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StarGazer

[CSE] Makoto Nanaya Guide

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Contents

1. Intro

2. General Information

3. Normals

4. Specials

5. Supers

6. Strategy

7. Others

8. FAQ

9. Credits


1. Intro

This guide cover Makoto Nanaya moves in-depth, so you can use your tools efficiently and get the most of it. The (Combos/Match ups/Set ups) will have its own separate guides.

Notations

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[TD=align: center]Direction

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[TD=align: center]7

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[TD=align: center]8[/TD]

[TD=align: center]9[/TD]

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[TD=align: center]:ub:

[TD=align: center]:u:[/TD]

[TD=align: center]:uf:

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[TD=align: center]4[/TD]

[TD=align: center]5[/TD]

[TD=align: center]6[/TD]

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[TD=align: center]:b:

[TD=align: center]:n:[/TD]

[TD=align: center]:f:[/TD]

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[TD=align: center]2[/TD]

[TD=align: center]3

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[TD=align: center]:d:[/TD]

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While you are facing the right side, so 6 means forward and 2 means down. when you read something like 236, it means you should input it as a motion, starting from the 2 going through the 3 and ending in the 6 (Quarter Circle Forward Motion)

:abt: = Light Attack

:bbt: = Medium Attack

:cbt: = Strong Attack

:dbt: = Drive

jc = Jump cancel

sjc = Super Jump cancel

IAD= Instant Air dash

IB = Instant Block

TK = Tiger Knee

j. = A prefix, equals to in-midair. eg: j.2C = 2 + C while in midair

CH = Counter Hit

FC = Fatal Counter

RC = Rapid Cancel

GB = Gold Burst

OS = Option Select

~ = Quick input

CA = Counter Assault

And much more, If you want to read more, go read the Notation Guide


2. General Information

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[TD=align: center]Makoto Nanaya

12.png

>> Makoto Color Palettes <<

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Personality: Makoto is a squirrel beastkin girl with Inhuman Strength and reflexes, hyperactive and have short attention span. She have a funny, energetic, playful, sweetheart personality. Despite her brain scattered and silly personality she can get really serious when needed especially when it comes to protecting her friends. Used to hold grudge against humans for not accepting her for what she is, but after meeting Tsubaki and Noel she become more proud of her race and more open to the world.

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Health: 11000HP

Guard Primers: 5

Combo Rate: 80%

Drive: Impact - Press the D button to start charging, then release it at the right time.

Diffculty: ★★★★★★☆☆☆☆ (6/10)

Gamestyle: Rushdown

Race: Beastkin-Squirrel

Height: 163cm

Weight: 49kg

Likes: All what you can eat

Dislikes: Discrimination

Date of Birth: April 2

Stage: Heritage Museum

Theme Song: Alexandrite

Vocal Theme: Butterfly Sky

Pros

+ Good footsies

+ Fast Blockstring makes it hard for opponents to react

+ Straightforward and simple

+ Have decent defensive options (Corona Upper, Parry, Particle Flare)

+ Solid and stable damage when close to corner

+ Some characters have problems with Makoto's airborne hitbox

+ Looks really good <3

Cons

- Limited Mix up options

- All her moveset share the same short range and lack's disjointed hitboxes

- Depends on the corner or meter to get damage

- Her combos are a bit unstable and easy to burst out off

- Somewhat suffers from the Netplay delay more than the other characters

- Have a hard time against zoners

Style: Charging, Rushdown (Close Range Fighter)

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Makoto style highly depends on fundamentals and very fast reactions with less sense of Yomi (Readings). Speed is the essence of Makoto's game, as she highly depends on speed in her neutral game, pressure, mix ups, and even in her combos and defense. She also have her own unique tools like Asteroid Vision that can make her game more varied and harder read. Be aggressive and unleash your inner beast with Makoto!

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Diffculty: Makoto gameplan is simple, she plays everybody footsies and have doesn't have a lot of unique tools to use in pressure or neutral etc... Her combos are harder than most of the cast but they can be limited to a couple of confirms, also her hitconfirms are relatively easy. But being simple =/= easy. Makoto requires heavy fundamental skills to play efficiently more than any character in the game, her game highly depends on speed and very precise spacing, her offense requires a skilled player in pressure and mix ups, she can't get away in defense easily so she needs a player with a good blocking skill. She is considered to be one of the hardest characters Blazblue despite being simple.

Simply put it: Makoto is easy to learn, but requires a good player to shine.

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3. Normals

INTRO

Moves will be explained as in the following order :

[ X ] = The move input

[Move Illustration]

[The Move Name] (Guard Type) = Overhead (Must be blocked while standing) / Low hit (Must be blocked while crouching) / Throw (Must press B+C at the right time to escape)

Damage = The amount of damage this move deals to the opponents health gauge.

Start up = The needed amount of frames the move needs to become active. In other words: less = faster.

Proration = P1 only applies on the combo opener hit, P2 apply for all the following hits. For more info about Prorations read the System Guide. To make it easier to understand, The higher the P1 Value = Good Combo starter, and the higher the P2 Value = better damage for the upcoming hits in the combo.

[Description of the Move]

Note: LVL 1 / LVL 2 / LVL3 = This multiple values are used to show you each levels value. eg: Damage: 30/50/100 ---> this means that this move deals 30 Damage on Level 1, 50 Damage on Level 2, 100 Damage on Level 3 and so on.


★ General Notes

  • What is written here is not the only strategy available to play Makoto. Just the most effective use for the move
  • A lot of things i don't mention here on purpose to make the guide easier for the reader
  • Some moves tend to be more or less useful based on the match up
  • All Makoto's Ground Normals are Air-Unblockable Except 5A and 2A (Air-Unblockable = Need barrier to block it in air)
  • All Makoto's Air Normal moves are Overheads
  • All Makoto Level 3 Drive moves are fatal on counter hit + breaks one guard primer
  • Moves that are executed by pressing D have a power charging meter


Light Moves

[ :abt: ]

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5A

Damage: 300

Start up: 5 Frames

Proration: P1 = 80 P2 = 82 (Bad Starter)

Quick standing jab. Whiffs All crouching characters except Tager and Hakumen. Can gatling into itself for 3 times in every chain.

5A have a nice reach for 5 Frames fast move, useful in interrupting other moves with its fast start up or catching jump outs and ins. Be careful as a lot of moves can go under 5A and beat you clean. Useful in vs Tager and Hakumen as they cant crouch under it crouch 2A.

On block you can cancel into all of Makoto moves after 5A which makes it a strong mix up postion or you can reset pressure after it because of its +2 frame advantage on block or even jump cancel it. On hit it leads into Makoto BnB by combo'ing into 5B/5CC and if your opponent is airborne you can jump cancel into an air combo or gatling into 6A before that.

[ :d: + :abt: ]

3.png

2A

Damage: 300

Start up: 6 Frames

Proration: P1 = 80 P = 82 (Bad Starter)

Quick crouching jab. Can gatling into itself for up to 3 times in every chain. When this move cancel into itself the next 2A start up becomes 5 Frames fast instead of 6 Frames, useful in confirming.

2A is a great close range poke, combined with Makoto's scary dash and tip dash speed you can rush and control the ground space good with it, It also have a short recovery so it doesn't leave you wide open on whiff. 2A opens up good pressure options when its blocked.

On block you can cancel into all of Makoto moves after 2A which makes it a strong mix up postion and reset the pressure once your opponent starts to respect your frame traps. On hit it leads into Makoto BnB by combo'ing into 5B/5CC and if your opponent and if your opponent is airborne you can go into 5B or 5A into an air combo.

[ :f: + :abt: ]

4.png

6A

Damage: 560

Start up: 11 Frames

Proration: P1 = 70 P2 = 89 (Bad Starter)

Makoto's Anti Air. 6A have a long vertical hitbox and a Head-Invul. The Head-Invul of 6A starts from the 4th frame and ends at the 10th frame (right at the first active frame of the move) causing it to trade with jump ins in most cases.

6A is a good Anti Air thanks to Makoto's high mobility. Using it may require some skill as you need the right spacing and timing for it to be effecient. 6A Head-Invul ends before the first active frame so don't be surprised with all those trades you gonna get from it, trades are usually in your favor, you either get a knockdown after the trade or an Air combo. In match, try to always keep your mind on the available actions your opponent have in the air as 6A can be baited by double jumps, air dashes or commands like Jin's Air Ice Sword etc...

On block you can jump-cancel/5B/6B, you can do stuff like 1- 6B for an overhead if he is about to land. 2- Do a quick 5B > 2B for a low. 3- Jump into j.CC or air dash back to reset to netural. 4- Be creative (eg: 6A > 5B > 2B > 662A > 6B). If you hit a grounded opponent you can go for 5B Into your basic BnB, on airborne hit you can go for straight aerial combo or 2D (LVL1), on airborne counter hit the opponent wont tech until he touch the ground so you have your time to recover from 6A then start your combo.


Medium Moves

[ :bbt: ]

5.png

5B

Damage: 550

Start up: 9 Frames

Proration: P1 = 85 P2 = 90 (Good Starter)

Fast straightforward punch. Makoto take a step forward during this punch, which means that this move have a much greater range than what it looks like.

5B is a great footsies tool, fast and have a long range. It have a higher hitbox than 2A making it able to catch some jump outs and jump ins. Also, 5B is air unbloackable unlike 2A/5A.

Sadly, on block 5B can't gatling into a 6B to do a high/low mix up, and have a bad frame advantage on block (-5 Frames) making it a weak spot to mix up and pressure. 5B can be jump-canceled even on block. On hit you can combo into your basic bnb's. On counter hit you can combo into 2D/2C for good damage and carry. On airborne hit you can jump cancel 5B into an air combo.

[ :d:+ :bbt: ]

7.png

2B (Low Hit)

Damage: 480

Start up: 9 Frames

Proration: P1 = 75 P2 = 84 (Bad Starter)

Quick low hit. Makoto's main low mix up tool.

Great Pressure tool. Fast, Hits low and have a -1 Frame advantage. Use it to keep the opponent on his toes or catch him with a low hit if he is over anticipating 6B.

On block you can gatling to 5B/5C/2C/6A or just wait for recovery and reset into something since its frame advantage is not bad and the move itself occurs really fast so it hard for your opponent to react to your reset. On hit you can combo into 5B/5C. On counter hit you can wait to recover from 2B then combo into 2A.

[ :f:+ :bbt: ]

6.png

6B (Overhead)

Damage: 580

Start up: 22 Frames

Proration: P1 = 80 P2 = 89 (Good Starter)

Makoto's Overhead. Grounds opponents on airborne hit. On hit or guard 6B can cancel into 6BC until the 36th Frame.

6B is an overhead mix up tool like 2B, it doesn't have uses in footsies. Use it in your blockstring or as meaty. You can also sneak it in other situations like after j.CC or on your opponent landing, and such situations where your opponents will be over respecting you.

On block 6B can only go to 6BC and 214A/B/C to make it safe and stay on offense. You can combo into 6B from 5CC on Crouching opponents only. On 6B hit you can combo into 6BC > 214ACB/214ACCCC/5D.


Strong Moves

[ :cbt: ]

8.png

5C

Damage: 450

Start up: 8 Frames

Proration: P1 = 100 P2 = 89 (Very Good Starter)

Air unblockable. Can gatling into 5CC on hit or block. Great combo starter. Very fast but have a short range.

Can be used in neutral to fish for great damage especially near corner or with 50 heat. Can also be used as a fast anti air just like 5A. Best used as a tool to punish opponents mistakes because it leads to great combos on counter hit.

On block 5C can gatling into 6B Overhead, or 2C for a Low, Sadly 2C is really slow to work as a mix up against good players, so they will most likely will anticipate and block you 6B. On hit it breaks to her Basic BnB's with better Proration. on counter hit you can combo into 2D/2C for a nice reward.

[ :cbt: > :cbt:OR :f:+ :bbt:> :cbt: ]

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5CC or 6BC

Damage: 620

Start up: 7 Frames

Proration: P1 = 80 P2 = 95 (Good Starter)

A follow up punch that comes after 5C and 6B. Air Unblockable. Have a great stun and a good unteachable time.

Used to frame trap and reset to safety since it have better Frame advantage than 5C and 6B ( -6 Frames > -3 Frames).

On block its the same as 5C. On hit it can lead to the combo decider, if your opponent is near the corner = 5D to start you corner combo, in midscreen = 214ACCCC for better knockdown and damage than 5D, if your opponent is crouching you can combo into (6BC) > 214ACB. On counter hit 5CC can combo into 2D/2C.

[ :d:+ :cbt: ]

11.png

2C (Low Hit)

Damage: 780

Start up: 24 Frames

Proration: P1 = 100 P2 = 92 (Very Good Starter)

Heavy low sweep. Very slow, long recovery. Fatal on counter hit.

Mostly used in combos, can be used (but not highly suggested) in blockstrings as a frame trap or as a low mix up. Leads into great damage on successful hit.

On block it can only cancel into Specials (Astroid Vision, Corona upper, Comet Cannon). On hit it can chain into 2D, or combo into 214AC.

[ :f:+ :cbt: ]

10.png

6C

Damage: 640

Start up: 14 Frames

Proration: P1 = 90 P2 = 89 (Good Starter)

Makoto launch herself forward with a backfist. Like 5B, this move hitbox might not be that long, but it actually covers a great distance because Makoto moves herself forward quite far when she use it. 6C have a good priority which makes it able to beat other moves.

Useful tool in Makoto's move set. Use it to beat your opponent pokes with its high priority, for example: if you were fighting a 5B happy Ragna you keep throwing out 5B whenever you get close to keep you away, 6C will beat his 5B and give you a counter hit which can lead into great damage when confirmed right. Remember to be careful with 6C as it have a slow start up and a slow recovery duration.

You can only cancel 6C into special moves. On block its better to cancel it into 214A/B/C, or you can try 236A (not advised, as its not safe, but can act as a pressure reset if your opponent was over respecting you). On hit you can combo into 214AC(A/D), in counter hit case you can Delay 214AC so you can catch him close to ground and do 214ACB, or do 214AA > Combo.

[ :df:+ :cbt: ]

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14.png

3C

Damage: 700 (Low Hit)

Start up: 37 Frames

Proration: P1 = 80 P2 = 89 (Good Starter)

Makoto do two spins on the ground then she ends it up with a low kick. If you hold the 3C button Makoto will fake the kick and end the move without it. During this move Makoto have Head + Body + Projectiles Invulnerability, which mean that only hits with Foot attribute can hit you. But you should be aware that this Invulnerability doesn't start right away, it take 9 frames to start and it will end before the move does so. 3C Fake shortens the recovery and open some mix up options (eg: 3C Fake > 6B)

3C move is a slow move and leaves you open for punishes when your opponent see it coming. You need to read the opponents action and predict what he will do in next to use it correctly and go under his move. 3C deals good damage from anywhere on the screen, and on block it have +3 Advantage. 3C Fake have shorter recover so you can use it as a mobility tool and to fake the 3C low hit into a 6B overhead or throw or you can fake it even to block to bait out reversals

On hit 3C can Combos into 2D or 2C. On block you have the advantage so you can start the pressure after or back off to bait reversals.


Makoto Drive: [ IMPACT ]

[ :dbt: ]

5D.png

5D

Damage: 500/750/1000

Start up: 10/15/18 Frames

Proration: P1 = 80/75/80 P2 = 89/92/90 (Good Starter)

Makoto do a step forward with strong straightforward punch, this move propels Makoto forward (like most of her moves) which makes it cover a great horizontal range. Level 3 is fatal on counter hit and breaks one guard primer. On Kara Cancel 5D moves you slightly backwards. If you hold the D button until the charge duration ends Makoto will faint the move and go back to her normal state.

5D have a great range, but we avoid using it in neutral because it is unsafe. Still it can be useful for our neutral game if used correctly, best used after you have 50% Heat to rapid cancel to safety. 5D have its huge role in Makoto combos as its the opener of corner BnB combos.

You can combo into 5D after 5CC or 6BC. On hit, 5D sends your opponent sliding on the ground away from you (can't combo after it), but if you are close to corner, then the corner will hold them up for you so you can combo after it with 2D/5B/2B/5C/214AC. On Fatal Counter, 5D will have more untechable time which means you can dash after it and pick up your sliding opponent with 2B from anywhere on the screen or just start your combo normally if you are a bit close to the corner already. On block, pray that you won't get punished or rapid cancel and continue your pressure.

[ :d:+ :dbt: ]

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2D

Damage: 600/800/1000

Start up: 17/19/24 Frames

Proration: P1 = 90/80/80 P2 = 89/92/90 (Good Starter)

Makoto do a step forward with a strong uppercut. Level 3 is fatal on counter hit and breaks one guard primer. Slow, and have a lot of recovery. This move have really no viable use in neutral game, it should be kept as a combo tool. 2D Plays a huge role in Makoto Combos. If you hold the D button until the charge duration ends, Makoto will faint the move and return back to her normal state.

Combo into it after 2C/3C/5D/j.D/6A/PF/Wall&ground bounds, After it you can combo into 2C/214ACB/and much more. Level 1 2D is used in juggles mid screen to dish out more damage and heat, also Level 1 2D serves as a good ender for your combos.

[ Airborne :dbt: ]

jD.png

j.D

Damage: 500/750/1000

Start up: 19/21/23 Frames

Proration: P1 = 70/85/70 P2 = 89/89/90 (Good Starter)

Makoto do a strong punch in the air by propelling herself forward using her tail. Level 3 is fatal on counter hit and breaks one guard primer. j.D is a combo tool just like 2D, it doesn't have uses outside of combos. If you hold the D button until the charge duration ends, Makoto will faint the move and return back to her normal state. (Tail-Copter)

You can combo into j.D after 2D and j.B (Note: j.B can't Gatling into j.D, instead you gotta jump cancel then do j.D quickly). On hit j.D sends your opponent sliding on the ground just like 5D, you can pick them up in the corner while they are sliding with 5CC/5B6A/2C/214AC.


Air Normals

[ Airborne :abt: ]

jA.png

j.A (Overhead)

Damage: 300

Start up: 6 Frames

Proration: P1 = 90 P2 = 82 (Bad Starter)

Very fast straight jab, can gatling into itself for as many times as you want.

j.A is a good Air to Air tool with its fast start up and its ability to air stagger after it if it is blocked.

On hit, j.A can combo into j.B > jc j.D if you still have one more air action left, if you don't have one you can just do j.B > 623CD (Corona Upper)

On block, j.A can gatling into itself or to j.B to air stagger, and j.B can gatling back to j.A again.

[ Airborne :bbt: ]

jB.png

j.B (Overhead)

Damage: 480

Start up: 8 Frames

Proration: P1 = 100 P2 = 84 (Good Starter)

Fast upward kick, have a great vertical hitbox above Makoto but nothing under her. j.B puts your opponent in a long untechable time state (have a great stun duration on air hit)

j.B is an Air to Air tool similar to j.A. Fast, have a great upward hitbox, and can air stagger just like j.A too. Use it to hit above you while you are in the air.

On Block you can cancel j.B into j.A or jump cancel it into j.C/j.A/j.B for air stagger (Makoto Air normals are very flexible and can cancel into each other). On hit j.B can combo into j.D by jump canceling the j.B first then doing j.D, so it will be something like this: (j.B > jc > j.D) or you can combo into 623CD if you can't jump cancel j.B. On Counter hit, j.B launches the opponent higher and stuns them for greater duration, if you are close to ground you can Land on the ground then do 2D/5CC/5B/6A or just jump again and do an air combo.

[ Airborne :cbt: ]

jC.png

j.C (Overhead)

Damage: 440

Start up: 13 Frames

Proration: P1 = 100 P2 = 89 (Very Good Starter)

Downard punch, can cancel into its follow up j.CC on hit or whiff.

Makoto's Air to Ground tool. Not that great hitbox for its long start up, but its a very effective tool when used correctly. It is preferred to jump in with j.CC instead of j.C because j.C's downward hitbox is bad and might whiff crouching opponents. To do so, try to whiff j.C on purpose before reaching your point so by the time you get near your opponent j.CC comes out.

On hit, if your opponent is on the ground you can combo into j.CC before landing or if you already close to ground then land and combo into 5A/2A/5B/5C for a ground combo. If your opponent is in the air, you can combo into j.B/j.CC.

[ Airborne :cbt:> :cbt: ]

jCC.png

j.CC (Overhead)

Damage: 460

Start up: 5 Frames

Proration: P1 = 90 P2 = 89 (Good Starter)

Makoto follows up her j.C with another downward punch.

Air to Ground tool. Have better downward hitbox than j.C. Needs some skill and timing to get it out on the right time because it can only be accessed to after j.C. You can use buffers to help you on timing it correctly.

On hit, if your opponent is on the ground, you can combo after it by landing then doing 2A/5A/5B/5C. If your opponent is in the air combo into 623CD.

[ Airborne :d:+ :cbt: ]

j2C-1.png

j.2C (Overhead)

Damage: 560

Start up: 18 Frames

Proration: P1 = 70 P2 = 84 (Bad Starter)

After some startup, Makoto drops rapidly to the ground with her ball shape like tail. Cancels Makoto's air momentum and have a big hitbox capable of hitting while crossing up. It do have sadly some landing recovery.

This move might be slow and have weird floaty motion, but that's what actually gives j.2C its functionality, it have a lot of uses like baiting anti airs or punishing who try to chase you.

On hit, if your opponent is in the air j.2C will send him/her straight to the ground making it impossible to combo after it. If your opponent is grounded, you can recover from j.2C while he stunned then combo into 2A/5A/5CC (you need your opponent to be crouching or a counter hit to do so) . On block j.2C can have a positive or negative frame advantage (though it will get you punished most of the time because its easy to Instant Block)


Throws

[ :bbt:+ :cbt: ]

BC.png

Forward Throw - B+C (Throw)

Damage: 1300

Start up: 7 Frames

Proration: P1 = 90 P2 = 55 (Bad Starter)

Makoto do a flurry of hits with her tail then she finish it off with an uppercut launching the opponent Forward. You can cancel into special moves after the uppercut.

Combos:

-Midscreen-

-B+C > 214AA > 66 > 6A > 2D > 2C > 214ACB > 5CC > j.B > jc > j.D (Very hard combo, but rewards is great)

-B+C > 214ACB > 5CC > 2D Level 1 > 5CC > j.B > jc > j.D (Easier variation, still rewards as good as the hard combo)

-B+C > PF (Match ender, leaves no chance for your opponent to burst)

Corner:

-B+C > 6A > 5D > 2D > 2C > 236AD > 5CC > j.B > jc > j.D > 5CC > j.B > 623CD (Stable and standard)

-B+C > 214AD > 5CC > 5D >2D > 2C > 236AD > 5CC > j.B > jc > j.D > 5CC > j.B > 623CD (Very hard, tends to be easier to do on some characters. Doesn't work on Tsubaki and Jin)

[ :b:+ :bbt:+ :cbt: ]

4BC.png

Back Throw - 4B+C (Throw)

Damage: 1300

Start up: 7 Frames

Proration: P1 = 90 P2 = 55 (Bad Starter)

Makoto do a flip putting her legs on the opponent's shoulders then sit on them causing them to be smacked to the ground, Makoto then wakes up in the Opposite Direction leaving them stunned on the ground to combo after it with 2B (5C or 6A against Rachel only)

Combos:

-Midscreen-

-4B+C > 2B > 5B > 2D Level 1 > 5CC > j.B > jc > j.D (Standard combo)

-4B+C > PF > 2D > 2C > 214AA > 5CC > j.CB > jc > j.CC > 623CD (50% Heat Combo)

-Corner-

-4B+C > 2B > 6A > j.B > jc > j.D > 2D > 2C > 236AD > 6A > 5D > 5CC > j.B 623CD (Standard combo)

[ Airborne :bbt:+ :cbt: ]

jBC.png

j.B+C (Throw)

Damage: 2000

Start up: 7 Frames

Proration: P1 = 90 P2 = 55 (Bad Starter)

Makoto kicks the opponent to the ground then follow them up with a diving headbutt. Can't combo after it without Rapid Cancel.

Combo:

-Midscreen-

-j.B+C > Rapid > 2C > 2D > 214ACB > 5CC > j.CB > jc > j.D (Hard combo, but carries great distance to the corner)

-j.B+C > Rapid > 2C > 214AA > 5CC > 2D Level 1 > 5CC > j.CB > jc > j.CC > 623CD (Easy stable combo)

-Corner-

-j.B+C > Rapid > 2C > 2D > 236AD > 6A > 5D > 5CC > j.B > jc > j.D > 5CC > j.B > 623CD (Easy corner combo)


Summary

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Ground Pokes: 2A , 5B , 6C

Anti Air: 6A

Air to Air: j.A , j.B

Air to Ground: j.CC

Mix ups: 6B (Overhead) , 2B (Low Hit) , 2C (Low Hit) , B+C/4B+C (Throws)

Punish: 5C (Counter hit)

Unique: 3C , j.2C

[TD=align: center]Taunt.png

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[/TD]

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4. Specials

Special Moves

[ :d::df::f:+ :abt: ]

236A.png

Comet Cannon (236A)

Damage: 100 x 4

Start up: 27 Frames

Proration: P1 = 100 P2 = 82 (Good Starter)

Makoto grind her tonfas together creating an orb of energy in front of her that hurts on contact. Can follow it up with Break Shot. The counter hit state from Comet Cannon carries to Break Shot.

You can deploy the Comet in neutral to gain more control on the screen, use it to reset the pressure, or use it on oki as a meaty move to catch rolls and lock your opponents in their place. All these scenarios are not safe and can be punished, remember to be careful and use it sparingly to avoid being punished.

[ :d::df::f:+ :abt:> :dbt: ]

214AD.png

Break Shot (236A~D)

Damage: 480, 450 / 630, 650 / 730, 850

Start up: 9/19/25 Frames

Proration: P1 = 100 P2 = 89, 86 / 92, 89 / 94, 92 (Very Good Starter)

Follow up to Comet Cannon. Makoto Punches the Comet launching it forward, both the punch and the Comet counts as a separated attacks. Level 3 Fatal's and the fist breaks one Guard Primer.

Not of a big use in Neutral though it can breaks the passive flow of the game and starts your rushdown if it's blocked from a distance.

On block it puts you on a frame disadvantage or gets you even punished if its done from hugging range unless the target is far. On hit it launches the opponent flying in the air away from you, this can be combo'ed of in the corner with 5C/5B/6A. On Counter Hit Break Shot causes a wallbound so you can combo after it with 2D/214ACB from anywhere on the screen for huge damage.

[ :f::d::df:+ :cbt: ]

623C.png

Corona Upper (623C or DP)

Damage: 820 (Air version = 620)

Start up: 9 (Air Version = 8) Frames

Proration: P1 = 70 P2 = 80 (Bad Starter)

Makoto jumps in the air with an upward uppercut (shoryuken!). Reversal, fully invulnerable from the first frame to the 10th frame. Can follow it up with Meteor Dive

Makoto's reversal, probably the worst reversal in the entire game but that doesn't mean its not useful. Just like other reversals, Corona Upper leaves you wide open to any punish if it miss. Unlike other reversals it whiffs low profile moves like 2B universally (thats very bad) and have a short range which makes some attacks able to hit you while staying away from its hitbox. Use it in pressure gaps especially after Instant block or on wake up if your opponent is doing a meaty overhead for example and always use Rapid Cancel if it is blocked.

On block you are going to be punished 99% so RC to safety if you have the needed heat. On hit you can combo into its follow up Meteor Dive or RC it for better combos. On Counter Hit you can whiff Meteor Dive and cancel the landing Recovery into Particle Flare, if your opponent is high above the ground you can and you got a Counter Hit, you can then whiff Meteor Dive and Recover then combo into 5A/5B/5C etc... based on how high your oppoenent was.

[ :f::d::df:+ :cbt:> :dbt: ]

623CD.png

Meteor Dive (623C~D)

Damage: 750/850/1100

Start up: 30/26/24 Frames

Proration: P1 = 70 P2 = 70/70/95 (Bad Starter)

Follow up to Corona Upper. Downward punch that sends opponent straight to the ground.

Control its timing and the charge meter to gain as much advantage as you can.

[ :b::f: ]

46.png

Space Parry (46/Parry)

Damage: Zero

Start up: 1 Frames

Proration: P1 = 100 P2 = 60 (Bad Starter)

For the next 7 Frames, Makoto pose herself to parry any high or mid hit then recovers back to her original state quickly. You cancel Space Parry into a dash at any time. After a succesful Parry, you can cancel into Space Counter as a follow up. To use Space Parry, you must be in neutral position first then quickly input 4 -> 6 so its real input will be something like this (546), holding back then pressing forward will never work because you must go from neutral into back and forward quickly.

Space Parry is another Reversal. It lacks just what her other Reversal (Corona Upper) lacks, the ability to beat low hits. Low hits and throws can beat out Space Parry clean. Also, Space Parry have a very short active duration making it very hard to catch something with it but on the other hand it do have a very short recovery duration. Overall Space Parry is a bad reversal with a lot of flaws but it is still viable because of its low recovery and high reward.

Combo after it with Space Counter. If your opponent is airborne and you don't have the enough heat to do Space Counter > Rapid Cancel, then you better wait for the recovery then do a juggle combo for a better reward.

[ :b::f: > :dbt: ]

10207b10.png

Space Counter (46D)

Damage: 800/1000/1200

Start up: 18/18/22 Frames

Proration: P1 = 60 P2 = 120/130/150 (Very Good Starter)

Follow up to Space Parry. Makoto do a strong straight that cuts nearly a full screen distance in a blink. Fatal on Counter Hit and Breaks 1 Guard Primer on Level 3.

Rapid Cancel it to Combo into 3C/2C/2D or to make it safe if its blocked.


★ Asteroid Vision: [ A ]

[ :d::db::b: + :abt: ]

AsteroidVision2.png

Asteroid Vision [A] (214A)

Damage: --

Start up: -- Frames

Proration: P1 = -- P2 = --

Makoto creates two fake clones and rush towards the opponent. The real Makoto path will be is based on which button you used to execute this move.

Asteroid Vision [A] Follow up options:

A - Break

B - Eclipse Turn

C - Lunatic Upper

D - Shooting Star

[ :d::db::b: + :abt:> :abt: ]

214AA.png

Break (214A~A)

Damage: --

Start up: -- Frames

Proration: P1 = -- P2 = --

Makoto halts her advance and stop right in her position.

Use it to reset the pressure or to stop Asteroid Vision [A] advance safely.

[ :d::db::b: + :abt:> :bbt: ]

214AB-1.png

Eclipse Turn (214A~B)

Damage: --

Start up: -- Frames

Proration: P1 = -- P2 = --

Makoto do a step that can pass through opponents.

Use it as a Cross mix up to confuse your opponent in pressure or oki. Can be used in Neutral to avoid pokes by crossing to the other side (Not safe)

[ :d::db::b: + :abt:> :dbt: ]

214AD.png

Shooting Star (214A~D)

Damage: 680/880/1080

Start up: 22/24/22 Frames

Proration: P1 = 70/75/80 P2 = 89/92/94 (Good Starter)

Pilebunker, Makoto do a step back then charge again with a strong punch to the guts. Have Invulnerability during the juke. Level 3 Fatals on Counter Hit and breaks one Guard Primer.

Use it to bait your opponent. Do to the fact that Shooting Star is not safe on block, i highly advise you to avoid using it as much as you can until you have 50% Heat to Rapid Cancel it.

On block you better Rapid Cancel it or you will be punished. On hit you can't combo after it without Heat. On Counter Hit it causes a wallbound, combo after it with 2D/5CC/214ACB/

[ :d::db::b: + :abt:> :cbt: ]

214AC.png

Lunatic Upper (214A~C)

Damage: 550

Start up: 13 Frames

Proration: P1 = 80 P2 = 89 (Good Starter)

A lunging attack. Opens a lot of Follow up options:

A - Mars Chopper (Overhead)

B - Star Gazer (Low Hit)

C - Infinite Rush

D - Shooting Star

Mostly used as a Pressure and Combo tool, can be useful of use in Neutral with its great vertical range.


Lunatic Upper Follow ups

[ :d::db::b: + :abt:> :cbt:> :abt: ]

214ACA.png

Mars Chopper (214A~C~A) (Overhead)

Damage: 600

Start up: 20 Frames

Proration: P1 = 100 P2 = 98 (Very Good Starter)

Follow up to Lunatic Upper. Overhead.

Use it to end Lunatic Upper safely (not safe on IB, but its the safest chaining option). Good to fish for counter hit especially after resetting a lot after Lunatic Upper. Mars Chopper gets more useful once you have 50% Heat to Rapid Cancel, if Mars Chopper is blocked then you can resume your offense safely, on hit it rewards you high.

On block Mars Chopper puts you on a disadvantage, on Instant Block you are most likely will be punished, if you have 50% Heat you can Rapid Cancel it to resume your offense. On hit you can't combo after it but you do have the frame advantage to continue your offense (beware from reversals when you do that), if you have 50 Heat you can RC to combo. On Counter hit you can follow it up with a combo without the need to Rapid Cancel.

[ :d::db::b: + :abt: > :cbt: > :bbt: ]

214ACB.png

Star Gazer (214A~C~B) (Low Hit)

Damage: 730

Start up: 20 Frames

Proration: P1 = 80 P2 = 89 (Good Starter)

Follow up to Lunatic Upper. Hits Low.

Along with Mars Chopper, Star Gazer helps you creating a High/Low mix up after Lunatic Upper. Star Gazer is punishable on normal block so you must be really careful with it. Better use once you get 50% Heat to Rapid Cancel to safety, also, Mars Chopper will become a move to be afraid of on 50% Heat which supports your High/Low Mix up after Lunatic Upper.

On Block Star Gazer is totally not safe and should be Rapid Cancel'ed if you have the Heat. On hit it leads into nice rewards by combo'ing into 2A or 5C/5B if your opponent was laying on the ground or airborne. On Counter Hit it becomes untechable which means that you have all the time you need to combo into 2C/2D > into a very good reward.

[ :d::db::b: + :abt:> :cbt:> :cbt:x 4]

214ACCCCC.png

Infinite Rush (214A~C~CCCC)

Damage: 250, 950

Start up: 11 Frames

Proration: P1 = 70 P2 = 80 (Bad Starter)

Follow up to Lunatic Upper. Makoto do a series of hits then ends it up with an uppercut.

Combos tool, doesn't have uses in pressure or neutral. Best ender to your midscreen combos, it gives you a good amount of heat and damage, carries good to the corner, and ends up with a knockdown which give you a decent Okizeme.

On block its not safe and will get you punished if you don't Rapid Cancel it (you should avoid ending up in this situation in the first place). On hit you can combo after it with Rapid Cancel > 66 > 2D or 2C.

[ :d::db::b: + :abt: > :cbt:> :dbt: ]

214AD.png

Shooting Star (214A~D)

Damage: 680/880/1080

Start up: 22/24/22 Frames

Proration: P1 = 70/75/80 P2 = 89/92/94 (Good Starter)

Same as the Shooting Star from Asteroid Vision [A]. Pilebunker, Makoto do a step back then charge again with a strong punch to the guts. Have Invulnerability during the juke. Level 3 Fatals on Counter Hit and breaks one Guard Primer.

Use it to bait your opponent. Do to the fact that Shooting Star is not safe on block, i highly advise you to avoid using it as much as you can until you have 50% Heat to Rapid Cancel it.

On block you better Rapid Cancel it or you will be punished. On hit you can't combo after it without Heat or corner. On Counter Hit it causes a wallbound, combo after the wallbound with 2D/5CC/214ACB.


Asteroid Vision: [ B & C ]

[ :d::db::b:+ :bbt:OR :cbt: ]

AsteroidVision2.png

Asteroid Vision [B&C] (214B/C)

Damage: --

Start up: -- Frames

Proration: P1 = -- P2 = --

Both versions have Makoto in airborne state and have the same following up options

Asteroid Vision [B]: Cuts a long distance, have a short height. Can be used to rush in quickly with a bit of confusion flavor or cut a very long distance with its dashing version.

Asteroid Vision [C]: Short distance, high height. Can be used to avoid opponents then quickly falling down on them or use it to reset the pressure. Problem with Asteroid Vision [C] is that the screen moves up when its used which kills the confusion factor.

Asteroid Vision [B&C] Follow up options:

A - j.A

B - j.B

C - j.CC

2C- j.2C

D - Lightning Arrow

*Same air normals move set except that j.D is replaced with Lightning Arrow.

You can't jump/block/barrier during your airtime in Asteroid Vision [B&C], however, you can do so by whiffing j.A on purpose. Whiffing j.A puts Makoto in a normal airborne state so you can now jump/block/barrier after it. Also, the dashing momentum carries on into Asteroid Vision [B&C], doing Asteroid Vision [B&C] while dashing will make it go further than the normal Asteroid Vision [B&C] (214B/C for normal Asteroid Vision [B&C], 66214B/C for the stronger Asteroid Vision [B&C])

[ :d::db::b:+ :bbt:OR :cbt:> :dbt: ]

623CD.png

Lightning Arrow (214B/C~D)

Damage: 750/900/1200

Start up: 21 Frames

Proration: P1 = 70 P2 = 89/89/92 (Good Starter)

Follow up to Asteroid Vision [B&C]. Level 3 Fatals on Counter Hit and breaks one Guard Primer.

Use it to fish for counter hits and reset your pressure. Can be useful in breaking Guard Primers as its the only tool Makoto have that can break a Guard Prime without putting her in a risk. The C version loses to anti airs because it have head attribute only!

On block it puts you in a disadvantage/advantage based on how fast you recover after you hit with it, using it close to the ground (Hitting a crouching opponent) will put you on a frame advantage while hitting the tip of a tall character's head will put you on a disadvantage. On hit you can't combo after it as Lightning Arrow grounds the opponents very fast. On Counter Hit it causes a groundbounce, follow it with 2C/2D for nice damage.

[/TABLE]

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[TABLE=class: outer_border, width: 900]

5. Supers

Distortion Drives

[ :f::df::d::db::b::f:+ :dbt: ]

632146D.png

Big Bang Smash (632146D/BBS)

Consumes 50% Heat

Damage: 800, 1500/1100, 1800/1400, 2200 (The first value stands for Makoto's physical punch, the second value stands for the big fist projectile)

Start up: 6/11/13 Frames (Depends on how far the opponent is)

Proration: P1 = 75, 100 P2 = 100, 90 (Good Starter)

Makoto's physical punch and the big fist projectile are separated attacks. Level 3 is fatal on counter hit and breaks one guard primer. The big fist cuts 3/4 of the screen on level3.

Can be useful vs characters that like setting things up from far (eg: Rachel, Lambda, Mu) as it cuts the screen and attack them quickly while they are still in recovery. Other than that it should be avoided and kept as a combo tool.

On Block BBS have a very long Recovery which will most likely get you punished if its blocked. On hit BBS launches the opponents far away and wallbounce them if they are close to corner, can't be combo'ed after its without Rapid Cancel unless its done from a certain distance and height near corner.

[ :d::df::f::d::df::f:+ :dbt: > :dbt: > :dbt: ]

236236D.png

Particle Flare (236236D/PF)

Consumes 50% Heat

Damage: 750,1000/850,1800/1000,2800 (The first value stands for The first and the second punch, the second value stands for the third finishing punch)

Start up: 8/5/8 Frames

Proration: P1 = 75 P2 = 90 (Good Starter)

Invulnerable during the wind up until it charges a full Level3, press and hold D after it to follow it up with a second and a third punch. Level 3 is fatal on counter hit and breaks one guard primer.

Can be used as a reversal, but still a crappy reversal as it costs 50% Heat, have a short range, can be beaten by Kara cancels and when you manage to land the first hit the second hit requires you to be close to your opponent or else it won't connect leaving you in a bad situation, but it can't be beaten by lows like Corona Upper and Parry. Aside from that it should be used as a combo tool only.

On block you gonna eat a big punishment for sure, Rapid Cancel it if you have the enough heat. On hit you can either do the full three punches of the move for an assured high damage or you can do only do 2 of em then start a juggle combo (go for the three punches if its the match ender, or else you should be using the one two punches only)


Astral Heat

[ :d::df::f::df::d::db::b:+ :dbt: ]

2363214D.png

Planet Crusher (2363214D/Astral)

Consumes 100% Heat & 1 Burst Icon

Damage: DEATH (Ends the match)

Start up: 10/7/3 Frames (Depends on how far the opponent)

Proration: P1 = -- P2 = --

To use this move you need to satisfy the following conditions:

1- You have 100% Heat

2- You have at least one Burst Icon

3- Your Opponent have 35% of his HP or less

4- This round is the match winning round for you

After charging Makoto cuts 3/4 of the screen with lunging attack, Makoto is Invulnerable during this time.

This Astral is among the best in the game, it can be combo'ed into easily and can be useful in neutral. It can be used as a reversal or to beat stuff from long distance with its invulnerability.

Combo into it after 2D/5D/2C/214ACB/j.D/B+C/4B+C


Counter Assault

[ While Guarding :f:+ :abt: + :bbt: ]

CA.png

CA2-1.png

Counter Assault (CA/6A+B)

Consumes 50% Heat & 1 Guard Primer

Damage: Zero

Start up: 15 Frames

Proration: P1 = 50 P2 = 90 (Bad Starter)

Makoto's Counter Assault. Have the same animation as 6C.

Very Useful, use it to get out of pressure safely. It can be baited so be careful on when you do it and try not to overuse it.

[/TABLE]

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6. Strategy

We can break the game into 3 main section:

1- Neutral (Spacing, when both you and the opponent are away from each other)

2- Offense (When you take the momentum and put your opponent in pressure)

3- Defense (When the opponent take the momentum over you and puts you in pressure)


★ Neutral ★

Makoto does a decent job in Neutral Game in most of her Match ups but suffers in some of it. Makoto's Neutral Game is pretty straightforward, she doesn't have unique tools like Hazama's chains or Valkenhayn's wolf movement, her Neutral game is all about basic movement which needs only a good fundamental skill to handle. I will break her neutral game into sections making it easier to understand but remember, the guide only gives you some pointers, you can't master the Neutral Game by just reading guides, you need to fight a lot of players and watch the top players playing Makoto in order to hone you Neutral Game.

[Ground-to-Ground]

-Makoto's Dashing-style: Makoto can cut a good distance in a blink with her initial dash speed and can reach a very high top speed when she rush from long distance, so, she can be a constant threat in Close-Mid Range with her initial dash speed and chase very well.

-Makoto's Backdash: Decent speed with Decent invulnerability, very vital tool in Makoto's footsies, use it to make your opponent pokes whiff then punish.

-Dash > Barrier Cancel is a must to learn with Makoto.

-662A and 665B are your trusty tools on the ground, they are pretty problematic for your opponents so expect them to try to stop you with preemptive pokes or jumping away.

-All Characters can stop your rushing on the ground with preemptive pokes, counter this by dodging their pokes with maneuvers like [2A+B/44/2A+B > 44/3C/669j.CC/662A+B > 8 > j.CC] then take the momentum or you can outpower their pokes with 6C from proper distance.

-If you are expecting your opponent to avoid your rush with an Instant Air Backdash or a Backdash then don't stop to attack them, instead continue your dash and catch up with them.

-Deploying Comet Cannon (236A) will protect you from ground rushes which gives you more control and sometimes fish for a free counter hit if they jumped in, no need to remind you that Comet Cannon have a slow recovery which leaves you open for punishes when your opponent reads it.

[Ground-to-Air + Air-to-Air]

-Makoto's Anti Air: 6A Horizontal Range is meh, but that's negligible because you can position yourself precisely most of the time with Makoto's awesome mobility.

-Try to position yourself for the ideal distance for 6A when playing footsies, you don't want Ragna to space his j.C in a way that it can hit you while being away from your 6A's range.

-Keep watching your opponent's Air Options, does he have an Airdash left? does he have a move that change his momentum? Always think of the possible options your opponent have and learn his habits so you can decide if you should Anti Air, respect, or chase him/her etc...

-Makoto Air to Air: Makoto's j.A is very fast and have and ok range but can barely hit anyone under or above Makoto's horizontal range, good to chase jump outs and to quickly take Air to Air battles. j.B is fast too and have a very good vertical range, pretty useful versus whoever likes to float in the air.

-Trying taking take the battle up in the air when you fight a character with a lot of air options up.

-Air Throws are as good as j.A in air to air battles, useful in hugging range, have a slow recovery so don't whiff it, leads to great rewards if you have 50% Heat.

[Air-to-Ground]

-Makoto's Air to Ground: j.CC First punch have an ok downward hitbox, the second punch downward hitbox is great. Use j.CC's first punch to stuff out Air to Air attempts then the second one comes to score an Air to Ground hit. Practice j.CC timing, learning how to use it is vital (should be easy).

-j.2C's sudden momentum change is amazing, it can bait anti airs, trap the chasers on the ground or in the air, generally gives you more options in the air although it risk and reward is pretty bad.

-Always pay attention to your opponent's Anti Air abilities and his position while you are in the air and react to Air-to-Air attempts.

-Don't double jump or air dash a lot, try to keep a spare Air Option in your pocket or else it will be easy to anticipate your actions.

-Quickly switching from the ground into a fast air approach is useful to beat your opponent's pokes especially the heavy one.

-90% of the grounded moves are Air-Unblockable in this game, always use Barrier block to guard against the grounded moves while you are in the air.

-When you approach using 214B/C (Asteroid Vision), try to add a dash before it to increase its distance (66214B/C). Also, you can whiff j.A on purpose so you can Block/Jump/Barrier Block after it.


★ Offense ★

Makoto's Offense is very aggressive, her pressure is fast, have a lot of frame traps, and she can keep it going with resets. She can crush Characters with no Reversal options easily but she suffers a lot against characters with reversal options as she can't keep her offense rolling and go all out. Makoto doesn't have a definite strong oki option so you need to play normal knockdown games or try to go for a tricky trap/reset from time to time.

[Pressure + Mix ups]

-Mix up: simply, mix up is forcing your opponent in a situation in which he/she have to guess. Example: After Makoto's 2A, will she go for 2B (Low hit) or 6B (Overhead)? that's a high/low mix up.

-Frame Traps: Creating a small gap between your attacks on purpose so that if someone tries to mash a move like 2A while in blockstun, the move will start but you will beat it before it becomes active. Its a vital techinique used to punish your opponent for mashing and trying to get out of your mix ups.

-2A is a GREAT Stagger position, can gatling three times into itself in each string and can gatling into 2B (Low Hit) and 6B (Overhead) which means that you can force your opponent into respecting you then you can apply a fast High/Low mix up game with 2B and 6B. You can reset the pressure after 2A easily, once he respect your frame traps it will be hard for him to take the risk of getting trapped or stopping your reset.

[TABLE=class: grid, width: 900]

Blockstring Examples:

1- 2A > 2B > 2A > 2A > 6BC (HIT) > 214ACB > Combo

2- 2A > 2A > 66 > 2A > 6BC (HIT) > 214ACB > Combo

3- 2A > 2A > 66 > 2A > 66 > B+C (HIT) > Throw Combo

4- 2A > 2B > 2A > 2B (HIT) > 5B > Combo

5- 2A > 2A > 66 > 2A > 2A > 2B > 2A > 66 > 2A > 2B (HIT) > 5B > Combo

Red = Overhead

Blue = Low Hit

Green = Throw

Purple = Cross up/under/through

[/TABLE]

-5B can be jump canceled on block or hit, use this fact to jump and reset the pressure, do an empty jump into low hit, bait Reversals, bait Counter Assaults or jump away and end the string. Don't jump after it all the time, do it twice and it will be very easy to read, instead, switch between jumping, gatling into follow ups, running away and start a wide pressure, resetting with 2A.

[TABLE=class: grid, width: 900]

Blockstring Examples:

1- 2A > 2A > 2B > 5B > 9 (jump forward) > j.CC > Pressure

2- 2A > 5B > 74 (Instant Air Dash Backward) > 66 > 5B (Counter Hit) > 2C > Combo

3- 2A > 2A > 66 > 2A > 2B > 5B > 44 (Backdash) > 66C > 214ACA (HIT) > Rapid Cancel > Combo

4- 2A > 5B > 2B > 66 > 2A > 2A > 66 > B+C (HIT) > Throw Combo

5- 2A > 2A > 2B > 5B > 9 (Jump Forward) > j.C (whiff) > 2B (HIT) > Combo

Red = Overhead

Blue = Low Hit

Green = Throw

Purple = Cross up/under/through

[/TABLE]

-5CC lost its ability to do a frame trap between its hits in Blazblue Extend, but its still possibile if your opponent Instant block the first 5C but its still somewhat a rare scenario. 5CC can gatling into 6B (Overhead) and 2C (Low Hit), 6B is nice but 2C is too slow for a low hit to work but it is still possible. You can also gatling into 3C though its easy to see and punish so you better avoid it.

[TABLE=class: grid, width: 900]

Blockstring Examples:

1- 2A > 5C > 6BC (HIT) > Combo

2- 2A > 2B > 5B > 5CC > 214AB

3- 5B > 5CC > 214AC > 2A > Pressure

4- 2A > 2B > 5C > 2C > 214CD

5- 2A > 5CC > 2A > 2B (HIT) > Combo

6- 5B > 5CC > 214AA > 2A > 2A > 6BC (HIT) > Combo

Red = Overhead

Blue = Low Hit

Green = Throw

Purple = Cross up/under/through

[/TABLE]

-Asteroid Vision is what makes Makoto able to keep her offense flowing. Use Break (214AA) to reset but be careful as its not safe, use Lunatic Upper (214AC) as a frame trap to make them respect you and try to go for High/Low mix up with Mars Chopper (214ACA) and Stargazer (214ACB). Eclipse Turn (214AB) is easy to read and punish, still useful as a cross mix up and switching sides reset as long as you don't overuse it. (214AD) is not of much use, it rewards you high on counter hit but still not safe on block or whiff, might be of use when you have 50 heat to Rapid to safety while breaking your opponents Primers. Asteroid Vision B (214B) is not useful in midscreen pressure but it might be of use in corner pressure with 214B > j.CC or empty jumps. Asteroid Vision C (214C) into Lightning Arrow (214CD) is useful to reset the pressure while jumping away from Counter Assaults, it also breaks a Guard Primer without putting you into a risk, useful to break your opponent's guard especially when they burst on early game. Also, you can use Asteroid Vision C (214C) to j.CC or empty jump your opponent when he push you away with Barrier Block/Instant Barrier Block.

[TABLE=class: grid, width: 900]

Blockstring Examples:

1- 2A > 5B > 6C (Blocked by Instant Barrier) > 214C > j.CC

2- 2A > 2B > 5CC > 214AA > 2A > 2A > 6B > 214AC > 2A > 66 > B+C (HIT) > Throw Combo

3- 5B > j.CC > 2A > 6BC > 214AA > B+C (HIT) > Throw Combo

4- 5B > 2B > 5CC > 214ACB (HIT) > Combo

5- j.CC > 2A > 2B > 5B > 5CC > 214CD > 66 > 2A > 2A > 6BC > 214AB

Red = Overhead

Blue = Low Hit

Green = Throw

Purple = Cross up/under/through

[/TABLE]

-Be creative

[TABLE=class: grid, width: 900]

Blockstring Examples:

1- 2A > 2B > 5B > 5C > 6B > 236A > Pressure

2- 2A > 2A > 46 > 66 > 2A > 5C > 6BC > 46 > 66 > 2A > 6BC (HIT) > Combo

3- 2A > 2A > 66 > 2A > 2B > 5CC > 214AB > 214AB

4- 2A > 2A > 2A > 5A > 66 > Pressure

5- 2A > 2A > 5CC > 214CD (Faint) > B+C (HIT) > Throw Combo

6- 2A > 2B > 2A > 2B > 5B > j.CC > 6BC > 214AA > 6BC (HIT) > Combo

7- 2A > 2B > 2A > 2B > 2C > 214AC > 2A > 2B > 5CC > 2C > 214ACB (HIT) > Combo

8- 5B > 5CC > Rapid Cancel > 662B (HIT) > Combo

9- 2A > 2A > 66 > 2A > 6BC > Rapid > 6BC (HIT) > Combo

Red = Overhead

Blue = Low Hit

Green = Throw

Purple = Cross up/under/through

[/TABLE]

-Mix ups are highly dependent on mind games and reading your opponent habits.

-Try to stay fresh, avoid doing the same pressure/mix up over and over.

[Okizeme]

-Okizeme or Oki for short is the act of attacking the opponents while they are still waking up from a knockdown.

-Comet Cannon (236A) in the corner can catch roll attempts and have 0~3+ Frame Advantage. Problem is that Comet Cannon (236A) have a very long recovery that leaves Makoto open for any reversal attack.

-Infinite Rush (214ACCCC) is the best grounded midscreen combos ender, it gives a good reward and leave you with good oki options to continue your offense. You can do a safe jump after it by doing Dash jump > j.CC after it, or dash and 2B your opponents if they choose not to emergency tech.

-Do a straight forward 6B or 2B after your opponents wake up to force them to take a hard to read high/low mix up.

-Use 2A and 2B to can catch forward roll attempts and force your opponent into doing Neutral tech or backward roll.

-2D Level 1 in corner gives you a good knockdown that you can do a safe jump after it or 236A Oki.

-You can slide under your opponents when they use Neutral/Emergency tech by doing 662A to get a cross under.

[Resets]

-Reset: when you choose to not end a combo and instead try to go for another.

Resets Example:

1- 2A (HIT) > 5B > 6A > 5B > 5CC > 214AA > B+C (HIT) > Throw Combo

2- 5B (HIT) > 5CC > 2C (HIT) > Combo

3- j.CC (HIT) > 2A > 5B > 5CC > 214AB > 2A (HIT) > Combo

4- j.2C (HIT) > 2A > 5B > 5CC > 214ACA (HIT) > Rapid Cancel > Combo


★ Defense ★

On defense, Makoto tends to look for a chance to retaliate more than trying to escape and to be passive. As i said before, Makoto is heavily dependent on fundamentals so you better be good at blocking especially Instant Blocking and Blocking on the go if you want to survive and strike back. She do have some Defensive options, her defensive options might be among the worst in the game but still better than having nothing.

-As a general rule, all low hits are fast and all overheads are slow. So you better block low then react to overheads.

-Instant Blocking reduces the blockstun by 3 frames, allowing you to punish some stuff that aren't punishable after the normal block, exploiting gaps in your opponent pressure, gives you the advantage to go and press on your opponent after blocking, and gives your free heat meter. Instant Blocking is pretty important for Makoto.

-Throw fast 2A to punish your opponent for having gaps in his blockstring, also to beat out slow mix ups like 2A > Dash > Throw > or 2A into an overhead. Be careful from frame traps when you do so, there is a difference between mashing 2A and educated Mashing of 2A. You can use your Defensive Options (Reversal) or use Throws and 5B to get out of pressure instead of 2A

-Makoto Defensive Options:

1-Corona Upper (623C): Have a short range compared to other DP's so you better use it against a attacks that pushes the opponent vulnerable hitbox towards you (attacks that uses limbs). Big problem, Corona Upper (623C) can't hit (whiff) low profile hitboxes, so when your opponent use 2B on you for example, it will hit you while being safe from your Corona Upper, and when you whiff your Corona Upper you won't be able to Rapid Cancel it to safety. Corona Upper is very useful when used with Instant Blocking to get out of your opponents pressure and on wake up when you see slow meaty stuff coming like Valkenhayn's 6C. Be careful when you use it in pressure as a lot of characters have a frame traps and pressure resets that contains a low profile moves like Tao's 2AA 2B in pressure.

2-Space Parry (46): A reversal with short recovery and can be canceled into a dash, good to use on offense or on chasing, have a VERY short active duration which makes it really hard to catch a move with it, not safe if its blocked, loses to low hits and throws. Because Space Parry and Corona Upper both loses to low hits it will be easy to bypass Makoto's defensive options with low hits, which really weaken her defensive game. Space Parry into Rapid Cancel combos leads to insanely high damage that will most likely end the round. Using Space Parry takes a lot of skill as it have a very small active window and a difficult input execution.

3-Particle Flare (236236D): Costs 50% Heat, can't be bypassed with low hits like Corona Upper and Space Parry but the super freeze makes it vulnerable to be beaten by Karas. Also it have problems in connecting, getting the first punch to hit doesn't mean that you will get the second which leaves you open to punishment. Doing 2362366D (Dash Particle Flare) can be very useful to get out of a hard situation but it requires a lot of skill to execute.

-If your opponent is resetting his/her pressure by jump cancels then you can go for an Anti Air, jump throw, jump j.A, Dash under to get out.

-You can jump away if there is a big gap in your opponent, but becareful, jumps have a start up in which you can't block.

-Backdash'ing away off pressure is a decent option that gives you the opportunity to strike back, use it if there is a gap and your opponent's next attack will only hit you with its tip.

-Using Barrier and Instant Barrier to push your opponent away can yield in you getting out of pressure safely or can make your opponent whiff his attack duo to the push back effect, when this happen you can punish him/her for that.

-Barrier is a must to use to block air to ground moves as nearly all moves on the ground are air unblockable

-Use Throw OS when you feel like your opponent is going to throw you.

-Watch out for your opponent habits and, if he/she tend to go for unsafe overheads without frame trapping then you can easily get out by mashing for example.

-Learning every character mix up options, chains, animation and frame data is a must to be successful on defense.

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7. Others

[bursts]

You have a maximum of two Burst Icons each match, you only start with one Active Icon, the other Icon becomes active when you lose a round. You don't lose unused Icons between rounds so you can preserve the Icons to the next rounds.

Green Burst: Doing a Burst under blockstun, hitstun, untechable or knockdown state will give you a Green Burst. Using a Green Burst will consume an Icon Burst along with half of your guard primers leaving you only with 2 Primers. Doesn't lead into combos and its punishable on block. Use it to get out of high damaging combos, try to avoid using it early on the round because that will put you in a risk of having your guard break by losing half of your primers early on, also don't be predictable with it or it will be baited.

Gold Burst: Doing a Burst out of the Green Burst conditions will give you a Gold Burst. The Gold Burst Launches your opponent high into untechable state which leads into combos and have a positive Frame Advantage if its blocked. One of the common methods is to use Gold Bursts after wake up as a reversal to get out of Oki safely. Using it inside combos will boost the damage of the upcoming hits.

[instant Air Dash]

Instant Air Dash or IAD for short is doing an air dash after jumping as soon as possible by inputting 956 for a forward IAD or 754 for a backward IAD. The game will read the forward jump as a forward jump + forward so you only need to input forward one more time to air dash instead of inputting forward twice. Can also be done with super jumps.

Note: Make sure that you let the Stick/Pad/Analog go to neutral after jumping forward/backward, 96 or 74 wont work, you need 956 or 754.

[Throw OS (4A+B+C)]

This Option Select is a must to learn.

Inputing 4A+B+C will give you Barrier but at the same time it will tech throws because you are inputting B+C in that combination. This is super useful in defense or on wake up as it save you away from throws without the risk while still holding your guard up. Don't do it to early or it will be a Throw Reject Miss, also becareful from delayed throws as it will bait your Throw OS and go for a Throw Reject Miss.

[Gatling Chart]

-Ground Moves Revolver Action Table

[TABLE=class: grid, width: 580]

[TD=align: center][/TD]

[TD=align: center]A[/TD]

[TD=align: center]B[/TD]

[TD=align: center]C[/TD]

[TD=align: center]D[/TD]

[TD=align: center]Cancels[/TD]

[TD=align: center]5A[/TD]

[TD=align: center]5A / 2A / 6A[/TD]

[TD=align: center]5B / 2B / 6B[/TD]

[TD=align: center]5C / 2C / 6C / 3C[/TD]

[TD=align: center]5D / 2D[/TD]

[TD=align: center]Throw / Jump / Special[/TD]

[TD=align: center]5B[/TD]

[TD=align: center]6A[/TD]

[TD=align: center]2B[/TD]

[TD=align: center]5C / 2C / 6C / 3C[/TD]

[TD=align: center]5D / 2D[/TD]

[TD=align: center]Jump / Special[/TD]

[TD=align: center]5C[/TD]

[TD=align: center]-[/TD]

[TD=align: center]-[/TD]

[TD=align: center]5CC / 2C / 6C / 3C[/TD]

[TD=align: center]5D / 2D[/TD]

[TD=align: center]Jump / Special[/TD]

[TD=align: center]5CC[/TD]

[TD=align: center]-[/TD]

[TD=align: center]6B[/TD]

[TD=align: center]2C / 3C[/TD]

[TD=align: center]5D / 2D[/TD]

[TD=align: center]Jump / Special[/TD]

[TD=align: center]2A[/TD]

[TD=align: center]5A / 2A[/TD]

[TD=align: center]5B / 2B / 6B[/TD]

[TD=align: center]5C / 2C / 3C[/TD]

[TD=align: center]5D / 2D[/TD]

[TD=align: center]Throw / Special[/TD]

[TD=align: center]2B[/TD]

[TD=align: center]6A[/TD]

[TD=align: center]5B[/TD]

[TD=align: center]5C / 2C / 3C[/TD]

[TD=align: center]5D / 2D[/TD]

[TD=align: center]Special[/TD]

[TD=align: center]2C[/TD]

[TD=align: center]-[/TD]

[TD=align: center]-[/TD]

[TD=align: center]-[/TD]

[TD=align: center]2D[/TD]

[TD=align: center]Special[/TD]

[TD=align: center]6A[/TD]

[TD=align: center]-[/TD]

[TD=align: center]5B / 6B[/TD]

[TD=align: center]6C / 3C[/TD]

[TD=align: center]5D / 2D[/TD]

[TD=align: center]Jump / Special[/TD]

[TD=align: center]6B[/TD]

[TD=align: center]-[/TD]

[TD=align: center]-[/TD]

[TD=align: center]6BC / 3C[/TD]

[TD=align: center]5D / 2D[/TD]

[TD=align: center]Special[/TD]

[TD=align: center]6BC[/TD]

[TD=align: center]-[/TD]

[TD=align: center]-[/TD]

[TD=align: center]-[/TD]

[TD=align: center]5D / 2D[/TD]

[TD=align: center]Jump / Special[/TD]

[TD=align: center]6C[/TD]

[TD=align: center]-[/TD]

[TD=align: center]-[/TD]

[TD=align: center]-[/TD]

[TD=align: center]-[/TD]

[TD=align: center]Special[/TD]

[TD=align: center]3C[/TD]

[TD=align: center]-[/TD]

[TD=align: center]-[/TD]

[TD=align: center]-[/TD]

[TD=align: center]-[/TD]

[TD=align: center]-[/TD]

[/TABLE]

-Aerial Moves Revolver Action Table

[TABLE=class: grid, width: 400]

[TD=align: center][/TD]

[TD=align: center]A[/TD]

[TD=align: center]B[/TD]

[TD=align: center]C[/TD]

[TD=align: center]D[/TD]

[TD=align: center]Cancels[/TD]

[TD=align: center]j.A[/TD]

[TD=align: center]j.A[/TD]

[TD=align: center]j.B[/TD]

[TD=align: center]j.C[/TD]

[TD=align: center]j.D[/TD]

[TD=align: center]Throw / Jump / Special[/TD]

[TD=align: center]j.B[/TD]

[TD=align: center]j.A[/TD]

[TD=align: center]-[/TD]

[TD=align: center]j.C[/TD]

[TD=align: center]-[/TD]

[TD=align: center]Jump / Special[/TD]

[TD=align: center]j.C[/TD]

[TD=align: center]-[/TD]

[TD=align: center]j.B[/TD]

[TD=align: center]j.CC[/TD]

[TD=align: center]-[/TD]

[TD=align: center]Jump / Special[/TD]

[TD=align: center]j.CC[/TD]

[TD=align: center]-[/TD]

[TD=align: center]-[/TD]

[TD=align: center]-[/TD]

[TD=align: center]-[/TD]

[TD=align: center]Jump / Special[/TD]

[TD=align: center]j.2C[/TD]

[TD=align: center]-[/TD]

[TD=align: center]-[/TD]

[TD=align: center]-[/TD]

[TD=align: center]-[/TD]

[TD=align: center]Special[/TD]

[/TABLE]

Green = Self-Gatling. Available on whiff.

Blue = Only once per string.

Red = On hit only.

*5A and to 2A can be used only 3 times in each string


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8. FAQ

Q:How can I read 2A, 6C, 236A stuff?

A:I wrote a brief explanation about it at the start of the guide, read it.

Q:How can i do level3 drive succesfully most of the time?

A:Just practice, there is no shortcut for learning it or a special way to input it.

Q:5CC > 6BC wont combo, why?

A:Your opponent must be crouching for it to work, same thing goes for 214ACB.

Q:How can i do j.B j.D?

A:j.B can't gatling into j.D so you must jump cancel after j.B then do j.D. Remember to do j.D asap after Makoto jump cancels her j.B.

Q:How can i get out of pressure? once i get stuck in the corner i lose!

A:Read the Defense section of the guide for tips, watch out for gaps in pressure then react to by jumping away or attacking back, if your opponent is too careless in his pressure then go for Corona Upper.

Q:How can i get out of combos?

A:You can't, or else it wont be a combo!! (You can use Burst to get out of combos, but remember, bursts are very limited resources, use it smart)

Q:How can i do combos?

A:Practice.

Q:I can do the combos good in training but i can't do any of em in real matches, why is that?

A:You lack hit-confirming ability, play more matches with either real opponents or AI. Try to always think of the available options after your actions eg:"I will use 3C now, if it hits i will use 2C for combo, if its blocked i will use2A and take the momentum"

Q:My opponent keeps jumping out of my pressure, how can i stop him?

A:Your opponent is vulnerable during the jump start up (4~6frames), use frame traps to punish his jump out attempt.

Q:How can i deal with reversal? every time i attack someone i lose to reversals.

A:Reversals are usually not safe if its blocked or whiffed. Try to read their reversals and bait it, some reversals have a way to beat while staying on offense.

Q:How can i deal with X Character?

A:Discuss this the in match up threads.

Q:Who are the best Makoto player to watch and learn from?

A:1-Goro 2-Any Player with more than 700 PSR (Ryota, Yasuda, Super Makoto God, GS, TRD, Sherlock, Hase)

Q:Does playing Makoto makes me a better player?

A:Yes, more than most of the characters because she highly depends on fundamentals.

Q:Which is better, the D-Pad or the Arcade Stick?

A:Both of em are good.

Q:What is the best button configuration for the controller/stick?

A:Whatever you feel comfortable with, if you want my own personal mapping then send me a PM.

Q:How can i use the other color palettes? i only have 12 of em!

A:You can unlock the other 12 Color from Gallery mode.

Q:Makoto clothes are so revealing, can i change it?

A:No, you can't, so shut up and enjoy it :3

Q:My question is not covered, where should i ask?

A:Feel free to ask anything here on this thread.

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Depends on where in your string they mash.

Right now with my newbie Makoto I generally use 2AA 2B 5B jump canceled, and stuff into 5CC like 2B > 5CC or 6A > 5B > 5CC as my strings. No matter what if I go into 5CC on block against a certain player he mashes 2A and I don't know what to do (except a risky 5D, which DOES work but I don't like risky frame traps), and also I find it nigh impossible to stagger pressure with 2A at all if they mash 2A. To top it all off 5CC > 6B is trading with mash 2A. I don't blame the guy I'm fighting, it's working for him and until I step up my strings it's my bad.

A good and very practical punish would be delayed 5CC.

I don't know where to put this in. 2A > delayed 5CC? 2A > 66 > 5CC? Also, what can I get off of a CH 5CC mid-screen?

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Delay your chains to punish mashing, bait for reversals while staying on offense by using methods ;special for each character. Resting the pressure after 5CC can be done with 214AA or by just waiting for the recovery but you must buy some respect first by doing 214AC frame trap or 6B although its not tight if 5CC is IB'ed, 2C can be jumped out of even without IB'ing the 5CC but you might consider it once in a while because it have a game changing reward, and it wont hurt to throw 214CD too. As you noticed, the amount of frame traps in Makoto pressure is insane which make up for her lacking mix up options. I can show you how and live on PSN if you have one.

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Delay your chains to punish mashing, bait for reversals while staying on offense by using methods ;special for each character. Resting the pressure after 5CC can be done with 214AA or by just waiting for the recovery but you must buy some respect first by doing 214AC frame trap or 6B although its not tight if 5CC is IB'ed, 2C can be jumped out of even without IB'ing the 5CC but you might consider it once in a while because it have a game changing reward, and it wont hurt to throw 214CD too. As you noticed, the amount of frame traps in Makoto pressure is insane which make up for her lacking mix up options. I can show you how and live on PSN if you have one.

Should I always use 5B before 5CC in a block string to pull Makoto over? Also, if I go for 5CC > 214AC, what do I do if it gets a CH? Is it confirmable on reaction? If I'm iffy of it getting a CH (but unsure enough that they won't press buttons so 214AA would be risky as well), would you recommend staying at 214AC on block?

I'm XBL only, my man.

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Sadly its not that easy to hit confirm a CH 214A~C~A and link it unless you're playing a telegraphed Class A netplay masher but A~C~B is really easy to do so. And using 5B in pressure is useful in CSEX since its jump cancellable, but if you can hitconfirm your 2A don't use 5B 5CC, just 5CC else you'll lose damage and many midscreen combos doesn't work if you used 5B 5CC

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Try 2A is a very strong pressure point, try to play more around it and see what happens. You can also try to use 2B that hits low which will catch those who are afraid from your 6B or mash DP since they are not pressing 1 while they are mashing the input and such scenarios. Add to that; that 2B can be delayed easily to make it frame trap or reset the pressure after it since it have a very short recovery and a good frame adv.

As Bibi said. 5B jump cancel is legit to retreat or reset with jump > barrier to bait dp > falldown with j.CC, but it can be beaten if its expected.

214AC CH? > Confirm into 214ACB or you wait for recovery then do 5CC > combo.

Try these stuff and check the guide section about blockstrings.

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What's the absolute best oki to get for Makoto? 623C~D oki is decent, (2B, 6B, or 214A~B into attacks, right?) but I'd much rather get some 236A orb oki going on, even if it sacrifices 500-1,000 damage off my combo. I'm unsure how to get it in CSE though; is the only real way to end a corner combo with 2D (level 1) and do 66 236A?

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Hey, sorry about posting this here but there's no proper thread to post this:

What the heck can Makoto do against Taokaka? This seems absolutely ridiculous to me. Outside of putting an orb out, it seems damn near impossible to stop her drive attacks to get in, and I won't lie, I lost to a friend who's properly terrible but just spammed Ds and I couldn't figure out an answer. 6A, 5B, 5C, jump up attack after blocking into j.A or airthrow, none of it worked. Without any real long range options, what can Makoto do to a Taokaka going HAM?

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