|Overview||Combos||Strategy/Counter Strategy||Full Frame Data|
|"My, you're good. Let's keep this pace up and go for the next!"|
|Lore:||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.|
Makoto is a rushdown character that thrives on fast normals to stuff you, along with a spooky moveset.There are not many positives things to say about Makoto in general. A good TLDR is that you will see other characters doing oppressive things that you can't.
Makoto's Impact Drive allows Makoto to charge up some of her punches. When charged, the attack will be buffed, trading increased startup for better combo-ability and frame advantage.Since 2.0, you can hold the button all the way and it will come out level 2, even if you don't stop holding. Although you cannot overcharge anymore, this allows to active switch out of a drive move much more easily than pre 2.0. This effectively added many moves Makoto can think of active switching with instead of previous lvl 1 version which were useless.
- Fastest Normal.
- Whiffs on crouching opponents.
- can be canceled into itself up to 3 times.
- can also be jump canceled meaning push blocking isn’t really a threat when using this.
- Best poke, great startup and good range
- Jump Cancelable
- Moves Makoto forward
- Throw cancellable
5A is Makoto's best poke. It already has decent range on its own but combine the fact that it moves you forward with the momentum of a dash and this button will hit further than it looks at first glance. In pressure, you can also aim to frame trap with this by delay canceling into it from 2A stagger pressure. Because it moves Makoto forward, it's best to do this when you are starting to get pushed out further from 2A range when an opponent will most expect an attempt to reset pressure and try to mash or jump out.
Just to note, this move is great but it's not a disjointed hitbox so be careful when using it.
- Moves Makoto forward
- Jump cancellable
- Throw cancellable
5AA is mostly used to confirm 5A pokes or frame traps. You can use the jump cancellable property to bait supers, run the 214B+4P mix that will hit downbacking opponent, jump cancel IAD over, 2B... Stop cancelling into 5B from 5AA, to jump cancel out of your string and be safe, jump cancel with 5AA instead of believing you are pre-patch 1.5.
- Jump cancellable
By the time you use 5AAA, you should have hitconfirm into 5AAA236[A] > 5A... or 5AAA214AAA > assist. The same options of mix as 5AA string are available (jump cancel, 214A...).
- Has knockback
You can also use 5AAAA as a combo ender in the corner. You'll get less damage than doing an air route but you'll also be able to more comfortably handle forward techs.
It is a frametrap on block (when charged), the reward being the best starter move of Makoto with almost no scaling. She has very VERY spooky damage if you manage to pick up the opponent with a damaging assist like Yang semblance 6P.
- Very reliable Anti-Air with a good amount of vertical reach
- 5-14f head invulnerable
- Launches on hit
Because the head invuln kicks in pretty early, Makoto's 5B is a very reliable Anti-Air to use on reaction to punish attempts to jump in on her. You convert from this button with 5BBB air combo, 5BB comet. Another route is 5BB > 214AAB , 5AAA... but it requires that the opponent is not grounded (e.g.: with 5B anti-air) because 5BB > 214AAB , 5A doesn't work on grounded opponent.
This button has a lot of recovery on whiff and the opponent will bait you in using it on block and punish you for it with pushblock into buttons.
5B has a great stagger window to cancel into 5BB on block, making it an ok active switch button for a left-right mixup: 5B~B+D where 5BB is delayed so there's a gap so the crossup protection doesn't kick in because 5B~B is not a true blockstring. Then the opponent has to actually switch guard direction to block it,
This can reverse beat into 5A.
- Follow-up to 5B. Slams the opponent onto the ground.
- Cancels into 5C and 236C for grounded reset. 5C frametraps 5f moves and 236C trades favorably at least with 5f moves.
- the end point for all tech 9f corner safejump because it's jump cancellable on hit (from a high juggle so it's 9f)
- 214A > [B] crossunder mix on back tech
- usable with sandivch AS scenarios
Fiew notes for comboing with 5BB: the downward hitting strike makes it possible to combo into Infinite Rush and it's followups. If you're comboing into this from linking 5B on an airborne opponent, make sure you stagger the hits so the opponent is lower to the ground or else 5BB will whiff and they'll drop out of the combo.
5BB+D has good blockstun to active switch out of. You can even active switch out of it and let the partner do a fast low while keeping "5BB+D , fast low" a true blockstring.
- launches on hit, allowing for an air combo extension
Opt for the full 5BBB if you want to BnB.
You could think of 236C for a stupid frametrap but you are getting pushblocked before getting to this move.
- safe on block since 2.0
- very easy throw setup when using it as a knockdown from juggle state video example
- Good for stagger pressure
- Chains into itself up to 3 times
- Not a low
- Throw cancellable
2A is mostly used as a way to start your pressure. Stagger your 2As to catch people trying to mash out of pressure resets
- A quick Low attack.
One of only two moves in her toolkit that hits low. Can cancel into 5B. 2B reverse beats into 5A just like 5B.
Any move that is pushblocked can be made safe by rebeating into 2B because of it's good recovery. This way, you don't die to pushblock super/button all the time because you decided to use 5B on block. Be happy you didn't die, they used one meter to get back to neutral and go again after they did whatever they did after pushblock (assist cooldown, whiffed move, dp because they mashed pushblock, super...).
- imagine being safe from pushblock Nu 5B
- imagine being safe from pushblock Black Hawk Stinger
- Funny roundstart
- Good Counter Poke
- Has invuln against Body and Head Attribute Strikes, which means you can invuln through distortions and dp's (not recommended)
- The invulnerability doesn't last until the leg hits, which means it's not because you invulned the first part that you are safe.
- launches on hit. You can happy birthday from 2C > 214AAB , 5AAA... confirm. This is the only realistic grounded confirm into 214AAB loop happy birthday she has.
Makoto advances with a low profile and ends with a leg sweep.
Some moves are too active to bypass them with the invuln.
Roundstart 2C is definitely a thing that will force the opponent not to autopilot 5A roundstart. At higher level, roundstart 5A is less of a thing since the opponent is more likely to catch you with assist so don't overuse it.
- Advances without the legsweep.
Useful for faking out your opponent.
One basic mix is to use it on incoming (to invuln) and throw them. Because of the startup, this move is reactable so don't overuse it.
- Go to jump-in
- Whiff cancellable to j.AA
This is Makoto's main jump in button so be sure to take the time to go in training mode and learn the spacing for a well spaced IAD j.A. You'll also be using this a lot as a falling button to whiff punish a lot of your opponent's ground pokes when you jump over them.
Avoid challenging other air-to-air moves with this: it has bad priority because of the small hitbox size and its lengthy startup (Mitsuru/Blake jA is 7f, Ruby jA is 9f)
j.AA is mostly just used in combos or to hit confirm a jump in.
- unique Air to Air normal because of it's hitbox
- On an air to air Counter Hit, it has enough untech time to land and convert it into a combo
It's one of the few air normals in the game that has a hitbox above the character, making it really good at hitting people higher up in the air than Makoto. If you're having trouble with a character trying to do stuff at super jump height, try using a rising j.B to hit them out of it.
Jump cancel and j.AAB A+D~[A] for some nice air confirm into some oki. Or if you believe in CH being low enough, confirm with 5A.
- Good for beating Anti-Airs
- You can convert it into a combo by linking j.AA as you're falling
- This move is punishable on block by any non-counter dp. The consequence is that you will only use this move as an air-to-air or a matchup knowledge check
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.
Early enough in the combo and low enough to the ground, j.C forces a ground tech which can be exploited with auto chase airdash macro for surprise oki.
- lander blow loop time to the corner
- 4B+C > 2B > 5AAA... is what you want if you use backthrow. Using a special may have some inconsistencies (switching sides) but 2B doesn't.
5A+D (air OK)
- MISSING ACTIVE FRAMES (proof)
An uppercut attack. Probably the most DP-like of the universal Reversal moves.
- It's her reversal.
Use it as a reversal.
It's the fastest non-counter dp in the game. However it has many faults:
- using the improvement mod, you can see that dp has a hitbox at f9 near Makoto's knees, which is the definition of a useless anti-air
- hitbox disappear at around f12 and ...
- effectively becomes an anti-air reversal at f15 when the hitbox reappears
- not a big box of "fuck you" like Carmine/Yang... which means you tend to die in sandvich mixups because Makoto dp hitbox is smoll
Because of its problems, "Makoto's dp is the best in the game" for being the fastest but is also the worst because of hitbox progression, missing active frames and hitbox size.
Rest assured, Heart also suffers from bad dp problems, Makoto is not the only character with a bad dp.
Because it's the fastest dp in the game, you can often get out of bad/fake/poorly executed safejumps, which is nice but be ready to deal with the consequences if your opponent actually is good at safejumps. I don't recommend to try to react to bad safejumps but if you have this gut feeling, maybe why not challenge with dp if you can't with your 5f super?
Trying for air-unblockable is definitely an option with this dp. Run up to be in the position to react to the double jump and dp.
Same as her grounded version. Use this to cap off her air combos.
Corona Upper > A/B/C (Chargeable)
Downward punch that sends them to the floor.
- Only available on hit
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.
You can perform the follow-up in two ways:
- hold A and D ([A+D])
- tap A+D, press A again and hold (A+D~[A])
The first method performs the follow-up ASAP, rarely a necessity (except when you have no meter and could get a kill with dp follow-up, which is rarely the case)
The second method leads to advantageous oki if you are not too far in your combo and the hitstun decay isn't too high. Why? Because you delay the follow-up since you have a window to perfom the follow-up. The oki you get from this is that you reach the ground at the same time as the opponent perfoms an automatic ground tech, which gives you the opportunity to run forward and meaty with 5A on opponent back tech, or backdash and still get meaty 5A or throw (even on 5f mash!) on opponent forward tech. It's not the best but it's there for you to use.
I recommend using the second method because oki is better than niche scenarios.
Note: you can dp active switch but the drive follow-up (which is this move) will not come out.
- INCONSISTENT WALL BOUNCE (proof)
- Good for controlling space defensively
- doesn't happy birthday
- can absorb multihits projectiles because of its high durability
A very interesting part of Makoto's neutral game. Makoto places a projectile orb in front of her. The projectile is multi hitting and active for a good amount of time, allowing it to hit people out of both ground and air approaches, unless they use a very disjointed normal. Strategically using to stop approaches is going to force your opponent to be more cautious and slow down the pace of their approach, allowing you to play your spacing and footsies game more comfortbaly. Some people tend to auto-pilot IAD + air normals so when they crash into the orb, it must feel pretty tilting that you didn't need to react with an AA and convert with 5A.
At the same time, the multiple projectile hits are good for negating lower level projectiles and protecting Makoto and can force the not full fledged space control characters to have to approach Makoto instead of trying to keep your out.
In some match-ups like Mitsuru, don't even think of using it if their 236 special outranges it.
The orb durability is not enough in some matchups, e.g.: Naoto 236A beats it
Note: you can leave comet off stage (pretty useless) (proof)
Comet Cannon > A (Chargeable)
- Level 1 blows back
- Level 2 wallbounces
- The charge part (236A) will not happy birthday
- A launcher
- Can cause you to accidentally lose you the corner
- Can convert from fullscreen
- minus on block and punishable if not spaced right (with level 2) Video example
- most likely unintended you can punch ball while being away from it after getting pushblocked
Oki wise, this move is a pretty good ender. You can auto chase when air dashing low to create sameside/sandvich
You can always create a sandvich situation when air dashing high (although it won't safejump everything) and it's pretty fucking good
This move is crucial in getting juggle oki (from 5BB juggle), where you can setup an AS left/right (video)
To avoid losing the corner, it might be more wise to go for an air route with 5BBB.
You can use this move to active switch out even though the startup is lengthy. Hold down A while active switching with D and level 2 will come out.
- Invulnerable on startup but not frame 1 (in CF, she was low invuln from frame one then all invuln around frame 6-7). Do not use it as a reversal because it isn't one.
Makoto slides back and then forward, delivering a powerful gut punch.
- use it as an active switch move when running sandvich mix (236B+D) as the pickup on hit is easy (5A/2A pickup usually)
- has some invuln but I advise against challenging moves that have lots of active frames or good range. It's possible to invuln through Jin Touga super and some other things but do not deliberately try it.
You will either use the A follow-up for combos, B/C for a gap close.
- one mix with it can be trying to sideswap unexpectedly by forcing a ground tech (video)
214B is the most useful asteroid vision of the 3 in neutral.
- blockstring > 214B + 4P so downbacking habbit is punished since assist will hit after you have crossed up. This is the most unreactable unfair thing Makoto has, she can cancel into this from any button but she needs to call assist. It's not as dumb as IOH with a solo confirm like Merkava/Rachel have but it's pretty close.
- run up 214B > j.A is an option. If you are lucky enough, CH j.A into 5AAA and combo from there.
- it can happen that 214B > j.AAB can give you the setup for an unblockable ground dp if you j.A on block an aerial opponent
- whiffing j.A makes you lower to the ground, which can be used to perfom setups such as juggle combo into 5BB knockdown > 214B > j.AA whiff > 5C cross-up on (auto pilot) back tech that beats 8f mash (Nine fastest normal), which is definitely gimmicky but hey, if you can land that juicy extra assault, it can give you the edge and is spooky enough to hit opponent at least once. If they mash to stuff your 5C, remember you can stuff their 5C stuff attempt with 5A since 5A has much better startup!
Do not attempt at using this special (nor C version) in combos, it's not worth it. I've wasted enough time myself so don't do the same.
Note: you can perform j.C at the far end of 214B (and 214C)
If you are feeling yourself, you can call out ES pushblock touga super and punish him on the way down with lightning arrow.
When the opponent doesn't delay incoming and after killing with 214[B+C], you can setup 5A 5B whiff 214C > [C] for an ambiguous hit that safejumps. Won't work on all character but it is spooky. Video Example
A Asteroid Vision > A
- sometimes you get pushblocked right when you cancel into this special but accidentally beat their button with it. You can sometimes convert with 5A from such scramble
It may be possible that it is still possible to change side with the opponent from an air pickup using a high juggle (outdated pre 2.0 tech)
Rush > A
- Good for ending combos on the ground
Very very good to call assist there because of Makoto's A's and infinite rush proration: 5A(AA)214AAA > assist > 5AAA5B[B] > PF is 9k minimum. Very burstable though unless you use Mai 4P.
Rush > B (Chargeable)
- Level 1 can be used as a combo extender on airborne opponents
- Level 2 is + on block but mashing will win against it so don't try it
Referred as 214AAB because 214A > A > B is too verbose even if right
A Asteroid Vision > B (Chargeable)
- It's + on block from afar (proof)
- On hit, you can link 2A to convert the Level 2 version into a combo
- The charging part has leg attribute invuln which means you can stuff lows if you are feeling yourself.
It's a gap closer.
B/C Asteroid Vision > C
- On hit on a grounded opponent, you can link 5A to convert it into a combo
- In previous BB games, this game could ground bounce (proof) (or could when using overdrive) but it doesn't in this one
You cannot convert from it as an air-to-air without assist. Obviously, the assist version has a ground bounce that has enough untech time to AS into it and convert from it but the non-assist version doesn't.
- THIS MOVE IS BUGGED DO NOT USE IT WITH ASSIST
- HIGH UNBLOCKABLE THAT CAN BE BLOCKED HIGH (proof)
- (Standing hit only) Wall bounces. Wall splats in the corner.
An accurate description of this move is that it is a glorified low.
Sirius Jolt is a strong, unblockable wallbounce/wallsplat hit ONLY on a standing opponent, and will be fairly weak blockable ordinary hit in all other cases (crouching, airborne). Unlike jumping attacks, you cannot "fuzzy" with the standing unblockable hit against blockstun because if the opponent is considered to be switching guard during blockstun (either crouch-to-stand or stand-to-crouch), Sirius Jolt simply whiffs completely instead.
You want to use this move only after conditionning with non-juggle 5BB > 5C standing reset as a layer 2 (layer 3 being jump cancelling out of 5BB to bait dp). 5BB > 236C is a 5f trade in your favor since the wall bounce still occurs.
Note: this special is trash in combos as it scales everything and can mostly only be used as a low starter that is unsafe on block.
Full (technical) explanation:
- There's something that causes the lv5 unblockable hit to only happen when opponent is in standing (or transitioning to/from standing) state, and if it's satisfied, then the lv4 weak hit doesn't happen
- The Lv5 hit also follows the rule of Unknown11061, which prevents the hit from connecting if opponent is in crouching state or if opponent is transitioning from crouch to stand or vice versa during blockstun (this flag is also seen on Ragna's GH followup, Noel/Es command grabs, and Yukiko 6P, among others, and behaves the same there)
- Unfortunately in the case that both 1 and 2 are satisfied, the weak hit still doesn't happen, so Sirius Jolt just outright whiffs due to the rules of 2.
Rush > C
- plus on block
- throw mix available behind it
- true string into 2A for extremly long blockstring depending on how much meter you have. Try it with resonnance for forcing pushblock or eating a fuckton of cheap dmg.
It's a poor combo filler unless used at the very beginning, for combos such as 5AAA > 214AAC , 5AAA5BB (leading into standing reset) where it adds 500 dmg.
You can loop this move up to 2 times for a standing reset.
Avoid at all cost using this move for combos unless you need an "emergency" link with 5BB21AAB > 5AAA5BB214AAC > 5BB because of hitstun decay that might fuck your combo (too specific, just forget this move in combos outside of standing resets).
On block, you can reset your blockstring with 214AAC , 2AAA5AAA5BB214AAC , 2AAA... as long as you use 214AAC , 2A, you can true string until you are out of meter.
With resonance, you can potentially chip the whole health bar and the opponent HAS to pushblock you out if he doesn't want to be in lethal range.
When the opponent is in resonance, he also has to pushblock you out because you will stall all of his resonance time by blocking you. One very good aspect is that he either pushblocks you and has meter gain penalty (which is a huge mitigation of resonance regen) or he wastes resonance time.
You can charge the final punch for a frametrap (214AA~C). Unlike 214AA[B], you can make it a 5f frametrap. Charging the punch has no particular effect other than creating a gap in the string.
A Asteroid Vision > C (Chargeable)
- Great neutral tool for closing the gap
- throw when blocking this move is pretty common
The extra skill version of Cosmic Ray is the old Level G Cosmic Ray from BlazBlue. It's plus on block like Level 2 Cosmic Ray but it's startup is a lot faster compared to Level 2 Cosmic Ray since there's no charge time. When well spaced, it's a great way to close the gap in neutral. On hit, you can link 5A to convert it into a full combo. On block, you can start pressure instead.
Much like the other versions of Cosmic Ray, EX Cosmic Ray is vulnerable to people jumping so make sure to time this for when your opponent is playing more grounded or when they're landing from jumping around.
- Great lockdown and pressure assist
- Good for extending combos against grounded and low to the ground airborne opponents
- Final punch launches on hit
Her best assist. Infinite Rush does multiple hits on block or whiff, moves Makoto forward as she does it and travels 80% of the screen. These are really good for multiple reasons. In neutral, the multiple hits are very good for either confirming into a combo or locking down an opponent so you can dash up and starter pressure, especially when used in combination with tactics your point character can use.
In pressure, the multiple hits are useful for locking down an opponent to allow you to go for one good mixup. Because Makoto moves forward such a great distance during the skill, it's both resilient against pushblock and good for keeping an opponent locked down so you can dash back in after being pushblocked out. Unlike other lockdown assists like Jin 6P or Chie and Kanji's 4P, it doesn't pushback the opponent when they pushblock it midscreen either so it's pretty useful anywhere on the screen for your pressure.
It's also nice for combos since the final punch of Infinite Rush is untechable until the opponent touches ground. Combined with the multiple hits, you'll have plenty of time to follow up your combo with whatever you desire. However, it only hits closer to the ground so keep that in mind. For opponents that are more airborne when you need to extend your combo, consider doing Makoto 4P instead.
- Wall bounces, allowing you to convert it into a combo or extend a combo
- good frame advantage on block
- is not fullscreen anymore since wall bounce change
6P > CC > 5P is a frametrap when it doesn't outright true blockstring
You could active switch into this move on hit and convert with 5AAA...
- This move is illegal since no assist is allowed to loop into itself with 2.0 patch change (proof)
- Very few char can make use of this outside of unsafe to burst combos, like healing 3/4 of your health or getting fire levels
- Good for extending combos on airborne opponents and active change combos
- Gives a large ground bounce and an OTGable knockdown
- You can active switch into this move on hit and combo
You wish it was ruby 4P sometimes
Except Mai who can make use of this assist
Big Bang Smash
- Startup is big so don't expect to punish everything
- Can be used as an anti-air
- Is the only distortion Makoto can happy birthday with
Big Bang Smash will go nearly full screen on L2/RB. L1 goes little over halfway.
Some character specific tech:
- You can punish Nine beam super ONLY if you BBS before the second beam because of her extended leg.
- Can be used as a starter to punish Linne dp since she goes so high up in the air Video example
- lvl 1 is 5f startup
- lvl 2 startup is worse than lvl 1
- not charging implies less dmg
- can loop into itself if you don't perfom the third part
- 5AAA > 214B+C , 5AAA > 5BB > super is a resonance route if you don't perform the third part
- has short invuln, therefore very bad at stuffing burst with it. Instead use 5AAA/5BBB > 236B+C if you want to cash out while not worrying that much about burst.
- you can hold B+C all the way and all 3 hits come out max charge Video Example
5f startup super is rare: you can stuff bad safejumps with it.
Distortion Skill Duo
Big Bang Smash
P during Partner's Distortion Skill
- unlike 236[B+C], it can pick up from the ground
- although UNINTENDED (because of the punch animation glitching), you can charge this by holding B for a delayed hit
- THIS ASTRAL TRADES ON HIT, results in an unfavorable trade where you don't deal dmg and the opponent is able to recover after 4-5 awkward seconds of the opponent stuck in hitstun but still invulnerable. This bug is known since the CSEX Blazblue game, FIX MAKOTO!
- notice the increased startup when not charging, which is counter-intuitive
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