BBCF/Makoto Nanaya

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Makoto Nanaya
BBCF Makoto Portrait.png
Play-style
Offensive, Rushdown

Overview

Now a ex-NOL member working with Sector Seven, Makoto sets on a journey to Ikaruga with her best friend Noel to save Tsubaki. During the events of Continuum Shift, Makoto found out the truth regarding Noel and the Murakumo Units, giving her the resolution to protect her most important and cherished friend, Noel, with her own life - even if it means going against her dear friend Tsubaki.

Drive: Impact

Makoto concentrates a large amount of energy in her fists, allowing for extremely powerful punches with a large amount of untechable time.

  • All of her Drive moves have 3 different levels - holding down the D button charges the move from Level 1 to Level 3 and back down to Level 1, while releasing the button executes her Drive for that particular level.
  • Charging a Drive move to level 3 is usually preferred since they do the most damage and are usually better for continuing combos.
  • Level 1 and 2 Drive moves can cancel into specials now, allowing different combo routes and increasing usefulness in blockstrings.

Overdrive: Galaxian Impact

  • All of Makoto's Drive moves automatically become Level G, giving them increased damage and histun and removes the need to charge them up (Although Charging is still possible), allowing for some new combos.
  • New additional properties are added to her special moves, such as wallbounce properties.
  • Big Bang Smash deals increased damage and has less recovery time.
  • Particle Flare has a changed animation on its second hit and increased overall damage.


Strengths/Weaknesses


Normal Moves

5A
5A
BBCS Makoto 5A.png
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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 a very fast move that can interrupt your opponent's moves. Can cancel into itself and these hits all have slightly different animation, but the frame data and hitboxes remain the same.

BBCF Changes

  • Frame Advantage changed. Frame Adv is now +2→-1
  • Recovery has been increased. Recovery is now 8→11

5B
5B
BBCS Makoto 5B.png
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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.

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

BBCF Change

  • No longer cancels into 6C

5C
5C
BBCS Makoto 5C.png
BBCS Makoto 5CC.png
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5C
5CC

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


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

2A
2A
BBCS Makoto 2A.png
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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
BBCS Makoto 2B.png
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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
BBCS Makoto 2C.png
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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

  • no longer a low
  • Startup has been decreased. 24→22

6A
6A
BBCS Makoto 6A.png
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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.

  • Head invul f5-14

6B
6B
BBCS Makoto 6B.png
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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

  • forces crouch state on hit

6C
6C
BBCS Makoto 6C.png
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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
BBCS Makoto 3C.png
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Attack
Feint

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

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

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

BBCF Changes

  • Hard Knockdown Removed
  • Frame Advantage changed. Frame Adv is now +3→±0
  • 3C is now Special Cancelable

j.A
j.A
BBCS Makoto jA.png
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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
BBCS Makoto jB.png
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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
BBCS Makoto jC.png
BBCS Makoto jCC.png
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j.C
j.CC

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

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

j.2C
j.2C
BBCS Makoto j2C.png
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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 unless she's using 5D, 2D or j.D, in which case she'll do nothing. The startup values listed show the minimum length the D button must be held to achieve that charge level.


5D
5D
BBCS Makoto 5D.png
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Lv1
Lv2
Lv3
LvG

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

You can't combo after Level 3 5D unless you are close to the corner or have meter for a Rapid Cancel, but after a corner hit you can start your corner combo that varies based on how good your combo proration is.

BBCF Change

  • Level 1 is now Special Cancelable

2D
2D
BBCS Makoto 2D.png
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Lv1
Lv2
Lv3
LvG

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


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

BBCF Change

  • Level 1 is now Special Cancelable

j.D
j.D
BBCS Makoto jD.png
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Lv1
Lv2
Lv3
LvG

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

BBCF Change

  • Level 1 is now Special Cancelable


Universal Mechanics

Forward Throw
Forward Throw
BBCS Makoto FThrow.png
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Makoto hits the opponent with her tail a couple of times then follow it up with an uppercut that send them flying in front of her. Combo after it with 214AA or 214B > j.B for easier combos. In Corner you can combo into 214AA > 6A to bait bursts.

Back Throw
Back Throw
BBCS Makoto BThrow.png
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Makoto do a flip then land on the opponent causing them to be smacked to the ground, then Makoto wakes up in the other side. Combo after it with 2B, or 41236C.

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

Counter Assault
Counter Assault
6A+B
BBCS Makoto 6C.png
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Makoto's counter assault has the same animation as her 6C and launches the opponent a good distance away. It's decent as a counter assault, but nothing special.

Can be low profiled

Crush Trigger
Crush Trigger
5A+B
BBCP Makoto CrushTrigger1.png
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Uncharged
Charged

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


Specials

Comet Cannon
Comet Cannon
236A
BBCS Makoto CometCannon.png
Projectile.
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Makoto lays a ball of energy in front of her. Hits three times. It's a projectile that's mostly used to setup your okizeme after a corner knockdown, forcing the opponent to either block or risk a reversal. However, it also has use in some combos that bring the opponent into the air.

BBCF Changes

  • Now has Faster Startup. Startup is now 27→16
  • Comet Cannon now gets bigger after a moment.

Break Shot
Break Shot
D during Comet Cannon
BBCS Makoto BreakShot.png
Strike AND projectile.
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Strike Lv1
Strike Lv2
Strike Lv3
Strike LvG
Projectile Lv1
Projectile Lv2
Projectile Lv3
Projectile LvG

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


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

Corona Upper
Corona Upper
623C (Air OK)
BBCS Makoto CoronaUpper.png
It's her DP, give or take
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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.


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

Corona Upper (air)
Corona Upper (air)
j.623C
BBCS Makoto CoronaUpper.png
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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
BBCS Makoto MeteorDive.png
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Lv1
Lv2
Lv3
LvG

Follow up after Corona Upper. Makoto punches the opponent sending them to the ground.


Overdrive version ground bounces the opponent, being one of Makoto's core moves for Overdrive combos.

Space Counter
Space Counter
214D
BBCS Makoto SpaceCounter.png
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Initial Hit
  • Catches everything that can be blocked standing, loses to anythingelse.
Lv1
Lv2
Lv3
LvG
  • Startup listed based on earliest possible charge
  • Fatal counter

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

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

Asteroid Vision
Asteroid Vision
214A/B/C
BBCS Makoto AsteroidVision.png
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A
B
C

Makoto creates two illusion to confuse the enemy. Depending on which button is used to execute the move, the real Makoto will be hiding in one of these copies. The picture shows each one of the possibilities.


Cancels into:

  • Aerial normals
  • D = Lightning Arrow

Break
Break
A after Asteroid Vision A
BBCS Makoto Break.png
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This move is a follow up to Asetroid Vision A. Makoto stops running and halt in place. Useful for resetting pressure or baiting bursts and reversals, but you must be careful as it does put you in a disadvantageous situation.

Eclipse Turn
Eclipse Turn
B after Asteroid Vision A
BBCS Makoto Turn.png
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This move is a follow up to Asetroid Vision A. Makoto steps through the opponent, appearing behind it. Can be used as a gimmicky mix up, but you must be careful as it's not safe.

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

Can also cancel into Shooting Star.


Cancels into:

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

Cosmic Ray
Cosmic Ray
D during Asteroid Vision A
BBCP Makoto CosmicRay1.png
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Lv1
Lv2
Lv3
LvG

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

BBCF Changes

  • All Levels now have foot/low invul on startup. She actually has foot/low invul while charging but it goes inactive when her drive gauge meter starts going back to level 1 from Level 3 (if for some reason you're still charging that is)

Mars Chopper
Mars Chopper
A after Rush
BBCS Makoto MarsChopper.png
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Follow up to Rush. A gimmicky overhead punch that leaves you in a slight disadvantage if blocked; can't be combo'ed after it on normal conditions - you need either a Rapid Cancel or a counter hit to combo after it.

Stargazer
Stargazer
B after Rush
BBCS Makoto StarGazer.png
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Follow up to Rush. Slightly low sweep that trips the opponent on hit. thanks to the buff, its now safer on block being at -1.

You can combo into it from rush while your opponent is on the ground or air. Can be followed up with 5A, 2A or 5C, on air hit

Infinite Rush
Infinite Rush
C after Rush
BBCS Makoto InfiniteRush.png
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Possible to reach max 5 attacks by pressing C after Rush. Combo ender for standing opponents after Rush.

Lander Blow
Lander Blow
D during Rush
BBCP Makoto LanderBlow1.png
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Lv1
Lv2
Lv3
LvG
  • Lv3 and LvG versions Fatal Counter

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

small note: current startup numbers are from CPEX.

BBCF Changes:

  • Level 2 and 3 counter hit now puts opponent in staggered state
  • Level 1 and 2 now have pushback on block
  • All Level's frame advantages have been changed
    • Level 1 Frame Adv is now 0→-4
    • Level 2 Frame Adv is now -2→-1
    • Level 3 Frame Adv is now +5→+7
    • Level G Frame Adv is now +5→+7

Lightning Arrow
Lightning Arrow
D during Asteroid Vision B or C
BBCS Makoto MeteorDive.png
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Lv1
Lv2
Lv3
LvG
  • Startup based on earliest possible charge
  • Lv3 and LvG versions Fatal Counter

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

Shooting Star
Shooting Star
236B
BBCS Makoto ShootingStar.png
Pilebunker?
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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

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

BBCF 2.0 Changes

  • Now has frame 1 low and throw invul. Can be useful to punish people using meaty lows to beat your DP.
  • CH hit wallbounce midscreen restored.

Sirius Jolt
Sirius Jolt
41236C "AHH YOU OKAY!?"
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  • Technically unblockable, but actually can be blocked low as normal (Blocking high won't show a Yellow ! mark)

Makoto's new special in CF that mysteriously needs to be blocked low. You'll typically see it used in situations where you would expect the opponent to stand up to block 6B. It has a slow startup though and can be mashed out of so be careful.

Distortion Drives

Big Bang Smash
Big Bang Smash
632146D
BBCS Makoto BigBangSmash.png
HERE COMES A GIANT FIST!
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Lv1
Lv2
Lv3
LvG
  • 180F Heat Gauge Cooldown
  • Startup based on earliest possible charge

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

BBCF Change

  • Now a One hit move. (Fist hitbox removed)

Particle Flare
Particle Flare
236236D
BBCS Makoto ParticleFlare.png
BBCS Makoto ParticleFlare2.png
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1st Hit Lv1
1st Hit Lv2
1st Hit Lv3
1st Hit LvG
2nd Hit Lv1
2nd Hit Lv2
2nd Hit Lv3
2nd Hit LvG
3rd Hit Lv1
3rd Hit Lv2
3rd Hit Lv3
3rd Hit LvG

Makoto's super reversal and combo finisher. Used mainly at the end of regular and Overdrive combos to finish off opponents. It isn't recommended to finish a combo with it in case the opponent isn't dying, as it doesn't give you knockdown advantage. Also a questionable reversal due to its extremely short range. It's usually a better idea to go for Corona Upper and Rapid Cancel it on block.


Exceed Accel

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


Astral Heat

Planet Crusher
2363214D
BBCS Makoto PlanetCrusher.png
"Atatatatatatatatatata"
BBCS Makoto PlanetCrusher2.png
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Lv1
Lv2
Lv3
LvG

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


External References



Navigation

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