BBCS2/Makoto Nanaya/Frame Data

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Normals

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
5A CSJR 180[150] 64[54] 80 82 all 1 HB 5 2 8 +2 11 14 Click!
  • [ ] values are for self-cancelled moves
5B SJR 550 198 85 90 HL 3 HB 9 5 13 -1 20 17 Click!
5C S(J)R 450 162 100 89 HL 3 HB 9 7 16 -6 25 17 Click!
  • Can cancel into followup on hit or guard until 25F
5C > C S(J)R 620 223 80 95 HL 4 HB 7 6 16 -3 19 24 Click!
  • 21F hitstun on ground
2A SR 150 54 80 82 all 0 F 6[5] 3 8 -1 13[12] 12 Click!
  • [ ] values are for self-cancelled moves
2B SR 480 172 75 84 L 1 F 9 2 12 -2 16 14 Click!
2C SR 780 280 100 92 L 4 F 24 7 26 -12 48 40 Click!
  • 28~30F head invul
  • floats on hit
  • fatal possible
  • 20F guardstun
  • active frames 1~4 hit at opponent's feet, active frames 5~ hit upper body
6A SJR 560 201 70 89 HL 3 HB 11 4 23 -10 28 26 Click!
  • 4~10F head invul
6B SR 580 208 80 89 H 3 HB 20 3 20 -6 34 17 Click!
  • Forces crouch on ground hit, 23F hitstun on ground
  • grounds opponent on air hit
  • can cancel into followup on hit or guard until 34F
6B > C S(J)R 620 223 80 95 HL 4 HB 7 6 16 -3 19 24 Click!
  • 21F hitstun on ground
6C SR 640 230 90 89 HL 3 HB 15 8 20 -11 28 23 Click!
  • Blows back on hit
3C R 700 252 80 88 L 4 F 37 4 10 +2 44 40 Click!
  • 6~27F head and body invul
  • downs on hit
  • cannot emergency tech on ground hit
  • 15F guardstun
[C] - - - - - - - - - - total 39F - 37 - Click!
  • 6F~end of animation head and body invul
j.A CSJR 180 64 90 82 HA 0 H 6[5] 3 5 - 8[7] 12 Click!
  • [ ] values are for self-cancelled moves
j.B SJR 560 201 100 84 HA 1 H 8 4 12 - 17 30 Click!
j.C SJR 400 144 100 89 HA 3 H 13 3 14 - 27 17 Click!
  • Can cancel into followup 16F~
j.C > C SJR 420 151 90 89 HA 3 H 5 3 22 - 19 17 Click!
j.2C SR 560 201 80 84 HA 1 H 18 30 7 - 51 17 Click!
  • 17F hitstun on ground
  • grounds opponent on air hit
  • 2F landing recovery
Forward Throw -, R 0, 1500 0, 540 90, 100 100, 55 100 0, 4 ground throw 7 3 16 - during move 12, 42 Click!
  • 2nd attack blows back on hit
  • 100% minimum damage
  • 2nd attack has 3F hitstop
Back Throw -, R 0, 800 0, 288 90, 100 100, 55 100 0, 4 ground throw 7 3 16 - during move 12, 60 Click!
  • 2nd attack downs on hit
  • cannot emergency tech
  • 100% minimum damage
Air Throw -x2, R 0, 800, 700 0, 288, 252 90, 100x2 100, 55, 100 90 0, 4x2 air throw 7 3 15 - during move 12, 60x2 Click!
  • 2nd and 3rd attacks down on hit
  • cannot emergency tech
  • 100% minimum damage
  • 3rd attack has 16F hitstop
  • hitbox height for throw is 60~280
Counter Assault R 0 0 50 92 all 4 HB 15 4 28 -13 24 19 Click!
  • 1~20F fully invul
  • blows back on hit
  • 180F Heat Gauge Cooldown


Drives

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Impact
  • D normals, specials, and supers can be charged to different Levels by holding D.
  • Once charge meter is full, it drops back down if D is not released.
  • If D is held long enough, Makoto does not perform the attack.
  • Refer to the Impact Charge Table for details on charge times.
5D (Lv 1) R 500 180 60 89 HL 3 HB 10 3 33 -19 40 17 Click!
  • 30F hitstun on ground
  • blows back on air hit
5D (Lv 2) R 750 270 75 92 HL 4 HB 15 3 33 -17 44 19 Click!
  • 35F hitstun on ground
  • blows back on air hit
  • staggers for 37F on ground CH
5D (Lv 3) R 1000 360 60 90* HL 5 HB 20 3 33 -15 49 70 Click!
  • Slides down on hit
  • fatal possible
  • breaks 1 guard primer
  • 10% repeat proration (does not apply to Lv 1 and Lv 2 versions)
2D (Lv 1) R 600 216 65 89 HL 3 HB 17 5 32 -20 45 45 Click!
  • Floats on hit
2D (Lv 2) R 800 288 80 92 HL 4 HB 19 5 32 -18 47 45 Click!
  • Floats on hit
2D (Lv 3) R 1000 360 65 90* HL 5 HB 24 5 32 -16 52 78 Click!
  • Floats on hit
  • fatal possible
  • breaks 1 guard primer
  • 10% repeat proration (does not apply to Lv 1 and Lv 2 versions)
j.D (Lv 1) R 500 180 70 89 HA 3 H 19 9 5F after landing - till landing 30 Click!
  • 20F hitstun on ground
j.D (Lv 2) R 750 270 85 89 HA 3 H 21 9 5F after landing - till landing 30 Click!
  • Slides down on hit
j.D (Lv 3) R 1000 360 70 90* HA 5 H 23 9 5F after landing - till landing 65 Click!
  • Slides down on hit
  • fatal possible
  • breaks 1 guard primer
  • 10% repeat proration (does not apply to Lv 1 and Lv 2 versions)
All versions of a D move enact repeat proration. This includes Lv 1~3 versions, versions from B Asteroid Vision and C Asteroid Vision, etc. (ex. using Lv 3 5D and then Lv 2 5D will enact repeat proration, but not Lv 1 5D and then Lv 3 2D)

Specials

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Comet Cannon
236A
R 100x4 36x4 100 82(once)* all 0 HBP 27 81 total 55F +10 50 18 Click!
  • 18F hitstun on ground
  • counter carries
  • 14F guardstun
  • 10% repeat proration (2nd attack of Break Shot applies)
  • projectile
  • 3F hitstop
  • 24~50F can cancel into followup
  • cannot use again for 60F after projectile disappears
Break Shot (Lv 1)
⇒ D
R 480, 450 172, 162 100 89, 86* all 3, 2 HB, HBP 9 4, 14 total 35F -8 31 17, 30 Click!
  • Blows back on hit
  • CH if Comet Cannon was CH as well
  • 1st attack can fatal
  • 1st attack has 16F guardstun, 2nd attack 10F guardstun
  • 2nd attack has 10% repeat proration (Comet Cannon applies)
  • if Comet Cannot or Break Shot (1) hits, P2 of 2nd attack does not apply
  • 2nd attack is projectile (Lv 2)
  • 1st attack has 10F hitstop, 2nd attack has 4F hitstop on guard, 11F hitstop on hit
Break Shot (Lv 2)
⇒ D
R 630, 650 226, 234 100 92, 89* all 4, 3 HB, HBP 19 4, 19 total 45F -6 41 19, 30 Click!
  • Blows back on hit
  • CH if Comet Cannon was CH as well
  • 1st attack can fatal
  • 1st attack has 18F guardstun, 2nd attack 10F guardstun
  • 2nd attack has 10% repeat proration (Comet Cannon applies)
  • if Comet Cannot or Break Shot (1) hits, P2 of 2nd attack does not apply
  • 2nd attack is projectile (Lv 2)
  • 1st attack has 10F hitstop, 5F hitstop on opponent; 2nd attack has 4F hitstop on guard, 16F hitstop on hit
Break Shot (Lv 3)
⇒ D
R 730, 850 262, 306 100 94, 92* all 5, 4 HB, HBP 25 4, 24 total 51F -8 47 21, 40 Click!
  • Wall bounces on hit, 2nd attack adds 50F of untechable time
  • CH if Comet Cannon was CH as well
  • 1st attack can fatal
  • 1st attack has 20F guardstun, 2nd attack 10F guardstun
  • each attack breaks 1 guard primer
  • 2nd attack has 10% repeat proration (Comet Cannon applies)
  • if Comet Cannot or Break Shot (1) hits, P2 of 2nd attack does not apply
  • 2nd attack is projectile (Lv 2)
  • 1st attack has 10F hitstop, 5F hitstop on opponent; 2nd attack has 4F hitstop on guard, 21F hitstop on hit
Corona Upper
623C
R 820 295 70 80 HL 4 HB 9 2(2)12 28+17F landing -42 14F after landing 60 Click!
  • 1~10F fully invul
  • 11F~ in the air
  • floats on hit
  • 23~39F can cancel into followup on hit
  • can only hit once
Corona Upper (air)
j.623C
R 620 223 70 80 HL 4 HB 8 12 17F after landing - 14F after landing 60 Click!
  • Floats on hit
  • 18~34F can cancel into followup
Meteor Dive (Lv 1)
⇒ D
R 750 270 70 70 all 4 H 30 3 9F after landing - till landing 12 Click!
  • Grounds opponent on hit
Meteor Dive (Lv 2)
⇒ D
R 850 306 70 70 all 3 H 26 3 9F after landing - till landing 20 Click!
  • Grounds opponent on hit
Meteor Dive (Lv 3)
⇒ D
R 1100 396 70 95 all 5 H 24 3 9F after landing - till landing 30 Click!
  • Grounds opponent on hit
  • 20F hitstop
Space Counter/Parrying (parry)
46
- - - - - - - - - 9 9 - - - Click!
  • 1~9F upper body parry
  • 10F hitstop on successful parry
  • can cancel into attack after hitstop
  • starts up 2F after command input
  • 1~end of animation can cancel into followup
Space Counter/Parrying (catch) - 0 0 100 60 all 0 HB 3 17 28 -15 - 120 Click!
  • 1~39F fully invul
  • 0F hitstop on Makoto, 20F on opponent
  • 5~39 can cancel into attack
Space Counter (attack Lv 1)
⇒ D
R 800 288 60 120 all 3 HB 18 5 43 -31 during move 30 Click!
  • Passes through opponent during animation
  • spins opponent, later downing them (duration 46F)
  • floats on air hit
  • fatal possible
  • breaks 1 guard primer
  • 100% minimum damage
  • 0F hitstop
Space Counter (attack Lv 2)
⇒ D
R 1000 360 60 130 all 4 HB 18 6 43 -30 during move 45 Click!
  • Passes through opponent during animation
  • spins opponent, later downing them (duration 46F)
  • floats on air hit
  • fatal possible
  • breaks 1 guard primer
  • 100% minimum damage
  • 0F hitstop
Space Counter (attack Lv 3)
⇒ D
R 1200 432 60 150 all 5 HB 22 7 43 -29 during move 80 Click!
  • Passes through opponent during animation
  • spins opponent, later downing them (duration 46F)
  • floats on air hit
  • fatal possible
  • breaks 1 guard primer
  • 100% minimum damage
  • 0F hitstop
A Asteroid Vision
214A
- - - - - - - - - - total 36F - during move - Click!
  • 13F~ can use Break, 9F~Break can cancel into followup
B Asteroid Vision
214B
- - - - - - - - - - total 43F - during move - Click!
  • 5~37F in the air
  • 13F~ can use followup or any aerial attack
C Asteroid Vision
214C
- - - - - - - - - - total 46F - during move - Click!
  • 5~40F in the air
  • 13F~ can use followup or any aerial attack
Break
⇒ A
- - - - - - - - - - total 11F - 10 - Click!
Eclipse Turn
⇒ B
- - - - - - - - - - total 19F - 18 - Click!
  • 1~16F passes through opponent
Lunatic Upper
⇒ C
R 500 198 75 89 HL 4 HB 13 4 19 -4 29 25 Click!
  • Can cancel into followups on hit or guard till 29F
Shooting Star (Lv 1)
⇒ D
(D)R 680 244 70 89* all 3 HB 22 5 28 -16 49 25 Click!
  • 1~12F fully invul
  • blows back on hit
  • wall bounces in corner on hit or on CH, adds 50F untechable time
  • 10% repeat proration (Lv 1~Lv 3 version apply)
  • 20F hitstop on Makoto, 30F hitstop on opponent
Shooting Star (Lv 2)
⇒ D
(D)R 880 316 75 92* all 4 HB 24 7 28 -16 53 30 Click!
  • 1~12F fully invul
  • blows back on hit
  • wall bounces in corner on hit or on CH, adds 50F untechable time
  • 10% repeat proration (Lv 1~Lv 3 version apply)
  • 25F hitstop on Makoto, 35F hitstop on opponent
Shooting Star (Lv 3)
⇒ D
(D)R 1080 388 80 94* all 5 HB 22 10 29 -18 55 50 Click!
  • 1~12F fully invul
  • blows back on hit
  • wall bounces in corner on hit or on CH, adds 50F untechable time
  • fatal possible
  • breaks 1 guard primer
  • 10% repeat proration (Lv 1~Lv 3 version apply)
  • 20F hitstop on Makoto, 30F hitstop on opponent
Mars Chopper
⇒ A
R 600 216 75 84 H 3 HB 20 4 18 -5 37 40 Click!
  • Forces crouch on ground hit, 29F hitstun on ground
  • grounds opponent on aerial hit
  • 18F guardstun on ground
  • can cancel into 5D or 2D on hit
  • attack hitbox lowers on last two active frames
  • hits crouching opponent on 22F (tested on Ragna)
Star Gazer
⇒ B
R 730 262 75 92 LA 4 F 15 6 22 -9 36 40 Click!
  • Downs on hit
  • cannot emergency tech on CH
Infinite Rush (0 loops)
⇒ C
R 250, 920 90, 331 75 80(once) all 4 HB 11 3(16)6 30 -17 53 19, 50 Click!
  • 2nd attack floats on hit
  • counter carries
  • 1st attack has 5F hitstop, 2nd attack 15F hitstop
Infinite Rush (1 loops)
⇒ CC
R 250x2, 920 90x2, 331 75 80(once) all 4 HB 11 3(9)3(12)6 30 -17 61 19x2, 50 Click!
  • 3rd attack floats on hit
  • counter carries
  • attacks 1~2 have 5F hitstop, 3rd attack 15F hitstop
Infinite Rush (2 loops)
⇒ CC
R 250x3, 920 90x3, 331 75 80(once) all 4 HB 11 3(9)3(9)3(15)6 30 -17 76 19x3, 50 Click!
  • 4th attack floats on hit
  • counter carries
  • attacks 1~3 have 5F hitstop, 4th attack 15F hitstop
Infinite Rush (3 loops)
⇒ CCC
R 250x4, 920 90x4, 331 75 80(once) all 4 HB 11 3(9)3(9)3(9)3(12)6 30 -17 85 19x4, 50 Click!
  • 5th attack floats on hit
  • counter carries
  • attacks 1~4 have 5F hitstop, 5th attack 15F hitstop
Lightning Arrow (Lv 1)
⇒ D
R 750 270 70 89 / 60 all 3 H 30 9 13F after landing -5* till landing 42 Click!
  • Grounds opponent on hit
  • P2 values are [B version / C version]
  • frame advantage off of fastest followup possible
Lightning Arrow (Lv 2)
⇒ D
R 900 324 70 92 / 72 all 4 H 30 9 13F after landing -3* till landing 42 Click!
  • Grounds opponent on hit
  • cannot emergency tech on CH
  • P2 values are [B version / C version]
  • frame advantage off of fastest followup possible
Lightning Arrow (Lv 3)
⇒ D
R 1200 432 70 94 / 64 all 5 H 25 11 13F after landing -6* till landing 55 Click!
  • Ground bounces on hit
  • cannot emergency tech
  • fatal possible
  • breaks 1 guard primer
  • 20F hitstop
  • P2 values are [B version / C version]
  • frame advantage is off of fastest followup possible


Distortion Drives

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Big Bang Smash (attack)
632146D
R 800 / 1100 / 1400 (160 / 220 / 280) 75 100 HL 3 HBF 5+4 / 5+8 / 5+10 16 / 17 / 18 37 / 32 / 32 - 57 / 57 / 60 100 Click!
  • Wall bounces on hit
  • 26F guardstun
  • 40% minimum damage
  • values are [Lv 1 / Lv 2 / Lv 3]
Big Bang Smash (projectile) R 1500 / 1800 / 2200 (300 / 360 / 440) 100 10 all 4 HBP 5+6 / 5+11 / 5+13 14 / 14 / 15 - -37 / -32 / -33 - 100 Click!
  • Blows back on hit
  • wall bounces in corner, adds 50F untechable time
  • 26F guardstun
  • 20% minimum damage
  • projectile (Lv 2)
  • 20F hitstop
  • values are [Lv 1 / Lv 2 / Lv 3]
Particle Upper (1)
236236D
R 750 / 850 / 1000 (150 / 170 / 200) 75 100 HL 3 HBF 1+7 / 1+4 / 1+4 4 100 -60 93 50 Click!
  • 1~10F after superflash or during charge animation fully invul
  • 25F hitstun on ground
  • pulls opponent in on aerial hit
  • 20% minimum damage
  • 73F recovery on hit or guard (without followups)
  • 40F hitstop
  • can followup into 2nd attack on hit
  • Lv 3 version breaks 1 primer
  • values are [Lv 1 / Lv 2 / Lv 3]
Particle Upper (2)
⇒ D
R 750 / 850 / 1000 (150 / 170 / 200) 75 100 HL 3 HBF 1+4 / 1+1 / 1+4 4 56 - 54 / 51 / 54 100 Click!
  • 1~17F after superflash fully invul
  • floats on hit
  • 20% minimum damage
  • 30F hitstop
  • 420F Heat Gauge Cooldown
  • can followup into 3rd attack on hit
  • values are [Lv 1 / Lv 2 / Lv 3]
Particle Upper (3)
⇒ D
- 1000 / 1800 / 2800 (200 / 360 / 560) 75 5 A 3 / 4 / 5 HBF 34+35 28 11F after landing - - 50 Click!
  • Fully invul till landing
  • grounds opponent on hit
  • cannot emergency tech
  • 40% minimum damage
  • 35F hitstop
  • values are [Lv 1 / Lv 2 / Lv 3]
Planet Crusher
2363214D
- death 0 - - all 5 HB 5+10 / 5+0 / 5+2 4 29 -18 during move - Click!
  • 1~14F after superflash fully invul for Lv 1, 1~5F for Lv 2, 1~9F for Lv 3
  • 30F hitstop, 24F hitstop on opponent on guard
  • 180F Heat Gauge Cooldown
  • startup varies by how far away Makoto is from opponent
  • values are [Lv 1 / Lv 2 / Lv 3]


Impact Charge Table

Move Input Lv 1 Lv 2 Lv 3 Shortest Charge
5D holding while gauge fills 1~6F 7~11F 12~16F 2F
holding while gauge depletes 22~34F 17~21F
startup 8F after button release 8F after button release 8F after button release
2D holding while gauge fills 1~7F 8~12F 13~17F 6F
holding while gauge depletes 23~55F 18~22F
startup 11F after button release 11F after button release 11F after button release
j.D holding while gauge fills 1~6F 7~11F 12~16F 9F
holding while gauge depletes 22~44F 17~21F
startup 10F after button release 12F after button release 11F after button release
Break Shot holding while gauge fills 1~13F 14~19F 20~26F 4F
holding while gauge depletes 33~45F 27~32F
startup 5F after button release 5F after button release 5F after button release
Space Counter holding while gauge fills 1~11F 12~15F 16~18F 12F
holding while gauge depletes 23~42F 19~22F
startup 6F after button release 6F after button release 6F after button release
Shooting Star holding while gauge fills 1~9F 10~15F 16~22F 16F
holding while gauge depletes 29~42F 23~28F
startup 6F after button release 8F after button release 6F after button release
Meteor Dive holding while gauge fills 1~6F 7~11F 12~16F 16F
holding while gauge depletes 22~37F 17~21F
startup 14F after button release 10F after button release 8F after button release
Lightning Arrow holding while gauge fills 1~6F 7~11F 12~16F 16F
holding while gauge depletes 22~37F 17~21F
startup 14F after button release 14F after button release 9F after button release
Particle Upper (1) holding while gauge fills 1~39F 40~54F 55~63F 56F
holding while gauge depletes 79~127F 64~78F
startup 12F after button release 9F after button release 12F after button release
Particle Upper (2) holding while gauge fills 1~34F 35~46F 47~51F 48F
holding while gauge depletes 64~106F 52~63F
startup 12F after button release 9F after button release 12F after button release
Particle Upper (3) holding while gauge fills 1~99F 100~117F 118~120F 126F
holding while gauge depletes 139~227F 121~138F
startup 17F after button release 17F after button release 143
Big Bang Smash holding while gauge fills 1~59F 60~69F 70~78F 148F
holding while gauge depletes 89~162F 79~88F
startup (attack) 81F after button release 233 235
startup (projectile) 82F after button release 236 238
Planet Crusher holding while gauge fills 1~59F 60~69F 70~78F 61F
holding while gauge depletes 89~97F 79~88F
startup 67F after button release 35F after button release 27F after button release


Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5A 5A, 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D Throw, Jump, Special
5B 6A 2B 5C, 2C, 6C, 3C 5D, 2D Jump, Special
5C - - 5C>C, 2C, 6C, 3C 5D, 2D Jump, Special
5C > C - 6B 2C 3C 5D, 2D Jump, Special
2A 5A, 2A 5B, 2B, 6B 5C, 2C 3C 5D, 2D Throw, Special
2B 6A 5B 5C, 2C, 3C 5D, 2D Special
2C - - - 2D Special
6A - 5B, 6B 6C, 3C 5D, 2D Jump, Special
6B - - 6B > 5C, 3C 5D, 2D Special
6C - - - 2D, 6D Special
3C - - - - -
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.C j.D Throw, Jump, Special
j.B j.A - j.C - Jump, Special
j.C - j.B j.C > C - Jump, Special
j.C > C - - - - Jump, Special
j.2C - - - - Special
Red = On Hit only
Green = Available on whiff
Blue = Only once per string
Special = Specials and Supers
Super = Supers only

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