [1300] | All | 12 | 3 | 17 | -3 | B | |
236AA | 1100 [1300] | All | 9 | 6 | 18 | -7 | B | |
236AAA | 1700 [2000] | All | 14 | 7 | 22 | -10 | B |
- 236A
Enhanced
- Forward advancing with good range that is safe on block makes this an excellent gap closer to catch opponents.
Unenhanced
- Combo filler
- Enhanced shortcut: 2366A
Can be enhanced if dash cancelled from 5B or Sway.
- 236AA
Mainly used to go into the third hit of Banishing Fang. Will knock floating opponents down to the ground, giving it practical use in creating safejumps. Can also sideswap if the opponent is directly above Naoto while using this move.
- 236AAA
Enhanced
- Dash cancellable on hit
Corner carries quite a distance and can be followed up with Divine Smasher or Inferno Crusader to end the combo.
Unenhanced
- Combo ender
Version | Level | P1 | P2 |
---|---|---|---|
236A | 3 | 80 | 80 |
236AA | 3 | 64 | 100 |
236AAA | 4 | 80 | 85 |
236A:
- Values in [] are for Enhancer (aka non-cancel) version
- Minimum Damage 55 [65]
236AA:
- Values in [] are for Enhancer (aka non-cancel) version
- Minimum Damage 55 [65]
236AAA:
- Values in [] are for Enhancer (aka non-cancel) version
- Minimum Damage 85 [100]
Banishing Fang
236B
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
236B | 1100 [1300] | All | 18 | 3 | 17 | -3 | B | |
236BB | 1100 [1300] | All | 9 | 6 | 18 | -7 | B | |
236BBB | 1700 [2000] | All | 14 | 8 | 30 | -19 | B |
This move functions much in the way of its A version counterpart, but with slower startup and the last hit being jump cancellable instead.
Oddly, you can chain this move into itself and other special moves via the jump cancel. (ex. 236BBB > 8236AAA)
Version | Level | P1 | P2 |
---|---|---|---|
236B | 3 | 80 | 80 |
236BB | 3 | 64 | 100 |
236BBB | 4 | 80 | 75 |
236B:
- Values in [] are for Enhancer (aka non-cancel) version
- Minimum Damage 55 [65]
236BB:
- Values in [] are for Enhancer (aka non-cancel) version
- Minimum Damage 55 [65]
236BBB:
- Values in [] are for Enhancer (aka non-cancel) version
- Minimum Damage 85 [100]
Shift Sway
214A
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
214A | 50 [37] | 5~30 HP [5~26 HP] |
||||||
214A > X | 0, 1800×2 | Throw* | 15 [5] | 5 | 28 | T | 1~19 HP |
Enhanced
If used in neutral or dash cancelled, Naoto will move forward and dodge projectiles and overhead hits along the way. If used near his opponent, he will swap sides with them, creating potential sandwich scenarios when used in conjunction with assists.
Unenhanced
If used during a combo or blockstring, Naoto sways back without any forward motion. Can be dash cancelled, and is one of Naoto's most important tools for extending combos. Will auto bait bursts during combos both during the sway and the dash cancel.
- Phantom Pain is a command grab that catches standing and jumping opponents, but whiffs on crouching opponents
- Head invulnerable
After shift sway, Naoto will do a high kick. If confirmed, Naoto will do another kick sending the opponent back into the air. This is Naoto's deadliest anti air due to its high initial proration, and his second best combo starter after charged 5B. Despite being a kick, Phantom Pain counts as a throw. Unlike other command throws though the opponent can be hit out of Phantom Pain, however this does not affect them getting hit by both hits
Version | Level | P1 | P2 |
---|---|---|---|
214A | |||
214A > X | 0, 4×2 | 100 | 100×2, 75 |
214A:
- Values in [] are for Enhancer (aka non-cancel) version
214A > X:
- Values in [] are for Enhancer (aka non-cancel) version
- Catches standing and jumping opponents, but whiffs on crouching opponents
- Minimum Damage 180
Slash Kaid
214B
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1800 [2300] | All | 13 [20] | 3 | 23 [16] | -8 [+3] | B |
- Good range
- Nonpunishable on block
Though not as fast as its EX counterpart on start up, it is still an important tool for closing the gap between you and your opponent during neutral. Due to its fairly large hitbox it will often win interactions that Banishing Fang would lose. Unlike CF it is not very good for combos
Level | P1 | P2 |
---|---|---|
3 [4] | 80 | 75 |
- Values in [] are for Enhancer (aka non-cancel) version
- Minimum Damage 90 [115]
Extra Skills
EX Banishing Fang
236C
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
236C | 1300 | All | 12 | 3 | 17 | -3 | B | |
236CC | 1100 [1300] | All | 9 | 6 | 18 | -7 | B | |
236CCC | 2000 [2300] | All | 14 | 7 | 22 | -10 | B |
- Wallbounce only on Enhanced Version
Unlike the normal version this can be cancelled on block as well as cancelled into normals. Mainly used for going into other specials mid combo for extra corner carry or extending pressure after the 3rd hit
Version | Level | P1 | P2 |
---|---|---|---|
236C | 3 | 80 | 80 |
236CC | 3 | 64 | 100 |
236CCC | 4 | 80 | 85 |
236C:
- Minimum Damage 130
236CC:
- Values in [] are for Enhancer (aka non-cancel) version
- Minimum Damage 110 [130]
236CCC:
- Values in [] are for Enhancer (aka non-cancel) version
- Minimum Damage 200 [230]
EX Slash Kaid
214C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
2300 [2600] | All | 16 [13] | 3 | 16 | +3 | B |
- Frame advantage and travel distance do not depend on being enhanced.
- Launches opponent on hit even if unenhanced.
- Will always touch the opponent after most pushblocked normals.
Along with his wide array of strong light attacks, this is one of the reasons Kuro's stagger is so terrific. It's great for coming back in after you expect a pushblock attack after one of your normals, but its being always +3 on block is by far its greatest strength. EX Slash Kraid is functionally the rushdown equivalent of Narukami's EX Zio. If nothing else, you can pop this essentially whenever you want for resets if you get tired of relying on your - on block normals to do the job for you. As with any strong EX move however, you should be dependent on this move but not too dependent. In general, low meter usage is best reserved for an every now and then thing when you don't care about your meter. If you have close to max meter, you can use this move pretty much whenever without any major concerns.
Level | P1 | P2 |
---|---|---|
4 | 80 | 75 |
- Values in [] are for Enhancer (aka non-cancel) version
- Minimum Damage 230 [260]
Partner Skills
5P
Slash Kaid
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
2000 | All | (18)+13 | 3 | 26 | -10 | B |
Level | P1 | P2 |
---|---|---|
4 | 70 | 85 |
- Minimum Damage 100
6P
BBCF 6C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1700 | All | (18)+36 | 4 | 5+15L | -5 | H |
- Locates the opponent
- Can cross up
Good assist if your partner can cover Naoto after throwing the 6P so it crosses up. Considerably less stronger than Naoto's other assists, but you can still definitely get good usage out of this.
Level | P1 | P2 |
---|---|---|
4 | 70 | 85 |
- Minimum Damage 85
4P
5BB
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
2000 | All | (18)+13 | 3 | 29 | -13 | B |
- One of, if not, the best 4P in the game.
- Excels at air control.
- The bane of every Yosuke player's existence.
An insanely strong anti-air assist with very few flaws. 4P is super quick to come out and has massive range, making it a great tool for completely invalidating aerial approaches. This also serves as a go-to for Cross Combos.
In some roundstart scenarios, you can upback with your point character and use this assist to call out any risky approaches the opponent makes.
Level | P1 | P2 |
---|---|---|
4 | 70 | 85 |
- Minimum Damage 100
Distortion Skills
Divine Smasher
236B+C (Air OK)
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
236BC | 4300 [5200] | All | 5+(50 Flash)+2 | 10 | 23 | -14 | B | 1~14 All |
j.236BC | 4200 [5200] | All | 5+7 | Until L | 25L | H | 1~(Until L) All | |
236BC Followup | 2700 | All | 4+(35 Flash)+15 | 3 | ??+27L | B | 1~(Until L+3) All |
Version | Level | P1 | P2 |
---|---|---|---|
236BC | 4 | 80 | 85 |
j.236BC | 4 | 80 | 85 |
236BC Followup | 4 | 48 | 100 |
236BC:
- Values in [] are for Enhancer (aka non-cancel) version
- On hit/block, remainder of move is replaced with 8 active frames, and 23 frames of recovery. Invincibility lasts until active frames end on hit/block.
- Minimum damage 1505 [1612]
j.236BC:
- Values in [] are for Enhancer (aka non-cancel) version
- Minimum damage 1470 [1664]
236BC Followup:
- Values in [] are for Enhancer (aka non-cancel) version
- Minimum Damage 810
- Divine Smasher total Minimum Damage 2315 [2422]
- Air Divine Smasher total Minimum Damage 2280 [2470]
Divine Reaper
214B+C
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
214BC | 2200, 7200 [3000, 7200] | All | 4+(40 Flash)+9 | 1 | 48 | -18 | B | 1~27 All |
214BC Enhanced | 2200, 5500×2 [2800, 5500×2] | All | 4+(40 Flash)+9 | 1 | 48 | -18 | B | 1~27 All |
214BC Projectile | 2300×3 [2600×3] | All | 4+(40 Flash)+10 | 3,3,6 | P2 |
Naoto launches a blood wave that resembles a giant Dead Spike. If he's close enough, he will perform a follow up where he smashes the opponent with a elbow strike. If he's too far, only the Dead Spike will hit, dealing less damage but allowing him to follow up. If enhanced Naoto will move forward while performing Divine Reaper
Resonance version changes Naoto's follow up to creating a giant blood scythe and slashing the opponent.
Version | Level | P1 | P2 |
---|---|---|---|
214BC | 4, 5 | 80, 48 | 85, 100 |
214BC Enhanced | 4, 5 | 80, 48 | 85, 100 |
214BC Projectile | 3 | 80 | 60 |
214BC:
- Values in [] are for Enhancer (aka non-cancel) version
214BC Enhanced:
- Values in [] are for Enhancer (aka non-cancel) version
- Projectile only comes out if first hit gets blocked or whiffs
- Frame Adv listed assumes opponent blocks projectile
- Minimum damage 550, 1296 (1846) [750, 1296 (2046)]
214BC Projectile:
- Values in [] are for Enhanced version
- Minimum Damage 460×3 (1380)
Distortion Skill Duo
Grim of Phantom
P during Partner's Distortion Skill
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
400, 800×2 [400, 350×6] |
All | 1+(71 Flash)+1 | 3(34)2,3 [3(34)2,6,6,6,6,27] |
75 | -60 [-63] | B | 1~4 All |
Full animation comes out on hit and block so he doesn't get safe DHC shenanigans
Level | P1 | P2 |
---|---|---|
4 | 100 | 100 |
- Values in [] are for Enhanced version
- Minimum Damage 2000 [2500]
Astral Heat
Edge of Eternity
222B+C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
All | 4+(54 Flash)+11 | 6 | 28 | -13 | B | 1~20 All |
Level | P1 | P2 |
---|---|---|
5 |
Colors
