BBCF/Makoto Nanaya: Difference between revisions

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===Overdrive: Galaxian Impact===
===Overdrive: Galaxian Impact===
* All of Makoto's Drive moves automatically become Level G, giving them increased damage and faster startup.
* 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.
* New additional properties are added to her special moves, such as wallbounce properties.
* Big Bang Smash deals increased damage and has less recovery time.
* Big Bang Smash deals increased damage and has less recovery time.
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  |startup=7 |active=6 |recovery=16 |frameAdv=-3  
  |startup=7 |active=6 |recovery=16 |frameAdv=-3  
  |description=
  |description=
Followup move after 5C. 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.
Followup move after 5C, 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.
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====== <font style="visibility:hidden" size="0">2A</font> ======
====== <font style="visibility:hidden" size="0">2A</font> ======
{{MoveData
{{MoveData
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
|version=first hit
|version=First hit
  |damage=300 |guard=all |attribute=F  
  |damage=300 |guard=all |attribute=F  
  |startup=6 |active=3 |recovery=10 |frameAdv=-1  
  |startup=6 |active=3 |recovery=10 |frameAdv=-1  
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  |startup=5 |active=3 |recovery=22 |frameAdv=  
  |startup=5 |active=3 |recovery=22 |frameAdv=  
  |description=
  |description=
Although not useful for neutral, this move 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.  
Although not useful for neutral, this move 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.
}}
}}
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====== <font style="visibility:hidden" size="0">j.2C</font> ======
====== <font style="visibility:hidden" size="0">j.2C</font> ======
{{MoveData
{{MoveData
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==Drive Moves==
==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. The startup values listed show the minimum length the D button must be held to achieve that charge level.


====== <font style="visibility:hidden" size="0">5D</font> ======
====== <font style="visibility:hidden" size="0">5D</font> ======
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  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=1000 |guard=High |attribute=B  
  |damage=1000 |guard=High |attribute=B  
  |startup=15 |active=3 |recovery=20 |frameAdv=-6
  |startup=15 |active=3 |recovery=16 |frameAdv=-2
  |description=
  |description=
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 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.
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=1000 |guard=Low |attribute=B  
  |damage=1000 |guard=Low(Unblockable) |attribute=B  
  |startup=26 |active=3 |recovery=28 |frameAdv=-10  
  |startup=26 |active=3 |recovery=28 |frameAdv=-10  
  |description=
  |description=
Makoto's new special in CF that's unblockable unless you crouch block it. 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.
*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.
}}
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  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Level 2 |damage=2200 |guard=HL, all |attribute=HBFP
  |version=Level 2 |damage=2200 |guard=all |attribute=HBFP
  |startup=5+9 |active= |recovery= |frameAdv=
  |startup=5+9 |active= |recovery= |frameAdv=
  |description=
  |description=
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  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Level 3 |damage=2600 |guard=HL, all |attribute=HBFP
  |version=Level 3 |damage=2600 |guard=all |attribute=HBFP
  |startup=5+9 |active=3(18), 15 |recovery=56 |frameAdv=-57 -5 All
  |startup=5+9 |active=3(18), 15 |recovery=56 |frameAdv=-57 -5 All
  |description=
  |description=
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  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Level G |damage=3000 |guard=HL, all |attribute=HBFP  
  |version=Level G |damage=3000 |guard=all |attribute=HBFP  
  |startup=5+9 |active=3(18), 15 |recovery=32 |frameAdv=-33 -5 All
  |startup=5+9 |active=3(18), 15 |recovery=32 |frameAdv=-33 -5 All
  |description=
  |description=
Line 1,049: Line 1,055:
  |startup=28+35 |active=6 |recovery=till L+11 |frameAdv=  
  |startup=28+35 |active=6 |recovery=till L+11 |frameAdv=  
  |description=
  |description=
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 advatange.
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.
}}
}}
}}
}}

Revision as of 06:01, 13 January 2019

Makoto Nanaya
BBCF Makoto Portrait.png
Health:

Combo Rate:
Prejump:
Backdash Time / Invul:


Play-style
Offensive, Rushdown

Overview

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.


Strengths/Weaknesses

Strengths Weaknesses
  • Very straightforward character; fit for beginners.
  • Fairly good damage output.
  • Guaranteed okizeme on corner combos.
  • Decent defensive options.
  • Heavily reliant on a solid neutral game.
  • Reliable mix-up options are very limited.
  • No reliable long range moves.
  • Struggles against very mobile characters and zoners.

Template:CharLinks-BBCF

Normal Moves

5A
5A
BBCS Makoto 5A.png
300 all 5 2 11 - B -
5B
5B
BBCS Makoto 5B.png
600 Mid 9 6 16 - B -
5C
5C
BBCS Makoto 5C.png
700 Mid 8 7 16 - B -
5CC
5CC
BBCS Makoto 5CC.png
800 Mid 7 6 16 - B -
2A
2A
BBCS Makoto 2A.png
300 all 6 3 10 - F - 300 all 5 3 10 - F -
2B
2B
BBCS Makoto 2B.png
550 Low 9 3 12 - F -
2C
2C
BBCS Makoto 2C.png
1000 Mid 22 6 26 - B -
6A
6A
BBCS Makoto 6A.png
700 Mid 11 4 23 - B -
6B
6B
BBCS Makoto 6B.png
750 Mid 22 3 20 - B -
6C
6C
BBCS Makoto 6C.png
900 Mid 14 8 20 - B -
3C
3C
BBCS Makoto 3C.png
900 Low 30 4 12 - F - 35T - -
j.A
j.A
BBCS Makoto jA.png
300 High/Air 6 3 8 - H -
j.B
j.B
BBCS Makoto jB.png
600 High/Air 8 4 12 - H -
j.C
j.C
BBCS Makoto jC.png
700 High/Air 13 6 11 - H -
j.CC
j.CC
BBCS Makoto jCC.png
800 High/Air 5 3 22 - H -
j.2C
j.2C
BBCS Makoto j2C.png
800 High/Air 20 Until L 9L - H -


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. The startup values listed show the minimum length the D button must be held to achieve that charge level.


5D
5D
BBCS Makoto 5D.png
700 Mid 13 3 31 - B - 850 Mid 17 3 31 - B -


1000 Mid 20 3 31 - B - 1000 Mid 10 2 31 - B -
2D
2D
BBCS Makoto 2D.png
700 Mid 18 5 32 - B - 850 Mid 21 5 32 - B - 1000 Mid 24 5 32 - B - 1000 Mid 18 5 32 - B -
j.D
j.D
BBCS Makoto jD.png
700 High/Air 20 6 till L+5 - H - 850 High/Air 21 6 till L+5 - H - 1000 High/Air 23 6 till L+5 - H - 1000 High/Air 20 6 till L+5 - H -


Universal Mechanics

Forward Throw
Forward Throw
BBCS Makoto FThrow.png
0*10, 1500 Throw(70) 7 3 23 - T -
Back Throw
Back Throw
BBCS Makoto BThrow.png
0, 1500 Throw(70) 7 3 23 - T -
Air Throw
Air Throw
BBCS Makoto AThrow.png
0, 700, 800 Throw(90) 7 3 23+3L - T -
Counter Assault
Counter Assault
6A+B
BBCS Makoto 6C.png
0 all 15 4 28 - B -
Crush Trigger
Crush Trigger
5A+B
BBCP Makoto CrushTrigger1.png
1000 Barrier 20 1 25 - B - 1000 Barrier 30-61 1 25 - B -


Specials

Comet Cannon
Comet Cannon
236A
BBCS Makoto CometCannon.png
Projectile.
350*3 all 16 Total 49 - P1* -
Break Shot
Break Shot
D during Comet Cannon
BBCS Makoto BreakShot.png
Projectile.
Lv 1: 800
Lv 2: 950
Lv 3: 1100
Lv G: 1100
all Lv 1: ??
Lv 2: ??
Lv 3: ??
Lv G: ??
3 18 - B - Lv 1: 700
Lv 2: 800
Lv 3: 900
Lv G: 900
all Lv 1: 800
Lv 2: 950
Lv 3: 1100
Lv G: 1100
26 - P1* -
Corona Upper
Corona Upper
623C (Air OK)
BBCS Makoto CoronaUpper.png
It's her DP, give or take
900 Mid 7 2(2)12 28+17L - B -
Corona Upper (air)
Corona Upper (air)
j.623C
BBCS Makoto CoronaUpper.png
900 all 8 8 L+20 - H -
Meteor Dive
Meteor Dive
D during Corona Upper
BBCS Makoto MeteorDive.png
800 all 6 L+9 - H - 1000 all 6 L+9 - H - 1400 all 6 L+9 - H - 1400 all 6 L+9 - H -
Space Counter
Space Counter
214D
BBCS Makoto SpaceCounter.png
0 7 20 12 - - 1000 all 8 45 - B - 1200 all 6 45 - B - 1400 all 7 45 - B - 1600 all 22 7 45 - B -
Asteroid Vision
Asteroid Vision
214A/B/C
BBCS Makoto AsteroidVision.png
35T - - 45+6L - - 43+6L - -
Break
Break
A after Asteroid Vision A
BBCS Makoto Break.png
12+11 - -
Eclipse Turn
Eclipse Turn
B after Asteroid Vision A
BBCS Makoto Turn.png
10+21 - -
Rush (Infinite Rush)
Rush
C after Asteroid Vision A
BBCS Makoto InfiniteRush.png
250*2, 1000 6+7 3(6)3(8)4 33 - B -
Cosmic Ray
Cosmic Ray
D during Asteroid Vision A
BBCP Makoto CosmicRay1.png
800 all 14 6 14 - B - 950 all 15 6 14 - B - 1100 all 20 6 14 - B - 1100 all 10 6 14 - B -
Mars Chopper
Mars Chopper
A after Rush
BBCS Makoto MarsChopper.png
1000 High 15 3 16 - B -
Stargazer
Stargazer
B after Rush
BBCS Makoto StarGazer.png
1000 Low/Air 11 4 14 - F -
Infinite Rush
Infinite Rush
C after Rush
BBCS Makoto InfiniteRush.png
250*4, 1000 6+7 2(3)2(3)2(3)2(8)4 33 - B -
Lander Blow
Lander Blow
D during Rush
BBCP Makoto LanderBlow1.png
700 all 8+?? 3 15 - B - 850 all 8+?? 3 17 - B - 1000 all 8+?? 3 11 - B - 1000 all 8+?? 4 11 - B -
Lightning Arrow
Lightning Arrow
D during Asteroid Vision B or C
BBCS Makoto MeteorDive.png
800 all 12+?? 20 8L - H - 1000 all 12+?? 20 Until L+8 - H - 1200 all 12+? 20 Until L+8 - H - 1200 all 12+?? 20 Until L+8 - H -
Shooting Star
Shooting Star
236B
BBCS Makoto ShootingStar.png
Pilebunker?
1200 all 22 10 29 - B -
Sirius Jolt
Sirius Jolt
41236C "AHH YOU OKAY!?"
1000 Low(Unblockable) 26 3 28 - B -

Distortion Drives

Big Bang Smash
Big Bang Smash
632146D
BBCS Makoto BigBangSmash.png
1800 all 5+9 2(16), 14 61 - P2* - 2200 all 5+9 - HBFP - 2600 all 5+9 3(18), 15 56 - HBFP - 3000 all 5+9 3(18), 15 32 - HBFP -
Particle Flare
Particle Flare
236236D
BBCS Makoto ParticleFlare.png
BBCS Makoto ParticleFlare2.png
900 Mid 1+7 4 100 - B - 1000 Mid 1+4 4 100 - B - 1100 Mid 1+4 4 100 - B - 1200 Mid 1+7 4 100 - B - 900 Mid 1+4 4 56 - B - 1000 Mid 1+1 4 56 - B - 1100 Mid 1+1 4 56 - B - 20*28, 600 Mid 1+5 2*28(7)4 56 - B - 1800 all 28+35 28 till L+11 - H - 2200 all 28+35 9 till L+11 - H - 3000 all 28+35 6 till L+11 - H - 4000 all 28+35 6 till L+11 - H -


Exceed Accel

Cygnus Combination
ABCD during Overdrive
600, 800*2, 900 All Fast: 10 Slow: 20 3 34 - B - 600, 800*3, 1530*2 All Fast: 10 Slow: 20 3 34 - B -


Astral Heat

Planet Crusher
2363214D
BBCS Makoto PlanetCrusher.png
"Atatatatatatatatatata"
BBCS Makoto PlanetCrusher2.png
DESTROY all 5+10 4 29 - B - 15200 (DESTROY) all 5+2 4 29 - B - 15200 (DESTROY) all 5+4 4 29 - B - 15200 (DESTROY) all 5+2 4 29 - B -


External References




Template:CharLinks-BBCF