BBTag/Makoto Nanaya

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Makoto Nanaya
BBTag Makoto Portrait.png

Health: 16,000

Jump Startup:

Backdash Time / Invul:

Partner Skill Cooldown:

Movement Options
  • Double Jump, 1 Airdash, Dash Type: Run
  

Overview[edit]

"My, you're good. Let's keep this pace up and go for the next!"

Backstory[edit]

Makoto is a squirrel beastkin very well known and liked by friends and acquaintences for her cheerful and energetic personality. She is one of Noel and Tsubaki's best friends, who she met during her enrollment in the Military Academy. After graduating, Makoto once worked for the NOL's Intelligence Division under Hazama. However, when she eventually learns the truth behind NOL, Makoto leaves the organization, setting out to find her best friend Noel after finding out about the danger she is in.

Playstyle[edit]

Strengths/Weaknesses[edit]

Drive: Impact[edit]

Makoto's Impact Drive allows Makoto to charge up her punches, dramatically increasing their strength. When charged to their maximum level, the properties of her moves will change, often giving them a lot more untech time or better frame advantage in other cases. There have been a few changes made to the charging mechanic in it's transition from the main BlazBlue series though. The charging on Makoto's Impact drive now only has 2 different levels that it can fall into instead of 3.

The following moves can be charged to make use of her Impact Drive:

  • 5AAAA
  • 5BBB
  • Meteor Dive
  • Break Shot
  • Lander Blow (B Variation)
  • Cosmic Ray (B Variation)
  • Lightning Arrow
  • Big Bang Smash
  • Particle Flare (All three hits)


Normal Moves[edit]

4A[edit]
4A
BBCS Makoto 5A.png
Damage Guard Startup Active Recovery Frame Adv.
- All - - - -
  • Important points go here

Detailed description of the usefulness of the move go here


5A[edit]
5A
BBCS Makoto 5B.png
BBCS Makoto 5C.png
BBCS Makoto 5CC.png
BBCS Makoto 5D.png
Version Damage Guard Startup Active Recovery Frame Adv.
5A - All - - - -
  • Important points go here

Detailed description of the usefulness of the move go here

5AA - All - - - -
  • Important points go here

Detailed description of the usefulness of the move go here

5AAA - All - - - -
  • Important points go here

Detailed description of the usefulness of the move go here

5AAAA Level 1 - All - - - -
  • Has knockback.
5AAAA Level 2 - All - - - -
  • Has even further knockback.

This is her standard A auto combo. Use the Level 1 version if you plan on extending the combo with a Tag Assist. Use the Level 2 version if you want to give yourself some breathing room before raw tagging out or if you have a partner who can cover the extended distance with their assist.


5B[edit]
5B
BBCS Makoto 6A.png
BBCS Makoto 6B.png
BBCS Makoto 2D.png
Version Damage Guard Startup Active Recovery Frame Adv.
5B - All - - - -
  • Anti-Air with a good amount of vertical reach
  • Launches on hit

This can reverse beat into 5A.

5BB - All - - - -
  • Follow-up to 5B. Slams the opponent onto the ground.

This move can reliably cancel into a wallbanging Sirius Jolt (236C).

5BBB Level 1 - All - - - -
5BBB Level 2 - All - - - -
  • Launches on hit, allowing for an air combo extension

Opt for the full 5BBB if you want to BnB.


5C[edit]
5C
BBCP Makoto CrushTrigger1.png
Damage Guard Startup Active Recovery Frame Adv.
- High - - - -
  • Important points go here

Detailed description of the usefulness of the move go here


2A[edit]
2A
BBCS Makoto 2A.png
Damage Guard Startup Active Recovery Frame Adv.
- All - - - -
  • Important points go here

Detailed description of the usefulness of the move go here


2B[edit]
2B
BBCS Makoto 2B.png
Damage Guard Startup Active Recovery Frame Adv.
- Low - - - -
  • Important points go here

Detailed description of the usefulness of the move go here


2C[edit]
2C
BBCS Makoto 3C.png
Version Damage Guard Startup Active Recovery Frame Adv.
Uncharged - Low - - - -
  • Good Counter Poke
  • Has invuln against Body Attribute Strikes

Makoto advances with a low profile and ends with a leg sweep.

Charged - - - - - -
  • Advances without the legsweep.

Useful for faking out your opponent. Condition your opponent to expect the leg sweep and punish their overhead counter.


j.A[edit]
j.A
BBCS Makoto jC.png
It's a punch...
BBCS Makoto jCC.png
Oh SNAP! ANOTHER PUNCH!
Version Damage Guard Startup Active Recovery Frame Adv.
j.A - High - - - -

Simple punch. She punches in mid-air. What more do you want?

j.AA - High - - - -

She... she punches them again... Mostly just used in combos. Seriously, what more do you want?!


j.B[edit]
j.B
BBCS Makoto jB.png
Such a flippant attitude... sheesh.
Damage Guard Startup Active Recovery Frame Adv.
- All - - - -
  • Great all around Air to Air normal
  • On an air to air Counter Hit, it has enough untech time to land and convert it into a combo

Not very useful for combos or jump-ins due to its high hitbox, but it works great as an Air to Air.


j.C[edit]
j.C
BBCS Makoto j2C.png
**boop**
Damage Guard Startup Active Recovery Frame Adv.
- All - - - -
  • Good for beating Anti-Airs
  • You can convert it into a combo by linking j.AA as you're falling
  • The length of the hitstun is absolutely silly

During the startup of j.C, Makoto will be lifted upwards before she comes down on the opponent. This lift upwards can be very useful for dodging well timed anti-airs from your opponent and then punish their recovery.



Universal Mechanics[edit]

Ground Throw[edit]
Ground Throw
5B+C
BBCS Makoto FThrow.png
Damage Guard Startup Active Recovery Frame Adv.
- Throw - - - -
  • Important points go here

Detailed description of the usefulness of the move go here


Corona Upper[edit]
Corona Upper
5A+D (Air OK)
BBCS Makoto CoronaUpper.png
Dragon Puuuu... wait, wrong game.
Version Damage Guard Startup Active Recovery Frame Adv.
Ground - Air Unblockable - - - -

An uppercut attack. Probably the most DP-like of the universal Reversal moves.

  • It's her reversal.

Use it as a reversal.

Air - All - - - -

Same as her grounded version. Use this to cap off her air combos.


Meteor Dive[edit]
Meteor Dive
Press A, B or C during Corona Upper (Chargeable)
BBCS Makoto MeteorDive.png
SMACK YA DOWN!
Damage Guard Startup Active Recovery Frame Adv.
- All - - - -

Downward punch that sends them to the floor.

  • Chargeable

Get more Reversal for your Reversal with this. No reason not to. Holding A+D and releasing instead of hitting A or D separately after the attack may prove easier for some people.



Skills[edit]

Comet Cannon[edit]
Comet Cannon
236A
BBCS Makoto CometCannon.png
Damage Guard Startup Active Recovery Frame Adv.
- All - - - -
  • Good for controlling space defensively

Detailed description of the usefulness of the move go here


Break Shot[edit]
Break Shot
Press A during Comet Cannon (Chargeable)
BBCS Makoto BreakShot.png
Version Damage Guard Startup Active Recovery Frame Adv.
Level 1 - All - - - -
Level 2 - All - - - -
  • Great for extending combos in the corner
  • Great for controlling ground space
  • Level 2 blows back and knocksdown

Detailed description of the usefulness of the move go here


Shooting Star[edit]
Shooting Star
236B
BBCS Makoto ShootingStar.png
GUT CHECK TIME!
Damage Guard Startup Active Recovery Frame Adv.
- All - - - -
  • Invulnerable on startup

Makoto slides back and then forward, delivering a powerful gut punch. Like in Central Fiction, use this for corner carry and baiting your opponent.


Asteroid Vision[edit]
Asteroid Vision
214A/B/C
BBCS Makoto AsteroidVision.png
Kage Bunshin no Jutsu!
Version Damage Guard Startup Active Recovery Frame Adv.
A - - - - - -
  • Makoto creates three afterimages. The real Makoto will be in the bottom one.

Detailed description of the usefulness of the move go here

B - - - - - -
  • Makoto creates three afterimages. The real Makoto will be in the middle one.

Detailed description of the usefulness of the move go here

C - - - - - -
  • Makoto creates three afterimages. The real Makoto will be in the top one.

Detailed description of the usefulness of the move go here


Infinite Rush[edit]
Rush
A during Asteroid Vision A
BBCS Makoto InfiniteRush.png
Damage Guard Startup Active Recovery Frame Adv.
- All - - - -
  • Important points go here

Detailed description of the usefulness of the move go here


???[edit]
Infinite Rush
A during Rush
BBCS Makoto InfiniteRush.png
Damage Guard Startup Active Recovery Frame Adv.
- All - - - -
  • Good for ending combos on the ground

Detailed description of the usefulness of the move go here


Lander Blow[edit]
Lander Blow
B during Rush (Chargeable)
BBCP Makoto LanderBlow1.png
Version Damage Guard Startup Active Recovery Frame Adv.
Level 1 - All - - - -
  • Can be used as a combo extender on airborne opponents

Detailed description of the usefulness of the move go here

Level 2 - All - - - -
  • Good for resetting pressure

Detailed description of the usefulness of the move go here


Cosmic Ray[edit]
Cosmic Ray
B during Asteroid Vision A (Chargeable)
BBCP Makoto CosmicRay1.png
Version Damage Guard Startup Active Recovery Frame Adv.
Level 1 - All - - - -
Level 2 - All - - - -
  • On hit, you can link 2A to convert the Level 2 version into a combo

Detailed description of the usefulness of the move go here


Lightning Arrow[edit]
Lightning Arrow
C during Asteroid Vision B or C (Chargeable)
BBCS Makoto MeteorDive.png
Version Damage Guard Startup Active Recovery Frame Adv.
Level 1 - All - - - -
  • Important points go here

Detailed description of the usefulness of the move go here

Level 2 - All - - - -
  • On hit on a grounded opponent, you can link 2A to convert it into a combo

Detailed description of the usefulness of the move go here



Extra Skills[edit]

Sirius Jolt[edit]
Sirius Jolt
236C
BBCF Makoto SiriusJolt.png
KA-BLAMO!
Damage Guard Startup Active Recovery Frame Adv.
- UB on Standing - - - -
  • Good for extending combos midscreen
  • Wall bounces

As stated above, this move is extremely good for combo extension and overall wallbang styling shenanigans, but it can also be used as a safe way to end a blockstring. This move pushes most enemy characters out of range of their own normals on block and could be used as a way to bait out button presses for you to punish with a reaching assist such as Noel's 6P, Es' 6P, or Gordeau's 5P. As far as this move is considered, either they block it low because they know what to do against Makoto (never block high against a Makoto main) or they screw up and block high, in which case you get a free combo.


Lander Blow[edit]
Lander Blow
C during Rush (Chargeable)
BBCP Makoto LanderBlow1.png
Damage Guard Startup Active Recovery Frame Adv.
- All - - - -
  • Important points go here

Detailed description of the usefulness of the move go here


Cosmic Ray[edit]
Cosmic Ray
C during Asteroid Vision A (Chargeable)
BBCP Makoto CosmicRay1.png
Damage Guard Startup Active Recovery Frame Adv.
- All - - - -
  • Important points go here

Detailed description of the usefulness of the move go here


Partner Skills[edit]

5P[edit]
Infinite Rush
5P
BBCS Makoto InfiniteRush.png
Damage Guard Startup Active Recovery Frame Adv.
- All - - - -
  • Good for extending combos against grounded and low to the ground airborne opponents
  • Good for pressure
  • Final punch launches on hit


6P[edit]
Cosmic Ray
6P
BBCP Makoto CosmicRay1.png
Damage Guard Startup Active Recovery Frame Adv.
- All - - - -
  • Wall bounces, allowing you to convert it into a combo or extend a combo
  • Long startup but goes full screen

Detailed description of the usefulness of the move go here


4P[edit]
Lightning Arrow
4P
BBCS Makoto MeteorDive.png
Damage Guard Startup Active Recovery Frame Adv.
- All - - - -
  • Good for extending combos on airborne opponents and active change combos
  • Gives a large ground bounce and an OTGable knockdown.

Detailed description of the usefulness of the move go here



Distortion Skills[edit]

Big Bang Smash[edit]
Big Bang Smash
236B+C (Chargeable)
BBCS Makoto BigBangSmash.png
GIANT. HECKIN'. FIST.
Damage Guard Startup Active Recovery Frame Adv.
- All - - - -
  • Important points go here

Detailed description of the usefulness of the move go here


Particle Flare[edit]
Particle Flare
214B+C (Chargeable)
BBCS Makoto ParticleFlare.png
Heeeres the wind up...
BBCS Makoto ParticleFlare2.png
AND THE PITCH!
Version Damage Guard Startup Active Recovery Frame Adv.
First Hit - All - - - -
Second Hit
First Hit > A, B or C (Chargeable)
- All - - - -
Finish
Second Hit > A, B or C (Chargeable)
- All - - - -
  • Important points go here

Detailed description of the usefulness of the move go here



Astral Heat[edit]

Planet Crusher
222B+C
BBCS Makoto PlanetCrusher.png
ATATATATATATATATATATA
BBCS Makoto PlanetCrusher2.png
FATAL KO
Damage Guard Startup Active Recovery Frame Adv.
- All - - - -
  • Important points go here

Detailed description of the usefulness of the move go here



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