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[[File:BBCF_Makoto_Portrait.png|350x500px|center]] | [[File:BBCF_Makoto_Portrait.png|350x500px|center]] | ||
|- | |- | ||
||{{ | ||{{#lsth:BBCF/Makoto Nanaya/Data|SystemData}} | ||
| | |||
}} | |||
;Play-style | ;Play-style | ||
:Offensive, Rushdown | :Offensive, Rushdown | ||
|} | |} | ||
<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
{{TOC limit|2}} | {{TOC limit|2}} | ||
</div> | </div> | ||
==Overview== | ==Overview== | ||
Now a ex-NOL member working with Sector Seven, Makoto sets on a journey to Ikaruga with her best friend Noel to save Tsubaki. During the events of Continuum Shift, Makoto found out the truth regarding Noel and the Murakumo Units, giving her the resolution to protect her most important and cherished friend, Noel, with her own life - even if it means going against her dear friend Tsubaki. | Now a ex-NOL member working with Sector Seven, Makoto sets on a journey to Ikaruga with her best friend Noel to save Tsubaki. During the events of Continuum Shift, Makoto found out the truth regarding Noel and the Murakumo Units, giving her the resolution to protect her most important and cherished friend, Noel, with her own life - even if it means going against her dear friend Tsubaki. | ||
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===Overdrive: Galaxian Impact=== | ===Overdrive: Galaxian Impact=== | ||
* All of Makoto's Drive moves automatically become Level G, giving them increased damage and | * All of Makoto's Drive moves automatically become Level G, giving them increased damage and histun and removes the need to charge them up (Although Charging is still possible), allowing for some new combos. | ||
* New additional properties are added to her special moves, such as wallbounce properties. | * New additional properties are added to her special moves, such as wallbounce properties. | ||
* Big Bang Smash deals increased damage and has less recovery time. | * Big Bang Smash deals increased damage and has less recovery time. | ||
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|- | |- | ||
|} | |} | ||
<br clear | {{#lst:BBCF/Makoto Nanaya/Data|Links}} | ||
<br style="clear:both;"/> | |||
==Normal Moves== | ==Normal Moves== | ||
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|name=5A | |name=5A | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Makoto Nanaya/Data|5A}} | |||
{{!}}- | |||
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. | {{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. 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 | ||
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|name=5B | |name=5B | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Makoto Nanaya/Data|5B}} | |||
{{!}}- | |||
{{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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{{MoveData | {{MoveData | ||
|image=BBCS_Makoto_5C.png |caption= | |image=BBCS_Makoto_5C.png |caption= | ||
|image2=BBCS_Makoto_5CC.png |caption2= | |||
|name=5C | |name=5C | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=5C}} | |||
{{#lsth:BBCF/Makoto Nanaya/Data|5C}} | |||
{{!}}- | |||
{{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">2A</font> ====== | ====== <font style="visibility:hidden" size="0">2A</font> ====== | ||
{{MoveData | {{MoveData | ||
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|name=2A | |name=2A | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Makoto Nanaya/Data|2A}} | |||
{{!}}- | |||
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. | {{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. If mashed, Makoto uses a different animation for the followup attacks that has a slightly faster startup than the first hit. | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">2B</font> ====== | ====== <font style="visibility:hidden" size="0">2B</font> ====== | ||
{{MoveData | {{MoveData | ||
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|image=BBCS_Makoto_2B.png | |image=BBCS_Makoto_2B.png | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Makoto Nanaya/Data|2B}} | |||
{{!}}- | |||
{{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. | ||
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|image=BBCS_Makoto_2C.png | |image=BBCS_Makoto_2C.png | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Makoto Nanaya/Data|2C}} | |||
{{!}}- | |||
{{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 | ||
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|image=BBCS_Makoto_6A.png | |image=BBCS_Makoto_6A.png | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Makoto Nanaya/Data|6A}} | |||
{{!}}- | |||
{{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 | ||
}} | }} | ||
}} | }} | ||
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|image=BBCS_Makoto_6B.png | |image=BBCS_Makoto_6B.png | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Makoto Nanaya/Data|6B}} | |||
{{!}}- | |||
{{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 | ||
}} | }} | ||
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|image=BBCS_Makoto_6C.png | |image=BBCS_Makoto_6C.png | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Makoto Nanaya/Data|6C}} | |||
{{!}}- | |||
{{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. | ||
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|image=BBCS_Makoto_3C.png | |image=BBCS_Makoto_3C.png | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Attack}} | |||
{{#lsth:BBCF/Makoto Nanaya/Data|3C}} | |||
{{!}}- | |||
{{AttackVersion|name=Feint}} | |||
{{#lsth:BBCF/Makoto Nanaya/Data|3[C]}} | |||
{{!}}- | |||
{{Description|8|text= | |||
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... | ||
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|image=BBCS_Makoto_jA.png | |image=BBCS_Makoto_jA.png | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Makoto Nanaya/Data|j.A}} | |||
{{!}}- | |||
{{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. | ||
}} | }} | ||
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|image=BBCS_Makoto_jB.png | |image=BBCS_Makoto_jB.png | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Makoto Nanaya/Data|j.B}} | |||
{{!}}- | |||
{{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. | ||
}} | }} | ||
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|name=j.C | |name=j.C | ||
|image=BBCS_Makoto_jC.png | |image=BBCS_Makoto_jC.png | ||
|image2=BBCS_Makoto_jCC.png | |||
|data= | |data= | ||
{{AttackDataHeader-BBCF|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=j.C}} | |||
{{#lsth:BBCF/Makoto Nanaya/Data|j.C}} | |||
{{!}}- | |||
{{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.2C</font> ====== | ====== <font style="visibility:hidden" size="0">j.2C</font> ====== | ||
{{MoveData | {{MoveData | ||
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|image=BBCS_Makoto_j2C.png | |image=BBCS_Makoto_j2C.png | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Makoto Nanaya/Data|j.2C}} | |||
{{!}}- | |||
{{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 | <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> ====== | ||
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|image=BBCS_Makoto_5D.png | |image=BBCS_Makoto_5D.png | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Lv1}} | |||
{{#lsth:BBCF/Makoto Nanaya/Data|5D Lv1}} | |||
{{!}}- | |||
{{AttackVersion|name=Lv2}} | |||
{{#lsth:BBCF/Makoto Nanaya/Data|5D Lv2}} | |||
{{!}}- | |||
{{AttackVersion|name=Lv3}} | |||
{{#lsth:BBCF/Makoto Nanaya/Data|5D Lv3}} | |||
{{!}}- | |||
{{AttackVersion|name=LvG}} | |||
{{#lsth:BBCF/Makoto Nanaya/Data|5D LvG}} | |||
{{!}}- | |||
{{Description|8|text= | |||
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. | ||
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BBCF Change | BBCF Change | ||
*Level 1 is now Special Cancelable | *Level 1 is now Special Cancelable | ||
}} | }} | ||
}} | }} | ||
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|image=BBCS_Makoto_2D.png | |image=BBCS_Makoto_2D.png | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Lv1}} | |||
{{#lsth:BBCF/Makoto Nanaya/Data|2D Lv1}} | |||
{{!}}- | |||
{{AttackVersion|name=Lv2}} | |||
{{#lsth:BBCF/Makoto Nanaya/Data|2D Lv2}} | |||
{{!}}- | |||
{{AttackVersion|name=Lv3}} | |||
{{#lsth:BBCF/Makoto Nanaya/Data|2D Lv3}} | |||
{{!}}- | |||
{{AttackVersion|name=LvG}} | |||
{{#lsth:BBCF/Makoto Nanaya/Data|2D LvG}} | |||
{{!}}- | |||
{{Description|8|text= | |||
{{ | |||
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... | ||
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BBCF Change | BBCF Change | ||
*Level 1 is now Special Cancelable | *Level 1 is now Special Cancelable | ||
}} | }} | ||
}} | }} | ||
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|image=BBCS_Makoto_jD.png | |image=BBCS_Makoto_jD.png | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Lv1}} | |||
{{#lsth:BBCF/Makoto Nanaya/Data|j.D Lv1}} | |||
{{!}}- | |||
{{AttackVersion|name=Lv2}} | |||
{{#lsth:BBCF/Makoto Nanaya/Data|j.D Lv2}} | |||
{{!}}- | |||
{{AttackVersion|name=Lv3}} | |||
{{#lsth:BBCF/Makoto Nanaya/Data|j.D Lv3}} | |||
{{!}}- | |||
{{AttackVersion|name=LvG}} | |||
{{#lsth:BBCF/Makoto Nanaya/Data|j.D LvG}} | |||
{{!}}- | |||
{{Description|8|text= | |||
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. | ||
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BBCF Change | BBCF Change | ||
*Level 1 is now Special Cancelable | *Level 1 is now Special Cancelable | ||
}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Universal Mechanics== | ==Universal Mechanics== | ||
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|image=BBCS_Makoto_FThrow.png | |image=BBCS_Makoto_FThrow.png | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Makoto Nanaya/Data|BC}} | |||
{{!}}- | |||
{{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. | ||
}} | }} | ||
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|image=BBCS_Makoto_BThrow.png | |image=BBCS_Makoto_BThrow.png | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Makoto Nanaya/Data|4BC}} | |||
{{!}}- | |||
{{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. | ||
}} | }} | ||
}} | }} | ||
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|image=BBCS_Makoto_AThrow.png | |image=BBCS_Makoto_AThrow.png | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Makoto Nanaya/Data|j.BC}} | |||
{{!}}- | |||
{{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. | ||
}} | }} | ||
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|image=BBCS_Makoto_6C.png | |image=BBCS_Makoto_6C.png | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Makoto Nanaya/Data|6AB}} | |||
{{!}}- | |||
{{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 | ||
}} | }} | ||
}} | }} | ||
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|input=5A+B | |input=5A+B | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Uncharged}} | |||
{{#lsth:BBCF/Makoto Nanaya/Data|5AB}} | |||
{{!}}- | |||
{{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 | <br style="clear:both;"/> | ||
==Specials== | ==Specials== | ||
Line 505: | Line 469: | ||
|name=Comet Cannon | |name=Comet Cannon | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Makoto Nanaya/Data|236A}} | |||
{{!}}- | |||
{{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 523: | Line 488: | ||
|image=BBCS_Makoto_BreakShot.png |caption=Projectile. | |image=BBCS_Makoto_BreakShot.png |caption=Projectile. | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Strike Lv1}} | |||
{{#lsth:BBCF/Makoto Nanaya/Data|236AD Lv1 Strike}} | |||
{{!}}- | |||
{{AttackVersion|name=Strike Lv2}} | |||
{{#lsth:BBCF/Makoto Nanaya/Data|236AD Lv2 Strike}} | |||
{{!}}- | |||
{{AttackVersion|name=Strike Lv3}} | |||
{{#lsth:BBCF/Makoto Nanaya/Data|236AD Lv3 Strike}} | |||
{{!}}- | |||
{{AttackVersion|name=Strike LvG}} | |||
{{#lsth:BBCF/Makoto Nanaya/Data|236AD LvG Strike}} | |||
{{!}}- | |||
{{AttackVersion|name=Projectile Lv1}} | |||
{{#lsth:BBCF/Makoto Nanaya/Data|236AD Lv1 Projectile}} | |||
{{!}}- | |||
{{AttackVersion|name=Projectile Lv2}} | |||
{{#lsth:BBCF/Makoto Nanaya/Data|236AD Lv2 Projectile}} | |||
{{!}}- | |||
{{AttackVersion|name=Projectile Lv3}} | |||
{{#lsth:BBCF/Makoto Nanaya/Data|236AD Lv3 Projectile}} | |||
{{!}}- | |||
{{AttackVersion|name=Projectile LvG}} | |||
{{#lsth:BBCF/Makoto Nanaya/Data|236AD LvG Projectile}} | |||
{{!}}- | |||
{{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 543: | 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 |caption= | |image=BBCS_Makoto_CoronaUpper.png |caption= It's her DP, give or take | ||
|input=623C (Air OK) | |input=623C (Air OK) | ||
|name=Corona Upper | |name=Corona Upper | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Makoto Nanaya/Data|623C}} | |||
{{!}}- | |||
{{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">Corona Upper (air)</font> ====== | ====== <font style="visibility:hidden" size="0">Corona Upper (air)</font> ====== | ||
{{MoveData | {{MoveData | ||
Line 566: | Line 548: | ||
|name=Corona Upper (air) | |name=Corona Upper (air) | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Makoto Nanaya/Data|j.623C}} | |||
{{!}}- | |||
{{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. | ||
}} | }} | ||
Line 579: | Line 562: | ||
|image=BBCS_Makoto_MeteorDive.png |caption= | |image=BBCS_Makoto_MeteorDive.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Lv1}} | |||
{{#lsth:BBCF/Makoto Nanaya/Data|623CD Lv1}} | |||
{{!}}- | |||
{{AttackVersion|name=Lv2}} | |||
{{#lsth:BBCF/Makoto Nanaya/Data|623CD Lv2}} | |||
{{!}}- | |||
{{AttackVersion|name=Lv3}} | |||
{{#lsth:BBCF/Makoto Nanaya/Data|623CD Lv3}} | |||
{{!}}- | |||
{{AttackVersion|name=LvG}} | |||
{{#lsth:BBCF/Makoto Nanaya/Data|623CD LvG}} | |||
{{!}}- | |||
{{Description|8|text= | |||
Follow up after Corona Upper. Makoto punches the opponent sending them to the ground. | Follow up after Corona Upper. Makoto punches the opponent sending them to the ground. | ||
Line 613: | Line 589: | ||
|image=BBCS_Makoto_SpaceCounter.png |caption= | |image=BBCS_Makoto_SpaceCounter.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF|version=yes}} | |||
{{!}}- | |||
{{#lsth:BBCF/Makoto Nanaya/Data|214D}} | |||
{{!}}- | |||
{{Description|8|text=*Catches everything that can be blocked standing, loses to anythingelse. | |||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=Lv1}} | |||
{{#lsth:BBCF/Makoto Nanaya/Data|214DD Lv1}} | |||
{{!}}- | |||
{{AttackVersion|name=Lv2}} | |||
{{#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 | ||
*Fatal counter | *Fatal counter | ||
Line 647: | 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. | ||
}} | }} | ||
}} | }} | ||
Line 656: | Line 623: | ||
|name=Asteroid Vision | |name=Asteroid Vision | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=A}} | |||
{{#lsth:BBCF/Makoto Nanaya/Data|214A}} | |||
{{!}}- | |||
}} | {{AttackVersion|name=B}} | ||
{{#lsth:BBCF/Makoto Nanaya/Data|214B}} | |||
{{!}}- | |||
{{AttackVersion|name=C}} | |||
{{#lsth:BBCF/Makoto Nanaya/Data|214C}} | |||
{{!}}- | |||
{{Description|8|text= | |||
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 679: | 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> ====== | ||
Line 688: | Line 649: | ||
|name=Break | |name=Break | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Makoto Nanaya/Data|214AA}} | |||
{{!}}- | |||
{{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 701: | Line 663: | ||
|name=Eclipse Turn | |name=Eclipse Turn | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Makoto Nanaya/Data|214AB}} | |||
{{!}}- | |||
{{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 714: | Line 677: | ||
|name=Rush | |name=Rush | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Makoto Nanaya/Data|214AC}} | |||
{{!}}- | |||
{{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 728: | Line 692: | ||
B = Stargazer | B = Stargazer | ||
CCCCC = Infinite Rush | CCCCC = Infinite Rush | ||
D = Lander Blow | D = Lander Blow}} | ||
}} | |||
}} | }} | ||
Line 738: | Line 701: | ||
|image=BBCP_Makoto_CosmicRay1.png |caption= | |image=BBCP_Makoto_CosmicRay1.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Lv1}} | |||
{{#lsth:BBCF/Makoto Nanaya/Data|214AD Lv1}} | |||
{{!}}- | |||
{{AttackVersion|name=Lv2}} | |||
{{#lsth:BBCF/Makoto Nanaya/Data|214AD Lv2}} | |||
{{!}}- | |||
{{AttackVersion|name=Lv3}} | |||
{{#lsth:BBCF/Makoto Nanaya/Data|214AD Lv3}} | |||
{{!}}- | |||
{{AttackVersion|name=LvG}} | |||
{{#lsth:BBCF/Makoto Nanaya/Data|214AD LvG}} | |||
{{!}}- | |||
{{Description|8|text= | |||
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 768: | 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 779: | Line 734: | ||
|name=Mars Chopper | |name=Mars Chopper | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Makoto Nanaya/Data|214ACA}} | |||
{{!}}- | |||
{{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. | ||
}} | }} | ||
}} | }} | ||
Line 794: | Line 749: | ||
|name=Stargazer | |name=Stargazer | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Makoto Nanaya/Data|214ACB}} | |||
{{!}}- | |||
{{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. | ||
You can combo into it from rush while your opponent is on the ground or air. Can be followed up with 5A, 2A or 5C, on air hit | You can combo into it from rush while your opponent is on the ground or air. Can be followed up with 5A, 2A or 5C, on air hit}} | ||
}} | |||
}} | }} | ||
Line 810: | Line 765: | ||
|name=Infinite Rush | |name=Infinite Rush | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Makoto Nanaya/Data|214ACC}} | |||
{{!}}- | |||
{{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 824: | Line 780: | ||
|image=BBCP_Makoto_LanderBlow1.png |caption= | |image=BBCP_Makoto_LanderBlow1.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Lv1}} | |||
{{#lsth:BBCF/Makoto Nanaya/Data|214ACD Lv1}} | |||
{{!}}- | |||
{{AttackVersion|name=Lv2}} | |||
{{#lsth:BBCF/Makoto Nanaya/Data|214ACD Lv2}} | |||
{{!}}- | |||
{{AttackVersion|name=Lv3}} | |||
{{#lsth:BBCF/Makoto Nanaya/Data|214ACD Lv3}} | |||
{{!}}- | |||
{{AttackVersion|name=LvG}} | |||
{{#lsth:BBCF/Makoto Nanaya/Data|214ACD LvG}} | |||
{{!}}- | |||
{{Description|8|text= | |||
*Lv3 and LvG versions Fatal Counter | *Lv3 and LvG versions Fatal Counter | ||
Line 862: | 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 873: | Line 821: | ||
|image=BBCS_Makoto_MeteorDive.png |caption= | |image=BBCS_Makoto_MeteorDive.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Lv1}} | |||
{{#lsth:BBCF/Makoto Nanaya/Data|214BD Lv1}} | |||
{{!}}- | |||
{{AttackVersion|name=Lv2}} | |||
{{#lsth:BBCF/Makoto Nanaya/Data|214BD Lv2}} | |||
{{!}}- | |||
{{AttackVersion|name=Lv3}} | |||
{{#lsth:BBCF/Makoto Nanaya/Data|214BD Lv3}} | |||
{{!}}- | |||
{{AttackVersion|name=LvG}} | |||
{{#lsth:BBCF/Makoto Nanaya/Data|214BD LvG}} | |||
{{!}}- | |||
{{Description|8|text= | |||
*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 908: | Line 849: | ||
|image=BBCS_Makoto_ShootingStar.png |caption= Pilebunker? | |image=BBCS_Makoto_ShootingStar.png |caption= Pilebunker? | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Makoto Nanaya/Data|236B}} | |||
{{!}}- | |||
{{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 932: | Line 874: | ||
|image=BBCF_Makoto_SiriusJolt.png |caption= "AHH YOU OKAY!?" | |image=BBCF_Makoto_SiriusJolt.png |caption= "AHH YOU OKAY!?" | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Makoto Nanaya/Data|41236C}} | |||
{{!}}- | |||
Makoto's new special in CF that | {{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 947: | Line 892: | ||
|image=BBCS_Makoto_BigBangSmash.png | |image=BBCS_Makoto_BigBangSmash.png | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Lv1}} | |||
{{#lsth:BBCF/Makoto Nanaya/Data|632146D Lv1}} | |||
{{!}}- | |||
{{AttackVersion|name=Lv2}} | |||
{{#lsth:BBCF/Makoto Nanaya/Data|632146D Lv2}} | |||
{{!}}- | |||
{{AttackVersion|name=Lv3}} | |||
{{#lsth:BBCF/Makoto Nanaya/Data|632146D Lv3}} | |||
{{!}}- | |||
{{AttackVersion|name=LvG}} | |||
{{#lsth:BBCF/Makoto Nanaya/Data|632146D LvG}} | |||
{{!}}- | |||
{{Description|8|text= | |||
*180F Heat Gauge Cooldown | *180F Heat Gauge Cooldown | ||
*Startup based on earliest possible charge | *Startup based on earliest possible charge | ||
Line 986: | Line 924: | ||
|image2=BBCS_Makoto_ParticleFlare2.png |caption2= | |image2=BBCS_Makoto_ParticleFlare2.png |caption2= | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=1st Hit Lv1}} | |||
{{#lsth:BBCF/Makoto Nanaya/Data|236236D Lv1}} | |||
{{!}}- | |||
{{AttackVersion|name=1st Hit Lv2}} | |||
{{#lsth:BBCF/Makoto Nanaya/Data|236236D Lv2}} | |||
{{!}}- | |||
{{AttackVersion|name=1st Hit Lv3}} | |||
{{#lsth:BBCF/Makoto Nanaya/Data|236236D Lv3}} | |||
{{!}}- | |||
{{AttackVersion|name=1st Hit LvG}} | |||
{{#lsth:BBCF/Makoto Nanaya/Data|236236D LvG}} | |||
{{!}}- | |||
{{AttackVersion|name=2nd Hit Lv1}} | |||
{{#lsth:BBCF/Makoto Nanaya/Data|236236DD Lv1}} | |||
{{!}}- | |||
{{AttackVersion|name=2nd Hit Lv2}} | |||
{{#lsth:BBCF/Makoto Nanaya/Data|236236DD Lv2}} | |||
{{!}}- | |||
{{AttackVersion|name=2nd Hit Lv3}} | |||
{{#lsth:BBCF/Makoto Nanaya/Data|236236DD Lv3}} | |||
{{!}}- | |||
{{AttackVersion|name=2nd Hit LvG}} | |||
{{#lsth:BBCF/Makoto Nanaya/Data|236236DD LvG}} | |||
{{!}}- | |||
{{AttackVersion|name=3rd Hit Lv1}} | |||
{{#lsth:BBCF/Makoto Nanaya/Data|236236DDD Lv1}} | |||
{{!}}- | |||
{{AttackVersion|name=3rd Hit Lv2}} | |||
{{#lsth:BBCF/Makoto Nanaya/Data|236236DDD Lv2}} | |||
{{!}}- | |||
{{AttackVersion|name=3rd Hit Lv3}} | |||
{{#lsth:BBCF/Makoto Nanaya/Data|236236DDD Lv3}} | |||
{{!}}- | |||
{{AttackVersion|name=3rd Hit LvG}} | |||
{{#lsth:BBCF/Makoto Nanaya/Data|236236DDD LvG}} | |||
{{!}}- | |||
{{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. | |||
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 | |||
}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Exceed Accel== | ==Exceed Accel== | ||
Line 1,065: | Line 974: | ||
|name=Cygnus Combination | |name=Cygnus Combination | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBCF}} | ||
{{!}}- | |||
{{#lsth:BBCF/Makoto Nanaya/Data|ABCD}} | |||
{{!}}- | |||
}} | {{Description|7|text= | ||
{{ | |||
| | |||
| | |||
*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 | <br style="clear:both;"/> | ||
==Astral Heat== | ==Astral Heat== | ||
Line 1,088: | Line 992: | ||
|image2=BBCS_Makoto_PlanetCrusher2.png | |image2=BBCS_Makoto_PlanetCrusher2.png | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Lv1}} | |||
{{#lsth:BBCF/Makoto Nanaya/Data|Astral Lv1}} | |||
{{!}}- | |||
{{AttackVersion|name=Lv2}} | |||
{{#lsth:BBCF/Makoto Nanaya/Data|Astral Lv2}} | |||
{{!}}- | |||
{{AttackVersion|name=Lv3}} | |||
{{#lsth:BBCF/Makoto Nanaya/Data|Astral Lv3}} | |||
{{!}}- | |||
{{AttackVersion|name=LvG}} | |||
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[[Category:BlazBlue: Central Fiction]] | [[Category:BlazBlue: Central Fiction]] | ||
[[Category: | [[Category:Makoto Nanaya]] |
Revision as of 01:11, 29 May 2019
Makoto Nanaya |
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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 |
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Normal Moves
5A
5A |
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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
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5B
5B |
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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.
BBCF Change
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5C
5C | Template:AttackDataHeader-BBCF |
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2A
2A |
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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 |
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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 |
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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
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6A
6A |
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This is Makoto's go-to anti-air (becomes invulnerable to aerial moves very quickly). The animation propels her forward slightly, which can be either good or bad - it's bad when it results in 6A whiffing. However it performs decently for this function and beats or trades with a lot of strong air attacks. It has some surprising usefulness in other roles as well. 5B > 6A > 5B is a decent block string and can be staggered at any point. It can also gatling into her overhead, 6B, which many players are not used to seeing or reacting to. Can be jump canceled on block, however its horizontal hitbox is short and it tends to whiff after barrier blocks.
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6B
6B |
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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
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6C
6C |
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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 | Template:AttackDataHeader-BBCF |
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j.A
j.A |
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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 |
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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 | Template:AttackDataHeader-BBCF |
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j.2C
j.2C |
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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 | Template:AttackDataHeader-BBCF |
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2D
2D | Template:AttackDataHeader-BBCF |
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j.D
j.D | Template:AttackDataHeader-BBCF |
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Universal Mechanics
Forward Throw
Forward Throw | Template:AttackDataHeader-BBCF |
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Back Throw
Back Throw | Template:AttackDataHeader-BBCF |
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Air Throw
Air Throw | Template:AttackDataHeader-BBCF |
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Counter Assault
Counter Assault 6A+B |
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Crush Trigger
Crush Trigger 5A+B |
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Specials
Comet Cannon
Comet Cannon 236A |
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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
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Break Shot
Break Shot D during Comet Cannon |
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Corona Upper
Corona Upper 623C (Air OK) |
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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.
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Corona Upper (air)
Corona Upper (air) j.623C |
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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 |
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Space Counter
Space Counter 214D |
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Lv1 | |||||||
Lv2 | |||||||
Lv3 | |||||||
LvG | |||||||
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 |
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Break
Break A after Asteroid Vision A |
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Eclipse Turn
Eclipse Turn B after Asteroid Vision A |
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Rush (Infinite Rush)
Rush C after Asteroid Vision A |
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Cosmic Ray
Cosmic Ray D during Asteroid Vision A |
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Mars Chopper
Mars Chopper A after Rush |
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Stargazer
Stargazer B after Rush |
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Infinite Rush
Infinite Rush C after Rush |
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Lander Blow
Lander Blow D during Rush |
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Lightning Arrow
Lightning Arrow D during Asteroid Vision B or C |
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Shooting Star
Shooting Star 236B |
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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
BBCF 2.0 Changes
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Sirius Jolt
Sirius Jolt 41236C |
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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 |
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Particle Flare
Particle Flare 236236D |
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Exceed Accel
Cygnus Combination ABCD during Overdrive |
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Astral Heat
Planet Crusher 2363214D |
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External References
- Japanese Name:マコト=ナナヤ
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- Amane Nishiki [★]
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- Es [★]
- Hakumen [★]
- Hazama [★]
- Hibiki Kohaku [★]
- Iron Tager [★]
- Izanami [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Kagura Mutsuki [★]
- Kokonoe [★]
- Lambda-11 [★]
- Litchi Faye Ling [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Mu-12[★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Relius Clover [★]
- Susano'o [★]
- Taokaka [★]
- Tsubaki Yayoi[★]
- Valkenhayn R. Hellsing [★]
- Yuuki Terumi [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •