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{{#lst:BBCF/Makoto Nanaya/Data|5A}} | {{#lst:BBCF/Makoto Nanaya/Data|5A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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. | 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. | ||
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{{#lst:BBCF/Makoto Nanaya/Data|5B}} | {{#lst:BBCF/Makoto Nanaya/Data|5B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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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{{#lst:BBCF/Makoto Nanaya/Data|5CC}} | {{#lst:BBCF/Makoto Nanaya/Data|5CC}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|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. | ||
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{{#lst:BBCF/Makoto Nanaya/Data|2A}} | {{#lst:BBCF/Makoto Nanaya/Data|2A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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. | 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. | ||
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{{#lst:BBCF/Makoto Nanaya/Data|2B}} | {{#lst:BBCF/Makoto Nanaya/Data|2B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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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{{#lst:BBCF/Makoto Nanaya/Data|2C}} | {{#lst:BBCF/Makoto Nanaya/Data|2C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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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{{#lst:BBCF/Makoto Nanaya/Data|6A}} | {{#lst:BBCF/Makoto Nanaya/Data|6A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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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{{#lst:BBCF/Makoto Nanaya/Data|6B}} | {{#lst:BBCF/Makoto Nanaya/Data|6B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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. | ||
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{{#lst:BBCF/Makoto Nanaya/Data|6C}} | {{#lst:BBCF/Makoto Nanaya/Data|6C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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 | ||
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{{#lst:BBCF/Makoto Nanaya/Data|3[C]}} | {{#lst:BBCF/Makoto Nanaya/Data|3[C]}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|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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{{#lst:BBCF/Makoto Nanaya/Data|j.A}} | {{#lst:BBCF/Makoto Nanaya/Data|j.A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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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{{#lst:BBCF/Makoto Nanaya/Data|j.B}} | {{#lst:BBCF/Makoto Nanaya/Data|j.B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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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{{#lst:BBCF/Makoto Nanaya/Data|j.CC}} | {{#lst:BBCF/Makoto Nanaya/Data|j.CC}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|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. | ||
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{{#lst:BBCF/Makoto Nanaya/Data|j.2C}} | {{#lst:BBCF/Makoto Nanaya/Data|j.2C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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. | ||
}} | }} | ||
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{{#lst:BBCF/Makoto Nanaya/Data|5D LvG}} | {{#lst:BBCF/Makoto Nanaya/Data|5D LvG}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|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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{{#lst:BBCF/Makoto Nanaya/Data|2D LvG}} | {{#lst:BBCF/Makoto Nanaya/Data|2D LvG}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|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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{{#lst:BBCF/Makoto Nanaya/Data|j.D LvG}} | {{#lst:BBCF/Makoto Nanaya/Data|j.D LvG}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|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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{{#lst:BBCF/Makoto Nanaya/Data|BC}} | {{#lst:BBCF/Makoto Nanaya/Data|BC}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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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{{#lst:BBCF/Makoto Nanaya/Data|4BC}} | {{#lst:BBCF/Makoto Nanaya/Data|4BC}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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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{{#lst:BBCF/Makoto Nanaya/Data|j.BC}} | {{#lst:BBCF/Makoto Nanaya/Data|j.BC}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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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{{#lst:BBCF/Makoto Nanaya/Data|6AB}} | {{#lst:BBCF/Makoto Nanaya/Data|6AB}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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. | ||
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{{#lst:BBCF/Makoto Nanaya/Data|5[AB]}} | {{#lst:BBCF/Makoto Nanaya/Data|5[AB]}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|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. | ||
}} | }} | ||
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{{#lst:BBCF/Makoto Nanaya/Data|236A}} | {{#lst:BBCF/Makoto Nanaya/Data|236A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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. | ||
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{{#lst:BBCF/Makoto Nanaya/Data|236AD LvG Projectile}} | {{#lst:BBCF/Makoto Nanaya/Data|236AD LvG Projectile}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|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. | ||
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{{#lst:BBCF/Makoto Nanaya/Data|623C}} | {{#lst:BBCF/Makoto Nanaya/Data|623C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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. | ||
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{{#lst:BBCF/Makoto Nanaya/Data|j.623C}} | {{#lst:BBCF/Makoto Nanaya/Data|j.623C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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. | ||
}} | }} | ||
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{{#lst:BBCF/Makoto Nanaya/Data|623CD LvG}} | {{#lst:BBCF/Makoto Nanaya/Data|623CD LvG}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|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. | ||
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{{#lst:BBCF/Makoto Nanaya/Data|214D}} | {{#lst:BBCF/Makoto Nanaya/Data|214D}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text=*Catches everything that can be blocked standing, loses to anythingelse. | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
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{{#lst:BBCF/Makoto Nanaya/Data|214DD LvG}} | {{#lst:BBCF/Makoto Nanaya/Data|214DD LvG}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
*Startup listed based on earliest possible charge | *Startup listed based on earliest possible charge | ||
*Fatal counter | *Fatal counter | ||
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{{#lst:BBCF/Makoto Nanaya/Data|214C}} | {{#lst:BBCF/Makoto Nanaya/Data|214C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|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. | ||
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{{#lst:BBCF/Makoto Nanaya/Data|214AA}} | {{#lst:BBCF/Makoto Nanaya/Data|214AA}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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. | ||
}} | }} | ||
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{{#lst:BBCF/Makoto Nanaya/Data|214AB}} | {{#lst:BBCF/Makoto Nanaya/Data|214AB}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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. | ||
}} | }} | ||
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{{#lst:BBCF/Makoto Nanaya/Data|214AC}} | {{#lst:BBCF/Makoto Nanaya/Data|214AC}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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. | ||
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{{#lst:BBCF/Makoto Nanaya/Data|214AD LvG}} | {{#lst:BBCF/Makoto Nanaya/Data|214AD LvG}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|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 | ||
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{{#lst:BBCF/Makoto Nanaya/Data|214ACA}} | {{#lst:BBCF/Makoto Nanaya/Data|214ACA}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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. | ||
}} | }} | ||
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{{#lst:BBCF/Makoto Nanaya/Data|214ACB}} | {{#lst:BBCF/Makoto Nanaya/Data|214ACB}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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. | ||
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{{#lst:BBCF/Makoto Nanaya/Data|214ACC}} | {{#lst:BBCF/Makoto Nanaya/Data|214ACC}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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. | ||
}} | }} | ||
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{{#lst:BBCF/Makoto Nanaya/Data|214ACD LvG}} | {{#lst:BBCF/Makoto Nanaya/Data|214ACD LvG}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
*Lv3 and LvG versions Fatal Counter | *Lv3 and LvG versions Fatal Counter | ||
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{{#lst:BBCF/Makoto Nanaya/Data|214BD LvG}} | {{#lst:BBCF/Makoto Nanaya/Data|214BD LvG}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|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 | ||
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{{#lst:BBCF/Makoto Nanaya/Data|236B}} | {{#lst:BBCF/Makoto Nanaya/Data|236B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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. | ||
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{{#lst:BBCF/Makoto Nanaya/Data|41236C}} | {{#lst:BBCF/Makoto Nanaya/Data|41236C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
*Technically unblockable, but actually can be blocked low as normal (Blocking high won't show a Yellow ! mark) | *Technically unblockable, but actually can be blocked low as normal (Blocking high won't show a Yellow ! mark) | ||
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{{#lst:BBCF/Makoto Nanaya/Data|632146D LvG}} | {{#lst:BBCF/Makoto Nanaya/Data|632146D LvG}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
*180F Heat Gauge Cooldown | *180F Heat Gauge Cooldown | ||
*Startup based on earliest possible charge | *Startup based on earliest possible charge | ||
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{{#lst:BBCF/Makoto Nanaya/Data|236236DDD LvG}} | {{#lst:BBCF/Makoto Nanaya/Data|236236DDD LvG}} | ||
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{{Description| | {{Description|9|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 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. | ||
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{{#lst:BBCF/Makoto Nanaya/Data|ABCD}} | {{#lst:BBCF/Makoto Nanaya/Data|ABCD}} | ||
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{{Description| | {{Description|8|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. | ||
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{{#lst:BBCF/Makoto Nanaya/Data|Astral LvG}} | {{#lst:BBCF/Makoto Nanaya/Data|Astral LvG}} | ||
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{{Description| | {{Description|9|text= | ||
Revision as of 05:42, 16 April 2020
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 | Template:AttackDataHeader-BBCF |
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5B
5B | Template:AttackDataHeader-BBCF |
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5C
5C | Template:AttackDataHeader-BBCF |
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2A
2A | Template:AttackDataHeader-BBCF |
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2B
2B | Template:AttackDataHeader-BBCF |
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2C
2C | Template:AttackDataHeader-BBCF |
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6A
6A | Template:AttackDataHeader-BBCF |
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6B
6B | Template:AttackDataHeader-BBCF |
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6C
6C | Template:AttackDataHeader-BBCF |
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3C
3C | Template:AttackDataHeader-BBCF |
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j.A
j.A | Template:AttackDataHeader-BBCF |
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j.B
j.B | Template:AttackDataHeader-BBCF |
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j.C
j.C | Template:AttackDataHeader-BBCF |
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j.2C
j.2C | Template:AttackDataHeader-BBCF |
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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 |
Template:AttackDataHeader-BBCF |
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Crush Trigger
Crush Trigger 5A+B |
Template:AttackDataHeader-BBCF |
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Specials
Comet Cannon
Comet Cannon 236A |
Template:AttackDataHeader-BBCF |
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Break Shot
Break Shot D during Comet Cannon |
Template:AttackDataHeader-BBCF |
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Corona Upper
Corona Upper 623C (Air OK) |
Template:AttackDataHeader-BBCF |
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Corona Upper (air)
Corona Upper (air) j.623C |
Template:AttackDataHeader-BBCF |
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Meteor Dive
Meteor Dive D during Corona Upper |
Template:AttackDataHeader-BBCF |
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Space Counter
Space Counter 214D |
Template:AttackDataHeader-BBCF |
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Asteroid Vision
Asteroid Vision 214A/B/C |
Template:AttackDataHeader-BBCF |
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Break
Break A after Asteroid Vision A |
Template:AttackDataHeader-BBCF |
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Eclipse Turn
Eclipse Turn B after Asteroid Vision A |
Template:AttackDataHeader-BBCF |
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Rush (Infinite Rush)
Rush C after Asteroid Vision A |
Template:AttackDataHeader-BBCF |
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Cosmic Ray
Cosmic Ray D during Asteroid Vision A |
Template:AttackDataHeader-BBCF |
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Mars Chopper
Mars Chopper A after Rush |
Template:AttackDataHeader-BBCF |
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Stargazer
Stargazer B after Rush |
Template:AttackDataHeader-BBCF |
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Infinite Rush
Infinite Rush C after Rush |
Template:AttackDataHeader-BBCF |
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Lander Blow
Lander Blow D during Rush |
Template:AttackDataHeader-BBCF |
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Lightning Arrow
Lightning Arrow D during Asteroid Vision B or C |
Template:AttackDataHeader-BBCF |
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Shooting Star
Shooting Star 236B |
Template:AttackDataHeader-BBCF |
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Sirius Jolt
Sirius Jolt 41236C |
Template:AttackDataHeader-BBCF |
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Distortion Drives
Big Bang Smash
Big Bang Smash 632146D |
Template:AttackDataHeader-BBCF |
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Particle Flare
Particle Flare 236236D |
Template:AttackDataHeader-BBCF |
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Exceed Accel
Cygnus Combination ABCD during Overdrive |
Template:AttackDataHeader-BBCF |
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Astral Heat
Planet Crusher 2363214D |
Template:AttackDataHeader-BBCF |
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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 [★]
- Arakune [★]
- Azrael [★]
- Bang Shishigami [★]
- Bullet [★]
- Carl Clover [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Hibiki Kohaku [★]
- Iron Tager [★]
- Izanami [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Kagura Mutsuki [★]
- Kokonoe [★]
- Lambda-11 [★]
- Litchi Faye Ling [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Mu-12[★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Relius Clover [★]
- Susano'o [★]
- Taokaka [★]
- Tsubaki Yayoi[★]
- Valkenhayn R. Hellsing [★]
- Yuuki Terumi [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •