BBCPE/Makoto Nanaya

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Makoto Nanaya
BBCP Makoto Portrait.png

Health: 11,000

Combo Rate: 70%

Jump Startup: 4

Backdash Time: 20

Backdash Invincibility: 1-5

Movement Options
Double Jump, 1 Airdash, Dash type: Run
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 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 faster startup.
  • New additional properties are added to her special moves, such as wallbounce properties.
  • Big Bang Smash deals increased damage and has less recoevry time.
  • Particle Flare has a changed animation on its second hit and increased overall damage.


Pros/Strengths

  • Very straightforward character; fit for beginners.
  • Fairly good damage output.
  • Guaranteed okizeme on corner combos.
  • Decent defensive options.


Cons/Weaknesses

  • Heavily reliant on a solid neutral game.
  • Reliable mix-up options are very limited.
  • No reliable long range moves.
  • Struggles against very mobile characters and zoners.


Remaining Health vs. Overdrive Duration (in Frames)
Health 100 - 90% 89 - 80% 79 - 70% 69 - 60% 59 - 50% 49 - 40% 39 - 30% 29 - 20% 19 - 10% 9 - 0%
Overdrive 180F 210F 240F 270F 300F 330F 360F 420F 480F 600F
Ambox warning.png This data is all copied over from BBCP 1.1. Replace with 2.0 data as it becomes available (and delete this warning)

Normal Moves

5A
5A
BBCS Makoto 5A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOJR all 5 2 8 +2 B -

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.

5B
5B
BBCS Makoto 5B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
550 SO(J)R HL 9 6 16 -5 B -

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 6C or 5D; 5C will sometimes whiff.
5C
5C
BBCS Makoto 5C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
450 SO(J)R HL 8 7 16 -6 B -

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
5CC
BBCS Makoto 5CC.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
620 SO(J)R HL 7 6 16 -3 B -

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

2A
2A
BBCS Makoto 2A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOR all 6 3 8 -1 F -

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.

2B
2B
BBCS Makoto 2B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
480 SOR L 9 3 12 -1 F -

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.

2C
2C
BBCS Makoto 2C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
780 SOR L 24 7 26 -14 F 28-30H

Unlike 2B, this low attack is one of her worst options for mix-up. Although it has great P1 proration, it 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.

  • Fatal Counter
6A
6A
BBCS Makoto 6A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
560 SOJR HL 11 4 23 -10 B 5-14H

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 invlun f5-14
6B
6B
BBCS Makoto 6B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
570 SOR HL 22 3 20 -6 B -

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.

6B > C
6B > C
BBCS Makoto 5CC.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
620 SO(J)R HL 7 6 16 -3 B -

Followup mover after 6B. Works almost exactly like 5CC, except you can stagger this move much longer in order to frame trap your opponent, leading to huge damage. And it doesn't let you chain into 6B again.

6C
6C
BBCS Makoto 6C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
640 SOR HL 14 8 20 -11 B -

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 5B.

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
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 700 R L 37 4 10 +3 F 6-27HB
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Feint - - - - - 39T - - 6-27HB

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 +3, letting you catch the opponents who mash and jump by doing 2A afterwards.

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

j.A
j.A
BBCS Makoto jA.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOJR HA 6 3 5 - H -

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
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
480 SOJR HA 8 4 12 - H -

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
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
440 SOJR HA 13 6 11 - H -

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
j.CC
BBCS Makoto jCC.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
460 SOJR HA 5 3 22 - H -

Although not useful for neutral, this move has a niche purpose in combos. Canceling into this from a blocked jC or landing and using 2B creates a somewhat useful 50-50 mixup.

j.2C
j.2C
BBCS Makoto j2C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
560 SOR HA 18 30 6L - H -

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

5D
5D
BBCS Makoto 5D.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Level 1 500 R HL 10 3 33 -19 B -
Level 2 750 R HL 15 3 33 -17 B -
Level 3 1000 R HL 18 3 33 -15 B -
Level G 1100 R HL 8 2 23 -4 B -

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, and level 2 can be special canceled to use in pressure.

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

On Kara Cancel, 5D gives you a step back effect.

2D
2D
BBCS Makoto 2D.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Level 1 600 R HL 17 5 32 -20 B -
Level 2 800 R HL 19 5 32 -18 B -
Level 3 1000 R HL 24 5 32 -16 B -
Level G 1100 R HL 17 5 17 -1 B -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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j.D
j.D
BBCS Makoto jD.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Level 1 500 R HA 19 9 till L+5 - H -
Level 2 750 R HA 21 9 till L+5 - H -
Level 3 1000 R HA 23 9 till L+5 - H -
Level G 1000 R HA 20 7 till L+5 - H -
  • List what the move is used for
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Universal Mechanics

Forward Throw
Forward Throw
BBCS Makoto FThrow.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0*10, 1300 --*10, SOR T (70) 7 3 16 - T -
  • List what the move is used for
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Back Throw
Back Throw
BBCS Makoto BThrow.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 1300 -- , R T (70) 7 3 16 - T -
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Air Throw
Air Throw
BBCS Makoto AThrow.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 600, 800 --*2, R T (90) 7 3 15+3L - T -
  • List what the move is used for
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Counter Assault
Counter Assault
6A+B
BBCS Makoto 6C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0 R all 15 4 28 -13 B 1-20 All
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Crush Trigger
Crush Trigger
5A+B
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 R B 30~60 1 23 0 B -
  • List what the move is used for
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Specials

Comet Cannon
Comet Cannon
236A
BBCS Makoto CometCannon.png
Projectile.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
100x4 R all 27 81 Total 60F +3 HBFP -
  • List what the move is used for
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Break Shot
Break Shot
D during Comet Cannon
BBCS Makoto BreakShot.png
Projectile.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Level 1 480, 450 R all 9, 13 4, 18 23 -8 B, HBFP -
Level 2 630, 650 R all 19, 23 4, 23 23 -8 B, HBFP -
Level 3 730, 850 R all 25, 29 4, 28 23 -8 B, HBFP -
Level G 730, 850 R all 9, 13 4, 23 17 -5 B, HBFP -
  • List what the move is used for
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Corona Upper
Corona Upper
623C (Air OK)
BBCS Makoto CoronaUpper.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Ground 820 R HL 9 2(2)12 28+17L -42 B 1-10 All
  • List what the move is used for
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Air 620 R all 8 12 L+17 - H 1-9 All
  • List what the move is used for
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Meteor Dive
Meteor Dive
D during Corona Upper
BBCS Makoto MeteorDive.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Level 1 750 R all 30 2 L+9 - H -
Level 2 820 R all 26 2 L+9 - H -
Level 3 1100 R all 24 2 L+9 - H -
Overdrive 1100 R all 24 2 L+9 - H -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Space Counter
Space Counter
214D
BBCS Makoto SpaceCounter.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Parry - Dr - - - 23T - - 1-7C
  • Catches everything except throws, lows, and unblockable attacks
Catch 0 - all 5 15 28 -13 B 1-39 All
Level 1 800 R all 18 5 43 -31 B -
Level 2 1000 R all 18 6 43 -30 B -
Level 3 1200 R all 22 7 43 -29 B -
Overdrive 1200 R all 18 7 27 -13 B -
  • List what the move is used for
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Asteroid Vision
Asteroid Vision
214A/B/C
BBCS Makoto AsteroidVision.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
214A - - - - - 36T - - -
214B - - - - - 45+6L - - -
214C - - - - - 43+6L - - -
  • List what the move is used for
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Break
Break
A after Asteroid Vision A
BBCS Makoto Break.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - 11T - - -
  • List what the move is used for
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Eclipse Turn
Eclipse Turn
B after Asteroid Vision A
BBCS Makoto Turn.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - 21T - - -
  • List what the move is used for
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Lunatic Upper
Lunatic Upper
C after Asteroid Vision A
BBCS Makoto LunaticUpper.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
550 R HL 13 4 19 -4 B -
  • List what the move is used for
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Cosmic Ray
Cosmic Ray
D during Asteroid Vision A
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Level 1 700 R all 14 4 17 -4 B -
Level 2 800 R all 15 3 17 -1 B -
Level 3 1000 R all 20 4 17 0 B -
Level G 1000 R all 10 4 12 +5 B -
  • List what the move is used for
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Mars Chopper
Mars Chopper
A after Lunatic Upper
BBCS Makoto MarsChopper.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
600 R H 23 4 18 -5 B -
  • List what the move is used for
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Stargazer
Stargazer
B after Lunatic Upper
BBCS Makoto StarGazer.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
730 R LA 20 6 25 -14 F -
  • List what the move is used for
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Infinite Rush
Infinite Rush
CCCC after Lunatic Upper
BBCS Makoto InfiniteRush.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
250*4, 920 R all 11 3[(9)3]*(0~3)(12)6 33 -20 B -
  • List what the move is used for
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Lander Blow
Lander Blow
D during Lunatic Upper
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Level 1 400 R all 31 4 13 0 B -
Level 2 450 R all 19 4 18 -3 B -
Level 3 500 R all 27 4 12 +5 B -
Level G 500 R all 19 4 8 +9 B -
  • List what the move is used for
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Lightning Arrow
Lightning Arrow
D during Asteroid Vision B or C
BBCS Makoto MeteorDive.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Level 1 750 R all 22 19 8L - H -
Level 2 900 R all 21 19 8L - H -
Level 3 1200 R all 21 19 8L - H -
Level G 1200 R all 17 19 8L - H -
  • List what the move is used for
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Shooting Star
Shooting Star
236D
BBCS Makoto BreakShot.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Level 1 680 R all 22 5 28 -16 B 5-12 All
Level 2 880 R all 24 7 28 -16 B 5-12 All
Level 3 1080 R all 22 10 29 -18 B 5-12 All
Level G 1080 R all 22 10 18 -7 B 5-12 All
  • List what the move is used for
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Distortion Drives

Big Bang Smash
Big Bang Smash
632146D
BBCS Makoto BigBangSmash.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Level 1 800, 1500 R HL, all 5+4 2(16), 14 61 -59 H, HBFP -
Level 2 1100, 1800 R HL, all 5+8 3(17), 14 56 -55 H, HBFP -
Level 3 1400, 2200 R HL, all 5+10 3(18), 15 56 -57 H, HBFP -
Level G 1400, 3000 R HL, all 5+10 3(18), 15 32 -33 H, HBFP -
  • List what the move is used for
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Particle Flare
Particle Flare
236236D
BBCS Makoto ParticleFlare.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1st Hit, Level 1 750 R HL 1+7 4 100 -60 B 1-11 All
1st Hit, Level 2 850 R HL 1+4 4 100 -58 B 1-8 All
1st Hit, Level 3 1000 R HL 1+4 4 100 -56 B 1-11 All
1st Hit, Level G 1000 R HL 1+7 4 100 -56 B 1-11 All
2nd Hit, Level 1 750 R HL 1+4 4 56 - B 1-18 All
2nd Hit, Level 2 850 R HL 1+1 4 56 - B 1-13 All
2nd Hit, Level 3 1000 R HL 1+1 4 56 - B 1-18 All
2nd Hit, Level G 20*28, 1000 R HL 1+5 2*28(7)4 56 - B 1-82 All
3rd Hit, Level 1 1000 - all 28+35 28 till L+11 - H 1-landing All
3rd Hit, Level 2 1800 - all 28+35 9 till L+11 - H 1-landing All
3rd Hit, Level 3 2800 - all 28+35 6 till L+11 - H 1-landing All
3rd Hit, Level G 3000 - all 28+35 6 till L+11 - H 1-landing All
  • List what the move is used for
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Astral Heat

Planet Crusher
236214D
BBCS Makoto PlanetCrusher.png
"Atatatatatatatatatata"
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Level 1 death - all 5+10 4 29 -18 B 1-19 All
Level 2 death - all 5+2 4 29 -18 B 1-9 All
Level 3 death - all 5+4 4 29 -18 B 1-13 All
Level G death - all 5+2 4 29 -18 B 1-13 All
  • List what the move is used for
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External References




BlazBlue: Chrono Phantasma Extende
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc