BBCF/Makoto Nanaya: Difference between revisions

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[[File:BBCF_Makoto_Portrait.png|350px|center]]
[[File:BBCF_Makoto_Portrait.png|350x500px|center]]
|-
|-
||{{CharData-BBCF
||{{CharData-BBCF|Makoto}}
|health=11,000
|comboRate=70%
|jumpStartup=4
|backdashTime=20
|backdashInv=1-5
}}
;Movement Options
:Double Jump, 1 Airdash, Dash type: Run
;Play-style
;Play-style
:Offensive, Rushdown
:Offensive, Rushdown
|}
|}
{{CharNav |charMainPage=BBCF/Makoto Nanaya
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_MK.html
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/141-makoto-nanaya/
}}
<div style="float:left; margin-right:25px;">
<div style="float:left; margin-right:25px;">
{{TOC limit|2}}
{{TOC limit|2}}
</div>
</div>
<!--USE THIS STYLING FOR SHORT NAVIGATION-->
<div style="height:225px; width:1px;">
  &nbsp;
</div>
==Overview==
==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.
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.
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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 recoevry time.
* 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.
* Particle Flare has a changed animation on its second hit and increased overall damage.
<br/>
<br/>


===Pros/Strengths===
===Strengths/Weaknesses===
{|
|-style="text-align:left;"
! Strengths !! Weaknesses
|- style="vertical-align:top;text-alighn:left"
| style="width: 50%;"|
* Very straightforward character; fit for beginners.
* Very straightforward character; fit for beginners.
* Fairly good damage output.
* Fairly good damage output.
* Guaranteed okizeme on corner combos.
* Guaranteed okizeme on corner combos.
* Decent defensive options.<br/>
* Decent defensive options.
<br/>
| style="width: 50%;"|
===Cons/Weaknesses===
* Heavily reliant on a solid neutral game.
* Heavily reliant on a solid neutral game.
* Reliable mix-up options are very limited.
* Reliable mix-up options are very limited.
* No reliable long range moves.
* No reliable long range moves.
* Struggles against very mobile characters and zoners.
* Struggles against very mobile characters and zoners.
|-
|}
{{CharLinks-BBCF|Makoto}}
<br clear=all/>
<br clear=all/>


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====== <font style="visibility:hidden" size="0">5A</font> ======
====== <font style="visibility:hidden" size="0">5A</font> ======
{{MoveData
{{MoveData
|image=BBCS_Makoto_5A.png
|image=BBCS_Makoto_5A.png |caption=
|caption=
|name=5A
|name=5A
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=300
  |damage=300 |guard=all |attribute=B  
|cancel=CSOJR
  |startup=5 |active=2 |recovery=11 |frameAdv=-1  
|p1=100
|p2=77
|smp=
|starter=S
|guard=all
|level=1
|attribute=B
  |startup=5
|active=2
|recovery=11
|frameAdv=-1
|blockstun=11
|groundHit=12
|groundCH=16
|airHit=14
|airCH=26
|invul=
|hitbox=
  |description=
  |description=
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.  
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.


BBCF Changes
BBCF Changes
Line 95: Line 66:
}}
}}
}}
}}
====== <font style="visibility:hidden" size="0">5B</font> ======
====== <font style="visibility:hidden" size="0">5B</font> ======
{{MoveData
{{MoveData
|image=BBCS_Makoto_5B.png
|image=BBCS_Makoto_5B.png |caption=
|caption=
|name=5B
|name=5B
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=550
  |damage=600 |guard=Mid |attribute=B  
|cancel=SO(J)R
  |startup=9 |active=6 |recovery=16 |frameAdv=-5  
|p1=100
|p2=89
|smp=
|starter=N
|guard=HL
|level=3
|attribute=B
  |startup=9
|active=6
|recovery=16
|frameAdv=-5
|blockstun=16
|groundHit=17
|groundCH=22
|airHit=17
|airCH=31
|invul=
|hitbox=
  |description=
  |description=
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.  
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.  
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====== <font style="visibility:hidden" size="0">5C</font> ======
====== <font style="visibility:hidden" size="0">5C</font> ======
{{MoveData
{{MoveData
|image=BBCS_Makoto_5C.png
|image=BBCS_Makoto_5C.png |caption=
|caption=
|name=5C
|name=5C
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=450
  |damage=700 |guard=Mid |attribute=B  
|cancel=SO(J)R
  |startup=8 |active=7 |recovery=16 |frameAdv=-6  
|p1=100
|p2=89
|smp=
|starter=N
|guard=HL
|level=3
|attribute=B
  |startup=8
|active=7
|recovery=16
|frameAdv=-6
|blockstun=16
|groundHit=17
|groundCH=22
|airHit=17
|airCH=31
|invul=
|hitbox=
  |description=
  |description=
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.  
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.  
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====== <font style="visibility:hidden" size="0">5CC</font> ======
====== <font style="visibility:hidden" size="0">5CC</font> ======
{{MoveData
{{MoveData
|image=BBCS_Makoto_5CC.png
|image=BBCS_Makoto_5CC.png |caption=
|caption=
|name=5CC
|name=5CC
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=620
  |damage=800 |guard=Mid |attribute=B  
|cancel=SO(J)R
  |startup=7 |active=6 |recovery=16 |frameAdv=-3  
|p1=100
|p2=92
|smp=
|starter=N
|guard=HL
|level=4
|attribute=B
  |startup=7
|active=6
|recovery=16
|frameAdv=-3
|blockstun=18
|groundHit=21
|groundCH=27
|airHit=24
|airCH=42
|invul=
|hitbox=
  |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.
}}
}}
}}
}}
====== <font style="visibility:hidden" size="0">2A</font> ======
====== <font style="visibility:hidden" size="0">2A</font> ======
{{MoveData
{{MoveData
|image=BBCS_Makoto_2A.png
|image=BBCS_Makoto_2A.png |caption=
|caption=
|name=2A
|name=2A
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
|damage=300
|version=First hit
  |cancel=CSOR
  |damage=300 |guard=all |attribute=F  
|p1=100
  |startup=6 |active=3 |recovery=10 |frameAdv=-1  
|p2=75
  |description=
|smp=
}}
|starter=S
  {{AttackData-BBCF
|guard=all
|header=no
|level=0
|version=Followup hits
|attribute=F
  |damage=300 |guard=all |attribute=F
  |startup=6
  |startup=5 |active=3 |recovery=10 |frameAdv=-1
|active=3
|recovery=10
|frameAdv=-1
  |blockstun=9
  |groundHit=10
|groundCH=14
  |airHit=12
  |airCH=23
|invul=
|hitbox=
  |description=
  |description=
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.
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.




}}
}}
}}
}}
====== <font style="visibility:hidden" size="0">2B</font> ======
====== <font style="visibility:hidden" size="0">2B</font> ======
{{MoveData
{{MoveData
Line 231: Line 137:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=480
  |damage=550 |guard=Low |attribute=F  
|cancel=SOR
  |startup=9 |active=3 |recovery=12 |frameAdv=-1  
|p1=90
|p2=85
|smp=
|starter=N
|guard=L
|level=2
|attribute=F
  |startup=9
|active=3
|recovery=12
|frameAdv=-1
|blockstun=13
|groundHit=14
|groundCH=18
|airHit=14
|airCH=26
|invul=
|hitbox=
  |description=
  |description=
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.  
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.  
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=780
  |damage=1000 |guard=Mid |attribute=B
|cancel=SOR
  |startup=22 |active=6 |recovery=26 |frameAdv=-13
|p1=90
|p2=92
|smp=2
|starter=N
|guard=HL
|level=4
|attribute=F
  |startup=22
|active=7
|recovery=26
|frameAdv=-14
|blockstun=18
|groundHit=F40
|groundCH=F68
|airHit=40
|airCH=68
|invul=28-30H
|hitbox=
  |description=
  |description=
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  
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  
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=560
  |damage=700 |guard=Mid |attribute=B  
|cancel=SOJR
  |startup=11 |active=4 |recovery=23 |frameAdv=-9
|p1=90
|p2=89
|smp=
|starter=N
|guard=HL
|level=3
|attribute=B
  |startup=11
|active=4
|recovery=23
|frameAdv=-10
|blockstun=16
|groundHit=17
|groundCH=22
|airHit=26
|airCH=45
|invul=5-14H
|hitbox=
  |description=
  |description=
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.
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.
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=570
  |damage=750 |guard=Mid |attribute=B  
|cancel=SOR
  |startup=22 |active=3 |recovery=20 |frameAdv=-6  
|p1=80
|p2=89
|smp=
|starter=N
|guard=HL
|level=3
|attribute=B
  |startup=22
|active=3
|recovery=20
|frameAdv=-6
|blockstun=16
|groundHit=17
|groundCH=22
|airHit=G17
|airCH=G31
|invul=
|hitbox=
  |description=
  |description=
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.
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.
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}}
}}


====== <font style="visibility:hidden" size="0">6B > C</font> ======
{{MoveData
|name=6B > C
|image=BBCS_Makoto_5CC.png
|data=
{{AttackData-BBCF
|damage=620
|cancel=SO(J)R
|p1=100
|p2=92
|smp=
|starter=N
|guard=HL
|level=4
|attribute=B
|startup=7
|active=6
|recovery=16
|frameAdv=-3
|blockstun=18
|groundHit=21
|groundCH=27
|airHit=24
|airCH=42
|invul=
|hitbox=
|description=
Follow up move after 6B. Works almost exactly like 5CC.
}}
}}
====== <font style="visibility:hidden" size="0">6C</font> ======
====== <font style="visibility:hidden" size="0">6C</font> ======
{{MoveData
{{MoveData
Line 396: Line 200:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=640
  |damage=900 |guard=Mid |attribute=B  
|cancel=SOR
  |startup=14 |active=8 |recovery=20 |frameAdv=-11  
|p1=100
|p2=89
|smp=
|starter=N
|guard=HL
|level=3
|attribute=B
  |startup=14
|active=8
|recovery=20
|frameAdv=-11
|blockstun=16
|groundHit=F23
|groundCH=F35
|airHit=23
|airCH=35
|invul=
|hitbox=
  |description=
  |description=
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
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
Line 432: Line 218:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Normal
  |version=Normal |damage=900 |guard=Low |attribute=F  
|damage=700
  |startup=30 |active=4 |recovery=12 |frameAdv=±0
|cancel=R
|p1=90
|p2=89
|smp=
|starter=N
|guard=L
|level=3
|attribute=F
  |startup=37
|active=4
|recovery=10
|frameAdv=±0
|blockstun=16
|groundHit=D40
|groundCH=D68
|airHit=40
|airCH=68
|invul=6-27HB
|hitbox=
  |description=
  |description=
  }}
  }}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Feint
  |version=Feint |damage= |cancel= |starter= |guard= |attribute=  
|damage=
  |startup= |active= |recovery=35T |frameAdv=
|cancel=
|p1=
|p2=
|smp=
|starter=
|guard=
|level=
|attribute=
  |startup=
|active=
|recovery=39T
|frameAdv=
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=6-27HB
|hitbox=
  |description=
  |description=
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...  
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...  
Line 497: Line 245:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=300
  |damage=300 |guard=High/Air |attribute=H  
|cancel=CSOJR
  |startup=6 |active=3 |recovery=8 |frameAdv=  
|p1=90
|p2=75
|smp=
|starter=S
|guard=HA
|level=0
|attribute=H
  |startup=6
|active=3
|recovery=5
|frameAdv=
|blockstun=9
|groundHit=10
|groundCH=14
|airHit=12
|airCH=23
|invul=
|hitbox=
  |description=
  |description=
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.  
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.  
Line 527: Line 257:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=480
  |damage=600 |guard=High/Air |attribute=H  
|cancel=SOJR
  |startup=8 |active=4 |recovery=12 |frameAdv=  
|p1=90
|p2=85
|smp=
|starter=N
|guard=HA
|level=2
|attribute=H
  |startup=8
|active=4
|recovery=12
|frameAdv=
|blockstun=13
|groundHit=14
|groundCH=18
|airHit=30
|airCH=52
|invul=
|hitbox=
  |description=
  |description=
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 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.  
Line 557: Line 269:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=440
  |damage=700 |guard=High/Air |attribute=H  
|cancel=SOJR
  |startup=13 |active=6 |recovery=11 |frameAdv=  
|p1=90
|p2=89
|smp=
|starter=N
|guard=HA
|level=3
|attribute=H
  |startup=13
|active=6
|recovery=11
|frameAdv=
|blockstun=16
|groundHit=17
|groundCH=22
|airHit=17
|airCH=31
|invul=
|hitbox=
  |description=
  |description=
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.  
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.  
Line 587: Line 281:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=460
  |damage=800 |guard=High/Air |attribute=H  
|cancel=SOJR
  |startup=5 |active=3 |recovery=22 |frameAdv=  
|p1=90
|p2=89
|smp=
|starter=N
|guard=HA
|level=3
|attribute=H
  |startup=5
|active=3
|recovery=22
|frameAdv=
|blockstun=16
|groundHit=17
|groundCH=22
|airHit=17
|airCH=31
|invul=
|hitbox=
  |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.
}}
}}
}}
}}
====== <font style="visibility:hidden" size="0">j.2C</font> ======
====== <font style="visibility:hidden" size="0">j.2C</font> ======
{{MoveData
{{MoveData
Line 617: Line 294:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=560
  |damage=800 |guard=High/Air |attribute=H  
|cancel=SOR
  |startup=20 |active=Until L |recovery=9L |frameAdv=  
|p1=90
|p2=77
|smp=
|starter=N
|guard=HA
|level=1
|attribute=H
  |startup=18
|active=30
|recovery=6L
|frameAdv=
|blockstun=11
|groundHit=17
|groundCH=22
|airHit=G17
|airCH=G31
|invul=
|hitbox=
  |description=
  |description=
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.  
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.  
Line 644: Line 303:


==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> ======
Line 651: Line 312:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
|version= Level 1
|version= Level 1 |damage=700 |guard=Mid |attribute=B  
|damage=700
  |startup=13 |active=3 |recovery=31 |frameAdv=-17
|cancel=R
|p1=80
|p2=77
|smp=
|starter=N
|guard=HL
|level=3
|attribute=B
  |startup=10
|active=3
|recovery=33
|frameAdv=-19
|blockstun=16
|groundHit=30
|groundCH=38
|airHit=17
|airCH=31
|invul=
|hitbox=makoto/5D_1
  |description=
  |description=
  }}
  }}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
|version= Level 2
|version= Level 2 |damage=850 |guard=Mid |attribute=B  
|damage=850
  |startup=17 |active=3 |recovery=31 |frameAdv=-15
|cancel=R
|p1=75
|p2=85
|smp=
|starter=N
|guard=HL
|level=4
|attribute=B
  |startup=15
|active=3
|recovery=33
|frameAdv=-17
|blockstun=18
|groundHit=35
|groundCH=S30
|airHit=19
|airCH=34
|invul=
|hitbox=makoto/5D_2
  |description=
  |description=
  }}
  }}
Line 702: Line 325:
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Level 3
  |version=Level 3 |damage=1000 |guard=Mid |attribute=B  
|damage=1000
  |startup=20 |active=3 |recovery=31 |frameAdv=-13
|cancel=R
|p1=80
|p2=89
|smp=2A
|starter=N
|guard=HL
|level=5
|attribute=B
  |startup=18
|active=3
|recovery=33
|frameAdv=-15
|blockstun=20
|groundHit=Sd62
|groundCH=Sd103
|airHit=Sd62
|airCH=Sd103
|invul=
|hitbox=makoto/5D_3
  |description=
  |description=
  }}
  }}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Level G
  |version=Level G |damage=1000 |guard=Mid |attribute=B  
|damage=1000
  |startup=10 |active=2 |recovery=31 |frameAdv=-12
|cancel=R
|p1=80
|p2=89
|smp=2A
|starter=N
|guard=HL
|level=5
|attribute=B
  |startup=8
|active=2
|recovery=23
|frameAdv=-4
|blockstun=20
|groundHit=Sd62
|groundCH=Sd103
|airHit=Sd62
|airCH=Sd103
|invul=
|hitbox=makoto/5D_3
  |description=
  |description=
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.
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.
Line 764: Line 349:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Level 1
  |version=Level 1 |damage=700 |guard=Mid |attribute=B  
|damage=700
  |startup=18 |active=5 |recovery=32 |frameAdv=-21
|cancel=R
|p1=80
|p2=77
|smp=2B
|starter=N
|guard=HL
|level=3
|attribute=B
  |startup=17
|active=5
|recovery=32
|frameAdv=-20
|blockstun=16
|groundHit=F45
|groundCH=F50
|airHit=45
|airCH=50
|invul=
|hitbox=makoto/2D_1
  |description=
  |description=
  }}
  }}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Level 2
  |version=Level 2 |damage=850 |guard=Mid |attribute=B  
  |damage=850
  |startup=21 |active=5 |recovery=32 |frameAdv=-19
|cancel=R
|p1=75
|p2=85
|smp=
|starter=N
|guard=HL
|level=4
|attribute=B
  |startup=19
|active=5
|recovery=32
|frameAdv=-18
|blockstun=18
|groundHit=F45
|groundCH=F80
|airHit=45
|airCH=80
|invul=
|hitbox=makoto/2D_2
  |description=
  |description=
  }}
  }}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Level 3
  |version=Level 3 |damage=1000 |guard=Mid |attribute=B  
|damage=1000
  |startup=24 |active=5 |recovery=32 |frameAdv=-17
|cancel=R
|p1=80
|p2=89
|smp=2B
|starter=N
|guard=HL
|level=5
|attribute=B
  |startup=24
|active=5
|recovery=32
|frameAdv=-16
|blockstun=20
|groundHit=F66
|groundCH=F50
|airHit=66
|airCH=50
|invul=
|hitbox=makoto/2D_3
  |description=
  |description=
  }}
  }}
{{AttackData-BBCF
{{AttackData-BBCF
  |header=no
  |header=no
  |version=Level G
  |version=Level G |damage=1000 |guard=Mid |attribute=B  
|damage=1000
  |startup=18 |active=5 |recovery=32 |frameAdv=-17
|cancel=R
|p1=80
|p2=89
|smp=2B
|starter=N
|guard=HL
|level=5
|attribute=B
  |startup=17
|active=5
|recovery=17
|frameAdv=-1
|blockstun=20
|groundHit=F66
|groundCH=F50
|airHit=66
|airCH=50
|invul=
|hitbox=makoto/2D_3
  |description=
  |description=
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...  
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...  
Line 878: Line 387:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Level 1
  |version=Level 1 |damage=700 |guard=High/Air |attribute=H  
|damage=700
  |startup=20 |active=6 |recovery=till L+5 |frameAdv=  
|cancel=R
|p1=80
|p2=77
|smp=
|starter=N
|guard=HA
|level=3
|attribute=H
  |startup=19
|active=9
|recovery=till L+5
|frameAdv=
|blockstun=16
|groundHit=20
|groundCH=26
|airHit=30
|airCH=52
|invul=
|hitbox=makoto/j.D_1
  |description=
  |description=
  }}
  }}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Level 2
  |version=Level 2 |damage=850 |guard=High/Air |attribute=H  
|damage=850
  |startup=21 |active=6 |recovery=till L+5 |frameAdv=  
|cancel=R
|p1=75
|p2=85
|smp=
|starter=N
|guard=HA
|level=4
|attribute=H
  |startup=21
|active=9
|recovery=till L+5
|frameAdv=
|blockstun=18
|groundHit=F30
|groundCH=Sd50
|airHit=30
|airCH=Sd50
|invul=
|hitbox=makoto/j.D_2
  |description=
  |description=
  }}
  }}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Level 3
  |version=Level 3 |damage=1000 |guard=High/Air |attribute=H  
|damage=1000
  |startup=23 |active=6 |recovery=till L+5 |frameAdv=  
|cancel=R
|p1=80
|p2=89
|smp=2C
|starter=N
|guard=HA
|level=5
|attribute=H
  |startup=23
|active=9
|recovery=till L+5
|frameAdv=
|blockstun=20
|groundHit=Sd65
|groundCH=Sd108
|airHit=Sd65
|airCH=Sd108
|invul=
|hitbox=makoto/j.D_3
  |description=
  |description=
  }}
  }}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Level G
  |version=Level G |damage=1000 |guard=High/Air |attribute=H  
|damage=1000
  |startup=20 |active=6 |recovery=till L+5 |frameAdv=  
|cancel=R
|p1=80
|p2=89
|smp=2C
|starter=N
|guard=HA
|level=5
|attribute=H
  |startup=20
|active=7
|recovery=till L+5
|frameAdv=
|blockstun=20
|groundHit=Sd65
|groundCH=Sd108
|airHit=Sd65
|airCH=Sd108
|invul=
|hitbox=makoto/j.D_3
  |description=
  |description=
Makoto propels herself forward using her tail to do a strong punch in the air. You can combo into j.D from j.B.  
Makoto propels herself forward using her tail to do a strong punch in the air. You can combo into j.D from j.B.  
Line 993: Line 426:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
|damage=0*10, 1300
|damage=0*10, 1500 |guard=Throw(70) |attribute=T  
|cancel=--*10, SOR
  |startup=7 |active=3 |recovery=23 |frameAdv=  
|p1=100
|p2=100*10, 60
|smp=
|starter=S
|guard=T (70)
|level=0*10, 4
|attribute=T
  |startup=7
|active=3
|recovery=16
|frameAdv=
|blockstun=
|groundHit=--*10, F42
|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=makoto/groundThrow
  |description=
  |description=
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 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.
Line 1,025: Line 440:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=0, 1300
  |damage=0, 1500 |guard=Throw(70) |attribute=T  
|cancel=-- , R
  |startup=7 |active=3 |recovery=23 |frameAdv=  
|p1=100
|p2=100, 60
|smp=
|starter=S
|guard=T (70)
|level=0, 4
|attribute=T
  |startup=7
|active=3
|recovery=16
|frameAdv=
|blockstun=
|groundHit=--, GD60
|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=makoto/groundThrow
  |description=
  |description=
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 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.
Line 1,056: Line 453:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=0, 600, 800
  |damage=0, 700, 800 |guard=Throw(90) |attribute=T  
|cancel=--*2, R
  |startup=7 |active=3 |recovery=23+3L |frameAdv=  
|p1=100
|p2=100, 60, 100
|smp=
|starter=S
|guard=T (90)
|level=0, 4*2
|attribute=T
  |startup=7
|active=3
|recovery=15+3L
|frameAdv=
|blockstun=
|groundHit=
|groundCH=
|airHit=--, GD60*2
|airCH=
|invul=
|hitbox=makoto/airThrow
  |description=
  |description=
Makoto do a flip kick sending the opponent to ground then following it up with a headbutt. Can combo afterward with 2B.
Makoto do a flip kick sending the opponent to ground then following it up with a headbutt. Can combo afterward with 2B.
Line 1,087: Line 466:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=0
  |damage=0 |guard=all |attribute=B  
|cancel=R
  |startup=15 |active=4 |recovery=28 |frameAdv=-13
|p1=50
|p2=92
|smp=
|starter=VS
|guard=all
|level=4
|attribute=B
  |startup=15
|active=4
|recovery=28
|frameAdv=-13
|blockstun=18
|groundHit=F14
|groundCH=F26
|airHit=14
|airCH=26
|invul=1-20 All
|hitbox=
  |description=
  |description=
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'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.
Line 1,116: Line 477:
====== <font style="visibility:hidden" size="0">Crush Trigger</font> ======
====== <font style="visibility:hidden" size="0">Crush Trigger</font> ======
{{MoveData
{{MoveData
|image=BBCP_Makoto_CrushTrigger1.png
|image=BBCP_Makoto_CrushTrigger1.png |caption=
|caption=
|name=Crush Trigger
|name=Crush Trigger
|input=5A+B
|input=5A+B
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=1000
  |version=Uncharged
  |cancel=R
  |damage=1000 |guard=Barrier |attribute=B  
|p1=80
  |startup=20 |active=1 |recovery=25 |frameAdv=0 }}
|p2=100
{{AttackData-BBCF
|smp=3
  |header=no |version=Charged
|starter=N
  |damage=1000 |guard=Barrier |attribute=B
|guard=B
  |startup=30-61 |active=1 |recovery=25 |frameAdv=0
|level=3
|attribute=B
  |startup=30~60
|active=1
|recovery=23
|frameAdv=0
  |blockstun=22
  |groundHit=SpD
|groundCH=SpD
  |airHit=GD17
|airCH=GD31
|invul=
|hitbox=
  |description=
  |description=
Standard guard break, possible to charge. Very useful during normal or Over Drive combos.
Standard guard break, possible to charge. Very useful during normal or Over Drive combos.
Line 1,152: Line 499:
====== <font style="visibility:hidden" size="0">Comet Cannon</font> ======
====== <font style="visibility:hidden" size="0">Comet Cannon</font> ======
{{MoveData
{{MoveData
|image=BBCS_Makoto_CometCannon.png
|image=BBCS_Makoto_CometCannon.png |caption=Projectile.
|caption=Projectile.
|input=236A
|input=236A
|name=Comet Cannon
|name=Comet Cannon
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=100x4
  |damage=350*3 |guard=all |attribute=P1*
|cancel=R
  |startup=16 |active= |recovery=Total 49 |frameAdv=-5
|p1=100
|p2=75(1)
|smp=2
|starter=N
  |guard=all
|level=4
|attribute=HBFP
  |startup=16
|active=81
|recovery=Total 60F
|frameAdv=+3
|blockstun=12
|groundHit=18
|groundCH=23
|airHit=18
|airCH=32
|invul=
|hitbox=
  |description=
  |description=
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 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.  
Line 1,191: Line 519:
|name=Break Shot
|name=Break Shot
|input=D during Comet Cannon
|input=D during Comet Cannon
|image=BBCS_Makoto_BreakShot.png
|image=BBCS_Makoto_BreakShot.png |caption=Projectile.
|caption=Projectile.
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Level 1
  |version=Strike |damage=Lv 1: 800<br/>Lv 2: 950<br/>Lv 3: 1100<br/>Lv G: 1100 |guard=all |attribute=B
|damage=480, 450
  |startup=Lv 1: ??<br/>Lv 2: ??<br/>Lv 3: ??<br/>Lv G: ?? |active=3 |recovery=18 |frameAdv=Lv 1: -11<br/>Lv 2: -8<br/>Lv 3: -8<br/>Lv G: -5
|cancel=R
|p1=100, 90
|p2=89
|smp=2
|starter=S, N
|guard=all
|level=3
|attribute=B, HBFP
  |startup=9, 13
|active=4, 18
|recovery=23
|frameAdv=-8
|blockstun=16, 10
|groundHit=F17, F30
|groundCH=F31, F52
|airHit=17, 30
|airCH=31, 52
|invul=
|hitbox=
|description=
}}
{{AttackData-BBCF
|header=no
|version=Level 2
|damage=630, 650
|cancel=R
|p1=100, 92
|p2=92, 90
|smp=2
|starter=S, N
|guard=all
|level=4
|attribute=B, HBFP
|startup=19, 23
|active=4, 23
|recovery=23
|frameAdv=-8
|blockstun=18, 10
|groundHit=F19, F30
|groundCH=F34, F52
|airHit=19, 30
|airCH=34, 52
|invul=
|hitbox=
  |description=
  |description=
  }}
  }}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Level 3
  |version=Projectile |damage=Lv 1: 700<br/>Lv 2: 800<br/>Lv 3: 900<br/>Lv G: 900 |guard=all |attribute=P1*   
|damage=730, 850
  |startup=Lv 1: 800<br/>Lv 2: 950<br/>Lv 3: 1100<br/>Lv G: 1100 |active=26 |recovery= |frameAdv=  
|cancel=R
|p1=100, 94
|p2=90, 94
|smp=2
|starter=S, N
|guard=all
|level=5
|attribute=B, HBFP
|startup=25, 29
|active=4, 28
|recovery=23
|frameAdv=-8
|blockstun=20, 10
|groundHit=F21, F40
|groundCH=F37, Wb*68
  |airHit=21, 40
  |airCH=37, Wb*68
|invul=
|hitbox=
|description=
}}
{{AttackData-BBCF
|header=no
|version=Level G
|damage=730, 850
|cancel=R
|p1=100, 94
|p2=90, 94
|smp=2
|starter=S
|guard=all
|level=5
|attribute=B, HBFP
|startup=9, 13
|active=4, 23
|recovery=17
|frameAdv=-5
|blockstun=20, 10
|groundHit=F21, Wb*40
|groundCH=F37, Wb*68
|airHit=21, Wb*40
|airCH=37, Wb*68
|invul=
|hitbox=
  |description=
  |description=
Follow up after Comet Cannon. Makoto punches the orb launching it straight forward. Level 3 and OD are Fatal Counters.
Follow up after Comet Cannon. Makoto punches the orb launching it straight forward. Level 3 and OD are Fatal Counters.
Line 1,302: Line 541:
====== <font style="visibility:hidden" size="0">Corona Upper</font> ======
====== <font style="visibility:hidden" size="0">Corona Upper</font> ======
{{MoveData
{{MoveData
|image=BBCS_Makoto_CoronaUpper.png
|image=BBCS_Makoto_CoronaUpper.png |caption= It's her DP, give or take
|caption=
|input=623C (Air OK)
|input=623C (Air OK)
|name=Corona Upper
|name=Corona Upper
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
|version=Ground
  |damage=900 |guard=Mid |attribute=B  
  |damage=820
  |startup=7 |active=2(2)12 |recovery=28+17L |frameAdv=-42
|cancel=R
|p1=80
|p2=92
|smp=2
|starter=S
|guard=HL
|level=4
|attribute=B
  |startup=9
|active=2(2)12
|recovery=28+17L
|frameAdv=-42
|blockstun=18
|groundHit=F50
|groundCH=F84
|airHit=50
|airCH=84
|invul=1-14 All
|hitbox=
  |description=
  |description=
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.
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.
Line 1,339: Line 558:
}}
}}
}}
}}
====== <font style="visibility:hidden" size="0">Meteor Dive</font> ======
{{MoveData
|name=Meteor Dive
|input=D during Corona Upper
|image=BBCS_Makoto_MeteorDive.png
|caption=
|data=
{{AttackData-BBCF
|version=Level 1
|damage=750
|cancel=R
|p1=70
|p2=89
|smp=2
|starter=N
|guard=all
|level=3
|attribute=H
|startup=30
|active=2
|recovery=L+9
|frameAdv=-
|blockstun=16
|groundHit=-
|groundCH=-
|airHit=G12
|airCH=G23
|invul=
|hitbox=
|description=
}}
{{AttackData-BBCF
|header=no
|version=Level 2
|damage=820
|cancel=R
|p1=70
|p2=92
|smp=2
|starter=N
|guard=all
|level=4
|attribute=H
|startup=26
|active=2
|recovery=L+9
|frameAdv=-
|blockstun=18
|groundHit=-
|groundCH=-
|airHit=G20
|airCH=G36
|invul=
|hitbox=
|description=
}}
{{AttackData-BBCF
|header=no
|version=Level 3
|damage=1100
|cancel=R
|p1=70
|p2=94
|smp=2E
|starter=N
|guard=all
|level=5
|attribute=H
|startup=24
|active=2
|recovery=L+9
|frameAdv=
|blockstun=20
|groundHit=
|groundCH=
|airHit=G30
|airCH=G52
|invul=
|hitbox=
|description=
}}
{{AttackData-BBCF
|header=no
|version=Overdrive
|damage=1100
|cancel=R
|p1=70
|p2=94
|smp=2E
|starter=N
|guard=all
|level=5
|attribute=H
|startup=24
|active=2
|recovery=L+9
|frameAdv=
|blockstun=20
|groundHit=
|groundCH=
|airHit=B60
|airCH=B100
|invul=
|hitbox=
|description=
Follow up after Corona Upper. Makoto punches the opponent sending them to the ground.


Overdrive version ground bounces the opponent, being one of Makoto's core moves for Overdrive combos.
}}
}}
====== <font style="visibility:hidden" size="0">Corona Upper (air)</font> ======
====== <font style="visibility:hidden" size="0">Corona Upper (air)</font> ======
{{MoveData
{{MoveData
|image=BBCS_Makoto_CoronaUpper.png
|image=BBCS_Makoto_CoronaUpper.png |caption=
|caption=
|input=j.623C
|input=j.623C
|name=Corona Upper (air)
|name=Corona Upper (air)
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=620
  |damage=900 |guard=all |attribute=H  
|cancel=R
  |startup=8 |active=8 |recovery=L+20 |frameAdv=
|p1=80
|p2=92
|smp=2
|starter=S
|guard=all
|level=4
|attribute=H
  |startup=8
|active=12
|recovery=L+17
|frameAdv=
|blockstun=18
|groundHit=F50
|groundCH=F84
|airHit=50
|airCH=84
|invul=1-9 All
|hitbox=
  |description=
  |description=
Makoto's air version of Corona Upper. Although it has invul, this move is mainly used as her Air combo ender or during Overdrive combos.
Makoto's air version of Corona Upper. Although it has invul, this move is mainly used as her Air combo ender or during Overdrive combos.
}}
}}
}}
}}
====== <font style="visibility:hidden" size="0">Meteor Dive (air)</font> ======
====== <font style="visibility:hidden" size="0">Meteor Dive</font> ======
{{MoveData
{{MoveData
|name=Meteor Dive (air)
|name=Meteor Dive
|input=D during Corona Upper (air)
|input=D during Corona Upper
|image=BBCS_Makoto_MeteorDive.png
|image=BBCS_Makoto_MeteorDive.png |caption=
|caption=
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Level 1
  |version=Level 1 |damage=800 |guard=all |attribute=H  
|damage=750
  |startup= |active=6 |recovery=L+9 |frameAdv=-
|cancel=R
|p1=100
|p2=89
|smp=2F
|starter=N
|guard=all
|level=3
|attribute=H
  |startup=30
|active=2
|recovery=L+9
|frameAdv=
|blockstun=16
|groundHit=
|groundCH=
|airHit=G20
|airCH=G36
|invul=
|hitbox=
  |description=
  |description=
  }}
  }}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Level 2
  |version=Level 2 |damage=1000 |guard=all |attribute=H  
|damage=850
  |startup= |active=6 |recovery=L+9 |frameAdv=-
|cancel=R
|p1=100
|p2=92
|smp=2F
|starter=N
|guard=all
|level=4
|attribute=H
  |startup=26
|active=2
|recovery=L+9
|frameAdv=
|blockstun=18
|groundHit=
|groundCH=
|airHit=G30
|airCH=G52
|invul=
|hitbox=
  |description=
  |description=
  }}
  }}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Level 3
  |version=Level 3 |damage=1400 |guard=all |attribute=H  
|damage=1100
  |startup= |active=6 |recovery=L+9 |frameAdv=  
|cancel=R
|p1=100
|p2=94
|smp=2F
|starter=N
|guard=all
|level=5
|attribute=H
  |startup=24
|active=2
|recovery=L+9
|frameAdv=
|blockstun=20
|groundHit=
|groundCH=
|airHit=G30
|airCH=G52
|invul=
|hitbox=
  |description=
  |description=
  }}
  }}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Level G
  |version=Overdrive |damage=1400 |guard=all |attribute=H  
|damage=1100
  |startup= |active=6 |recovery=L+9 |frameAdv=  
|cancel=R
|p1=100
|p2=94
|smp=2F
|starter=N
|guard=all
|level=5
|attribute=H
  |startup=24
|active=2
|recovery=L+9
|frameAdv=
|blockstun=20
|groundHit=
|groundCH=
|airHit=B60
|airCH=B100
|invul=
|hitbox=
  |description=
  |description=
Follow up after air Corona Upper.
Follow up after Corona Upper. Makoto punches the opponent sending them to the ground.
 
 
Overdrive version ground bounces the opponent, being one of Makoto's core moves for Overdrive combos.
}}
}}
}}
}}
Line 1,594: Line 610:
|name=Space Counter
|name=Space Counter
|input=214D
|input=214D
|image=BBCS_Makoto_SpaceCounter.png
|image=BBCS_Makoto_SpaceCounter.png |caption=
|caption=
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Parry
  |version=Parry |damage=0 |guard= |attribute=  
|damage=
  |startup=7 |active=20 |recovery=12 |frameAdv=-32
|cancel=Dr
|p1=
|p2=
|smp=
|starter=
|guard=
|level=
|attribute=
  |startup=
|active=
|recovery=23T
|frameAdv=
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=1-7C
|hitbox=
  |description=*Catches everything except throws, lows, and unblockable attacks.  
  |description=*Catches everything except throws, lows, and unblockable attacks.  
  }}
  }}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
|version=Catch
  |version=Level 1 |damage=1000 |guard=all |attribute=B  
|damage=0
  |startup= |active=8 |recovery=45 |frameAdv= -37
|cancel=
|p1=100
|p2=60
|smp=2
|starter=Sp
|guard=all
|level=0
|attribute=B
|startup=5
|active=15
|recovery=28
|frameAdv=-13
|blockstun=9
|groundHit=10
|groundCH=
|airHit=120
|airCH=
|invul=1-39 All
|hitbox=
|description=
}}
{{AttackData-BBCF
|header=no
  |version=Level 1
|damage=800
|cancel=R
|p1=60
|p2=120
|smp=2
|starter=N
|guard=all
|level=3
|attribute=B
  |startup=18
|active=5
|recovery=43
|frameAdv=-31
|blockstun=16
|groundHit=Sp
|groundCH=Sp
|airHit=30
|airCH=52
|invul=
|hitbox=
  |description=
  |description=
  }}
  }}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Level 2
  |version=Level 2 |damage=1200 |guard=all |attribute=B  
|damage=1000
  |startup= |active=6 |recovery=45 |frameAdv=-35
|cancel=R
|p1=60
|p2=130
|smp=2
|starter=N
|guard=all
|level=4
|attribute=B
  |startup=18
|active=6
|recovery=43
|frameAdv=-30
|blockstun=18
|groundHit=Sp
|groundCH=Sp
|airHit=45
|airCH=76
|invul=
|hitbox=
  |description=
  |description=
  }}
  }}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Level 3
  |version=Level 3 |damage=1400 |guard=all |attribute=B  
|damage=1200
  |startup= |active=7 |recovery=45 |frameAdv=-33
|cancel=R
|p1=60
|p2=150
|smp=2
|starter=N
|guard=all
|level=5
|attribute=B
  |startup=22
|active=7
|recovery=43
|frameAdv=-29
|blockstun=20
|groundHit=Sp
|groundCH=Sp
|airHit=80
|airCH=132
|invul=
|hitbox=
  |description=
  |description=
  }}
  }}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Overdrive
  |version=Level G |damage=1600 |guard=all |attribute=B  
|damage=1200
  |startup=22 |active=7 |recovery=45 |frameAdv=-33
|cancel=R
|p1=60
|p2=150
|smp=2
|starter=N
|guard=all
|level=5
|attribute=B
  |startup=18
|active=7
|recovery=27
|frameAdv=-13
|blockstun=20
|groundHit=Sp
|groundCH=Sp
|airHit=80
|airCH=132
|invul=
|hitbox=
  |description=
  |description=
*Startup listed based on earliest possible charge
*Startup listed based on earliest possible charge
*100% minimum damage (Lv1: 800 Lv2: 1000 Lv3: 1200 OD: 1200)
*Fatal counter
*Fatal counter


Line 1,757: Line 651:
====== <font style="visibility:hidden" size="0">Asteroid Vision</font> ======
====== <font style="visibility:hidden" size="0">Asteroid Vision</font> ======
{{MoveData
{{MoveData
|image=BBCS_Makoto_AsteroidVision.png
|image=BBCS_Makoto_AsteroidVision.png |caption=
|caption=
|input=214A/B/C
|input=214A/B/C
|name=Asteroid Vision
|name=Asteroid Vision
Line 1,764: Line 657:
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version = 214A
  |version = 214A
  |damage=
  |damage= |cancel= |starter= |guard= |attribute=  
|cancel=
  |startup= |active= |recovery=35T |frameAdv=  
|p1=
|p2=
|smp=
|starter=
|guard=
|level=
|attribute=
  |startup=
|active=
|recovery=36T
|frameAdv=
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=
  |description=
  |description=
}}
}}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=214B
  |version=214B |damage= |cancel= |starter= |guard= |attribute=  
|damage=
  |startup= |active= |recovery=45+6L |frameAdv=  
|cancel=
|p1=
|p2=
|smp=
|starter=
|guard=
|level=
|attribute=
  |startup=
|active=
|recovery=45+6L
|frameAdv=
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=
  |description=
  |description=
  }}
  }}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=214C
  |version=214C |damage= |cancel= |starter= |guard= |attribute=  
|damage=
  |startup= |active= |recovery=43+6L |frameAdv=  
|cancel=
|p1=
|p2=
|smp=
|starter=
|guard=
|level=
|attribute=
  |startup=
|active=
|recovery=43+6L
|frameAdv=
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=
  |description=
  |description=
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.
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.
Line 1,846: Line 683:
====== <font style="visibility:hidden" size="0">Break</font> ======
====== <font style="visibility:hidden" size="0">Break</font> ======
{{MoveData
{{MoveData
|image=BBCS_Makoto_Break.png
|image=BBCS_Makoto_Break.png |caption=
|caption=
|input=A after Asteroid Vision A
|input=A after Asteroid Vision A
|name=Break
|name=Break
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=
  |damage= |cancel= |starter= |guard= |attribute=  
|cancel=
  |startup= |active= |recovery=12+11 |frameAdv=  
|p1=
|p2=
|smp=
|starter=
|guard=
|level=
|attribute=
  |startup=
|active=
|recovery=11T
|frameAdv=
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=
  |description=
  |description=
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 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.
Line 1,878: Line 696:
====== <font style="visibility:hidden" size="0">Eclipse Turn</font> ======
====== <font style="visibility:hidden" size="0">Eclipse Turn</font> ======
{{MoveData
{{MoveData
|image=BBCS_Makoto_Turn.png
|image=BBCS_Makoto_Turn.png |caption=
|caption=
|input=B after Asteroid Vision A
|input=B after Asteroid Vision A
|name=Eclipse Turn
|name=Eclipse Turn
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=
  |damage= |cancel= |starter= |guard= |attribute=  
|cancel=
  |startup= |active= |recovery=10+21 |frameAdv=  
|p1=
|p2=
|smp=
|starter=
|guard=
|level=
|attribute=
  |startup=
|active=
|recovery=21T
|frameAdv=
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=
  |description=
  |description=
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 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.
Line 1,910: Line 709:
====== <font style="visibility:hidden" size="0">Rush (Infinite Rush) </font> ======
====== <font style="visibility:hidden" size="0">Rush (Infinite Rush) </font> ======
{{MoveData
{{MoveData
|image=BBCS_Makoto_InfiniteRush.png
|image=BBCS_Makoto_InfiniteRush.png |caption=
|caption=
|input=C after Asteroid Vision A
|input=C after Asteroid Vision A
|name=Rush
|name=Rush
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=
  |version=C |damage=250*2, 1000 |guard= |attribute=B
|cancel=R
  |startup=6+7 |active=3(6)3(8)4 |recovery=33 |frameAdv= -20
|p1=
|p2=
|smp=
|starter=
|guard=
|level=
|attribute=
  |startup=
|active=
|recovery=
|frameAdv=
|blockstun=
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=
|hitbox=
  |description=
  |description=
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.
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.
Line 1,955: Line 735:
|name=Cosmic Ray
|name=Cosmic Ray
|input=D during Asteroid Vision A
|input=D during Asteroid Vision A
|image=BBCP_Makoto_CosmicRay1.png
|image=BBCP_Makoto_CosmicRay1.png |caption=
|caption=
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Level 1
  |version=Level 1 |damage=800 |guard=all |attribute=B  
|damage=700
  |startup=14 |active=6 |recovery=14 |frameAdv=-3
|cancel=R
|p1=90
|p2=89
|smp=2G
|starter=S
|guard=all
|level=3
|attribute=B
  |startup=14
|active=4
|recovery=17
|frameAdv=-4
|blockstun=16
|groundHit=17
|groundCH=22
|airHit=17
|airCH=31
|invul=
|hitbox=
  |description=
  |description=
  }}
  }}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Level 2
  |version=Level 2 |damage=950 |guard=all |attribute=B  
|damage=800
  |startup=15 |active=6 |recovery=14 |frameAdv=-1  
|cancel=R
|p1=90
|p2=92
|smp=2G
|starter=S
|guard=all
|level=4
|attribute=B
  |startup=15
|active=3
|recovery=17
|frameAdv=-1
|blockstun=18
|groundHit=19
|groundCH=F34
|airHit=19
|airCH=34
|invul=
|hitbox=
  |description=
  |description=
  }}
  }}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Level 3
  |version=Level 3 |damage=1100 |guard=all |attribute=B  
|damage=1000
  |startup=20 |active=6 |recovery=14 |frameAdv=-1  
|cancel=R
|p1=90
|p2=94
|smp=2G
|starter=S
|guard=all
|level=5
|attribute=B
  |startup=20
|active=4
|recovery=17
|frameAdv=+1
|blockstun=20
|groundHit=21
|groundCH=Wb37
|airHit=21
|airCH=Wb37
|invul=
|hitbox=
  |description=
  |description=
  }}
  }}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Level G
  |version=Level G |damage=1100 |guard=all |attribute=B  
|damage=1000
  |startup=10 |active=6 |recovery=14 |frameAdv=+1
|cancel=R
|p1=90
|p2=94
|smp=2G
|starter=S
|guard=all
|level=5
|attribute=B
  |startup=10
|active=4
|recovery=12
|frameAdv=+4
|blockstun=20
|groundHit=26
|groundCH=Ws68 (F20)
|airHit=Ws40 (F20)
|airCH=Ws68 (F20)
|invul=
|hitbox=
  |description=
  |description=
Startup based on earliest possible charge
Startup based on earliest possible charge
Line 2,063: Line 766:
*All Levels now have foot/low invul on startup.
*All Levels now have foot/low invul on startup.


  EDIT: She actually has 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)  
  EDIT: 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)  




Line 2,071: Line 774:
====== <font style="visibility:hidden" size="0">Mars Chopper</font> ======
====== <font style="visibility:hidden" size="0">Mars Chopper</font> ======
{{MoveData
{{MoveData
|image=BBCS_Makoto_MarsChopper.png
|image=BBCS_Makoto_MarsChopper.png |caption=
|caption=
|input=A after Rush
|input=A after Rush
|name=Mars Chopper
|name=Mars Chopper
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=600
  |damage=1000 |guard=High |attribute=B  
|cancel=R
  |startup=15 |active=3 |recovery=16 |frameAdv=-2  
|p1=80
|p2=89
|smp=2
|starter=N
|guard=H
|level=3
|attribute=B
  |startup=15
|active=4
|recovery=18
|frameAdv=-2
|blockstun=16
|groundHit=21
|groundCH=27
|airHit=G40
|airCH=G68
|invul=
|hitbox=
  |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.
BBCF Change
*Hard Knockdown Removed. (Reverted back to CP1.0/1.1 status)
*Frame Adv Buff. Frame adv is now -5→-2


}}
}}
Line 2,109: Line 789:
====== <font style="visibility:hidden" size="0">Stargazer</font> ======
====== <font style="visibility:hidden" size="0">Stargazer</font> ======
{{MoveData
{{MoveData
|image=BBCS_Makoto_StarGazer.png
|image=BBCS_Makoto_StarGazer.png |caption=
|caption=
|input=B after Rush
|input=B after Rush
|name=Stargazer
|name=Stargazer
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=730
  |damage=1000 |guard=Low/Air |attribute=F  
|cancel=R
  |startup=11 |active=4 |recovery=14 |frameAdv=-1  
|p1=85
|p2=89
|smp=2
|starter=N
|guard=LA
|level=3
|attribute=F
  |startup=11
|active=6
|recovery=25
|frameAdv=-1
|blockstun=16
|groundHit=F40
|groundCH=F68
|airHit=40
|airCH=68
|invul=
|hitbox=
  |description=
  |description=
Follow up to Rush. Slightly low sweep that trips the opponent on hit. thanks to the buff, its now safer on block being at -1.  
Follow up to Rush. Slightly low sweep that trips the opponent on hit. thanks to the buff, its now safer on block being at -1.  
BBCF Changes
*Frame advantage Changed. Frame Adv is now -14→-1
*opponent no longer floats on hit. Now Trips.
*Faster Startup


You can combo into it from rush while your opponent is on the ground or air. Can be followed up with 5A, 2A or 5C, on air hit
You can combo into it from rush while your opponent is on the ground or air. Can be followed up with 5A, 2A or 5C, on air hit
Line 2,150: Line 805:
====== <font style="visibility:hidden" size="0">Infinite Rush</font> ======
====== <font style="visibility:hidden" size="0">Infinite Rush</font> ======
{{MoveData
{{MoveData
|image=BBCS_Makoto_InfiniteRush.png
|image=BBCS_Makoto_InfiniteRush.png |caption=
|caption=
|input=C after Rush
|input=CCCC after Rush
|name=Infinite Rush
|name=Infinite Rush
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=250*4, 920
  |damage=250*4, 1000 |guard= |attribute=B  
|cancel=R
  |startup=6+7 |active=2(3)2(3)2(3)2(8)4 |recovery=33 |frameAdv= -20
|p1=100
|p2=92(once)
|smp=2
|starter=N
|guard=all
|level=4
|attribute=B
  |startup=11
|active=3[(9)3]*(0~3)(12)6
|recovery=33
|frameAdv=-20
|blockstun=18
|groundHit=19*4, F50
|groundCH=24*4, F84
|airHit=19*4, 50
|airCH=34*4, 84
|invul=
|hitbox=
  |description=
  |description=
Possible to reach max 5 attacks by repeatedly pressing C. Combo ender for standing opponents after Rush.
Possible to reach max 5 attacks by pressing C after Rush. Combo ender for standing opponents after Rush.
 
 
}}
}}
}}
}}
Line 2,187: Line 821:
|name=Lander Blow
|name=Lander Blow
|input=D during Rush
|input=D during Rush
|image=BBCP_Makoto_LanderBlow1.png
|image=BBCP_Makoto_LanderBlow1.png |caption=
|caption=
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Level 1
  |version=Level 1 |damage=700 |guard=all |attribute=B  
|damage=700
  |startup=8+?? |active=3 |recovery=15 |frameAdv=-1
|cancel=R
|p1=80
|p2=89
|smp=2H
|starter=N
|guard=all
|level=3
|attribute=B
  |startup=20
|active=4
|recovery=13
|frameAdv=-4
|blockstun=16
|groundHit=17
|groundCH=22
|airHit=17
|airCH=31
|invul=
|hitbox=
  |description=
  |description=
  }}
  }}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Level 2
  |version=Level 2 |damage=850 |guard=all |attribute=B  
|damage=850
  |startup=8+?? |active=3 |recovery=17 |frameAdv=-1  
|cancel=R
|p1=80
|p2=92
|smp=2H
|starter=N
|guard=all
|level=4
|attribute=B
  |startup=17
|active=4
|recovery=18
|frameAdv=-1
|blockstun=18
|groundHit=19
|groundCH=S58
|airHit=19
|airCH=34
|invul=
|hitbox=
  |description=
  |description=
  }}
  }}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Level 3
  |version=Level 3 |damage=1000 |guard=all |attribute=B  
|damage=1000
  |startup=8+?? |active=3 |recovery=11 |frameAdv=+7  
|cancel=R
|p1=80
|p2=94
|smp=2H
|starter=N
|guard=all
|level=5
|attribute=B
  |startup=25
|active=4
|recovery=12
|frameAdv=+7
|blockstun=20
|groundHit=21
|groundCH=S62
|airHit=21
|airCH=37
|invul=
|hitbox=
  |description=
  |description=
  }}
  }}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Level G
  |version=Level G |damage=1000 |guard=all |attribute=B  
|damage=1000
  |startup=8+?? |active=4 |recovery=11 |frameAdv=+7  
|cancel=R
|p1=80
|p2=94
|smp=2H
|starter=N
|guard=all
|level=5
|attribute=B
  |startup=17
|active=4
|recovery=8
|frameAdv=+7
|blockstun=20
|groundHit=21
|groundCH=S62
|airHit=36
|airCH=61
|invul=
|hitbox=
  |description=
  |description=
*Lv3 and LvG versions Fatal Counter
*Lv3 and LvG versions Fatal Counter
Line 2,313: Line 870:
|name=Lightning Arrow
|name=Lightning Arrow
|input=D during Asteroid Vision B or C
|input=D during Asteroid Vision B or C
|image=BBCS_Makoto_MeteorDive.png
|image=BBCS_Makoto_MeteorDive.png |caption=
|caption=
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Level 1
  |version=Level 1 |damage=800 |guard=all |attribute=H  
|damage=800
  |startup=12+?? |active=20 |recovery=8L |frameAdv=  
|cancel=R
|p1=80
|p2=89
|smp=2I
|starter=S
|guard=all
|level=3
|attribute=H
  |startup=22
|active=19
|recovery=8L
|frameAdv=
|blockstun=16
|groundHit=G42
|groundCH=G71
|airHit=G42
|airCH=G71
|invul=
|hitbox=
  |description=
  |description=
  }}
  }}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Level 2
  |version=Level 2 |damage=1000 |guard=all |attribute=H  
|damage=1000
  |startup=12+?? |active=20 |recovery=Until L+8 |frameAdv=  
|cancel=R
|p1=80
|p2=92
|smp=2I
|starter=S
|guard=all
|level=4
|attribute=H
  |startup=21
|active=19
|recovery=8L
|frameAdv=
|blockstun=18
|groundHit=G42
|groundCH=BD45
|airHit=G42
|airCH=BD45
|invul=
|hitbox=
  |description=
  |description=
  }}
  }}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Level 3
  |version=Level 3 |damage=1200 |guard=all |attribute=H  
|damage=1200
  |startup=12+? |active=20 |recovery=Until L+8 |frameAdv=  
|cancel=R
|p1=80
|p2=94
|smp=2I
|starter=S
|guard=all
|level=5
|attribute=H
  |startup=21
|active=19
|recovery=8L
|frameAdv=
|blockstun=20
|groundHit=G42
|groundCH=BD50
|airHit=G42
|airCH=BD50
|invul=
|hitbox=
  |description=
  |description=
  }}
  }}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Level G
  |version=Level G |damage=1200 |guard=all |attribute=H  
|damage=1200
  |startup=12+?? |active=20 |recovery=Until L+8 |frameAdv=  
|cancel=R
|p1=80
|p2=94
|smp=2I
|starter=S
|guard=all
|level=5
|attribute=H
  |startup=17
|active=19
|recovery=8L
|frameAdv=
|blockstun=20
|groundHit=B60
|groundCH=B100
|airHit=B60
|airCH=B100
|invul=
|hitbox=
  |description=
  |description=
*Startup based on earliest possible charge
*Startup based on earliest possible charge
Line 2,425: Line 905:
|name=Shooting Star
|name=Shooting Star
|input=236B
|input=236B
|image=BBCS_Makoto_ShootingStar.png
|image=BBCS_Makoto_ShootingStar.png |caption= Pilebunker?
|caption=
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=1200
  |damage=1200 |guard=all |attribute=B  
|cancel=R
  |startup=22 |active=10 |recovery=29 |frameAdv=-18 -17 All
|p1=
|p2=
|starter=
|guard=all
|level=
|attribute=B
  |startup=22
|active=10
|recovery=29
|frameAdv=-18
|blockstun=20
|invul=8-17 All
|hitbox=
  |description=
  |description=
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.
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.
Line 2,452: Line 918:
*No Longer a Drive move. lost all Overdrive properties.
*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.  
*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.
*CH hit wallbounce midscreen restored.
}}
}}
}}
}}
Line 2,459: Line 929:
|name=Sirius Jolt
|name=Sirius Jolt
|input=41236C
|input=41236C
|image=BBCF_Makoto_SiriusJolt.png
|image=BBCF_Makoto_SiriusJolt.png |caption= "AHH YOU OKAY!?"
|caption= "AHH YOU OKAY!?"
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=1000
  |damage=1000 |guard=Low(Unblockable) |attribute=B
|cancel=R
  |startup=26 |active=3 |recovery=28 |frameAdv=-10  
|p1=
|p2=
|smp=
|starter=
|guard=Low
|level=
|attribute=BF
  |startup=26
|active=
|recovery=
|frameAdv=-10
|invul=
  |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.
}}
}}
}}
}}
Line 2,490: Line 949:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Level 1
  |version=Level 1 |damage=1800 |guard=all |attribute=P2*
|damage=1800
  |startup=5+9 |active=2(16), 14 |recovery=61 |frameAdv=-59 -5 All
|cancel=R
|p1=80
|p2=79
|smp=
|starter=N
|guard=HL, all
|level=3
|attribute=H, HBFP
  |startup=5+9
|active=2(16), 14
|recovery=61
|frameAdv=-59
|blockstun=16
|groundHit=Wb*100, F100
|groundCH=Wb*164, F164
|airHit=Wb*100, F100
|airCH=Wb*164, F164
|invul=1-5 All
|hitbox=
  |description=
  |description=
  }}
  }}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Level 2
  |version=Level 2 |damage=2200 |guard=all |attribute=HBFP
|damage=2200
  |startup=5+9 |active= |recovery= |frameAdv=
|cancel=R
|p1=80
|p2=82
|smp=
|starter=N
|guard=HL, all
|level=4
|attribute=H, HBFP
  |startup=5+9
|active=3(17), 14
|recovery=56
|frameAdv=-55
|blockstun=18
|groundHit=Wb*100, F100
|groundCH=Wb*164, F164
|airHit=Wb*100, F100
|airCH=Wb*164, F164
|invul=1-5 All
|hitbox=
  |description=
  |description=
  }}
  }}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Level 3
  |version=Level 3 |damage=2600 |guard=all |attribute=HBFP
|damage=2600
  |startup=5+9 |active=3(18), 15 |recovery=56 |frameAdv=-57 -5 All
|cancel=R
|p1=80
|p2=84
|smp=
|starter=N
|guard=HL, all
|level=5
|attribute=H, HBFP
  |startup=5+9
|active=3(18), 15
|recovery=56
|frameAdv=-57
|blockstun=20
|groundHit=Wb*100, F100
|groundCH=Wb*164, F164
|airHit=Wb*100, F100
|airCH=Wb*164, F164
|invul=1-5 All
|hitbox=
  |description=
  |description=
  }}
  }}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Level G
  |version=Level G |damage=3000 |guard=all |attribute=HBFP  
|damage=3000
  |startup=5+9 |active=3(18), 15 |recovery=32 |frameAdv=-33 -5 All
|cancel=R
|p1=80
|p2=84
|smp=
|starter=N
|guard=HL, all
|level=5
|attribute=H, HBFP
  |startup=5+9
|active=3(18), 15
|recovery=32
|frameAdv=-33
|blockstun=20
|groundHit=Wb*100, F100
|groundCH=Wb*164, F164
|airHit=Wb*100, F100
|airCH=Wb*164, F164
|invul=1-5 All
|hitbox=
  |description=
  |description=
*180F Heat Gauge Cooldown
*180F Heat Gauge Cooldown
Line 2,601: Line 984:
|name=Particle Flare
|name=Particle Flare
|input=236236D
|input=236236D
|image=BBCS_Makoto_ParticleFlare.png
|image=BBCS_Makoto_ParticleFlare.png |caption=
|image2=BBCS_Makoto_ParticleFlare2.png
|image2=BBCS_Makoto_ParticleFlare2.png |caption2=
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=1st Hit, Level 1
  |version=1st Hit, Level 1 |damage=900 |guard=Mid |attribute=B  
|damage=900
  |startup=1+7 |active=4 |recovery=100 |frameAdv=-60
|cancel=R
|p1=75
|p2=100
|smp=
|starter=N
|guard=HL
|level=3
|attribute=B
  |startup=1+7
|active=4
|recovery=100
|frameAdv=-60
|blockstun=16
|groundHit=25
|groundCH=32
|airHit=50
|airCH=84
|invul=1-11 All
|hitbox=
  |description=
  |description=
  }}
  }}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=1st Hit, Level 2
  |version=1st Hit, Level 2 |damage=1000 |guard=Mid |attribute=B  
|damage=1000
  |startup=1+4 |active=4 |recovery=100 |frameAdv=-58 -8 All
|cancel=R
|p1=75
|p2=100
|smp=
|starter=N
|guard=HL
|level=4
|attribute=B
  |startup=1+4
|active=4
|recovery=100
|frameAdv=-58
|blockstun=18
|groundHit=25
|groundCH=32
|airHit=50
|airCH=84
|invul=1-8 All
|hitbox=
  |description=
  |description=
  }}
  }}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=1st Hit, Level 3
  |version=1st Hit, Level 3 |damage=1100 |guard=Mid |attribute=B  
|damage=1100
  |startup=1+4 |active=4 |recovery=100 |frameAdv=-56 -11 All
|cancel=R
|p1=75
|p2=100
|smp=
|starter=N
|guard=HL
|level=5
|attribute=B
  |startup=1+4
|active=4
|recovery=100
|frameAdv=-56
|blockstun=20
|groundHit=25
|groundCH=32
|airHit=50
|airCH=84
|invul=1-11 All
|hitbox=
  |description=
  |description=
  }}
  }}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=1st Hit, Level G
  |version=1st Hit, Level G |damage=1200 |guard=Mid |attribute=B  
|damage=1200
  |startup=1+7 |active=4 |recovery=100 |frameAdv=-56 -11 All
|cancel=R
|p1=75
|p2=100
|smp=
|starter=N
|guard=HL
|level=5
|attribute=B
  |startup=1+7
|active=4
|recovery=100
|frameAdv=-56
|blockstun=20
|groundHit=25
|groundCH=32
|airHit=50
|airCH=84
|invul=1-11 All
|hitbox=
  }}
  }}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=2nd Hit, Level 1
  |version=2nd Hit, Level 1 |damage=900 |guard=Mid |attribute=B  
|damage=900
  |startup=1+4 |active=4 |recovery=56 |frameAdv= -18 All
|cancel=R
|p1=75
|p2=90
|smp=
|starter=
|guard=HL
|level=3
|attribute=B
  |startup=1+4
|active=4
|recovery=56
|frameAdv=
|blockstun=
|groundHit=F100
|groundCH=
|airHit=100
|airCH=
|invul=1-18 All
|hitbox=
  |description=
  |description=
  }}
  }}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=2nd Hit, Level 2
  |version=2nd Hit, Level 2 |damage=1000 |guard=Mid |attribute=B  
|damage=1000
  |startup=1+1 |active=4 |recovery=56 |frameAdv= -13 All
|cancel=R
|p1=75
|p2=90
|smp=
|starter=
|guard=HL
|level=4
|attribute=B
  |startup=1+1
|active=4
|recovery=56
|frameAdv=
|blockstun=
|groundHit=F100
|groundCH=
|airHit=100
|airCH=
|invul=1-13 All
|hitbox=
  |description=
  |description=
  }}
  }}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=2nd Hit, Level 3
  |version=2nd Hit, Level 3 |damage=1100 |guard=Mid |attribute=B  
|damage=1100
  |startup=1+1 |active=4 |recovery=56 |frameAdv= -18 All
|cancel=R
|p1=75
|p2=90
|smp=
|starter=
|guard=HL
|level=5
|attribute=B
  |startup=1+1
|active=4
|recovery=56
|frameAdv=
|blockstun=
|groundHit=F100
|groundCH=
|airHit=100
|airCH=
|invul=1-18 All
|hitbox=
  |description=
  |description=
  }}
  }}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=2nd Hit, Level G
  |version=2nd Hit, Level G |damage=20*28, 600 |guard=Mid |attribute=B
|damage=20*28, 600
  |level=3*28, 5 |startup=1+5 |active=2*28(7)4 |recovery=56 |frameAdv=
|cancel=R
|p1=75
|p2=100*28, 90
|smp=
|starter=
|guard=HL
  |level=3*28, 5
|attribute=B
|startup=1+5
|active=2*28(7)4
|recovery=56
|frameAdv=
|blockstun=
|groundHit=30*28, F100
|groundCH=
|airHit=
|airCH=
|invul=1-82 All
|hitbox=
  }}
  }}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=3rd Hit, Level 1
  |version=3rd Hit, Level 1 |damage=1800 |guard=all |attribute=H  
|damage=1800
  |startup=28+35 |active=28 |recovery=till L+11 |frameAdv=  
|cancel=
|p1=75
|p2=5
|smp=
|starter=
|guard=all
|level=3
|attribute=H
  |startup=28+35
|active=28
|recovery=till L+11
|frameAdv=
|blockstun=
|groundHit=
|groundCH=
|airHit=GD50
|airCH=
|invul=1-landing All
|hitbox=
  |description=
  |description=
  }}
  }}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=3rd Hit, Level 2
  |version=3rd Hit, Level 2 |damage=2200 |cancel= |starter= |guard=all |attribute=H  
|damage=2200
  |startup=28+35 |active=9 |recovery=till L+11 |frameAdv=  
|cancel=
|p1=75
|p2=5
|smp=
|starter=
|guard=all
|level=4
|attribute=H
  |startup=28+35
|active=9
|recovery=till L+11
|frameAdv=
|blockstun=
|groundHit=
|groundCH=
|airHit=GD50
|airCH=
|invul=1-landing All
|hitbox=
  |description=
  |description=
  }}
  }}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=3rd Hit, Level 3
  |version=3rd Hit, Level 3 |damage=3000 |cancel= |starter= |guard=all |attribute=H  
|damage=3000
  |startup=28+35 |active=6 |recovery=till L+11 |frameAdv=  
|cancel=
|p1=75
|p2=5
|smp=
|starter=
|guard=all
|level=5
|attribute=H
  |startup=28+35
|active=6
|recovery=till L+11
|frameAdv=
|blockstun=
|groundHit=
|groundCH=
|airHit=GD50
|airCH=
|invul=1-landing All
|hitbox=
  |description=
  |description=
  }}
  }}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=3rd Hit, Level G
  |version=3rd Hit, Level G |damage=4000 |cancel= |starter= |guard=all |attribute=H  
|damage=4000
  |startup=28+35 |active=6 |recovery=till L+11 |frameAdv=  
|cancel=
|p1=75
|p2=5
|smp=
|starter=
|guard=all
|level=5
|attribute=H
  |startup=28+35
|active=6
|recovery=till L+11
|frameAdv=
|blockstun=
|groundHit=
|groundCH=
|airHit=GD50
|airCH=
|invul=1-landing All
|hitbox=
  |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.
}}
}}
}}
}}
Line 2,908: Line 1,063:
{{MoveData
{{MoveData
|image=BBCF_Makoto_CygnusCombination.png
|image=BBCF_Makoto_CygnusCombination.png
|input=ABCD during Overdrive
|input=ABCD during Overdrive |caption=
|caption=
|name=Cygnus Combination
|name=Cygnus Combination
|data=
|data=
{{AttackData-BBCF
{{AttackData-BBCF
|version=Normal
|version=Normal |damage= 600, 800*2, 900 |guard=All |attribute=B
|damage= 2040
|startup=Fast: 10 Slow: 20 |active=3 |recovery=34 |frameAdv=-10
|cancel=
|p1=100
|p2=100
|smp=
|starter=
|guard=All
|startup=Fast: 10 Slow: 20  
|active=3
|recovery=20
|frameAdv=0
|attribute=B
|invul=Fast: 1-12all Slow: 1-22all
|hitbox=Kokonoe/ABCD
|description=
|description=
}}
}}
{{AttackData-BBCF
{{AttackData-BBCF
|header=no
|header=no
|version=Active Flow
|version=Active Flow |damage=600, 800*3, 1530*2 |guard=All |attribute=B
|damage=4089
|startup=Fast: 10 Slow: 20 |active=3 |recovery=34 |frameAdv=-10
|cancel=
|p1=100
|p2=100
|smp=
|starter=
|guard=All
|startup=Fast: 10 Slow: 20  
|active=3
|recovery=20
|frameAdv=0
|attribute=B
|hitbox=
|description=
|description=
*Does not cost Heat, but immediately ends Overdrive if used.
*Does not cost Heat, but immediately ends Overdrive if used.
Line 2,956: Line 1,085:
{{MoveData
{{MoveData
|name=Planet Crusher
|name=Planet Crusher
|input=236214D
|input=2363214D
|image=BBCS_Makoto_PlanetCrusher.png
|image=BBCS_Makoto_PlanetCrusher.png |caption= "Atatatatatatatatatata"
|caption= "Atatatatatatatatatata"
|image2=BBCS_Makoto_PlanetCrusher2.png
|image2=BBCS_Makoto_PlanetCrusher2.png
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Level 1
  |version=Level 1 |damage=DESTROY |guard=all |attribute=B  
|damage=DESTROY
  |startup=5+10 |active=4 |recovery=29 |frameAdv=-18
|cancel=
|p1=
|p2=
|smp=
|starter=
|guard=all
|level=5
|attribute=B
  |startup=5+10
|active=4
|recovery=29
|frameAdv=-18
|blockstun=20
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=1-19 All
|hitbox=makoto/2363214D
  |description=
  |description=
  }}
  }}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Level 2
  |version=Level 2 |damage=15200 (DESTROY)|guard=all |attribute=B  
|damage=DESTROY
  |startup=5+2 |active=4 |recovery=29 |frameAdv=-18
|cancel=
|p1=
|p2=
|smp=
|starter=
|guard=all
|level=5
|attribute=B
  |startup=5+2
|active=4
|recovery=29
|frameAdv=-18
|blockstun=20
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=1-9 All
|hitbox=makoto/2363214D
  |description=
  |description=
  }}
  }}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Level 3
  |version=Level 3 |damage=15200 (DESTROY)|guard=all |attribute=B  
|damage=DESTROY
  |startup=5+4 |active=4 |recovery=29 |frameAdv=-18
|cancel=
|p1=
|p2=
|smp=
|starter=
|guard=all
|level=5
|attribute=B
  |startup=5+4
|active=4
|recovery=29
|frameAdv=-18
|blockstun=20
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=1-13 All
|hitbox=makoto/2363214D
  |description=
  |description=
  }}
  }}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Level G
  |version=Level G |damage=15200 (DESTROY)|guard=all |attribute=B  
|damage=DESTROY
  |startup=5+2 |active=4 |recovery=29 |frameAdv=-18
|cancel=
|p1=
|p2=
|smp=
|starter=
|guard=all
|level=5
|attribute=B
  |startup=5+2
|active=4
|recovery=29
|frameAdv=-18
|blockstun=20
|groundHit=
|groundCH=
|airHit=
|airCH=
|invul=1-13 All
|hitbox=makoto/2363214D
  |description=
  |description=
You need the to satisfy the following conditions to use this move:
100 Heat
You are in the last round you to win the match
Opponent has less than 35% HP
Note: Makoto portrait in the HUD will be shinning if all the conditions are satisfied




Line 3,082: Line 1,128:
<br clear=all/>
<br clear=all/>
----
----
{{CharLinks  
{{CharLinks-BBCF|Makoto}}
|charMainPage=BBCF/Makoto Nanaya
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_MK.html
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/141-makoto-nanaya/
}}
{{Navbar-BBCF}}
{{Navbar-BBCF}}
[[Category:BlazBlue]]
[[Category:BlazBlue: Central Fiction]]
[[Category:BlazBlue Characters]]
[[Category:Makoto Nanaya]]

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