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
||{{#lsth:BBCF/Makoto Nanaya/Data|SystemData}}
|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.
<br clear=all/>
|-
|}
{{#lst:BBCF/Makoto Nanaya/Data|Links}}
<br style="clear:both;"/>


==Normal Moves==
==Normal Moves==
====== <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
{{AttackDataHeader-BBCF}}
|damage=300 |cancel=CSOJR |starter=S |guard=all
{{!}}-
|level=1 |attribute=B |startup=5 |active=2 |recovery=11 |frameAdv=-1 |invul=
{{#lsth:BBCF/Makoto Nanaya/Data|5A}}
|hitbox=
{{!}}-
|description=
{{Description|7|text=
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
*Frame Advantage changed. Frame Adv is now +2→-1
*Frame Advantage changed. Frame Adv is now +2→-1
*Recovery has been increased. Recovery is now 8→11
*Recovery has been increased. Recovery is now 8→11}}
}}
}}
}}
====== <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
{{AttackDataHeader-BBCF}}
|damage=550 |cancel=SO(J)R |starter=N |guard=HL
{{!}}-
|level=3 |attribute=B |startup=9 |active=6 |recovery=16 |frameAdv=-5 |invul=
{{#lsth:BBCF/Makoto Nanaya/Data|5B}}
|hitbox=
{{!}}-
|description=
{{Description|7|text=
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.  
*Note: If you land a 5B at max range it will only combo into 5D or 214A~C  
*Note: If you land a 5B at max range it will only combo into 5D or 214A~C  
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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=
|image2=BBCS_Makoto_5CC.png |caption2=
|name=5C
|name=5C
|data=
|data=
{{AttackData-BBCF
{{AttackDataHeader-BBCF|version=yes}}
|damage=450 |cancel=SO(J)R |starter=N |guard=HL
{{!}}-
|level=3 |attribute=B |startup=8 |active=7 |recovery=16 |frameAdv=-6 |invul=
{{AttackVersion|name=5C}}
|hitbox=
{{#lsth:BBCF/Makoto Nanaya/Data|5C}}
|description=
{{!}}-
{{AttackVersion|name=5CC}}
{{#lsth:BBCF/Makoto Nanaya/Data|5CC}}
{{!}}-
{{Description|8|text=
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.  
5CC is only accessible if 5C landed on a hit or guard. Useful for hit-confirming. It is also safe on block unless IB'd, so you can use it to end blockstrings. Puts the opponent in more blockstun than 5C, which lets you do airtight 214A~C mixup if you have meter.
}}
}}
}}
}}
====== <font style="visibility:hidden" size="0">5CC</font> ======
 
{{MoveData
|image=BBCS_Makoto_5CC.png
|caption=
|name=5CC
|data=
{{AttackData-BBCF
|damage=620 |cancel=SO(J)R |starter=N |guard=HL
|level=4 |attribute=B |startup=7 |active=6 |recovery=16 |frameAdv=-3 |invul=
|hitbox=
|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.
}}
}}
====== <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
{{AttackDataHeader-BBCF}}
|damage=300 |cancel=CSOR |starter=S |guard=all
{{!}}-
|level=0 |attribute=F |startup=6 |active=3 |recovery=10 |frameAdv=-1 |invul=
{{#lsth:BBCF/Makoto Nanaya/Data|2A}}
|hitbox=
{{!}}-
|description=
{{Description|7|text=
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 145: Line 126:
|image=BBCS_Makoto_2B.png
|image=BBCS_Makoto_2B.png
|data=
|data=
{{AttackData-BBCF
{{AttackDataHeader-BBCF}}
|damage=480 |cancel=SOR |starter=N |guard=L
{{!}}-
|level=2 |attribute=F |startup=9 |active=3 |recovery=12 |frameAdv=-1 |invul=
{{#lsth:BBCF/Makoto Nanaya/Data|2B}}
|hitbox=
{{!}}-
|description=
{{Description|7|text=
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.  


Line 160: Line 141:
|image=BBCS_Makoto_2C.png
|image=BBCS_Makoto_2C.png
|data=
|data=
{{AttackData-BBCF
{{AttackDataHeader-BBCF}}
|damage=780 |cancel=SOR |starter=N |guard=HL
{{!}}-
|level=4 |attribute=F |startup=22 |active=7 |recovery=26 |frameAdv=-14 |invul=28-30H
{{#lsth:BBCF/Makoto Nanaya/Data|2C}}
|hitbox=
{{!}}-
|description=
{{Description|7|text=
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  


Line 178: Line 159:
|image=BBCS_Makoto_6A.png
|image=BBCS_Makoto_6A.png
|data=
|data=
{{AttackData-BBCF
{{AttackDataHeader-BBCF}}
|damage=560 |cancel=SOJR |starter=N |guard=HL
{{!}}-
|level=3 |attribute=B |startup=11 |active=4 |recovery=23 |frameAdv=-10 |invul=5-14H
{{#lsth:BBCF/Makoto Nanaya/Data|6A}}
|hitbox=
{{!}}-
|description=
{{Description|7|text=
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.
*Head invul f5-14
*Head invul f5-14
}}
}}
}}
}}
Line 193: Line 173:
|image=BBCS_Makoto_6B.png
|image=BBCS_Makoto_6B.png
|data=
|data=
{{AttackData-BBCF
{{AttackDataHeader-BBCF}}
|damage=570 |cancel=SOR |starter=N |guard=HL
{{!}}-
|level=3 |attribute=B |startup=22 |active=3 |recovery=20 |frameAdv=-6 |invul=
{{#lsth:BBCF/Makoto Nanaya/Data|6B}}
|hitbox=
{{!}}-
|description=
{{Description|7|text=
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.


BBCF Change
BBCF Change
*forces crouch state on hit
*forces crouch state on hit


}}
}}
}}
}}


====== <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 |starter=N |guard=HL
|level=4 |attribute=B |startup=7 |active=6 |recovery=16 |frameAdv=-3 |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 225: Line 191:
|image=BBCS_Makoto_6C.png
|image=BBCS_Makoto_6C.png
|data=
|data=
{{AttackData-BBCF
{{AttackDataHeader-BBCF}}
|damage=640 |cancel=SOR |starter=N |guard=HL
{{!}}-
|level=3 |attribute=B |startup=14 |active=8 |recovery=20 |frameAdv=-11 |invul=
{{#lsth:BBCF/Makoto Nanaya/Data|6C}}
|hitbox=
{{!}}-
|description=
{{Description|7|text=
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


It's a great move for combos against floating opponents since it can carry them much closer to the corner, and for grounded opponents it also gives some interesting options.
It's a great move for combos against floating opponents since it can carry them much closer to the corner, and for grounded opponents it also gives some interesting options.




Line 244: Line 209:
|image=BBCS_Makoto_3C.png
|image=BBCS_Makoto_3C.png
|data=
|data=
{{AttackData-BBCF
{{AttackDataHeader-BBCF|version=yes}}
|version=Normal |damage=700 |cancel=R |starter=N |guard=L
{{!}}-
|level=3 |attribute=F |startup=37 |active=4 |recovery=10 |frameAdv=±0 |invul=6-27HB
{{AttackVersion|name=Attack}}
|hitbox=
{{#lsth:BBCF/Makoto Nanaya/Data|3C}}
|description=
{{!}}-
}}
{{AttackVersion|name=Feint}}
{{AttackData-BBCF
{{#lsth:BBCF/Makoto Nanaya/Data|3[C]}}
|version=Feint |damage= |cancel= |starter= |guard=
{{!}}-
|level= |attribute= |startup= |active= |recovery=39T |frameAdv= |invul=6-27HB
{{Description|8|text=
|hitbox=
|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 273: Line 236:
|image=BBCS_Makoto_jA.png
|image=BBCS_Makoto_jA.png
|data=
|data=
{{AttackData-BBCF
{{AttackDataHeader-BBCF}}
|damage=300 |cancel=CSOJR |starter=S |guard=HA
{{!}}-
|level=0 |attribute=H |startup=6 |active=3 |recovery=5 |frameAdv= |invul=
{{#lsth:BBCF/Makoto Nanaya/Data|j.A}}
|hitbox=
{{!}}-
|description=
{{Description|7|text=
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 286: Line 249:
|image=BBCS_Makoto_jB.png
|image=BBCS_Makoto_jB.png
|data=
|data=
{{AttackData-BBCF
{{AttackDataHeader-BBCF}}
|damage=480 |cancel=SOJR |starter=N |guard=HA
{{!}}-
|level=2 |attribute=H |startup=8 |active=4 |recovery=12 |frameAdv= |invul=
{{#lsth:BBCF/Makoto Nanaya/Data|j.B}}
|hitbox=
{{!}}-
|description=
{{Description|7|text=
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 298: Line 261:
|name=j.C
|name=j.C
|image=BBCS_Makoto_jC.png
|image=BBCS_Makoto_jC.png
|image2=BBCS_Makoto_jCC.png
|data=
|data=
{{AttackData-BBCF
{{AttackDataHeader-BBCF|version=yes}}
|damage=440 |cancel=SOJR |starter=N |guard=HA
{{!}}-
|level=3 |attribute=H |startup=13 |active=6 |recovery=11 |frameAdv= |invul=
{{AttackVersion|name=j.C}}
|hitbox=
{{#lsth:BBCF/Makoto Nanaya/Data|j.C}}
|description=
{{!}}-
{{AttackVersion|name=j.CC}}
{{#lsth:BBCF/Makoto Nanaya/Data|j.CC}}
{{!}}-
{{Description|8|text=
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.  
j.CC has a niche purpose in combos. Canceling into this from a blocked jC or landing and using 2B creates a somewhat useful 50-50 mixup. Unlike the standing 5CC, you can cancel into this from a whiffed j.C.
}}
}}
}}
}}
====== <font style="visibility:hidden" size="0">j.CC</font> ======
 
{{MoveData
|name=j.CC
|image=BBCS_Makoto_jCC.png
|data=
{{AttackData-BBCF
|damage=460 |cancel=SOJR |starter=N |guard=HA
|level=3 |attribute=H |startup=5 |active=3 |recovery=22 |frameAdv= |invul=
|hitbox=
|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.
}}
}}
====== <font style="visibility:hidden" size="0">j.2C</font> ======
====== <font style="visibility:hidden" size="0">j.2C</font> ======
{{MoveData
{{MoveData
Line 325: Line 283:
|image=BBCS_Makoto_j2C.png
|image=BBCS_Makoto_j2C.png
|data=
|data=
{{AttackData-BBCF
{{AttackDataHeader-BBCF}}
|damage=560 |cancel=SOR |starter=N |guard=HA
{{!}}-
|level=1 |attribute=H |startup=18 |active=30 |recovery=6L |frameAdv= |invul=
{{#lsth:BBCF/Makoto Nanaya/Data|j.2C}}
|hitbox=
{{!}}-
|description=
{{Description|7|text=
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.  
}}
}}
}}
}}
<br clear=all/>
<br style="clear:both;"/>


==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 342: Line 302:
|image=BBCS_Makoto_5D.png
|image=BBCS_Makoto_5D.png
|data=
|data=
{{AttackData-BBCF
{{AttackDataHeader-BBCF|version=yes}}
|version= Level 1 |damage=700 |cancel=R |starter=N |guard=HL
{{!}}-
|level=3 |attribute=B |startup=10 |active=3 |recovery=33 |frameAdv=-19 |invul=
{{AttackVersion|name=Lv1}}
|hitbox=makoto/5D_1
{{#lsth:BBCF/Makoto Nanaya/Data|5D Lv1}}
|description=
{{!}}-
}}
{{AttackVersion|name=Lv2}}
{{AttackData-BBCF
{{#lsth:BBCF/Makoto Nanaya/Data|5D Lv2}}
|header=no
{{!}}-
|version= Level 2 |damage=850 |cancel=R |starter=N |guard=HL
{{AttackVersion|name=Lv3}}
|level=4 |attribute=B |startup=15 |active=3 |recovery=33 |frameAdv=-17 |invul=
{{#lsth:BBCF/Makoto Nanaya/Data|5D Lv3}}
|hitbox=makoto/5D_2
{{!}}-
|description=
{{AttackVersion|name=LvG}}
}}
{{#lsth:BBCF/Makoto Nanaya/Data|5D LvG}}
 
{{!}}-
{{AttackData-BBCF
{{Description|8|text=
|header=no
|version=Level 3 |damage=1000 |cancel=R |starter=N |guard=HL
|level=5 |attribute=B |startup=18 |active=3 |recovery=33 |frameAdv=-15 |invul=
|hitbox=makoto/5D_3
|description=
}}
{{AttackData-BBCF
|header=no
|version=Level G |damage=1000 |cancel=R |starter=N |guard=HL
|level=5 |attribute=B |startup=8 |active=2 |recovery=23 |frameAdv=-4 |invul=
|hitbox=makoto/5D_3
|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 375: Line 323:
BBCF Change
BBCF Change
*Level 1 is now Special Cancelable  
*Level 1 is now Special Cancelable  
}}
}}
}}
}}
Line 383: Line 330:
|image=BBCS_Makoto_2D.png
|image=BBCS_Makoto_2D.png
|data=
|data=
{{AttackData-BBCF
{{AttackDataHeader-BBCF|version=yes}}
|version=Level 1 |damage=700 |cancel=R |starter=N |guard=HL
{{!}}-
|level=3 |attribute=B |startup=17 |active=5 |recovery=32 |frameAdv=-20 |invul=
{{AttackVersion|name=Lv1}}
|hitbox=makoto/2D_1
{{#lsth:BBCF/Makoto Nanaya/Data|2D Lv1}}
|description=
{{!}}-
}}
{{AttackVersion|name=Lv2}}
{{AttackData-BBCF
{{#lsth:BBCF/Makoto Nanaya/Data|2D Lv2}}
|header=no
{{!}}-
|version=Level 2  |damage=850 |cancel=R |starter=N |guard=HL
{{AttackVersion|name=Lv3}}
|level=4 |attribute=B |startup=19 |active=5 |recovery=32 |frameAdv=-18 |invul=
{{#lsth:BBCF/Makoto Nanaya/Data|2D Lv3}}
|hitbox=makoto/2D_2
{{!}}-
|description=
{{AttackVersion|name=LvG}}
}}
{{#lsth:BBCF/Makoto Nanaya/Data|2D LvG}}
{{AttackData-BBCF
{{!}}-
|header=no
{{Description|8|text=
|version=Level 3 |damage=1000 |cancel=R |starter=N |guard=HL
|level=5 |attribute=B |startup=24 |active=5 |recovery=32 |frameAdv=-16 |invul=
|hitbox=makoto/2D_3
|description=
}}
{{AttackData-BBCF
|header=no
|version=Level G |damage=1000 |cancel=R |starter=N |guard=HL
|level=5 |attribute=B |startup=17 |active=5 |recovery=17 |frameAdv=-1 |invul=
|hitbox=makoto/2D_3
|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 416: Line 352:
BBCF Change
BBCF Change
*Level 1 is now Special Cancelable  
*Level 1 is now Special Cancelable  
}}
}}
}}
}}
Line 425: Line 360:
|image=BBCS_Makoto_jD.png
|image=BBCS_Makoto_jD.png
|data=
|data=
{{AttackData-BBCF
{{AttackDataHeader-BBCF|version=yes}}
|version=Level 1 |damage=700 |cancel=R |starter=N |guard=HA
{{!}}-
|level=3 |attribute=H |startup=19 |active=9 |recovery=till L+5 |frameAdv= |invul=
{{AttackVersion|name=Lv1}}
|hitbox=makoto/j.D_1
{{#lsth:BBCF/Makoto Nanaya/Data|j.D Lv1}}
|description=
{{!}}-
}}
{{AttackVersion|name=Lv2}}
{{AttackData-BBCF
{{#lsth:BBCF/Makoto Nanaya/Data|j.D Lv2}}
|header=no
{{!}}-
|version=Level 2 |damage=850 |cancel=R |starter=N |guard=HA
{{AttackVersion|name=Lv3}}
|level=4 |attribute=H |startup=21 |active=9 |recovery=till L+5 |frameAdv= |invul=
{{#lsth:BBCF/Makoto Nanaya/Data|j.D Lv3}}
|hitbox=makoto/j.D_2
{{!}}-
|description=
{{AttackVersion|name=LvG}}
}}
{{#lsth:BBCF/Makoto Nanaya/Data|j.D LvG}}
{{AttackData-BBCF
{{!}}-
|header=no
{{Description|8|text=
|version=Level 3 |damage=1000 |cancel=R |starter=N |guard=HA
|level=5 |attribute=H |startup=23 |active=9 |recovery=till L+5 |frameAdv= |invul=
|hitbox=makoto/j.D_3
|description=
}}
{{AttackData-BBCF
|header=no
|version=Level G |damage=1000 |cancel=R |starter=N |guard=HA
|level=5 |attribute=H |startup=20 |active=7 |recovery=till L+5 |frameAdv= |invul=
|hitbox=makoto/j.D_3
|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.  
Level 3 of j.D will fatal counter. j.D is a combo tool with no real use in neutral.  
Level 3 of j.D will fatal counter. j.D is a combo tool with no real use in neutral.  
Line 456: Line 380:
BBCF Change
BBCF Change
*Level 1 is now Special Cancelable  
*Level 1 is now Special Cancelable  


}}
}}
}}
}}
<br clear=all/>
<br style="clear:both;"/>


==Universal Mechanics==
==Universal Mechanics==
Line 468: Line 391:
|image=BBCS_Makoto_FThrow.png
|image=BBCS_Makoto_FThrow.png
|data=
|data=
{{AttackData-BBCF
{{AttackDataHeader-BBCF}}
|damage=0*10, 1300 |cancel=--*10, SOR |starter=S |guard=T (70)
{{!}}-
|level=0*10, 4 |attribute=T |startup=7 |active=3 |recovery=16 |frameAdv= |invul=
{{#lsth:BBCF/Makoto Nanaya/Data|BC}}
|hitbox=makoto/groundThrow
{{!}}-
|description=
{{Description|7|text=
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 483: Line 405:
|image=BBCS_Makoto_BThrow.png
|image=BBCS_Makoto_BThrow.png
|data=
|data=
{{AttackData-BBCF
{{AttackDataHeader-BBCF}}
|damage=0, 1300 |cancel=-- , R |starter=S |guard=T (70)
{{!}}-
|level=0, 4 |attribute=T |startup=7 |active=3 |recovery=16 |frameAdv= |invul=
{{#lsth:BBCF/Makoto Nanaya/Data|4BC}}
|hitbox=makoto/groundThrow
{{!}}-
|description=
{{Description|7|text=
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 497: Line 418:
|image=BBCS_Makoto_AThrow.png
|image=BBCS_Makoto_AThrow.png
|data=
|data=
{{AttackData-BBCF
{{AttackDataHeader-BBCF}}
|damage=0, 600, 800 |cancel=--*2, R |starter=S |guard=T (90)
{{!}}-
|level=0, 4*2 |attribute=T |startup=7 |active=3 |recovery=15+3L |frameAdv= |invul=
{{#lsth:BBCF/Makoto Nanaya/Data|j.BC}}
|hitbox=makoto/airThrow
{{!}}-
|description=
{{Description|7|text=
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 511: Line 432:
|image=BBCS_Makoto_6C.png
|image=BBCS_Makoto_6C.png
|data=
|data=
{{AttackData-BBCF
{{AttackDataHeader-BBCF}}
|damage=0 |cancel=R |starter=VS |guard=all
{{!}}-
|level=4 |attribute=B |startup=15 |active=4 |recovery=28 |frameAdv=-13 |invul=1-20 All
{{#lsth:BBCF/Makoto Nanaya/Data|6AB}}
|hitbox=
{{!}}-
|description=
{{Description|7|text=
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.


Can be low profiled
Can be low profiled
}}
}}
}}
}}
====== <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
{{AttackDataHeader-BBCF|version=yes}}
|damage=1000 |cancel=R |starter=N |guard=B
{{!}}-
|level=3 |attribute=B |startup=30~60 |active=1 |recovery=23 |frameAdv=0 |invul=
{{AttackVersion|name=Uncharged}}
|hitbox=
{{#lsth:BBCF/Makoto Nanaya/Data|5AB}}
|description=
{{!}}-
{{AttackVersion|name=Charged}}
{{#lsth:BBCF/Makoto Nanaya/Data|5[AB]}}
{{!}}-
{{Description|8|text=
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.
}}
}}
}}
}}
<br clear=all/>
<br style="clear:both;"/>


==Specials==
==Specials==
====== <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
{{AttackDataHeader-BBCF}}
|damage=100x4  |cancel=R |starter=N |guard=all
{{!}}-
|level=4 |attribute=HBFP |startup=16 |active=81 |recovery=Total 60F |frameAdv=+3 |invul=
{{#lsth:BBCF/Makoto Nanaya/Data|236A}}
|hitbox=
{{!}}-
|description=
{{Description|7|text=
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 565: Line 486:
|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
{{AttackDataHeader-BBCF|version=yes}}
|version=Level 1 |damage=480, 450 |cancel=R |starter=S, N |guard=all
{{!}}-
|level=3 |attribute=B, HBFP |startup=9, 13 |active=4, 18 |recovery=23 |frameAdv=-8 |invul=
{{AttackVersion|name=Strike Lv1}}
|hitbox=
{{#lsth:BBCF/Makoto Nanaya/Data|236AD Lv1 Strike}}
|description=
{{!}}-
}}
{{AttackVersion|name=Strike Lv2}}
{{AttackData-BBCF
{{#lsth:BBCF/Makoto Nanaya/Data|236AD Lv2 Strike}}
|header=no
{{!}}-
|version=Level 2 |damage=630, 650 |cancel=R |starter=S, N |guard=all
{{AttackVersion|name=Strike Lv3}}
|level=4 |attribute=B, HBFP |startup=19, 23 |active=4, 23 |recovery=23 |frameAdv=-8 |invul=
{{#lsth:BBCF/Makoto Nanaya/Data|236AD Lv3 Strike}}
|hitbox=
{{!}}-
|description=
{{AttackVersion|name=Strike LvG}}
}}
{{#lsth:BBCF/Makoto Nanaya/Data|236AD LvG Strike}}
{{AttackData-BBCF
{{!}}-
|header=no
{{AttackVersion|name=Projectile Lv1}}
|version=Level 3 |damage=730, 850 |cancel=R |starter=S, N |guard=all
{{#lsth:BBCF/Makoto Nanaya/Data|236AD Lv1 Projectile}}
|level=5 |attribute=B, HBFP |startup=25, 29 |active=4, 28 |recovery=23 |frameAdv=-8 |invul=
{{!}}-
|hitbox=
{{AttackVersion|name=Projectile Lv2}}
|description=
{{#lsth:BBCF/Makoto Nanaya/Data|236AD Lv2 Projectile}}
}}
{{!}}-
{{AttackData-BBCF
{{AttackVersion|name=Projectile Lv3}}
|header=no
{{#lsth:BBCF/Makoto Nanaya/Data|236AD Lv3 Projectile}}
|version=Level G |damage=730, 850 |cancel=R |starter=S |guard=all
{{!}}-
|level=5 |attribute=B, HBFP |startup=9, 13 |active=4, 23 |recovery=17 |frameAdv=-5 |invul=
{{AttackVersion|name=Projectile LvG}}
|hitbox=
{{#lsth:BBCF/Makoto Nanaya/Data|236AD LvG Projectile}}
|description=
{{!}}-
{{Description|8|text=
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.




Useful as a combo filler to add up damage in combos with strong starters and in Overdrive combos.
Useful as a combo filler to add up damage in combos with strong starters and in Overdrive combos.


}}
}}
Line 604: Line 524:
====== <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
{{AttackDataHeader-BBCF}}
|version=Ground |damage=820 |cancel=R |starter=S |guard=HL
{{!}}-
|level=4 |attribute=B |startup=9 |active=2(2)12 |recovery=28+17L |frameAdv=-42 |invul=1-14 All
{{#lsth:BBCF/Makoto Nanaya/Data|623C}}
|hitbox=
{{!}}-
|description=
{{Description|7|text=
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.




Be careful of moves with disjointed hitboxes, however, as these can hit you from a distance outside of Corona Upper's range.
Be careful of moves with disjointed hitboxes, however, as these can hit you from a distance outside of Corona Upper's range.




}}
}}
}}
}}
====== <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 |starter=N |guard=all
|level=3 |attribute=H |startup=30 |active=2 |recovery=L+9 |frameAdv=- |invul=
|hitbox=
|description=
}}
{{AttackData-BBCF
|header=no
|version=Level 2 |damage=820 |cancel=R |starter=N |guard=all
|level=4 |attribute=H |startup=26 |active=2 |recovery=L+9 |frameAdv=- |invul=
|hitbox=
|description=
}}
{{AttackData-BBCF
|header=no
|version=Level 3 |damage=1100 |cancel=R |starter=N |guard=all
|level=5 |attribute=H |startup=24 |active=2 |recovery=L+9 |frameAdv= |invul=
|hitbox=
|description=
}}
{{AttackData-BBCF
|header=no
|version=Overdrive |damage=1100 |cancel=R |starter=N |guard=all
|level=5 |attribute=H |startup=24 |active=2 |recovery=L+9 |frameAdv= |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
{{AttackDataHeader-BBCF}}
|damage=620 |cancel=R |starter=S |guard=all
{{!}}-
|level=4 |attribute=H |startup=8 |active=12 |recovery=L+17 |frameAdv= |invul=1-9 All
{{#lsth:BBCF/Makoto Nanaya/Data|j.623C}}
|hitbox=
{{!}}-
|description=
{{Description|7|text=
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
{{AttackDataHeader-BBCF|version=yes}}
|version=Level 1 |damage=750 |cancel=R |starter=N |guard=all
{{!}}-
|level=3 |attribute=H |startup=30 |active=2 |recovery=L+9 |frameAdv= |invul=
{{AttackVersion|name=Lv1}}
|hitbox=
{{#lsth:BBCF/Makoto Nanaya/Data|623CD Lv1}}
|description=
{{!}}-
}}
{{AttackVersion|name=Lv2}}
{{AttackData-BBCF
{{#lsth:BBCF/Makoto Nanaya/Data|623CD Lv2}}
|header=no
{{!}}-
|version=Level 2 |damage=850 |cancel=R |starter=N |guard=all
{{AttackVersion|name=Lv3}}
|level=4 |attribute=H |startup=26 |active=2 |recovery=L+9 |frameAdv= |invul=
{{#lsth:BBCF/Makoto Nanaya/Data|623CD Lv3}}
|hitbox=
{{!}}-
|description=
{{AttackVersion|name=LvG}}
}}
{{#lsth:BBCF/Makoto Nanaya/Data|623CD LvG}}
{{AttackData-BBCF
{{!}}-
|header=no
{{Description|8|text=
|version=Level 3 |damage=1100 |cancel=R |starter=N |guard=all
Follow up after Corona Upper. Makoto punches the opponent sending them to the ground.
|level=5 |attribute=H |startup=24 |active=2 |recovery=L+9 |frameAdv= |invul=
 
|hitbox=
 
|description=
Overdrive version ground bounces the opponent, being one of Makoto's core moves for Overdrive combos.
}}
{{AttackData-BBCF
|header=no
|version=Level G |damage=1100 |cancel=R |starter=N |guard=all
|level=5 |attribute=H |startup=24 |active=2 |recovery=L+9 |frameAdv= |invul=
|hitbox=
|description=
Follow up after air Corona Upper.
}}
}}
}}
}}
Line 717: Line 587:
|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
{{AttackDataHeader-BBCF|version=yes}}
|version=Parry |damage= |cancel=Dr |starter= |guard=
{{!}}-
|level= |attribute= |startup= |active= |recovery=23T |frameAdv= |invul=1-7C
{{#lsth:BBCF/Makoto Nanaya/Data|214D}}
|hitbox=
{{!}}-
|description=*Catches everything except throws, lows, and unblockable attacks.
{{Description|8|text=*Catches everything that can be blocked standing, loses to anythingelse.
}}
{{AttackData-BBCF
|header=no
|version=Catch |damage=0 |cancel= |starter=Sp |guard=all
|level=0 |attribute=B |startup=5 |active=15 |recovery=28 |frameAdv=-13 |invul=1-39 All
|hitbox=
|description=
}}
{{AttackData-BBCF
|header=no
|version=Level 1 |damage=800 |cancel=R |starter=N |guard=all
|level=3 |attribute=B |startup=18 |active=5 |recovery=43 |frameAdv=-31 |invul=
|hitbox=
|description=
}}
{{AttackData-BBCF
|header=no
|version=Level 2 |damage=1000 |cancel=R |starter=N |guard=all
|level=4 |attribute=B |startup=18 |active=6 |recovery=43 |frameAdv=-30 |invul=
|hitbox=
|description=
}}
{{AttackData-BBCF
|header=no
|version=Level 3 |damage=1200 |cancel=R |starter=N |guard=all
|level=5 |attribute=B |startup=22 |active=7 |recovery=43 |frameAdv=-29 |invul=
|hitbox=
|description=
  }}
  }}
{{AttackData-BBCF
{{!}}-
|header=no
{{AttackVersion|name=Lv1}}
|version=Overdrive |damage=1200 |cancel=R |starter=N |guard=all
{{#lsth:BBCF/Makoto Nanaya/Data|214DD Lv1}}
|level=5 |attribute=B |startup=18 |active=7 |recovery=27 |frameAdv=-13 |invul=
{{!}}-
|hitbox=
{{AttackVersion|name=Lv2}}
|description=
{{#lsth:BBCF/Makoto Nanaya/Data|214DD Lv2}}
{{!}}-
{{AttackVersion|name=Lv3}}
{{#lsth:BBCF/Makoto Nanaya/Data|214DD Lv3}}
{{!}}-
{{AttackVersion|name=LvG}}
{{#lsth:BBCF/Makoto Nanaya/Data|214DD LvG}}
{{!}}-
{{Description|8|text=
*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 767: Line 615:


you can now restand your opponent during a combo due to Parry becoming a "Strike" Move.  
you can now restand your opponent during a combo due to Parry becoming a "Strike" Move.  
}}
}}
}}
}}
====== <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
|data=
|data=
{{AttackData-BBCF
{{AttackDataHeader-BBCF|version=yes}}
|version = 214A
{{!}}-
|damage= |cancel= |starter= |guard=
{{AttackVersion|name=A}}
|level= |attribute= |startup= |active= |recovery=36T |frameAdv= |invul=
{{#lsth:BBCF/Makoto Nanaya/Data|214A}}
|hitbox=
{{!}}-
|description=
{{AttackVersion|name=B}}
}}
{{#lsth:BBCF/Makoto Nanaya/Data|214B}}
{{AttackData-BBCF
{{!}}-
|header=no
{{AttackVersion|name=C}}
|version=214B |damage= |cancel= |starter= |guard=
{{#lsth:BBCF/Makoto Nanaya/Data|214C}}
|level= |attribute= |startup= |active= |recovery=45+6L |frameAdv= |invul=
{{!}}-
|hitbox=
{{Description|8|text=
|description=
}}
{{AttackData-BBCF
|header=no
|version=214C |damage= |cancel= |starter= |guard=
|level= |attribute= |startup= |active= |recovery=43+6L |frameAdv= |invul=
|hitbox=
|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 803: Line 641:


*Aerial normals
*Aerial normals
*D = Lightning Arrow
*D = Lightning Arrow}}
}}
}}
}}
====== <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
{{AttackDataHeader-BBCF}}
|damage= |cancel= |starter= |guard=
{{!}}-
|level= |attribute= |startup= |active= |recovery=11T |frameAdv= |invul=
{{#lsth:BBCF/Makoto Nanaya/Data|214AA}}
|hitbox=
{{!}}-
|description=
{{Description|7|text=
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 823: Line 659:
====== <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
{{AttackDataHeader-BBCF}}
|damage= |cancel= |starter= |guard=
{{!}}-
|level= |attribute= |startup= |active= |recovery=21T |frameAdv= |invul=
{{#lsth:BBCF/Makoto Nanaya/Data|214AB}}
|hitbox=
{{!}}-
|description=
{{Description|7|text=
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 838: Line 673:
====== <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
{{AttackDataHeader-BBCF}}
|damage= |cancel=R |starter= |guard=
{{!}}-
|level= |attribute= |startup= |active= |recovery= |frameAdv= |invul=
{{#lsth:BBCF/Makoto Nanaya/Data|214AC}}
|hitbox=
{{!}}-
|description=
{{Description|7|text=
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 858: Line 692:
B = Stargazer
B = Stargazer
CCCCC = Infinite Rush
CCCCC = Infinite Rush
D = Lander Blow
D = Lander Blow}}
}}
}}
}}


Line 866: Line 699:
|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
{{AttackDataHeader-BBCF|version=yes}}
|version=Level 1 |damage=700 |cancel=R |starter=S |guard=all
{{!}}-
|level=3 |attribute=B |startup=14 |active=4 |recovery=17 |frameAdv=-4 |invul=
{{AttackVersion|name=Lv1}}
|hitbox=
{{#lsth:BBCF/Makoto Nanaya/Data|214AD Lv1}}
|description=
{{!}}-
}}
{{AttackVersion|name=Lv2}}
{{AttackData-BBCF
{{#lsth:BBCF/Makoto Nanaya/Data|214AD Lv2}}
|header=no
{{!}}-
|version=Level 2 |damage=800 |cancel=R |starter=S |guard=all
{{AttackVersion|name=Lv3}}
|level=4 |attribute=B |startup=15 |active=3 |recovery=17 |frameAdv=-1 |invul=
{{#lsth:BBCF/Makoto Nanaya/Data|214AD Lv3}}
|hitbox=
{{!}}-
|description=
{{AttackVersion|name=LvG}}
}}
{{#lsth:BBCF/Makoto Nanaya/Data|214AD LvG}}
{{AttackData-BBCF
{{!}}-
|header=no
{{Description|8|text=
|version=Level 3 |damage=1000 |cancel=R |starter=S |guard=all
|level=5 |attribute=B |startup=20 |active=4 |recovery=17 |frameAdv=+1 |invul=
|hitbox=
|description=
}}
{{AttackData-BBCF
|header=no
|version=Level G |damage=1000 |cancel=R |starter=S |guard=all
|level=5 |attribute=B |startup=10 |active=4 |recovery=12 |frameAdv=+4 |invul=
|hitbox=
|description=
Startup based on earliest possible charge
Startup based on earliest possible charge
Lv3 and LvG versions Fatal Counter
Lv3 and LvG versions Fatal Counter
Line 903: Line 724:


  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)  
  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 910: Line 730:
====== <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
{{AttackDataHeader-BBCF}}
|damage=600 |cancel=R |starter=N |guard=H
{{!}}-
|level=3 |attribute=B |startup=15 |active=4 |recovery=18 |frameAdv=-2 |invul=
{{#lsth:BBCF/Makoto Nanaya/Data|214ACA}}
|hitbox=
{{!}}-
|description=
{{Description|7|text=
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 931: Line 745:
====== <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
{{AttackDataHeader-BBCF}}
|damage=730 |cancel=R |starter=N |guard=LA
{{!}}-
|level=3 |attribute=F |startup=11 |active=6 |recovery=25 |frameAdv=-1 |invul=
{{#lsth:BBCF/Makoto Nanaya/Data|214ACB}}
|hitbox=
{{!}}-
|description=
{{Description|7|text=
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
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}}
*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
}}
}}
}}


====== <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=C after Rush
|name=Infinite Rush
|name=Infinite Rush
|data=
|data=
{{AttackData-BBCF
{{AttackDataHeader-BBCF}}
|damage=250*4, 920 |cancel=R |starter=N |guard=all
{{!}}-
|level=4 |attribute=B |startup=11 |active=3[(9)3]*(0~3)(12)6 |recovery=33 |frameAdv=-20 |invul=
{{#lsth:BBCF/Makoto Nanaya/Data|214ACC}}
|hitbox=
{{!}}-
|description=
{{Description|7|text=
Possible to reach max 5 attacks by pressing C after Rush. 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 975: Line 778:
|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
{{AttackDataHeader-BBCF|version=yes}}
|version=Level 1 |damage=700 |cancel=R |starter=N |guard=all
{{!}}-
|level=3 |attribute=B |startup=20 |active=4 |recovery=13 |frameAdv=-4 |invul=
{{AttackVersion|name=Lv1}}
|hitbox=
{{#lsth:BBCF/Makoto Nanaya/Data|214ACD Lv1}}
|description=
{{!}}-
}}
{{AttackVersion|name=Lv2}}
{{AttackData-BBCF
{{#lsth:BBCF/Makoto Nanaya/Data|214ACD Lv2}}
|header=no
{{!}}-
|version=Level 2 |damage=850 |cancel=R |starter=N |guard=all
{{AttackVersion|name=Lv3}}
|level=4 |attribute=B |startup=17 |active=4 |recovery=18 |frameAdv=-1 |invul=
{{#lsth:BBCF/Makoto Nanaya/Data|214ACD Lv3}}
|hitbox=
{{!}}-
|description=
{{AttackVersion|name=LvG}}
}}
{{#lsth:BBCF/Makoto Nanaya/Data|214ACD LvG}}
{{AttackData-BBCF
{{!}}-
|header=no
{{Description|8|text=
|version=Level 3 |damage=1000 |cancel=R |starter=N |guard=all
|level=5 |attribute=B |startup=25 |active=4 |recovery=12 |frameAdv=+7 |invul=
|hitbox=
|description=
}}
{{AttackData-BBCF
|header=no
|version=Level G |damage=1000 |cancel=R |starter=N |guard=all
|level=5 |attribute=B |startup=17 |active=4 |recovery=8 |frameAdv=+7 |invul=
|hitbox=
|description=
*Lv3 and LvG versions Fatal Counter
*Lv3 and LvG versions Fatal Counter


Line 1,020: Line 811:
**Level 3 Frame Adv is now +5→+7
**Level 3 Frame Adv is now +5→+7
**Level G Frame Adv is now +5→+7
**Level G Frame Adv is now +5→+7


}}
}}
Line 1,029: Line 819:
|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
{{AttackDataHeader-BBCF|version=yes}}
|version=Level 1 |damage=800 |cancel=R |starter=S |guard=all
{{!}}-
|level=3 |attribute=H |startup=22 |active=19 |recovery=8L |frameAdv= |invul=
{{AttackVersion|name=Lv1}}
|hitbox=
{{#lsth:BBCF/Makoto Nanaya/Data|214BD Lv1}}
|description=
{{!}}-
}}
{{AttackVersion|name=Lv2}}
{{AttackData-BBCF
{{#lsth:BBCF/Makoto Nanaya/Data|214BD Lv2}}
|header=no
{{!}}-
|version=Level 2 |damage=1000 |cancel=R |starter=S |guard=all
{{AttackVersion|name=Lv3}}
|level=4 |attribute=H |startup=21 |active=19 |recovery=8L |frameAdv= |invul=
{{#lsth:BBCF/Makoto Nanaya/Data|214BD Lv3}}
|hitbox=
{{!}}-
|description=
{{AttackVersion|name=LvG}}
}}
{{#lsth:BBCF/Makoto Nanaya/Data|214BD LvG}}
{{AttackData-BBCF
{{!}}-
|header=no
{{Description|8|text=
|version=Level 3 |damage=1200 |cancel=R |starter=S |guard=all
|level=5 |attribute=H |startup=21 |active=19 |recovery=8L |frameAdv= |invul=
|hitbox=
|description=
}}
{{AttackData-BBCF
|header=no
|version=Level G |damage=1200 |cancel=R |starter=S |guard=all
|level=5 |attribute=H |startup=17 |active=19 |recovery=8L |frameAdv= |invul=
|hitbox=
|description=
*Startup based on earliest possible charge
*Startup based on earliest possible charge
*Lv3 and LvG versions Fatal Counter
*Lv3 and LvG versions Fatal Counter
Line 1,069: Line 847:
|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
{{AttackDataHeader-BBCF}}
|damage=1200 |cancel=R |starter= |guard=all
{{!}}-
|level= |attribute=B |startup=22 |active=10 |recovery=29 |frameAdv=-18 |invul=8-17 All
{{#lsth:BBCF/Makoto Nanaya/Data|236B}}
|hitbox=
{{!}}-
|description=
{{Description|7|text=
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 1,084: Line 861:
*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 1,091: Line 872:
|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
{{AttackDataHeader-BBCF}}
|damage=1000 |cancel=R |starter= |guard=Low
{{!}}-
|level= |attribute=BF |startup=26 |active= |recovery= |frameAdv=-10 |invul=
{{#lsth:BBCF/Makoto Nanaya/Data|41236C}}
|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.
{{Description|7|text=
*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 1,109: Line 892:
|image=BBCS_Makoto_BigBangSmash.png
|image=BBCS_Makoto_BigBangSmash.png
|data=
|data=
{{AttackData-BBCF
{{AttackDataHeader-BBCF|version=yes}}
|version=Level 1 |damage=1800 |cancel=R |starter=N |guard=HL, all
{{!}}-
|level=3 |attribute=H, HBFP |startup=5+9 |active=2(16), 14 |recovery=61 |frameAdv=-59 |invul=1-5 All
{{AttackVersion|name=Lv1}}
|hitbox=
{{#lsth:BBCF/Makoto Nanaya/Data|632146D Lv1}}
|description=
{{!}}-
}}
{{AttackVersion|name=Lv2}}
{{AttackData-BBCF
{{#lsth:BBCF/Makoto Nanaya/Data|632146D Lv2}}
|header=no
{{!}}-
|version=Level 2 |damage=2200 |cancel=R |starter=N |guard=HL, all
{{AttackVersion|name=Lv3}}
|level=4 |attribute=H, HBFP |startup=5+9 |active=3(17), 14 |recovery=56 |frameAdv=-55 |invul=1-5 All
{{#lsth:BBCF/Makoto Nanaya/Data|632146D Lv3}}
|hitbox=
{{!}}-
|description=
{{AttackVersion|name=LvG}}
}}
{{#lsth:BBCF/Makoto Nanaya/Data|632146D LvG}}
{{AttackData-BBCF
{{!}}-
|header=no
{{Description|8|text=
|version=Level 3 |damage=2600 |cancel=R |starter=N |guard=HL, all
|level=5 |attribute=H, HBFP |startup=5+9 |active=3(18), 15 |recovery=56 |frameAdv=-57 |invul=1-5 All
|hitbox=
|description=
}}
{{AttackData-BBCF
|header=no
|version=Level G |damage=3000 |cancel=R |starter=N |guard=HL, all
|level=5 |attribute=H, HBFP |startup=5+9 |active=3(18), 15 |recovery=32 |frameAdv=-33 |invul=1-5 All
|hitbox=
|description=
*180F Heat Gauge Cooldown
*180F Heat Gauge Cooldown
*Startup based on earliest possible charge
*Startup based on earliest possible charge
Line 1,149: Line 921:
|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
{{AttackDataHeader-BBCF|version=yes}}
|version=1st Hit, Level 1 |damage=900 |cancel=R |starter=N |guard=HL
{{!}}-
|level=3 |attribute=B |startup=1+7 |active=4 |recovery=100 |frameAdv=-60 |invul=1-11 All
{{AttackVersion|name=1st Hit Lv1}}
|hitbox=
{{#lsth:BBCF/Makoto Nanaya/Data|236236D Lv1}}
|description=
{{!}}-
}}
{{AttackVersion|name=1st Hit Lv2}}
{{AttackData-BBCF
{{#lsth:BBCF/Makoto Nanaya/Data|236236D Lv2}}
|header=no
{{!}}-
|version=1st Hit, Level 2 |damage=1000 |cancel=R |starter=N |guard=HL
{{AttackVersion|name=1st Hit Lv3}}
|level=4 |attribute=B |startup=1+4 |active=4 |recovery=100 |frameAdv=-58 |invul=1-8 All
{{#lsth:BBCF/Makoto Nanaya/Data|236236D Lv3}}
|hitbox=
{{!}}-
|description=
{{AttackVersion|name=1st Hit LvG}}
}}
{{#lsth:BBCF/Makoto Nanaya/Data|236236D LvG}}
{{AttackData-BBCF
{{!}}-
|header=no
{{AttackVersion|name=2nd Hit Lv1}}
|version=1st Hit, Level 3 |damage=1100 |cancel=R |starter=N |guard=HL
{{#lsth:BBCF/Makoto Nanaya/Data|236236DD Lv1}}
|level=5 |attribute=B |startup=1+4 |active=4 |recovery=100 |frameAdv=-56 |invul=1-11 All
{{!}}-
|hitbox=
{{AttackVersion|name=2nd Hit Lv2}}
|description=
{{#lsth:BBCF/Makoto Nanaya/Data|236236DD Lv2}}
}}
{{!}}-
{{AttackData-BBCF
{{AttackVersion|name=2nd Hit Lv3}}
|header=no
{{#lsth:BBCF/Makoto Nanaya/Data|236236DD Lv3}}
|version=1st Hit, Level G |damage=1200 |cancel=R |starter=N |guard=HL
{{!}}-
|level=5 |attribute=B |startup=1+7 |active=4 |recovery=100 |frameAdv=-56 |invul=1-11 All
{{AttackVersion|name=2nd Hit LvG}}
|hitbox=
{{#lsth:BBCF/Makoto Nanaya/Data|236236DD LvG}}
}}
{{!}}-
{{AttackData-BBCF
{{AttackVersion|name=3rd Hit Lv1}}
|header=no
{{#lsth:BBCF/Makoto Nanaya/Data|236236DDD Lv1}}
|version=2nd Hit, Level 1 |damage=900 |cancel=R |starter= |guard=HL
{{!}}-
|level=3 |attribute=B |startup=1+4 |active=4 |recovery=56 |frameAdv= |invul=1-18 All
{{AttackVersion|name=3rd Hit Lv2}}
|hitbox=
{{#lsth:BBCF/Makoto Nanaya/Data|236236DDD Lv2}}
|description=
{{!}}-
}}
{{AttackVersion|name=3rd Hit Lv3}}
{{AttackData-BBCF
{{#lsth:BBCF/Makoto Nanaya/Data|236236DDD Lv3}}
|header=no
{{!}}-
|version=2nd Hit, Level 2 |damage=1000 |cancel=R |starter= |guard=HL
{{AttackVersion|name=3rd Hit LvG}}
|level=4 |attribute=B |startup=1+1 |active=4 |recovery=56 |frameAdv= |invul=1-13 All
{{#lsth:BBCF/Makoto Nanaya/Data|236236DDD LvG}}
|hitbox=
{{!}}-
|description=
{{Description|8|text=
}}
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.
{{AttackData-BBCF
|header=no
|version=2nd Hit, Level 3 |damage=1100 |cancel=R |starter= |guard=HL
|level=5 |attribute=B |startup=1+1 |active=4 |recovery=56 |frameAdv= |invul=1-18 All
|hitbox=
|description=
}}
{{AttackData-BBCF
|header=no
|version=2nd Hit, Level G |damage=20*28, 600 |cancel=R |starter= |guard=HL
|level=3*28, 5 |attribute=B |startup=1+5 |active=2*28(7)4 |recovery=56 |frameAdv= |invul=1-82 All
|hitbox=
}}
{{AttackData-BBCF
|header=no
|version=3rd Hit, Level 1 |damage=1800 |cancel= |starter= |guard=all
|level=3 |attribute=H |startup=28+35 |active=28 |recovery=till L+11 |frameAdv= |invul=1-landing All
|hitbox=
|description=
}}
{{AttackData-BBCF
|header=no
|version=3rd Hit, Level 2 |damage=2200 |cancel= |starter= |guard=all
|level=4 |attribute=H |startup=28+35 |active=9 |recovery=till L+11 |frameAdv= |invul=1-landing All
|hitbox=
|description=
}}
{{AttackData-BBCF
|header=no
|version=3rd Hit, Level 3 |damage=3000 |cancel= |starter= |guard=all
|level=5 |attribute=H |startup=28+35 |active=6 |recovery=till L+11 |frameAdv= |invul=1-landing All
|hitbox=
|description=
}}
{{AttackData-BBCF
|header=no
|version=3rd Hit, Level G |damage=4000 |cancel= |starter= |guard=all
|level=5 |attribute=H |startup=28+35 |active=6 |recovery=till L+11 |frameAdv= |invul=1-landing All
|hitbox=
|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.
}}
}}
}}
}}
<br clear=all/>
<br style="clear:both;"/>


==Exceed Accel==
==Exceed Accel==
{{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
{{AttackDataHeader-BBCF}}
|version=Normal |damage= 2040 |cancel= |starter=|guard=All
{{!}}-
|startup=Fast: 10 Slow: 20  |active=3 |recovery=20 |frameAdv=0 |attribute=B|invul=Fast: 1-12all Slow: 1-22all
{{#lsth:BBCF/Makoto Nanaya/Data|ABCD}}
|hitbox=Kokonoe/ABCD
{{!}}-
|description=
{{Description|7|text=
}}
{{AttackData-BBCF
|header=no
|version=Active Flow |damage=4089 |cancel= |starter=|guard=All
|startup=Fast: 10 Slow: 20  |active=3 |recovery=20 |frameAdv=0 |attribute=B|hitbox=
|description=
*Does not cost Heat, but immediately ends Overdrive if used.
*Does not cost Heat, but immediately ends Overdrive if used.
*Becomes stronger and flashier with Active Flow.
*Becomes stronger and flashier with Active Flow.
}}
}}
}}
}}
<br clear=all/>
<br style="clear:both;"/>


==Astral Heat==
==Astral Heat==
Line 1,265: Line 989:
|name=Planet Crusher
|name=Planet Crusher
|input=2363214D
|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
{{AttackDataHeader-BBCF|version=yes}}
|version=Level 1 |damage=DESTROY |cancel= |starter= |guard=all
{{!}}-
|level=5 |attribute=B |startup=5+10 |active=4 |recovery=29 |frameAdv=-18 |invul=1-19 All
{{AttackVersion|name=Lv1}}
|hitbox=makoto/2363214D
{{#lsth:BBCF/Makoto Nanaya/Data|Astral Lv1}}
|description=
{{!}}-
}}
{{AttackVersion|name=Lv2}}
{{AttackData-BBCF
{{#lsth:BBCF/Makoto Nanaya/Data|Astral Lv2}}
|header=no
{{!}}-
|version=Level 2 |damage=DESTROY |cancel= |starter= |guard=all
{{AttackVersion|name=Lv3}}
|level=5 |attribute=B |startup=5+2 |active=4 |recovery=29 |frameAdv=-18 |invul=1-9 All
{{#lsth:BBCF/Makoto Nanaya/Data|Astral Lv3}}
|hitbox=makoto/2363214D
{{!}}-
|description=
{{AttackVersion|name=LvG}}
}}
{{#lsth:BBCF/Makoto Nanaya/Data|Astral LvG}}
{{AttackData-BBCF
{{!}}-
|header=no
{{Description|8|text=
|version=Level 3 |damage=DESTROY |cancel= |starter= |guard=all
|level=5 |attribute=B |startup=5+4 |active=4 |recovery=29 |frameAdv=-18 |invul=1-13 All
|hitbox=makoto/2363214D
|description=
}}
{{AttackData-BBCF
|header=no
|version=Level G |damage=DESTROY |cancel= |starter= |guard=all
|level=5 |attribute=B |startup=5+2 |active=4 |recovery=29 |frameAdv=-18 |invul=1-13 All
|hitbox=makoto/2363214D
|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 1,307: Line 1,013:
}}
}}


<br clear=all/>
<br style="clear:both;"/>


==External References==
==External References==
Line 1,316: Line 1,022:




<br clear=all/>
<br style="clear:both;"/>
----
==Navigation==
{{CharLinks
{{#lsth:BBCF/Makoto Nanaya/Data|Links}}
|charMainPage=BBCF/Makoto Nanaya
{{notice|To edit frame data, edit values in [[BBCF/Makoto Nanaya/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
|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 01:11, 29 May 2019

Makoto Nanaya
BBCF Makoto Portrait.png
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.



Normal Moves

5A
5A
BBCS Makoto 5A.png
Template:AttackDataHeader-BBCF
5A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300 All 5 2 11 -1 B CSJR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
80 Normal 1 11 12 12 16 23 9 +0 +0
BBCF Makoto Nanaya 5A.png
BBCF Makoto Nanaya 5A Hitbox.png


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

  • Frame Advantage changed. Frame Adv is now +2→-1
  • Recovery has been increased. Recovery is now 8→11
5B
5B
BBCS Makoto 5B.png
Template:AttackDataHeader-BBCF
5B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
600 Mid 9 6 16 -5 B S(J)R 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 17 22 31 11 +0 +2
BBCF Makoto Nanaya 5B.png
BBCF Makoto Nanaya 5B Hitbox.png


One of Makoto's all-around best normals. It has good range, quick start-up, and propels her forward. It's great for spacing, pressure, and combo filler. Because of its P1 proration, fast speed, and reach, this is Makoto's unequivocally best counter-hit combo starter. Use it to punish whiffed or blocked dragon punches, or other moves with very long recovery.

  • Note: If you land a 5B at max range it will only combo into 5D or 214A~C

BBCF Change

  • No longer cancels into 6C
5C
5C
BBCS Makoto 5C.png
BBCS Makoto 5CC.png
Template:AttackDataHeader-BBCF
5C


5C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
700 Mid 8 7 16 -6 B S(J)R 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 17 22 31 11 +0 +2
BBCF Makoto Nanaya 5C.png
5C
BBCF Makoto Nanaya 5C Hitbox 1.pngBBCF Makoto Nanaya 5C Hitbox 2.png
5C frame 8 • 5C frame 9-14
5CC


5CC
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
800 Mid 7 6 16 -3 B S(J)R 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
82 Long 4 18 21 24 26 39 12 +0 +5
BBCF Makoto Nanaya 5CC.png
5CC
BBCF Makoto Nanaya 5CC Hitbox.png
5CC

Useful in blockstrings to frametrap after 5B, leading to good damage; also lets you chain into 6B for an overhead. Note its disadvantage on block and that it can not be jump canceled on block - once she has committed to this normal in block strings, her follow-up options become significantly more risky.


5CC is only accessible if 5C landed on a hit or guard. Useful for hit-confirming. It is also safe on block unless IB'd, so you can use it to end blockstrings. Puts the opponent in more blockstun than 5C, which lets you do airtight 214A~C mixup if you have meter.

2A
2A
BBCS Makoto 2A.png
Template:AttackDataHeader-BBCF
2A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300 All 6 [5] 3 10 -1 F CSR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
80 Normal 1 11 12 12 16 23 9 +0 +0
BBCF Makoto Nanaya 2A.png
BBCF Makoto Nanaya 2A Hitbox.png
Values in [] are for followup 2As


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.

2B
2B
BBCS Makoto 2B.png
Template:AttackDataHeader-BBCF
2B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
550 Low 9 3 12 -1 F SR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
85 Long 2 13 14 14 18 26 10 +0 +1
BBCF Makoto Nanaya 2B.png
BBCF Makoto Nanaya 2B Hitbox.png


This is Makoto's only viable low for mix-up, although it sadly has fairly bad proration. However, she can cancel a blocked string (EX: 2B > 5C[C]) with 214AA and use 2B again. Many players will expect her high, 6B, after the blocked 5C[C] and will get caught by the second low.

She can also OTG (AKA pick up opponents "off the ground") with this normal - use it to punish people who don't emergency tech after moves such as Infinite Rush or Corona Upper and add on more damage while carrying closer to the corner (if the opponent is close to death, you can 2B > 236236D lvl2 to add 1220 damage to the end of a combo).

2C
2C
BBCS Makoto 2C.png
Template:AttackDataHeader-BBCF
2C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1000 Mid 22 6 26 -13 B 12~27 H SR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Long 4 18 Launch 35 Launch 50 12 +0 +5
BBCF Makoto Nanaya 2C.png
BBCF Makoto Nanaya 2C Hitbox.png


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

BBCF Changes

  • no longer a low
  • Startup has been decreased. 24→22
6A
6A
BBCS Makoto 6A.png
Template:AttackDataHeader-BBCF
6A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
700 Mid 11 4 23 -10 B 5~14 H SJR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 26 22 40 11 +0 +2
BBCF Makoto Nanaya 6A.png
BBCF Makoto Nanaya 6A Hitbox.png


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.

  • Head invul f5-14
6B
6B
BBCS Makoto 6B.png
Template:AttackDataHeader-BBCF
6B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
750 High 22 3 20 -6 B SR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Normal 3 16 17 24 + GBounce 22 38 + GBounce 11 +0 +2
BBCF Makoto Nanaya 6B.png
BBCF Makoto Nanaya 6B Hitbox.png
Bonus Proration 110%
Forces crouching on hit


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.

BBCF Change

  • forces crouch state on hit
6C
6C
BBCS Makoto 6C.png
Template:AttackDataHeader-BBCF
6C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
900 Mid 14 8 20 -11 B SR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 Launch 24 Launch 35 11 +0 +2
BBCF Makoto Nanaya 6C.png
BBCF Makoto Nanaya 6C Hitbox.png


This is one of Makoto's most interesting normals. The animation moves her forward quite far and, although it is very disadvantageous on block, it can be canceled into 5Dlvl2, or 214A~C for a decent frame trap that will catch jabs on normal block. It's best to use it this way by staggering it after a blocked 5C

It's a great move for combos against floating opponents since it can carry them much closer to the corner, and for grounded opponents it also gives some interesting options.

3C
3C
BBCS Makoto 3C.png
Template:AttackDataHeader-BBCF
Attack


3C
3C (Attack)
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
900 Low 30 4 13 0 F 6~23 HB SR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 Launch 40 Launch 54 + Down 16 11 +0 +2
BBCF Makoto Nanaya 3C.png
BBCF Makoto Nanaya 3C Hitbox.png
Bonus Proration 110%
Feint


3[C]
3[C] (Feint)
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
36 6~24 HB
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
BBCF Makoto Nanaya 3C.png

This move has both head and body attribute invincibility, along with a fairly low hitbox. This allows it to go under many attacks that other characters cannot avoid. However, this move is a double-edged sword - its long start-up makes it very difficult to land on reaction, while using it on prediction makes it incredibly unsafe. Although it can be devastating, it should definitely be used wisely and with caution. Also note that a blocked 3C is at +0, letting you catch the opponents who mash and jump by doing 2A afterwards, but its also vunerable to instant block due to the BBCF frame adv nerf...

3C's invulnerability can also be used to call out almost any invincible reversal, even supers.

On normal hit, you can combo into 214A~C~B > 2A > etc.

BBCF Changes

  • Hard Knockdown Removed
  • Frame Advantage changed. Frame Adv is now +3→±0
  • 3C is now Special Cancelable
j.A
j.A
BBCS Makoto jA.png
Template:AttackDataHeader-BBCF
j.A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300 High/Air 6 3 9 H CSJR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
80 Normal 1 11 12 12 16 23 9 +0 +0
BBCF Makoto Nanaya jA.png
BBCF Makoto Nanaya jA Hitbox.png


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.

j.B
j.B
BBCS Makoto jB.png
Template:AttackDataHeader-BBCF
j.B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
600 High/Air 8 4 12 H CSJR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
85 Long 2 13 14 26 18 40 10 +0 +1
BBCF Makoto Nanaya jB.png
BBCF Makoto Nanaya jB Hitbox.png


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.

j.C
j.C
BBCS Makoto jC.png
BBCS Makoto jCC.png
Template:AttackDataHeader-BBCF
j.C


j.C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
700 High/Air 13 6 11 H CSJR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 17 22 31 11 +0 +2
BBCF Makoto Nanaya jC.png
j.C
BBCF Makoto Nanaya jC Hitbox 1.pngBBCF Makoto Nanaya jC Hitbox 2.png
j.C frames 13-15 • j.C frames 16-18
j.CC


j.CC
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
800 High/Air 5 3 22 H CSJR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 17 22 31 11 +0 +2
BBCF Makoto Nanaya jCC.png
j.CC
BBCF Makoto Nanaya jCC Hitbox.png

This attack's diagonally downward hitbox makes this her go-to air-to-ground attack. The hitbox is pretty piddly and will lose to pretty much every anti-air, so use it wisely.

j.CC has a niche purpose in combos. Canceling into this from a blocked jC or landing and using 2B creates a somewhat useful 50-50 mixup. Unlike the standing 5CC, you can cancel into this from a whiffed j.C.

j.2C
j.2C
BBCS Makoto j2C.png
Template:AttackDataHeader-BBCF
j.2C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
800 High/Air 20 Until L 9 H SR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
85 Long 2 13 Crumple 17 Crumple 29 10 +0 +1
BBCF Makoto Nanaya j2C.png
BBCF Makoto Nanaya j2C Hitbox 1.pngBBCF Makoto Nanaya j2C Hitbox 2.png
• Switches between hitboxes every 4 frames
On hit/block, Makoto bounces upwards with recovery 10F
Crumple Duration 24F, Crumple Fall 57F


Another one of Makoto's trademark moves. Its altered momentum can be used to bait anti-airs. You bounce up slightly and can cancel into j.C or j.B to combo. You can be punished on block if the opponent 5A or anti airs.


Drive Moves

In all cases, Holding the drive button charges up the attack, if held for longer than is necessary for level 3, the charge bar will decrease back down to level 1. If held for its full duration then Makoto will use a level 1 attack. 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
Template:AttackDataHeader-BBCF
Lv1


5D Lv1
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
700 Mid 13 3 31 -17 B SR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
70 Long 3 16 17 24 Crumple 54 38 11 +0 +2
BBCF Makoto Nanaya 5D.png
BBCF Makoto Nanaya 5D Lv1 Hitbox.png
Level 1 Hitbox
Startup is fastest possible, can be extended by holding button
Slowest possible startup is 35, max hold cancels move without attacking (total animation 42F)
On CH Crumple Duration 54F, Crumple Fall 78F
Lv2


5D Lv2
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
850 Mid 17 3 31 -15 B SR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
80 Long 4 18 19 30 Crumple 58 45 12 +0 +5
BBCF Makoto Nanaya 5D.png
BBCF Makoto Nanaya 5D Lv2 Hitbox.png
Level 2 Hitbox
Startup is fastest possible, can be extended by holding button past Lv3
Slowest possible startup is 29
On CH Crumple Duration 58F, Crumple Fall 81F
Lv3


5D Lv3
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1000 Mid 20~23 3 31 -13 B R 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
80 Long 5 20 Launch 60 + Slide + Down 13 Launch 79 + Slide + Down 13 13 +0 +8
BBCF Makoto Nanaya 5D.png
BBCF Makoto Nanaya 5D Lv3 Hitbox.png
Level 3/G Hitbox
Fatal Counter
Maximum Slide duration 12F
LvG


5D LvG
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1000 Mid 9~?? 2 31 -12 B SR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
80 Long 5 20 Launch 60 + Slide Launch 79 + Slide 13 +0 +8
BBCF Makoto Nanaya 5D.png
BBCF Makoto Nanaya 5D Lv3 Hitbox.png
Level 3/G Hitbox
Fatal Counter
Maximum Slide duration 15F
Max hold ends move without attacking (total animation 42F)

Strong straight forward punch. 5D moves Makoto forward quite a distance which gives it a very long range in spite of the actual hitbox size of the move. Level 3 is used in combos a lot. Level 1 and 2 can be special canceled to use in pressure.

You can't combo after 5D unless you are close to the corner or have meter for a Rapid Cancel, but after 5D in the corner you can start your corner combo that varies based on how good your combo proration is.

BBCF Change

  • Level 1 is now Special Cancelable
2D
2D
BBCS Makoto 2D.png
Template:AttackDataHeader-BBCF
Lv1


2D Lv1
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
700 Mid 18 5 32 -21 B SR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
70 Long 3 16 Launch 30 Launch 44 11 +0 +2
BBCF Makoto Nanaya 2D.png
BBCF Makoto Nanaya 2D Lv1 Hitbox.png
Level 1 Hitbox
Startup is fastest possible, can be extended by holding button
Slowest possible startup is 39, max hold cancels move without attacking (total animation 53F)
Lv2


2D Lv2
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
850 Mid 21 5 32 -19 B SR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
80 Long 4 18 Launch 40 Launch 55 12 +0 +5
BBCF Makoto Nanaya 2D.png
BBCF Makoto Nanaya 2D Lv2 Hitbox.png
Level 2 Hitbox
Startup is fastest possible, can be extended by holding button past Lv3
Slowest possible startup is 33
Lv3


2D Lv3
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1000 Mid 24~27 5 32 -17 B R 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
80 Long 5 20 Launch 62 Launch 81 13 +0 +8
BBCF Makoto Nanaya 2D.png
BBCF Makoto Nanaya 2D Lv3 Hitbox.png
Level 3/G Hitbox
Fatal Counter
LvG


2D LvG
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1000 Mid 18~?? 5 32 -17 B SR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
80 Long 5 20 Launch 62 Launch 81 13 +0 +8
BBCF Makoto Nanaya 2D.png
BBCF Makoto Nanaya 2D Lv3 Hitbox.png
Level 3/G Hitbox
Fatal Counter
Max hold cancels move without attacking (total animation 53F)

Makoto does a step forward then delivers a strong uppercut. Causes a fatal counter at level 3. 2D is a combo tool and can also be used in pressure since Level 1 and 2 are both special cancelable...


Level 3 2D launches the opponent high enough that you can combo after it with 2C or just an aerial combo. Level 1 and 2 can be used in combos when the starter was at 5B strength or better.

BBCF Change

  • Level 1 is now Special Cancelable
j.D
j.D
BBCS Makoto jD.png
Template:AttackDataHeader-BBCF
Lv1


j.D Lv1
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
700 High/Air 19 6 Until L+5L H SR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
70 Long 3 16 Launch 24 Launch 36 11 +0 +2
BBCF Makoto Nanaya jD.png
BBCF Makoto Nanaya jD Lv1 Hitbox.png
Level 1 Hitbox
Startup is fastest possible, can be extended by holding button
Slowest possible startup is 37, max hold cancels move without attacking (recovers airborne + landing recovery, total animation 52F)
Landing recovery applies if move reaches frame 4
Lv2


j.D Lv2
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
850 High/Air 21 6 Until L+5L H SR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
80 Long 4 18 Launch 40 + WBounce Launch 55 + Slide + WBounce 12 +0 +5
BBCF Makoto Nanaya jD.png
BBCF Makoto Nanaya jD Lv2 Hitbox.png
Level 2 Hitbox
Startup is fastest possible, can be extended by holding button past Lv3
Slowest possible startup is 33
Landing recovery applies if move reaches frame 4
Maximum Slide duration 10F
Lv3


j.D Lv3
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1000 High/Air 23~26 6 Until L+5L H R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
80 Long 5 20 Launch 56 + WBounce Launch 75 + WBounce 13 +0 +8
BBCF Makoto Nanaya jD.png
BBCF Makoto Nanaya jD Lv3 Hitbox.png
Level 3/G Hitbox
Fatal Counter
Landing recovery applies if move reaches frame 4
LvG


j.D LvG
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1000 High/Air 20~?? 6 Until L+5 H SR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
80 Long 5 20 Launch 56 + WBounce Launch 75 + WBounce 13 +0 +8
BBCF Makoto Nanaya jD.png
BBCF Makoto Nanaya jD Lv3 Hitbox.png
Level 3/G Hitbox
Fatal Counter
Max hold cancels move without attacking (recovers airborne + landing recovery, total animation 52F)
Landing recovery applies if move reaches frame 4

Makoto propels herself forward using her tail to do a strong punch in the air. You can combo into j.D from j.B. Level 3 of j.D will fatal counter. j.D is a combo tool with no real use in neutral.

BBCF Change

  • Level 1 is now Special Cancelable


Universal Mechanics

Forward Throw
Forward Throw
BBCS Makoto FThrow.png
Template:AttackDataHeader-BBCF

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.

Back Throw
Back Throw
BBCS Makoto BThrow.png
Template:AttackDataHeader-BBCF

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.

Air Throw
Air Throw
BBCS Makoto AThrow.png
Template:AttackDataHeader-BBCF

Makoto do a flip kick sending the opponent to ground then following it up with a headbutt. Can combo afterward with 2B.

Counter Assault
Counter Assault
6A+B
BBCS Makoto 6C.png
Template:AttackDataHeader-BBCF

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.

Can be low profiled

Crush Trigger
Crush Trigger
5A+B
BBCP Makoto CrushTrigger1.png
Template:AttackDataHeader-BBCF
Uncharged
Charged

Standard guard break, possible to charge. Very useful during normal or Over Drive combos.


Specials

Comet Cannon
Comet Cannon
236A
BBCS Makoto CometCannon.png
Projectile.
Template:AttackDataHeader-BBCF
236A
Comet Cannon
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
350×3 All 16 72 Total: 49 -5 P1 R 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
85 Normal 2 13 14 14 18 26 0/+3 +3 +4
BBCF Makoto Nanaya 236A.png
Projectile
BBCF Makoto Nanaya 236A 1 Hitbox.pngBBCF Makoto Nanaya 236A 3 Hitbox.png
First frame • Max hitbox on frame 42
Can cancel into Break Shot frames 22~34
Projectile re-hits every 6 frames


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.

BBCF Changes

  • Now has Faster Startup. Startup is now 27→16
  • Comet Cannon now gets bigger after a moment.
Break Shot
Break Shot
D during Comet Cannon
BBCS Makoto BreakShot.png
Projectile.
Template:AttackDataHeader-BBCF
Strike Lv1
Strike Lv2
Strike Lv3
Strike LvG
Projectile Lv1
Projectile Lv2
Projectile Lv3
Projectile LvG

Follow up after Comet Cannon. Makoto punches the orb launching it straight forward. Level 3 and OD are Fatal Counters.


Useful as a combo filler to add up damage in combos with strong starters and in Overdrive combos.

Corona Upper
Corona Upper
623C (Air OK)
BBCS Makoto CoronaUpper.png
It's her DP, give or take
Template:AttackDataHeader-BBCF
623C
Corona Upper
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
900 Mid 9 2 (2) 12 28+17 -42 B 1~14 All R 60
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Very Short 4 18 Launch 50 Launch 65 12 +0 +5
BBCF Makoto Nanaya 623C.png
BBCF Makoto Nanaya 623C Hitbox 1.pngBBCF Makoto Nanaya 623C Hitbox 2.pngBBCF Makoto Nanaya 623C Hitbox 3.png
623C frames 9-10 • • Both versions switch between the last two hitboxes every 2 frames
Airborne from frame 11
On hit, cancellable into 623C~D frames 23~39
reversal


Makoto's meterless reversal. It has very short range and relatively little invulnerability. It can also be low profiled, making it one of the riskiest reversals in the game. However, it can be very useful - especially when used in combination with Instant Blocking. Other than as a reversal, it's used as combo filler for combo routes that prioritize damage and/or heat over okizeme or corner carry and in Overdrive combos.


Be careful of moves with disjointed hitboxes, however, as these can hit you from a distance outside of Corona Upper's range.

Corona Upper (air)
Corona Upper (air)
j.623C
BBCS Makoto CoronaUpper.png
Template:AttackDataHeader-BBCF
j.623C
Air Corona Upper
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
900 All 8 8 Until L+20 H 1~9 All R 60
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Very Short 4 18 Launch 50 Launch 65 12 +0 +5
BBCF Makoto Nanaya 623C.png
BBCF Makoto Nanaya 623C Hitbox 2.pngBBCF Makoto Nanaya 623C Hitbox 3.png
• Both versions switch between the last two hitboxes every 2 frames
On hit, cancellable into 623C~D frames 14~30


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.

Meteor Dive
Meteor Dive
D during Corona Upper
BBCS Makoto MeteorDive.png
Template:AttackDataHeader-BBCF
Lv1
Lv2
Lv3
LvG

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.

Space Counter
Space Counter
214D
BBCS Makoto SpaceCounter.png
Template:AttackDataHeader-BBCF
214D
Space Counter
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
0 All 9 5 25 -10 B 1~13 Guard B 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
80 Normal 0 9 Guard Break 25 Guard Break 25 Guard Break 25 Guard Break 25 8/+10 +0 +10
BBCF Makoto Nanaya 214D 1.png
BBCF Makoto Nanaya 214D Parry Hitbox.png
Initial parry/strike
On Guard Point, hitstop for Makoto is 0F. Opponent hitstop unchanged
Cancellable into 214D~D followup on hit, or frames 14~26 after an attack is blocked
Hitbox will not interact with guard point


  • Catches everything that can be blocked standing, loses to anythingelse.
Lv1
Lv2
Lv3
LvG
  • Startup listed based on earliest possible charge
  • Fatal counter

Makoto will to parry high and mid attacks, stunning the opponent after a successful parry and leading to a Space Counter. It loses to throws, low hits, aerial moves, and unblockable attacks. Additionally, it should be noted that the catch has a bit of short range and can be blocked, leaving you vulnerable to punishes even after a successful parry. On a successful parry you can now combo into 5B for a short combo.

you can now restand your opponent during a combo due to Parry becoming a "Strike" Move.

Asteroid Vision
Asteroid Vision
214A/B/C
BBCS Makoto AsteroidVision.png
Template:AttackDataHeader-BBCF
A


214A
A Asteroid Vision
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
35+11
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
BBCF Makoto Nanaya 214A.png
Movement/mixup tool, but carries risk
Can cancel into 214A~C from frame 6
Can cancel into 214A~D or 236B from frame 8
Can cancel into 214A~B from frame 10
Can cancel into 214A~A from frame 12, or automatically cancels after 35 frames (listed recovery includes automatic cancel)
B


214B
B Asteroid Vision
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
37+6
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
BBCF Makoto Nanaya 214B.png
214B
Can cancel into j.A, j.B, j.C, j.2C or 214B/C~D from frame 13
Airborne from frame 5
Applies 4 frames of landing recovery to moves used after (that do not have their own landing recovery)
C


214C
C Asteroid Vision
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
46+6
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
BBCF Makoto Nanaya 214C.png
214C
Can cancel into j.A, j.B, j.C, j.2C or 214B/C~D from frame 13
Airborne from frame 5
Applies 4 frames of landing recovery to moves used after (that do not have their own landing recovery)

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.


Cancels into:

  • Aerial normals
  • D = Lightning Arrow
Break
Break
A after Asteroid Vision A
BBCS Makoto Break.png
Template:AttackDataHeader-BBCF

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.

Eclipse Turn
Eclipse Turn
B after Asteroid Vision A
BBCS Makoto Turn.png
Template:AttackDataHeader-BBCF

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.

Rush (Infinite Rush)
Rush
C after Asteroid Vision A
BBCS Makoto InfiniteRush.png
Template:AttackDataHeader-BBCF

This move is a new follow up to Asteroid Vision A in BBCF. Makoto reveals herself and does two punches, then an uppercut. Leads to many follow ups, but you can only cancel into them from the second punch. Can be used as a frame-trap and is not safe on block.

Can also cancel into Shooting Star.


Cancels into:

A = Mars Chopper B = Stargazer CCCCC = Infinite Rush D = Lander Blow

Cosmic Ray
Cosmic Ray
D during Asteroid Vision A
BBCP Makoto CosmicRay1.png
Template:AttackDataHeader-BBCF
Lv1
Lv2
Lv3
LvG

Startup based on earliest possible charge Lv3 and LvG versions Fatal Counter This move is a follow up to Asetroid Vision A. Makoto rushes forward in high speed and strikes the opponent with a punch. Useful as a neutral tool to approach the opponent in certain situations and in Overdrive combos.

BBCF Changes

  • All Levels now have foot/low invul on startup.
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)
Mars Chopper
Mars Chopper
A after Rush
BBCS Makoto MarsChopper.png
Template:AttackDataHeader-BBCF

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.

Stargazer
Stargazer
B after Rush
BBCS Makoto StarGazer.png
Template:AttackDataHeader-BBCF

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.

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

Infinite Rush
Infinite Rush
C after Rush
BBCS Makoto InfiniteRush.png
Template:AttackDataHeader-BBCF

Possible to reach max 5 attacks by pressing C after Rush. Combo ender for standing opponents after Rush.

Lander Blow
Lander Blow
D during Rush
BBCP Makoto LanderBlow1.png
Template:AttackDataHeader-BBCF
Lv1
Lv2
Lv3
LvG
  • Lv3 and LvG versions Fatal Counter

Follow up after Rush. Makoto hits the opponent with a powered up punch. Level 1 is used to reset yourself to neutral (Cannot be used as a frame trap as there is no gap). Level 2 is used as a frame trap while Level 3 can safely reset pressure if blocked with a nice +7 frame advantage. However, Level 3 has a huge gap for the opponent to mash out of it, making of it a rather risky move.

small note: current startup numbers are from CPEX.

BBCF Changes:

  • Level 2 and 3 counter hit now puts opponent in staggered state
  • Level 1 and 2 now have pushback on block
  • All Level's frame advantages have been changed
    • Level 1 Frame Adv is now 0→-4
    • Level 2 Frame Adv is now -2→-1
    • Level 3 Frame Adv is now +5→+7
    • Level G Frame Adv is now +5→+7
Lightning Arrow
Lightning Arrow
D during Asteroid Vision B or C
BBCS Makoto MeteorDive.png
Template:AttackDataHeader-BBCF
Lv1
Lv2
Lv3
LvG
  • Startup based on earliest possible charge
  • Lv3 and LvG versions Fatal Counter

Follow up to Asteroid Vision B and C. The frame advantage of this move is unstable, being advantageous or not depending on how late you hit with it, how close are you to the ground and whether your opponent is on the air or ground. Can be used as a neutral tool and to reset pressure/bait a Fatal Counter (very useful for baiting Counter Assaults). One of Makoto's best moves for Overdrive combos.

Shooting Star
Shooting Star
236B
BBCS Makoto ShootingStar.png
Pilebunker?
Template:AttackDataHeader-BBCF
236B
Shooting Star
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1200 All 22 3 25 -9 B 1~7 FT
8~17 All
R 70
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Normal 4 18 Launch 40 Launch 55 + WBounce 60 + WStick 35 12 +0 +5
BBCF Makoto Nanaya 236B.png
BBCF Makoto Nanaya 236B Hitbox.png


Makoto slides back and forth with a strong punch to the guts. Has amazing corner carry. it can be used in certain situations to avoid getting hit by certain moves and hard punishing them, given its moving hurtbox and invulnerability that can be used well now that it's not a Asteroid Vision follow up.

BBCF Changes

  • Invul frames are now 8-17 (no longer starts from frame 3)
  • Command change. Command is now 236D -> 236B
  • No Longer a Drive move. lost all Overdrive properties.
  • CH hit now only gives wallstick in the corner for a short moment. CH hit wallbounce midscreen removed.

BBCF 2.0 Changes

  • Now has frame 1 low and throw invul. Can be useful to punish people using meaty lows to beat your DP.
  • CH hit wallbounce midscreen restored.
Sirius Jolt
Sirius Jolt
41236C "AHH YOU OKAY!?"
Template:AttackDataHeader-BBCF
41236C
Sirius Jolt
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
500 (1000) All (Unblockable) 26 3 26 -10 B R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 (94) Normal 4 (5) 18 19 (Launch) 22 (50 + WBounce 40 + WStick 30) 24 (Launch) 37 (66 + WBounce 40 + WStick 30) 12 (22) +0 +5 (+8)
BBCF Makoto Nanaya 41236C.png
A glorified low
BBCF Makoto Nanaya 41236C Hitbox.png
Somehow also hits fully downed opponents
Values in () are when hitting standing opponent


  • 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.

Distortion Drives

Big Bang Smash
Big Bang Smash
632146D
BBCS Makoto BigBangSmash.png
Template:AttackDataHeader-BBCF
Lv1
Lv2
Lv3
LvG
  • 180F Heat Gauge Cooldown
  • Startup based on earliest possible charge

Not safe if blocked; can be used for full screen punishes. Used primarily in Overdrive combos.

BBCF Change

  • Now a One hit move. (Fist hitbox removed)
Particle Flare
Particle Flare
236236D
BBCS Makoto ParticleFlare.png
BBCS Makoto ParticleFlare2.png
Template:AttackDataHeader-BBCF
1st Hit Lv1
1st Hit Lv2
1st Hit Lv3
1st Hit LvG


236236D LvG
1st Hit LvG
super
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1200 Mid 1+(42 Flash)+7 4 58 -38 B 1~10 All R 75
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
94 Normal 5 20 Crumple 60 Crumple 79 30 +0 +8
BBCF Makoto Nanaya 236236D 1.png
BBCF Makoto Nanaya 236236D Hitbox.png
Makoto immediately enters recovery on block
On Whiff, recovery is 78
Fatal Counter
Crumple Duration 80F, Crumple Fall 63F
Minimum Damage 20%: 240
2nd Hit Lv1
2nd Hit Lv2
2nd Hit Lv3
2nd Hit LvG
3rd Hit Lv1
3rd Hit Lv2
3rd Hit Lv3
3rd Hit LvG

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.


Exceed Accel

Cygnus Combination
ABCD during Overdrive
Template:AttackDataHeader-BBCF
  • Does not cost Heat, but immediately ends Overdrive if used.
  • Becomes stronger and flashier with Active Flow.


Astral Heat

Planet Crusher
2363214D
BBCS Makoto PlanetCrusher.png
"Atatatatatatatatatata"
BBCS Makoto PlanetCrusher2.png
Template:AttackDataHeader-BBCF
Lv1
Lv2
Lv3
LvG

Invu for like until Makoto lands her punch. Combo into it after StarGazer/5D/2D/j.D/B+C/4B+C/Wallbounces/Groundbounces/6A CH Can be used on neutral to beat a lot of stuff. Great Astral when compared with other characters Astrals (Also, the animation of the move is amazing <3)


External References



Navigation


To edit frame data, edit values in BBCF/Makoto Nanaya/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.