MakotoMakoto Nanaya



Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Advantage Counter Hit Untechable Notes

Normals

Name Input Hitbox Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv. Counter Hit Untechable
5ACSJR180[150]64[54]8082all1HB528+21114
  • [ ] values are for self-cancelled moves
5BSJR5501988590HL3HB9513-12017
5CS(J)R45016210089HL3HB9716-62517
  • Can cancel into followup on hit or guard until 25F
5C > CS(J)R6202238095HL4HB7616-31924
  • 21F hitstun on ground
2ASR150548082all0F6[5]38-113[12]12
  • [ ] values are for self-cancelled moves
2BSR4801727584L1F9212-21614
2CSR78028010092L4F24726-124840
  • 28~30F head invul
  • floats on hit
  • fatal possible
  • 20F guardstun
  • active frames 1~4 hit at opponent's feet, active frames 5~ hit upper body
6ASJR5602017089HL3HB11423-102826
  • 4~10F head invul
6BSR5802088089H3HB20320-63417
  • Forces crouch on ground hit, 23F hitstun on ground
  • grounds opponent on air hit
  • can cancel into followup on hit or guard until 34F
6B > CS(J)R6202238095HL4HB7616-31924
  • 21F hitstun on ground
6CSR6402309089HL3HB15820-112823
  • Blows back on hit
3CR7002528088L4F37410+24440
  • 6~27F head and body invul
  • downs on hit
  • cannot emergency tech on ground hit
  • 15F guardstun
3[C]----------total 39F-37-
  • 6F~end of animation head and body invul
j.ACSJR180649082HA0H6[5]35-8[7]12
  • [ ] values are for self-cancelled moves
j.BSJR56020110084HA1H8412-1730
j.CSJR40014410089HA3H13314-2717
  • Can cancel into followup 16F~
j.C > CSJR4201519089HA3H5322-1917
j.2CSR5602018084HA1H18307-5117
  • 17F hitstun on ground
  • grounds opponent on air hit
  • 2F landing recovery
Forward Throw-, R0, 15000, 54090, 100100, 551000, 4ground throw7316-during move12, 42
  • 2nd attack blows back on hit
  • 100% minimum damage
  • 2nd attack has 3F hitstop
Back Throw-, R0, 8000, 28890, 100100, 551000, 4ground throw7316-during move12, 60
  • 2nd attack downs on hit
  • cannot emergency tech
  • 100% minimum damage
Air Throw-x2, R0, 800, 7000, 288, 25290, 100x2100, 55, 100900, 4x2air throw7315-during move12, 60x2
  • 2nd and 3rd attacks down on hit
  • cannot emergency tech
  • 100% minimum damage
  • 3rd attack has 16F hitstop
  • hitbox height for throw is 60~280
Counter AssaultR005092all4HB15428-132419
  • 1~20F fully invul
  • blows back on hit
  • 180F Heat Gauge Cooldown



Drives

Name Input Hitbox Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv. Counter Hit Untechable
Impact
  • D normals, specials, and supers can be charged to different Levels by holding D.
  • Once charge meter is full, it drops back down if D is not released.
  • If D is held long enough, Makoto does not perform the attack.
  • Refer to the Impact Charge Table for details on charge times.
5D (Lv 1)R5001806089HL3HB10333-194017
  • 30F hitstun on ground
  • blows back on air hit
5D (Lv 2)R7502707592HL4HB15333-174419
  • 35F hitstun on ground
  • blows back on air hit
  • staggers for 37F on ground CH
5D (Lv 3)R10003606090*HL5HB20333-154970
  • Slides down on hit
  • fatal possible
  • breaks 1 guard primer
  • 10% repeat proration (does not apply to Lv 1 and Lv 2 versions)
2D (Lv 1)R6002166589HL3HB17532-204545
  • Floats on hit
2D (Lv 2)R8002888092HL4HB19532-184745
  • Floats on hit
2D (Lv 3)R10003606590*HL5HB24532-165278
  • Floats on hit
  • fatal possible
  • breaks 1 guard primer
  • 10% repeat proration (does not apply to Lv 1 and Lv 2 versions)
j.D (Lv 1)R5001807089HA3H1995F after landing-till landing30
  • 20F hitstun on ground
j.D (Lv 2)R7502708589HA3H2195F after landing-till landing30
  • Slides down on hit
j.D (Lv 3)R10003607090*HA5H2395F after landing-till landing65
  • Slides down on hit
  • fatal possible
  • breaks 1 guard primer
  • 10% repeat proration (does not apply to Lv 1 and Lv 2 versions)



Specials

Name Input Hitbox Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv. Counter Hit Untechable
Comet Cannon
236A
R100x436x410082(once)*all0HBP2781total 55F+105018
  • 18F hitstun on ground
  • counter carries
  • 14F guardstun
  • 10% repeat proration (2nd attack of Break Shot applies)
  • projectile
  • 3F hitstop
  • 24~50F can cancel into followup
  • cannot use again for 60F after projectile disappears
Break Shot (Lv 1)
⇒ D
R480, 450172, 16210089, 86*all3, 2HB, HBP94, 14total 35F-83117, 30
  • Blows back on hit
  • CH if Comet Cannon was CH as well
  • 1st attack can fatal
  • 1st attack has 16F guardstun, 2nd attack 10F guardstun
  • 2nd attack has 10% repeat proration (Comet Cannon applies)
  • if Comet Cannot or Break Shot (1) hits, P2 of 2nd attack does not apply
  • 2nd attack is projectile (Lv 2)
  • 1st attack has 10F hitstop, 2nd attack has 4F hitstop on guard, 11F hitstop on hit
Break Shot (Lv 2)
⇒ D
R630, 650226, 23410092, 89*all4, 3HB, HBP194, 19total 45F-64119, 30
  • Blows back on hit
  • CH if Comet Cannon was CH as well
  • 1st attack can fatal
  • 1st attack has 18F guardstun, 2nd attack 10F guardstun
  • 2nd attack has 10% repeat proration (Comet Cannon applies)
  • if Comet Cannot or Break Shot (1) hits, P2 of 2nd attack does not apply
  • 2nd attack is projectile (Lv 2)
  • 1st attack has 10F hitstop, 5F hitstop on opponent; 2nd attack has 4F hitstop on guard, 16F hitstop on hit
Break Shot (Lv 3)
⇒ D
R730, 850262, 30610094, 92*all5, 4HB, HBP254, 24total 51F-84721, 40
  • Wall bounces on hit, 2nd attack adds 50F of untechable time
  • CH if Comet Cannon was CH as well
  • 1st attack can fatal
  • 1st attack has 20F guardstun, 2nd attack 10F guardstun
  • each attack breaks 1 guard primer
  • 2nd attack has 10% repeat proration (Comet Cannon applies)
  • if Comet Cannot or Break Shot (1) hits, P2 of 2nd attack does not apply
  • 2nd attack is projectile (Lv 2)
  • 1st attack has 10F hitstop, 5F hitstop on opponent; 2nd attack has 4F hitstop on guard, 21F hitstop on hit
Corona Upper
623C
R8202957080HL4HB92(2)1228+17F landing-4214F after landing60
  • 1~10F fully invul
  • 11F~ in the air
  • floats on hit
  • 23~39F can cancel into followup on hit
  • can only hit once
Corona Upper (air)
j.623C
R6202237080HL4HB81217F after landing-14F after landing60
  • Floats on hit
  • 18~34F can cancel into followup
Meteor Dive (Lv 1)
⇒ D
R7502707070all4H3039F after landing-till landing12
  • Grounds opponent on hit
Meteor Dive (Lv 2)
⇒ D
R8503067070all3H2639F after landing-till landing20
  • Grounds opponent on hit
Meteor Dive (Lv 3)
⇒ D
R11003967095all5H2439F after landing-till landing30
  • Grounds opponent on hit
  • 20F hitstop
Space Counter/Parrying (parry)
46
---------99---
  • 1~9F upper body parry
  • 10F hitstop on successful parry
  • can cancel into attack after hitstop
  • starts up 2F after command input
  • 1~end of animation can cancel into followup
Space Counter/Parrying (catch)-0010060all0HB31728-15-120
  • 1~39F fully invul
  • 0F hitstop on Makoto, 20F on opponent
  • 5~39 can cancel into attack
Space Counter (attack Lv 1)
⇒ D
R80028860120all3HB18543-31during move30
  • Passes through opponent during animation
  • spins opponent, later downing them (duration 46F)
  • floats on air hit
  • fatal possible
  • breaks 1 guard primer
  • 100% minimum damage
  • 0F hitstop
Space Counter (attack Lv 2)
⇒ D
R100036060130all4HB18643-30during move45
  • Passes through opponent during animation
  • spins opponent, later downing them (duration 46F)
  • floats on air hit
  • fatal possible
  • breaks 1 guard primer
  • 100% minimum damage
  • 0F hitstop
Space Counter (attack Lv 3)
⇒ D
R120043260150all5HB22743-29during move80
  • Passes through opponent during animation
  • spins opponent, later downing them (duration 46F)
  • floats on air hit
  • fatal possible
  • breaks 1 guard primer
  • 100% minimum damage
  • 0F hitstop
A Asteroid Vision
214A
----------total 36F-during move-
  • 13F~ can use Break, 9F~Break can cancel into followup
B Asteroid Vision
214B
----------total 43F-during move-
  • 5~37F in the air
  • 13F~ can use followup or any aerial attack
C Asteroid Vision
214C
----------total 46F-during move-
  • 5~40F in the air
  • 13F~ can use followup or any aerial attack
Break
⇒ A
----------total 11F-10-
Eclipse Turn
⇒ B
----------total 19F-18-
  • 1~16F passes through opponent
Lunatic Upper
⇒ C
R5001987589HL4HB13419-42925
  • Can cancel into followups on hit or guard till 29F
Shooting Star (Lv 1)
⇒ D
(D)R6802447089*all3HB22528-164925
  • 1~12F fully invul
  • blows back on hit
  • wall bounces in corner on hit or on CH, adds 50F untechable time
  • 10% repeat proration (Lv 1~Lv 3 version apply)
  • 20F hitstop on Makoto, 30F hitstop on opponent
Shooting Star (Lv 2)
⇒ D
(D)R8803167592*all4HB24728-165330
  • 1~12F fully invul
  • blows back on hit
  • wall bounces in corner on hit or on CH, adds 50F untechable time
  • 10% repeat proration (Lv 1~Lv 3 version apply)
  • 25F hitstop on Makoto, 35F hitstop on opponent
Shooting Star (Lv 3)
⇒ D
(D)R10803888094*all5HB221029-185550
  • 1~12F fully invul
  • blows back on hit
  • wall bounces in corner on hit or on CH, adds 50F untechable time
  • fatal possible
  • breaks 1 guard primer
  • 10% repeat proration (Lv 1~Lv 3 version apply)
  • 20F hitstop on Makoto, 30F hitstop on opponent
Mars Chopper
⇒ A
R6002167584H3HB20418-53740
  • Forces crouch on ground hit, 29F hitstun on ground
  • grounds opponent on aerial hit
  • 18F guardstun on ground
  • can cancel into 5D or 2D on hit
  • attack hitbox lowers on last two active frames
  • hits crouching opponent on 22F (tested on Ragna)
Star Gazer
⇒ B
R7302627592LA4F15622-93640
  • Downs on hit
  • cannot emergency tech on CH
Infinite Rush (0 loops)
⇒ C
R250, 92090, 3317580(once)all4HB113(16)630-175319, 50
  • 2nd attack floats on hit
  • counter carries
  • 1st attack has 5F hitstop, 2nd attack 15F hitstop
Infinite Rush (1 loops)
⇒ CC
R250x2, 92090x2, 3317580(once)all4HB113(9)3(12)630-176119x2, 50
  • 3rd attack floats on hit
  • counter carries
  • attacks 1~2 have 5F hitstop, 3rd attack 15F hitstop
Infinite Rush (2 loops)
⇒ CC
R250x3, 92090x3, 3317580(once)all4HB113(9)3(9)3(15)630-177619x3, 50
  • 4th attack floats on hit
  • counter carries
  • attacks 1~3 have 5F hitstop, 4th attack 15F hitstop
Infinite Rush (3 loops)
⇒ CCC
R250x4, 92090x4, 3317580(once)all4HB113(9)3(9)3(9)3(12)630-178519x4, 50
  • 5th attack floats on hit
  • counter carries
  • attacks 1~4 have 5F hitstop, 5th attack 15F hitstop
Lightning Arrow (Lv 1)
⇒ D
R7502707089 / 60all3H30913F after landing-5*till landing42
  • Grounds opponent on hit
  • P2 values are [B version / C version]
  • frame advantage off of fastest followup possible
Lightning Arrow (Lv 2)
⇒ D
R9003247092 / 72all4H30913F after landing-3*till landing42
  • Grounds opponent on hit
  • cannot emergency tech on CH
  • P2 values are [B version / C version]
  • frame advantage off of fastest followup possible
Lightning Arrow (Lv 3)
⇒ D
R12004327094 / 64all5H251113F after landing-6*till landing55
  • Ground bounces on hit
  • cannot emergency tech
  • fatal possible
  • breaks 1 guard primer
  • 20F hitstop
  • P2 values are [B version / C version]
  • frame advantage is off of fastest followup possible



Supers and Astral

Name Input Hitbox Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv. Counter Hit Untechable
Big Bang Smash (attack)
632146D
R800 / 1100 / 1400(160 / 220 / 280)75100HL3HBF5+4 / 5+8 / 5+1016 / 17 / 1837 / 32 / 32-57 / 57 / 60100
  • Wall bounces on hit
  • 26F guardstun
  • 40% minimum damage
  • values are [Lv 1 / Lv 2 / Lv 3]
Big Bang Smash (projectile)R1500 / 1800 / 2200(300 / 360 / 440)10010all4HBP5+6 / 5+11 / 5+1314 / 14 / 15--37 / -32 / -33-100
  • Blows back on hit
  • wall bounces in corner, adds 50F untechable time
  • 26F guardstun
  • 20% minimum damage
  • projectile (Lv 2)
  • 20F hitstop
  • values are [Lv 1 / Lv 2 / Lv 3]
Particle Upper (1)
236236D
R750 / 850 / 1000(150 / 170 / 200)75100HL3HBF1+7 / 1+4 / 1+44100-609350
  • 1~10F after superflash or during charge animation fully invul
  • 25F hitstun on ground
  • pulls opponent in on aerial hit
  • 20% minimum damage
  • 73F recovery on hit or guard (without followups)
  • 40F hitstop
  • can followup into 2nd attack on hit
  • Lv 3 version breaks 1 primer
  • values are [Lv 1 / Lv 2 / Lv 3]
Particle Upper (2)
⇒ D
R750 / 850 / 1000(150 / 170 / 200)75100HL3HBF1+4 / 1+1 / 1+4456-54 / 51 / 54100
  • 1~17F after superflash fully invul
  • floats on hit
  • 20% minimum damage
  • 30F hitstop
  • 420F Heat Gauge Cooldown
  • can followup into 3rd attack on hit
  • values are [Lv 1 / Lv 2 / Lv 3]
Particle Upper (3)
⇒ D
-1000 / 1800 / 2800(200 / 360 / 560)755A3 / 4 / 5HBF34+352811F after landing--50
  • Fully invul till landing
  • grounds opponent on hit
  • cannot emergency tech
  • 40% minimum damage
  • 35F hitstop
  • values are [Lv 1 / Lv 2 / Lv 3]
Planet Crusher
2363214D
-death0--all5HB5+10 / 5+0 / 5+2429-18during move-
  • 1~14F after superflash fully invul for Lv 1, 1~5F for Lv 2, 1~9F for Lv 3
  • 30F hitstop, 24F hitstop on opponent on guard
  • 180F Heat Gauge Cooldown
  • startup varies by how far away Makoto is from opponent
  • values are [Lv 1 / Lv 2 / Lv 3]
* All versions of a D move enact repeat proration. This includes Lv 1~3 versions, versions from B Asteroid Vision and C Asteroid Vision, etc. (ex. using Lv 3 5D and then Lv 2 5D will enact repeat proration, but not Lv 1 5D and then Lv 3 2D) "



Impact Charge Table

Move Input Lv 1 Lv 2 Lv 3 Shortest Charge
5Dholding while gauge fills1~6F7~11F12~16F2F
holding while gauge depletes22~34F17~21F
startup8F after button release8F after button release8F after button release
2Dholding while gauge fills1~7F8~12F13~17F6F
holding while gauge depletes23~55F18~22F
startup11F after button release11F after button release11F after button release
j.Dholding while gauge fills1~6F7~11F12~16F9F
holding while gauge depletes22~44F17~21F
startup10F after button release12F after button release11F after button release
Break Shotholding while gauge fills1~13F14~19F20~26F4F
holding while gauge depletes33~45F27~32F
startup5F after button release5F after button release5F after button release
Space Counterholding while gauge fills1~11F12~15F16~18F12F
holding while gauge depletes23~42F19~22F
startup6F after button release6F after button release6F after button release
Shooting Starholding while gauge fills1~9F10~15F16~22F16F
holding while gauge depletes29~42F23~28F
startup6F after button release8F after button release6F after button release
Meteor Diveholding while gauge fills1~6F7~11F12~16F16F
holding while gauge depletes22~37F17~21F
startup14F after button release10F after button release8F after button release
Lightning Arrowholding while gauge fills1~6F7~11F12~16F16F
holding while gauge depletes22~37F17~21F
startup14F after button release14F after button release9F after button release
Particle Upper (1)holding while gauge fills1~39F40~54F55~63F56F
holding while gauge depletes79~127F64~78F
startup12F after button release9F after button release12F after button release
Particle Upper (2)holding while gauge fills1~34F35~46F47~51F48F
holding while gauge depletes64~106F52~63F
startup12F after button release9F after button release12F after button release
Particle Upper (3)holding while gauge fills1~99F100~117F118~120F126F
holding while gauge depletes139~227F121~138F
startup17F after button release17F after button release143
Big Bang Smashholding while gauge fills1~59F60~69F70~78F148F
holding while gauge depletes89~162F79~88F
startup (attack)81F after button release233235
startup (projectile)82F after button release236238
Planet Crusherholding while gauge fills1~59F60~69F70~78F61F
holding while gauge depletes89~97F79~88F
startup67F after button release35F after button release27F after button release



Ground Revolver Action Table

5A5B5C2A2B2C6A6B6C3C5D2DThrowSpecial & SuperJump
5AYes+YesYesYesYesYesYesYesYesYesYesYesYesYesYes
5B--Yes-1x Per
String
YesYes-YesYesYesYes-YesYes
5C--Followup--YesYes-YesYesYesYes-YesOn Hit
5C > C-----Yes-Yes-YesYesYes-YesOn Hit
2AYesYesYesYes+YesYes-Yes-YesYesYesYesYes-
2B-1x Per
String
Yes--YesYes--YesYesYes-Yes-
2C-----------2-Yes-
6A-Yes-----YesYesYesYesYes-YesYes
6B--Followup-------Yes--Yes-
6B > C-----Yes---YesYesYes-YesOn Hit
6C-------------Yes-
3C---------------

Air Revolver Action Table

j.Aj.Bj.Cj.2Cj.DThrowSpecial & SuperJump
j.AYes+YesYes-YesYesYesYes
j.BYes-Yes---YesYes
j.C-YesFollowup---YesYes
j.C > C------YesYes
j.2C------Yes-
  • + Available even on whiff