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{| class="wikitable" style="float:right; margin-left: 10px; width:400px" | {| class="wikitable" style="float:right; margin-left: 10px; width:400px" | ||
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||{{CharData-BBCF|Makoto}} | ||{{CharData-BBCF|Makoto}} | ||
;Play-style | ;Play-style | ||
:Offensive, Rushdown | :Offensive, Rushdown | ||
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{{TOC limit|2}} | {{TOC limit|2}} | ||
</div> | </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 | * 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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|- | |- | ||
|} | |} | ||
{{CharLinks-BBCF|Makoto}} | |||
<br clear=all/> | <br clear=all/> | ||
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|startup=5 |active=2 |recovery=11 |frameAdv=-1 | |startup=5 |active=2 |recovery=11 |frameAdv=-1 | ||
|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 | ||
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}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">5B</font> ====== | ====== <font style="visibility:hidden" size="0">5B</font> ====== | ||
{{MoveData | {{MoveData | ||
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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. | ||
}} | }} | ||
}} | }} | ||
====== <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 | |||
|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 | ||
|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. | }} | ||
{{AttackData-BBCF | |||
|header=no | |||
|version=Followup hits | |||
|damage=300 |guard=all |attribute=F | |||
|startup=5 |active=3 |recovery=10 |frameAdv=-1 | |||
|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. 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 | ||
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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. | ||
}} | }} | ||
}} | }} | ||
====== <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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|header=no | |header=no | ||
|version=Level 3 |damage=1100 |guard=all |attribute=B | |version=Level 3 |damage=1100 |guard=all |attribute=B | ||
|startup=20 |active=6 |recovery=14 |frameAdv= | |startup=20 |active=6 |recovery=14 |frameAdv=-1 | ||
|description= | |description= | ||
}} | }} | ||
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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= | |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 | *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= | |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= | |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= | |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= | ||
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|header=no | |header=no | ||
|version=1st Hit, Level 2 |damage=1000 |guard=Mid |attribute=B | |version=1st Hit, Level 2 |damage=1000 |guard=Mid |attribute=B | ||
|startup=1+4 |active=4 |recovery=100 |frameAdv=-58 | |startup=1+4 |active=4 |recovery=100 |frameAdv=-58 | ||
|description= | |description= | ||
}} | }} | ||
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|header=no | |header=no | ||
|version=1st Hit, Level 3 |damage=1100 |guard=Mid |attribute=B | |version=1st Hit, Level 3 |damage=1100 |guard=Mid |attribute=B | ||
|startup=1+4 |active=4 |recovery=100 |frameAdv=-56 | |startup=1+4 |active=4 |recovery=100 |frameAdv=-56 | ||
|description= | |description= | ||
}} | }} | ||
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|header=no | |header=no | ||
|version=1st Hit, Level G |damage=1200 |guard=Mid |attribute=B | |version=1st Hit, Level G |damage=1200 |guard=Mid |attribute=B | ||
|startup=1+7 |active=4 |recovery=100 |frameAdv=-56 | |startup=1+7 |active=4 |recovery=100 |frameAdv=-56 | ||
}} | }} | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=2nd Hit, Level 1 |damage=900 |guard=Mid |attribute=B | |version=2nd Hit, Level 1 |damage=900 |guard=Mid |attribute=B | ||
|startup=1+4 |active=4 |recovery=56 |frameAdv= | |startup=1+4 |active=4 |recovery=56 |frameAdv= | ||
|description= | |description= | ||
}} | }} | ||
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|header=no | |header=no | ||
|version=2nd Hit, Level 2 |damage=1000 |guard=Mid |attribute=B | |version=2nd Hit, Level 2 |damage=1000 |guard=Mid |attribute=B | ||
|startup=1+1 |active=4 |recovery=56 |frameAdv= | |startup=1+1 |active=4 |recovery=56 |frameAdv= | ||
|description= | |description= | ||
}} | }} | ||
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|header=no | |header=no | ||
|version=2nd Hit, Level 3 |damage=1100 |guard=Mid |attribute=B | |version=2nd Hit, Level 3 |damage=1100 |guard=Mid |attribute=B | ||
|startup=1+1 |active=4 |recovery=56 |frameAdv= | |startup=1+1 |active=4 |recovery=56 |frameAdv= | ||
|description= | |description= | ||
}} | }} | ||
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|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 | 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 00:11, 13 March 2019
Makoto Nanaya |
---|
Health: Combo Rate:
|
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 |
---|---|
|
|
Normal Moves
5A
5A |
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5B
5B |
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5C
5C |
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5CC
5CC |
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2A
2A |
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2B
2B |
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2C
2C |
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6A
6A |
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6B
6B |
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6C
6C |
---|
3C
3C |
---|
j.A
j.A |
---|
j.B
j.B |
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j.C
j.C |
---|
j.CC
j.CC |
---|
j.2C
j.2C |
---|
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 |
---|
2D
2D |
---|
j.D
j.D |
---|
Universal Mechanics
Forward Throw
Forward Throw |
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Back Throw
Back Throw |
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Air Throw
Air Throw |
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Counter Assault
Counter Assault 6A+B |
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Crush Trigger
Crush Trigger 5A+B |
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Specials
Comet Cannon
Comet Cannon 236A |
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Break Shot
Break Shot D during Comet Cannon |
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Corona Upper
Corona Upper 623C (Air OK) |
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Corona Upper (air)
Corona Upper (air) j.623C |
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Meteor Dive
Meteor Dive D during Corona Upper |
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Space Counter
Space Counter 214D |
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Asteroid Vision
Asteroid Vision 214A/B/C |
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Break
Break A after Asteroid Vision A |
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Eclipse Turn
Eclipse Turn B after Asteroid Vision A |
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Rush (Infinite Rush)
Rush C after Asteroid Vision A |
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Cosmic Ray
Cosmic Ray D during Asteroid Vision A |
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Mars Chopper
Mars Chopper A after Rush |
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Stargazer
Stargazer B after Rush |
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Infinite Rush
Infinite Rush C after Rush |
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Lander Blow
Lander Blow D during Rush |
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Lightning Arrow
Lightning Arrow D during Asteroid Vision B or C |
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Shooting Star
Shooting Star 236B |
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Sirius Jolt
Sirius Jolt 41236C |
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Distortion Drives
Big Bang Smash
Big Bang Smash 632146D |
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Particle Flare
Particle Flare 236236D |
---|
Exceed Accel
Cygnus Combination ABCD during Overdrive |
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Astral Heat
Planet Crusher 2363214D |
---|
External References
- Japanese Name:マコト=ナナヤ
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Amane Nishiki [★]
- Arakune [★]
- Azrael [★]
- Bang Shishigami [★]
- Bullet [★]
- Carl Clover [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Hibiki Kohaku [★]
- Iron Tager [★]
- Izanami [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Kagura Mutsuki [★]
- Kokonoe [★]
- Lambda-11 [★]
- Litchi Faye Ling [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Mu-12[★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Relius Clover [★]
- Susano'o [★]
- Taokaka [★]
- Tsubaki Yayoi[★]
- Valkenhayn R. Hellsing [★]
- Yuuki Terumi [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •