Makoto's Standard jab. It hits very high and will whiff on many crouching characters. Not very good as an anti-air, but with 5 frames of start-up it is very fast move interrupting your opponent's moves. Can cancel into itself and these hits all have slightly different animation, but the frame data and hitboxes remain the same.
Makoto's Standard jab. It hits very high and will whiff on many crouching characters. Not very good as an anti-air, but with 5 frames of start-up it is a very fast move that can interrupt your opponent's moves. Can cancel into itself and these hits all have slightly different animation, but the frame data and hitboxes remain the same.
Now a ex-NOL member working with Sector Seven, Makoto sets on a journey to Ikaruga with her best friend Noel to save Tsubaki. During the events of Continuum Shift, Makoto found out the truth regarding Noel and the Murakumo Units, giving her the resolution to protect her most important and cherished friend, Noel, with her own life - even if it means going against her dear friend Tsubaki.
Drive: Impact
Makoto concentrates a large amount of energy in her fists, allowing for extremely powerful punches with a large amount of untechable time.
All of her Drive moves have 3 different levels - holding down the D button charges the move from Level 1 to Level 3 and back down to Level 1, while releasing the button executes her Drive for that particular level.
Charging a Drive move to level 3 is usually preferred since they do the most damage and are usually better for continuing combos.
Level 1 and 2 Drive moves can cancel into specials now, allowing different combo routes and increasing usefulness in blockstrings.
Overdrive: Galaxian Impact
All of Makoto's Drive moves automatically become Level G, giving them increased damage and histun and removes the need to charge them up (Although Charging is still possible), allowing for some new combos.
New additional properties are added to her special moves, such as wallbounce properties.
Big Bang Smash deals increased damage and has less recovery time.
Particle Flare has a changed animation on its second hit and increased overall damage.
Makoto's Standard jab. It hits very high and will whiff on many crouching characters. Not very good as an anti-air, but with 5 frames of start-up it is a very fast move that can interrupt your opponent's moves. Can cancel into itself and these hits all have slightly different animation, but the frame data and hitboxes remain the same.
One of Makoto's all-around best normals. It has good range, quick start-up, and propels her forward. It's great for spacing, pressure, and combo filler. Because of its P1 proration, fast speed, and reach, this is Makoto's unequivocally best counter-hit combo starter. Use it to punish whiffed or blocked dragon punches, or other moves with very long recovery.
Note: If you land a 5B at max range it will only combo into 5D or 214A~C
Useful in blockstrings to frametrap after 5B, leading to good damage; also lets you chain into 6B for an overhead. Note its disadvantage on block and that it can not be jump canceled on block - once she has committed to this normal in block strings, her follow-up options become significantly more risky.
5CC is only accessible if 5C landed on a hit or guard. Useful for hit-confirming. It is also safe on block unless IB'd, so you can use it to end blockstrings. Puts the opponent in more blockstun than 5C, which lets you do airtight 214A~C mixup if you have meter.
Its fast speed and relatively long hitbox make it a decent normal for punishing whiffed moves that opponents try to space her with. Since it's her 2nd fastest jab but has much less chance of whiffing, it is one of her best moves to mash out of instant blocked and/or unsafe moves. It's also useful for basic stagger pressure. Cancels into almost all of her moves including throw. If mashed, Makoto uses a different animation for the followup attacks that has a slightly faster startup than the first hit.
This is Makoto's only viable low for mix-up, although it sadly has fairly bad proration. However, she can cancel a blocked string (EX: 2B > 5C[C]) with 214AA and use 2B again. Many players will expect her high, 6B, after the blocked 5C[C] and will get caught by the second low.
She can also OTG (AKA pick up opponents "off the ground") with this normal - use it to punish people who don't emergency tech after moves such as Infinite Rush or Corona Upper and add on more damage while carrying closer to the corner (if the opponent is close to death, you can 2B > 236236D lvl2 to add 1220 damage to the end of a combo).
2C has great P1 proration, but has very slow start-up and a very obvious animation, making it incredibly easy to react to. However, it is extremely useful in combos since it will OTG and floats the opponent, allowing for many moves to follow it up. this move also has head invul that goes active on the 12th frame. useful for certain situations where 6A would get baited/meatied
This is Makoto's go-to anti-air (becomes invulnerable to aerial moves very quickly). The animation propels her forward slightly, which can be either good or bad - it's bad when it results in 6A whiffing. However it performs decently for this function and beats or trades with a lot of strong air attacks. It has some surprising usefulness in other roles as well. 5B > 6A > 5B is a decent block string and can be staggered at any point. It can also gatling into her overhead, 6B, which many players are not used to seeing or reacting to. Can be jump canceled on block, however its horizontal hitbox is short and it tends to whiff after barrier blocks.
Makoto's first and most important ground overhead. One of the fastest ground overheads out of the Blazblue cast. Can combo after 5CC on crouching opponents. Can cancel into its followup 6BC, 6A, or 214A~C in order to combo. Bounces opponent on aerial hit, allowing you to combo.
This is one of Makoto's most interesting normals. The animation moves her forward quite far and, although it is very disadvantageous on block, it can be canceled into 5Dlvl2, or 214A~C for a decent frame trap that will catch jabs on normal block. It's best to use it this way by staggering it after a blocked 5C
It's a great move for combos against floating opponents since it can carry them much closer to the corner, and for grounded opponents it also gives some interesting options.
This move has both head and body attribute invincibility, along with a fairly low hitbox. This allows it to go under many attacks that other characters cannot avoid. However, this move is a double-edged sword - its long start-up makes it very difficult to land on reaction, while using it on prediction makes it incredibly unsafe. Although it can be devastating, it should definitely be used wisely and with caution. Also note that a blocked 3C is at +0, letting you catch the opponents who mash and jump by doing 2A afterwards, but its also vunerable to instant block due to the BBCF frame adv nerf...
3C's invulnerability can also be used to call out almost any invincible reversal, even supers.
On normal hit, you can combo into 214A~C~B > 2A > etc.
Her basic air jab. The hitbox on it is decent and goes mostly horizontal, making it somewhat useful at interrupting air approaches. Useful, but nothing to write home about.
This is one of Makoto's trademark attacks - it covers an area that very many characters can't replicate (mostly straight above her) and stuns for a very long time on counter hit. Helps tremendously in match-ups against floaty airborne characters like Arakune.
This attack's diagonally downward hitbox makes this her go-to air-to-ground attack. The hitbox is pretty piddly and will lose to pretty much every anti-air, so use it wisely.
j.CC has a niche purpose in combos. Canceling into this from a blocked jC or landing and using 2B creates a somewhat useful 50-50 mixup. Unlike the standing 5CC, you can cancel into this from a whiffed j.C.
Another one of Makoto's trademark moves. Its altered momentum can be used to bait anti-airs. You bounce up slightly and can cancel into j.C or j.B to combo. You can be punished on block if the opponent 5A or anti airs.
Drive Moves
In all cases, holding the drive button charges up the attack. If held for longer than is necessary for level 3, the charge bar will decrease back down to level 1. If held for its full duration then Makoto will use a level 1 attack unless she's using 5D, 2D or j.D, in which case she'll do nothing. The startup values listed show the minimum length the D button must be held to achieve that charge level.
Strong straight forward punch. 5D moves Makoto forward quite a distance which gives it a very long range in spite of the actual hitbox size of the move. Level 3 is used in combos a lot. Level 1 and 2 can be special canceled to use in pressure.
You can't combo after Level 3 5D unless you are close to the corner or have meter for a Rapid Cancel, but after a corner hit you can start your corner combo that varies based on how good your combo proration is.
Makoto does a step forward then delivers a strong uppercut. Causes a fatal counter at level 3. 2D is a combo tool and can also be used in pressure since Level 1 and 2 are both special cancelable...
Level 3 2D launches the opponent high enough that you can combo after it with 2C or just an aerial combo. Level 1 and 2 can be used in combos when the starter was at 5B strength or better.
Makoto propels herself forward using her tail to do a strong punch in the air. You can combo into j.D from j.B.
Level 3 of j.D will fatal counter. j.D is a combo tool with no real use in neutral.
Makoto hits the opponent with her tail a couple of times then follow it up with an uppercut that send them flying in front of her. Combo after it with 214AA or 214B > j.B for easier combos. In Corner you can combo into 214AA > 6A to bait bursts.
Makoto do a flip then land on the opponent causing them to be smacked to the ground, then Makoto wakes up in the other side. Combo after it with 2B, or 41236C.
Makoto's counter assault has the same animation as her 6C and launches the opponent a good distance away. It's decent as a counter assault, but nothing special.
Makoto lays a ball of energy in front of her. It's a projectile that's used to setup your okizeme after a corner knockdown, forcing the opponent to either block or risk a reversal.
Makoto's meterless reversal. It has very short range and relatively little invulnerability. It can also be low profiled, making it one of the riskiest reversals in the game. However, it can be very useful - especially when used in combination with Instant Blocking. Other than as a reversal, it's used as combo filler for combo routes that prioritize damage and/or heat over okizeme or corner carry and in Overdrive combos.
Be careful of moves with disjointed hitboxes, however, as these can hit you from a distance outside of Corona Upper's range.
Catches everything that can be blocked standing, loses to anythingelse.
Lv1
Lv2
Lv3
LvG
Startup listed based on earliest possible charge
Fatal counter
Makoto will to parry high and mid attacks, stunning the opponent after a successful parry and leading to a Space Counter. It loses to throws, low hits, aerial moves, and unblockable attacks. Additionally, it should be noted that the catch has a bit of short range and can be blocked, leaving you vulnerable to punishes even after a successful parry. On a successful parry you can now combo into 5B for a short combo.
you can now restand your opponent during a combo due to Parry becoming a "Strike" Move.
Makoto creates two illusion to confuse the enemy. Depending on which button is used to execute the move, the real Makoto will be hiding in one of these copies. The picture shows each one of the possibilities.
This move is a follow up to Asetroid Vision A. Makoto stops running and halt in place. Useful for resetting pressure or baiting bursts and reversals, but you must be careful as it does put you in a disadvantageous situation.
This move is a follow up to Asetroid Vision A. Makoto steps through the opponent, appearing behind it. Can be used as a gimmicky mix up, but you must be careful as it's not safe.
This move is a new follow up to Asteroid Vision A in BBCF. Makoto reveals herself and does two punches, then an uppercut. Leads to many follow ups, but you can only cancel into them from the second punch. Can be used as a frame-trap and is not safe on block.
Can also cancel into Shooting Star.
Cancels into:
A = Mars Chopper
B = Stargazer
CCCCC = Infinite Rush
D = Lander Blow
Startup based on earliest possible charge
Lv3 and LvG versions Fatal Counter
This move is a follow up to Asetroid Vision A. Makoto rushes forward in high speed and strikes the opponent with a punch. Useful as a neutral tool to approach the opponent in certain situations and in Overdrive combos.
BBCF Changes
All Levels now have foot/low invul on startup. She actually has foot/low invul while charging but it goes inactive when her drive gauge meter starts going back to level 1 from Level 3 (if for some reason you're still charging that is)
Follow up to Rush. A gimmicky overhead punch that leaves you in a slight disadvantage if blocked; can't be combo'ed after it on normal conditions - you need either a Rapid Cancel or a counter hit to combo after it.
Follow up after Rush. Makoto hits the opponent with a powered up punch. Level 1 is used to reset yourself to neutral (Cannot be used as a frame trap as there is no gap). Level 2 is used as a frame trap while Level 3 can safely reset pressure if blocked with a nice +7 frame advantage. However, Level 3 has a huge gap for the opponent to mash out of it, making of it a rather risky move.
small note: current startup numbers are from CPEX.
BBCF Changes:
Level 2 and 3 counter hit now puts opponent in staggered state
Follow up to Asteroid Vision B and C. The frame advantage of this move is unstable, being advantageous or not depending on how late you hit with it, how close are you to the ground and whether your opponent is on the air or ground. Can be used as a neutral tool and to reset pressure/bait a Fatal Counter (very useful for baiting Counter Assaults). One of Makoto's best moves for Overdrive combos.
Makoto slides back and forth with a strong punch to the guts. Has amazing corner carry. it can be used in certain situations to avoid getting hit by certain moves and hard punishing them, given its moving hurtbox and invulnerability that can be used well now that it's not a Asteroid Vision follow up.
BBCF Changes
Invul frames are now 8-17 (no longer starts from frame 3)
Command change. Command is now 236D -> 236B
No Longer a Drive move. lost all Overdrive properties.
CH hit now only gives wallstick in the corner for a short moment. CH hit wallbounce midscreen removed.
BBCF 2.0 Changes
Now has frame 1 low and throw invul. Can be useful to punish people using meaty lows to beat your DP.
Technically unblockable, but actually can be blocked low as normal (Blocking high won't show a Yellow ! mark)
Makoto's new special in CF that mysteriously needs to be blocked low. You'll typically see it used in situations where you would expect the opponent to stand up to block 6B. It has a slow startup though and can be mashed out of so be careful.
Makoto's super reversal and combo finisher. Used mainly at the end of regular and Overdrive combos to finish off opponents. It isn't recommended to finish a combo with it in case the opponent isn't dying, as it doesn't give you knockdown advantage. Also a questionable reversal due to its extremely short range. It's usually a better idea to go for Corona Upper and Rapid Cancel it on block.
Invu for like until Makoto lands her punch. Combo into it after StarGazer/5D/2D/j.D/B+C/4B+C/Wallbounces/Groundbounces/6A CH Can be used on neutral to beat a lot of stuff. Great Astral when compared with other characters Astrals (Also, the animation of the move is amazing <3)
To edit frame data, edit values in BBCF/Makoto Nanaya/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.