BBTag/Makoto Nanaya

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Makoto Nanaya
BBTag Makoto Portrait.png

Health: 16,000

Jump Startup: 4F

Backdash Time 22F / Invul: 1-7F All

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]

Strengths Weaknesses

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.
1000 All 5 - - -1
  • 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.

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 1500 All 9 - - -5
  • Best poke
  • Jump Cancelable
  • Moves Makoto forward

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.

5AA 1700 All - - - -4
  • Moves Makoto forward

Mostly used to confirm 5A pokes or frame traps. While negative, it's not negative enough to get punished on block, making it a safe spot to end pressure if you need to or a good place to frame trap an opponent thinking they can take their turn. It also doesn't have too much recovery on whiff either so you don't have to worry about getting punished by pushblock > stuff too much.

5AAA 1700 All - - - -11

Mostly just used in combos. Unlike 5AA, it's unsafe enough on block to get punished so avoid ending your blockstring on this. Always cancel into something else instead.

5AAAA Level 1 1700 All - - - -15
  • Has knockback.
5AAAA Level 2 2000 All - - - -13
  • Good for partner combos and ending combos in the corner.
  • Has even further knockback.

Makoto's old 5D drive. If you're doing a partner combo, you can use your partner to combo after this and do a combo that should do about 7.5-7.8k. If you don't have an assist that goes far, you'll have to time your assist to hit just before the opponent gets blown away.

You can also use this 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.

For Auto Combo usage, use the Level 2 version if you want to give yourself some breathing room before raw tagging out.


5B[edit]
5B
BBCS Makoto 6A.png
BBCS Makoto 6B.png
BBCS Makoto 2D.png
Version Damage Guard Startup Active Recovery Frame Adv.
5B 1500 All 11 4 23 -10
  • 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. It's also capable of launching grounded opponents on hit, allowing her to extend her combos for good damage, even without the help of a partner.

This can reverse beat into 5A.

5BB 1700 All - - - -12
  • Follow-up to 5B. Slams the opponent onto the ground.

Mostly used in combos. 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 link the 5B when the opponent is lower to the ground or else this 5BB will whiff and they'll drop out of the combo. This move can also reliably cancel into Sirius Jolt (236C) for a wall bounce

5BBB Level 1 1700 All - - - -18
5BBB Level 2 2000 All - - - -16
  • 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.
800 High 22 - - -10
  • 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.
1000 All 6 - - -1
  • Good for stagger pressure
  • Chains into itself up to 3 times

2A is mostly used as a way to start your pressure. Stagger your 2As to catch people trying to mash out of pressure resets


2B[edit]
2B
BBCS Makoto 2B.png
Damage Guard Startup Active Recovery Frame Adv.
1500 Low 9 - - -1
  • 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.


2C[edit]
2C
BBCS Makoto 3C.png
Version Damage Guard Startup Active Recovery Frame Adv.
Uncharged 1700 Low 30 - - +2
  • Good Counter Poke
  • Has invuln against Body Attribute Strikes

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

Charged - - - - 36 N/A
  • 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 1500 High 10 - - -
  • Go to jump-in

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.

j.AA 1500 High - - - -

Mostly just used in combos or to hit confirm a jump in.


j.B[edit]
j.B
BBCS Makoto jB.png
Such a flippant attitude... sheesh.
Damage Guard Startup Active Recovery Frame Adv.
1700 High 11 - - -
  • 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

A really good air to air normal. 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.


j.C[edit]
j.C
BBCS Makoto j2C.png
**boop**
Damage Guard Startup Active Recovery Frame Adv.
1500 High 14 - - -
  • Good for beating Anti-Airs
  • You can convert it into a combo by linking j.AA as you're falling

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.
0*10,2000 Throw 7 - - -
  • 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 1500 Air Unblockable 9 - - -42

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

  • It's her reversal.

Use it as a reversal.

Air 1500 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
  • 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.



Skills[edit]

Comet Cannon[edit]
Comet Cannon
236A
BBCS Makoto CometCannon.png
Damage Guard Startup Active Recovery Frame Adv.
700*3 All 16 - - -3
  • Good for controlling space defensively

A very important 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. 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.


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 1500 All 20 - - -11
Level 2 1700 All 24 - - -11
  • 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.
1700 All 20 - - -9
  • 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 9 - - -23
  • 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.
500*x,1500 All 4 - - -23
  • 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 13 - - -4
  • Can be used as a combo extender on airborne opponents

Detailed description of the usefulness of the move go here

Level 2 - All 23 - - +7
  • 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 1700 All 17 - - -6
Level 2 2000 All 20 - - +3
  • 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 1700 All - - - -
  • Important points go here

Detailed description of the usefulness of the move go here

Level 2 2000 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.
2000 UB on Standing 26 - - -10
  • Good for extending combos midscreen
  • Wall bounces. Wall splats in the corner.

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 12~36 - - +7
  • 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.
2200 All 16~32 - - +3
  • Great neutral tool for closing the gap

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.


Partner Skills[edit]

5P[edit]
5P
Infinite Rush
BBCS Makoto InfiniteRush.png
Damage Guard Startup Active Recovery Frame Adv.
1000*2,2000 All 33 N/A N/A +44
  • 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.


6P[edit]
6P
Cosmic Ray
BBCP Makoto CosmicRay1.png
Damage Guard Startup Active Recovery Frame Adv.
2200 All 48 N/A N/A +30
  • 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]
4P
Lightning Arrow
BBCS Makoto MeteorDive.png
Damage Guard Startup Active Recovery Frame Adv.
2000 All 59 N/A N/A +33
  • 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.
Version Damage Guard Startup Active Recovery Frame Adv.
Level 1 4500 All 5+13 - - -38
Level 2 5000 All 5+13 - - -36
Enhanced 6000 All 5+13(?) - - -36(?)
  • Important points go here

Big Bang Smash will go nearly full screen on L2/RB. L1 goes little over halfway.


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 (Level 1) 1500 All 1+4 - - -40
First Hit (Level 2) 2000 All 1+7 - - -38
First Hit (Enchanced) 2000 All 1+7(?) - - -38(?)
Second Hit (Level 1)
First Hit > A, B or C (Chargeable)
- All - - - -
Second Hit (Level 2)
First Hit > A, B or C (Chargeable)
- All - - - -
Finish (Level 1)
Second Hit > A, B or C (Chargeable)
- All - - - -
Finish (Level 2)
Second Hit > A, B or C (Chargeable)
- All - - - -
  • All level 1 = 4380
  • All level 2 = 6313
  • Enhanced = 7332

All possible paths and their damage listed below:

L1 > L1 > L2 = 5493

L1 > L2 > L1 = 4700

L1 > L2 > L2 = 5813

L2 > L1 > L1 = 4880

L2 > L1 > L2 = 5993

L2 > L2 > L1 = 5200



Distortion Skill Duo[edit]

Big Bang Smash
P during Main Character's Distortion Skill
BBCS Makoto BigBangSmash.png
Damage Guard Startup Active Recovery Frame Adv.
- 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.
DESTROY (300*35,11080) All - - - -18
  • Important points go here

Detailed description of the usefulness of the move go here



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