BBTag/Makoto Nanaya: Difference between revisions

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{{BBTag_Construction_Card}}
|-
==Overview==
!Makoto Nanaya
{{BBTag/CharacterLinks}}
|-
<div id="home-content" class="home-grid">
||
{{card|width=4
[[File:BBTag_Makoto_Portrait.png|350x500px|center]]
|header=Overview
|-
|content=Makoto is a rushdown character that uses her fast normals and forward moving specials to enforce her will. Once in, she makes use of frame traps and tricky special moves to maintain pressure and eventually open up the opponent.
||
}}
{{#lsth:BBTag/Makoto Nanaya/Data|SystemData}}
{{BBTag/Infobox
;Movement Options
| fastestAttack = [[#4A|4A]] (5F)
* Double Jump, 1 Airdash, Dash Type: Run
| reversal = [[#Corona Upper|A+D]] (9F)<br/>[[#Big Bang Smash|236B+C]] (18F)<br/>[[#Particle Flare|214B+C]] (5F [8F])
}}
{{ProsAndCons
|intro=
|pros=
*Strong poke ({{clr|1|5A}}) that leads into very good damage
*{{clr|2|5B}} is an effective anti-air.
*Unusually narrow hurtbox which causes her to drop out of some combos
*9f dp that is the fastest in the game.


;Playstyle
|cons=
:Aggressive, Pressure, Mixups
*Relatively lackluster assists.
 
*Poor ways to contest at long ranges.
;Team Role:
*Her strong moves have many flaws, including her Reversal, 236C, 236A, and 2C underperform or outright fail in many cases.
:Point
}}
|}
<div style="float:left; margin-right:25px;">
{{TOC limit|2}}
</div>
</div>
==Important note==
'''This page is currently being updated''' to contain whatever tech this [https://docs.google.com/document/d/1ivVWHG2m9d76non3j6CKMg99vezgvdq4aqk8TOeWkSY/edit?usp=sharing doc] contains.
2.0 patch changed Makoto and most current tech is still appliable in some capacity.
==Overview==


''"My, you're good. Let's keep this pace up and go for the next!"''
{{card|width=4
|header=Drive: Impact
|content=
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.


===Backstory===
You can hold the button all the way and it will come out level 2, even if you don't stop holding. This allows Makoto to active switch and still use a level 2 Drive attack.
 
}}
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===
Makoto is a rushdown character that thrives on fast normals to stuff you, along with a spooky moveset.
 
===Strengths/Weaknesses===
There are not many positives things to say about Makoto in general.
{|
|-style="text-align:left;"
! Strengths !! Weaknesses
|- style="vertical-align:top;text-alighn:left"
| style="width: 50%;"|
*mashable normal (5A) that leads into very good damage
*an ok anti-air
*small and weird hurtbox that act as a MU combo proof test to the opponent
*9f dp that is the fastest (except one counter dp being faster)
*[https://www.reddit.com/r/blazbluextagbattle/comments/8vhezw/so_i_tested_the_runwalk_speed_for_every_bbtag/ slightly better than average runspeed]
*undeniable waifu power
 
| style="width: 50%;"|
*assists that have very very niche uses and are mostly combo tools. 4P is not Ruby 4P, 6P is not Akihiko 6P, 5P is ok but there are so many other interesting assists Makoto doesn't have
*stubby/t-rex normals that are crippling against zoners and top tier character
*cannot reliably protect assist call with good normals ala Nine 5B
*the moves that are “good” with her aren’t as oppressive as they could be when comparing to other moves some other characters have in this game (9f fullscreen normals, sword normals)
*her dp has many, MANY flaws
*you need good assists against esport characters to make up for her lack of ways to get in, otherwise it will not even be a fight
*Makoto doesn’t skip neutral the way other characters do (huge normals into assist blockstun into 50/50 mix and you loop it again)
*Makoto’s way to get in is to use assist then get in without real threat
**bad air normals
**she has no low/IOH mix
**action where you cannot block like 214X
**no IAD crossup normals
**no fast low (9f is not ruby 2A) to mess up with reaction timing
*the curse of patch notes taking away important stuff for unimportant dmg improvement (1.5 fullscreen 6P for unreliable comet wall bounce, 2.0 happy birthday meterless route for reliable comet loops)
|-
|}
 
===Drive: Impact===
 
Makoto's Impact Drive allows Makoto to charge up her punches, increasing the startup of the punch and 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.
 
Note: some other moves can be charged but the only implication is that it will be delayed, mainly resonance Big Bang Smash and Particle Flare, Cosmic Ray and Lander Blow C variation.
 
The following moves can be charged to make use of her Impact Drive:
* Meteor Dive
* Break Shot
* Lander Blow (B Variation)
* Cosmic Ray (B Variation)
* Lightning Arrow
* Big Bang Smash
* Particle Flare (All three hits)
<br style="clear:both;"/>
 
{{#lst:BBTag/Makoto Nanaya/Data|Links}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Normal Moves==
==Normal Moves==
===<big>{{clr|1|4A}}</big>===
{{BBTag Move Card|game=BBTag
|input=4A
|description=
{{clr|1|4A}} is Makoto's fastest normal making it decent for mashing out of blockstrings. However, due to its short range and it whiffing on crouching opponents make it outclassed by {{clr|1|2A}} in most situations.


====== <font style="visibility:hidden" size="0">4A</font> ======
Will hit crounching Mika, Tank, Hakumen, Tager)
{{MoveData
*Can be canceled into itself up to 3 times.
|image=BBTag_Makoto_4A.png |caption=
*Jump cancellable.  
|name=4A
*Whiff cancelled into itself
|data=
*Throw cancellable
{{AttackDataHeader-BBTag}}
}}
{{!}}-
{{#lsth:BBTag/Makoto Nanaya/Data|4A}}
{{!}}-
{{Description|6|text=*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.  


Detailed description of the usefulness of the move go here
===<big>{{clr|1|5A}}</big>===
}}
{{BBTag Move Card|game=BBTag
}}
|input=5A,5AA,5AAA,5AAAA
|versioned=input
|description=


====== <font style="visibility:hidden" size="0">5A</font> ======
{{clr|1|5A}} is one of if not, Makoto's best normals. It's a good poke in neutral, a great combo starter leading to strong damage and it's decent for starting pressure due to its cancel options.
{{MoveData
* Jump Cancellable
|image=BBTag_Makoto_5A.png |caption=
|image2=BBTag_Makoto_5AA.png |caption2=
|image3=BBTag_Makoto_5AAA.png |caption3=
|image4=BBTag_Makoto_5AAAA.png |caption4=
|name=5A
|data=
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=5A}}
{{#lsth:BBTag/Makoto Nanaya/Data|5A}}
{{!}}-
{{Description|7|text=* Best poke
* Jump Cancelable
* Moves Makoto forward
* Moves Makoto forward
* Throw cancellable
* Throw cancellable
*Long Active frames for a {{clr|1|5A}}
----
Primarily combo filler but can be used as a {{keyword|frame trap}} and when done so, is an even better combo starter than {{clr|1|5A}}.
*Jump cancellable on hit
*Throw cancellable
----
Mostly the same as {{clr|1|5AA}} and can be used in the same situations.
----
Like most auto combo enders, {{clr|1|5AAAA}} is mostly used for Cross Raid. It's technically Makoto's best combo starter but due to its telegraphed nature and needing an assist to combo off of it, it's not worth going for.


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.
The startup got buffed in patch 1.5 (from 9 to 7f).
}}
{{!}}-
{{AttackVersion|name=5AA}}
{{#lsth:BBTag/Makoto Nanaya/Data|5AA}}
{{!}}-
{{Description|7|text=* Moves Makoto forward
* Jump cancellable
* Throw cancellable
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.
}}
{{!}}-
{{AttackVersion|name=5AAA}}
{{#lsth:BBTag/Makoto Nanaya/Data|5AAA}}
{{!}}-
{{Description|7|text=* Jump cancellable
At this point of the string, you should have hitconfirm into 5AAA5BB214AAB > 5A... or 5AAA214AAA > assist. The same options of mix as 5AA string are available (jump cancel, 214A...).
}}
{{!}}-
{{AttackVersion|name=5AAAA}}
{{#lsth:BBTag/Makoto Nanaya/Data|5AAAA}}
{{!}}-
{{Description|7|text=* Has knockback. Level 2 has even further knockback.
* Good for partner combos and ending combos in the corner.
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.
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.
}}
}}
}}


====== <font style="visibility:hidden" size="0">5B</font> ======
===<big>{{clr|2|5B}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Makoto_5B.png |caption=
|input=5B,5BB,5BBB
|image2=BBTag_Makoto_5BB.png |caption2=
|versioned=input
|image3=BBTag_Makoto_5BBB.png |caption3=
|description=
|name=5B
A very reliable {{keyword|antiair}} thanks to its early head invulnerability and good vertical range. However, it has high recovery making it punishable on whiff and when pushblocked. It also moves Makoto forward which gives it more horizontal range but can also cause it to whiff.
|data=
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=5B}}
{{#lsth:BBTag/Makoto Nanaya/Data|5B}}
{{!}}-
{{Description|7|text=* 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.
{{clr|2|5B}} is important for combos thanks to its followups.


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.
Can reverse beat into {{clr|1|5A}} making it decent for pressure if you're in range.
*Can be canceled into {{clr|2|2B}} and back into {{clr|2|5B}}
----
Important combo and pressure tool.  


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,
In combos, it slams airborne opponent into an {{keyword|OTG}} state allowing for {{clr|1|214AA}}{{clr|2|B}} loops. However, when {{clr|2|5B}} is used as an anti-air or burst punish, you might have to delay {{clr|2|5BB}} to get them low enough.


This can reverse beat into 5A.
On block, you can do a high/low mixup with {{clr|2|5BB}}>{{clr|3|5C}}/{{clr|3|236C}} and if you think the opponent will use a reversal, you can use a backwards air dash to avoid it.
}}
*Jump Cancelable
{{!}}-
{{AttackVersion|name=5BB}}
{{#lsth:BBTag/Makoto Nanaya/Data|5BB}}
{{!}}-
{{Description|7|text=* 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.


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.
----
 
Makoto's primary launcher for staircase combos.
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.
*Jump cancelable on hit.
}}
{{!}}-
{{AttackVersion|name=5BBB}}
{{#lsth:BBTag/Makoto Nanaya/Data|5BBB}}
{{!}}-
{{Description|7|text=* launches on hit, allowing for an air combo extension


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


====== <font style="visibility:hidden" size="0">5C</font> ======
===<big>{{clr|3|5C}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Makoto_5C.png |caption=
|input=5C
|name=5C
|description=
|data=
Unlike most Blazblue {{clr|3|5C}}, Makoto's is in the "Slow but Safe" category. It has decent range and is a good mixup tool when combined with {{clr|3|236C}} since they both have 26 frames of startup, make a sound effect and make Makoto flash making it easy for the opponent to confused the 2.
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Makoto Nanaya/Data|5C}}
{{!}}-
{{Description|6|text=* safe on block since 2.0
}}
}}
}}


====== <font style="visibility:hidden" size="0">2A</font> ======
===<big>{{clr|1|2A}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Makoto_2A.png |caption=
|input=2A
|name=2A
|description=
|data=
Makoto's primary jab for {{keyword|abare}} as although {{clr|1|4A}} is faster, {{clr|1|2A}} hits all crouching characters with is a fair trade-off.
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Makoto Nanaya/Data|2A}}
{{!}}-
{{Description|6|text=* 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
}}
}}


====== <font style="visibility:hidden" size="0">2B</font> ======
It's also a great pressure starter thanks to its cancel options. It's good for staggers and for tick throws.
{{MoveData
|image=BBTag_Makoto_2B.png |caption=
|name=2B
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Makoto Nanaya/Data|2B}}
{{!}}-
{{Description|6|text=* 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...).
===<big>{{clr|2|2B}}</big>===
* imagine being safe from pushblock Nu 5B
{{BBTag Move Card|game=BBTag
* imagine being safe from pusblock Black Hawk Stinger
|input=2B
}}
|description=
One of only two moves in her toolkit that hits low making it essential to mixups. Even outside of mixups, it's a good pressure tool as its low recovery makes it safe on pushblock, letting you make moves that normally aren't safer.
*Cancels into {{clr|1|5B}} and back into {{clr|2|2B}}
*Reverse beats into {{clr|1|5A}}
}}
}}


====== <font style="visibility:hidden" size="0">2C</font> ======
===<big>{{clr|3|2C}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Makoto_2C.png |caption=
|input=2C,2[C]
|name=2C
|versioned=input
|data=
|description=
{{AttackDataHeader-BBTag|version=yes}}
{{clr|2|2C}} is a decent bait-and-punish tool letting you go right through attacks. However, its long startup makes it high-risk/high-reward so be careful when using it.
{{!}}-
{{AttackVersion|name=Uncharged}}
{{#lsth:BBTag/Makoto Nanaya/Data|2C}}
{{!}}-
{{Description|7|text=* Good Counter Poke
* Has invuln against Body and Head Attribute Strikes
Makoto advances with a low profile and ends with a leg sweep.


Some moves are too active to bypass them with the invuln. The invulnerability doesn't last until the leg hits, which means it's not because you invulned the first part that you are safe.
It's a decent roundstart tool against people who don't know Makoto can do this but against experienced opponents, it's not worth the risk so don't overuse it.
 
----
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.
A good fakeout for opponents expecting the normal version. A basic but effective mixup is to do the feint version on the opponent's incoming attack and then do a strike/throw mixup. The startup makes it reachable so like with the normal version, don't overuse it.
 
*Has a shorter duration than the normal version.
You can happy birthday from 2C > 214AAB , 5AAA... confirm. This is the only realistic grounded confirm into 214AAB loop happy birthday she has.
}}
{{!}}-
{{AttackVersion|name=Charged}}
{{#lsth:BBTag/Makoto Nanaya/Data|2[C]}}
{{!}}-
{{Description|7|text=* 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.
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.A</font> ======
===<big>{{clr|1|j.A}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Makoto_jA.png |caption=It's a punch...
|input=j.A,j.AA
|image2=BBTag_Makoto_jAA.png |caption2=Oh SNAP! ANOTHER PUNCH!
|versioned=input
|name=j.A
|description=
|data=
Your primary jump-in. However, its short range and mediocre startup means it will lose to other airs buttons and anti airs. Use it preemptively to avoid this.
{{AttackDataHeader-BBTag|version=yes}}
*Whiff cancellable to {{clr|1|j.AA}}
{{!}}-
----
{{AttackVersion|name=j.A}}
{{clr|1|j.AA}} is mostly used in combos, either as filler or to hit confirm of {{clr|1|j.A}}. If {{clr|1|j.A}} is blocked and you are high enough in the air, you can mix between {{clr|1|j.A}}. and empty jump {{clr|2|2B}}.
{{#lsth:BBTag/Makoto Nanaya/Data|j.A}}
{{!}}-
{{Description|7|text=* 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.
 
}}
{{!}}-
{{AttackVersion|name=j.AA}}
{{#lsth:BBTag/Makoto Nanaya/Data|j.AA}}
{{!}}-
{{Description|7|text=Mostly just used in combos or to hit confirm a jump in.
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.B</font> ======
===<big>{{clr|2|j.B}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Makoto_jB.png |caption=Such a flippant attitude... sheesh.
|input=j.B
|name=j.B
|description=
|data=
A unique air-to-air attack. It's great for characters like  {{Character Label|BBTag|Yosuke Hanamura|label=Yosuke}} who like to be in the air often. If the opponent keeps double and super jumping, a rising {{clr|2|j.B}} can stop them.
{{AttackDataHeader-BBTag}}
*On air {{keyword|counterhit}}, it has very long untech time, enough to land and combo.
{{!}}-
{{#lsth:BBTag/Makoto Nanaya/Data|j.B}}
{{!}}-
{{Description|6|text=* 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.
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.C</font> ======
===<big>{{clr|3|j.C}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Makoto_jC.png |caption=**boop**
|input=j.C
|name=j.C
|description=
|data=
A anti-anti-air. Makoto bounces upwards in the air letting it avoid attacks. On block, it's  punishable when used on its own but you can use {{clr|1|j.A}} to deter punish attempts as long as the attack is slower than 14 frames.
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Makoto Nanaya/Data|j.C}}
{{!}}-
{{Description|6|text=* 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.
}}
}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Universal Mechanics==
==Universal Mechanics==


====== <font style="visibility:hidden" size="0">Ground Throw</font> ======
===<big>Ground Throw</big>===
{{MoveData
{{InputBadge|{{clr|2|5B}}+{{clr|3|C}}}}
|image=BBTag_Makoto_GroundThrow.png |caption=
{{BBTag Move Card|game=BBTag
|name=Ground Throw
|input=BC
|input=5B+C
|description=
|data=
Thanks to her access to plus frames, Makoto has strong trike/throw mixups. Forward throw can be combed off of with {{clr|1|5A}} midscreen and with {{clr|1|214A}}{{clr|2|[B]}} in the corner. Back throw can be converted with {{clr|2|2B}}.
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Makoto Nanaya/Data|Ground Throw}}
{{!}}-
{{Description|6|text=* Important points go here
 
Detailed description of the usefulness of the move go here
}}
}}
}}


====== <font style="visibility:hidden" size="0">Corona Upper</font> ======
===<big>Corona Upper</big>===
{{MoveData
{{InputBadge|{{clr|1|5A}}+{{clr|4|D}} (Air OK)}}
|image=BBTag_Makoto_CoronaUpper.png |caption=Dragon Puuuu... wait, wrong game.
{{BBTag Move Card|game=BBTag
|name=Corona Upper
|input=AD,j.AD
|input=5A+D (Air OK)
|versioned=input
|data=
|description=
{{AttackDataHeader-BBTag|version=yes}}
A basic and mediocre {{keyword|DP}}. It's the fastest Reversal Action in the game allowing it to beat some {{keyword|safejump}}s.
{{!}}-
{{AttackVersion|name=Ground}}
{{#lsth:BBTag/Makoto Nanaya/Data|AD}}
{{!}}-
{{AttackVersion|name=Air}}
{{#lsth:BBTag/Makoto Nanaya/Data|j.AD}}
{{!}}-
{{Description|7|text=
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:
However It has a short range making it easily outspaced by disjoint, it can be {{keyword|low profile}} and there is a glitch in the active frames where the hitbox disappears and reappears which can allow the opponent to land and block it. All of these combined make it very risky to use so be extremely careful when using this DP.
* 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 ...
The version is mostly used as a combo ender to Makoto's air combos. Although it is invincible, it should never be used as a air-to-air due to the risk/reward.
* 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
 
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.
}}
}}
}}
====== <font style="visibility:hidden" size="0">Meteor Dive</font> ======
{{MoveData
|image=BBTag_Makoto_MeteorDive.png |caption=SMACK YA DOWN!
|name=Meteor Dive
|input=Press A, B or C during Corona Upper (Chargeable)
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Makoto Nanaya/Data|AD > X}}
{{!}}-
{{Description|6|text=
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.


You can perform the follow-up in two ways:
===<big>Meteor Dive</big>===
* hold A and press D and release ([A]+D~]A[)
{{InputBadge|Corona Upper -> {{clr|1|A}}/{{clr|2|B}}/{{clr|3|C}} (Chargeable)}}
* tap A+D, press A again and release (A+D~[A]~]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)
{{BBTag Move Card|game=BBTag
|input=AD > X
|description=
A combo ender used to get a knockdown after Corona Upper. There's pretty much no reason not to use it and no reason not to use the level 2 version either.


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.
There are two ways you can input this move:
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.
* hold A and D ([{{clr|1|A}}+{{clr|4|D}}])
* tap {{clr|1|A}}+{{clr|4|D}}, press A again and hold ({{clr|1|A}}+{{clr|4|D}}~[A])
The first one is faster and easier to perform but gives worse oki and should only be done if you're worried about the follow up whiffing.


I recommend using the second method because oki is better than niche scenarios.
The second one gives you better oki since Makoto is lower to the ground and should be the go-to method.
*Only available if Corona Upper hits
}}
}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Skills==
==Skills==


====== <font style="visibility:hidden" size="0">Comet Cannon</font> ======
===<big>Comet Cannon</big>===
{{MoveData
{{InputBadge|{{clr|1|236A}}}}
|image=BBTag_Makoto_CometCannon.png |caption=
{{BBTag Move Card|game=BBTag
|input=236A
|input=236A
|name=Comet Cannon
|description=
|data=
Comet Cannon plays an important part in Makoto's neutral. She can use the orb to hinder the opponent's approach, forcing them to be more cautious and letting you play your footies game more comfortably.
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Makoto Nanaya/Data|236A}}
{{!}}-
{{Description|6|text=* 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.  
It's also important for combos thanks to the follow up, Break Shot
*Wont Happy Birthday unless the opponent is on top of the orb.


}}
}}
}}


====== <font style="visibility:hidden" size="0">Break Shot</font> ======
===<big>Break Shot</big>===
{{MoveData
{{InputBadge|Comet Cannon -> {{clr|1|A}} (Chargeable)}}
|image=BBTag_Makoto_BreakShot.png |caption=
{{BBTag Move Card|game=BBTag
|input=Press A during Comet Cannon (Chargeable)
|input=236A > A
|name=Break Shot
|versioned=input
|data=
|description=
{{AttackDataHeader-BBTag}}
Break Shot is a crucial part of Makoto's combos as it allows her to launch grounded opponents and lets her perform combos that could only be done on airborne ones. It's also one of Makoto's few fullscreen options.
{{!}}-
*If the opponent pushblock the orb, Break Shot will still push it despite being away from it.
{{#lsth:BBTag/Makoto Nanaya/Data|236A > A}}
----
{{!}}-
;Level 1
{{Description|6|text=* Great for extending combos in the corner
This version is mostly used in specific corner combos in order to not lose the corner. Outside of that, it is mostly outclassed by the level 2 version.
* Great for controlling ground space
*Launches the opponent away
* Level 1 blows back
----
* Level 2 wallbounces
;Level 2
This version is an amazing combo tool as it allows Makoto to perform Comet loops which do great damage. This move is also a great combo ender as it lets you perform a safejump which can catch all tech directions and even setup a sandwich with an assist.


Detailed description of the usefulness of the move go here
The main problem with the level 2 version is that depending on multiple factors, it can result in you losing the corner when done there. As such, it is typically preferred to do an air combo with {{clr|2|5BBB}}.
*Wallbounces the opponent.


}}
}}
}}


====== <font style="visibility:hidden" size="0">Shooting Star</font> ======
===<big>Shooting Star</big>===
{{MoveData
{{InputBadge|{{clr|2|236B}}}}
|image=BBTag_Makoto_ShootingStar.png |caption=GUT CHECK TIME!
{{BBTag Move Card|game=BBTag
|input=236B
|input=236B
|name=Shooting Star
|description=
|data=
Primarily a mixup tool during a sandwich when combined with Active Switch as the start is almost always long enough to have a gap. Outside of that, this is Makoto's least used special and for a good reason as it has little utility.
{{AttackDataHeader-BBTag}}
*Has invuln during the move but it is not frame 1, don't use it as a reversal
{{!}}-
*Can be into from {{clr|1|214A}} or  the first two hits of {{clr|1|214AA}}
{{#lsth:BBTag/Makoto Nanaya/Data|236B}}
{{!}}-
{{Description|6|text=* Invulnerable on startup


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.




}}
}}
}}


====== <font style="visibility:hidden" size="0">Asteroid Vision</font> ======
===<big>Asteroid Vision</big>===
{{MoveData
{{InputBadge|{{clr|1|214A}}/{{clr|2|B}}/{{clr|3|C}}}}
|image=BBTag_Makoto_AsteroidVision.png |caption=Kage Bunshin no Jutsu!
{{BBTag Move Card|game=BBTag
|input=214A/B/C
|input=214A,214B,214C
|name=Asteroid Vision
|versioned=input
|data=
|description=
{{AttackDataHeader-BBTag|version=yes}}
;{{clr|1|214A}}
{{!}}-
A key move for Makoto's combos and pressure thanks to the follow ups. This version sees little use in neutral on its own as you're usually better off just running at them.
{{AttackVersion|name=A}}
* one mix with it can be trying to sideswap unexpectedly by forcing a ground tech ([https://twitter.com/Brassens4/status/1229857732095889408?s=20 video])
{{#lsth:BBTag/Makoto Nanaya/Data|214A}}
----
{{!}}-
;{{clr|2|214B}}
{{Description|7|text=* Makoto creates three afterimages. The real Makoto will be in the bottom one.
An additional movement option that's useful for neutral. It goes further than her normal forward jump but is lower to the ground than her super forward jump. When combined with her normal movement, {{clr|2|214B}} is a good way of mixing up your approach. However, it still carries risk as Makoto can't block during the move so it may best to cover it with an assist.


You will either use the A follow-up for combos, B/C for a gap close. Raw 214A no practical uses.
It's also good for pressure as when combined with an assist, it can easily set up a sandwich and also punishes a down backing opponent as the assist will hit cross up when timed right.
*Useless in combos
* you can perform [https://twitter.com/yasusfl/status/1048352165193043968?s=21 {{clr|3|j.C}}] at the far end of {{clr|2|214B}} (and {{clr|3|214C}})
----
;{{clr|3|214C}}
A occasional mixup tool. It's the least used version due to the arc it goes at but it can trick an opponent expecting a cross up with {{clr|2|214B}} + assist although this is somewhat gimmicky.


}}
It can also set up a pseudo-safejump on the opponent's partner's incoming attack. By whiffing {{clr|1|5A}}>{{clr|2|5B}} to get the right timing, do {{clr|3|214C}}>{{clr|3|[C]}}. It's not universal and be negated through delay incoming but it can help maintain momentum. [https://twitter.com/Brassens4/status/1158455066355015680?s=20 Video Example]
{{!}}-
}}
{{AttackVersion|name=B}}
{{#lsth:BBTag/Makoto Nanaya/Data|214B}}
{{!}}-
{{Description|7|text=* Makoto creates three afterimages. The real Makoto will be in the middle one.
 
The most useful asteroid vision of the 3 in neutral.
* run up 214B > j.A is an option. If you are lucky enough, CH j.A into 5AAA and combo from there
* blockstring > 214B + 4P so downbacking habbit is punished since assist will hit after you have crossed up
* 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 you 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.


}}
===<big>Rush</big>===
{{!}}-
{{InputBadge|{{clr|1|A}} Asteroid Vision -> {{clr|1|A}}}}
{{AttackVersion|name=C}}
{{BBTag Move Card|game=BBTag
{{#lsth:BBTag/Makoto Nanaya/Data|214C}}
|input=214A > A
{{!}}-
|description=
{{Description|7|text=* Makoto creates three afterimages. The real Makoto will be in the top one.
An important combo and pressure tool thanks to the follow ups. Sees little use on its own. It can be used during a sandwich when combined with an Active Switch due to hitting thrice but this is somewhat niche.
 
*Sometimes you get pushblocked right when you cancel into this special but accidentally beat their button with it. You can sometimes convert with {{clr|1|5A}} from such scramble
Detailed description of the usefulness of the move go here
 
}}
}}
}}


====== <font style="visibility:hidden" size="0">Rush</font> ======
===<big>Infinite Rush</big>===
{{MoveData
{{InputBadge|Rush -> {{clr|1|A}}}}
|image=BBTag_Makoto_InfiniteRush.png |caption=
{{BBTag Move Card|game=BBTag
|input=A during Asteroid Vision A
|input=214A > A > A
|name=Rush
|description=
|data=
Makoto's primary combo ender when on the ground. It has great scaling which when combined with an assist can lead to high damage combos.
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Makoto Nanaya/Data|214A > A}}
{{!}}-
{{Description|6|text=* Important points go here


Detailed description of the usefulness of the move go here
}}
}}
}}


====== <font style="visibility:hidden" size="0">Infinite Rush</font> ======
===<big>Lander Blow</big>===
{{MoveData
{{InputBadge|Rush -> {{clr|2|B}} (Chargeable)}}
|image=BBCS_Makoto_InfiniteRush.png|caption=
{{BBTag Move Card|game=BBTag
|input=A during Rush
|input=214A > A > B
|name=Infinite Rush
|description=
|data=
;Level 1
{{AttackDataHeader-BBTag}}
A strong combo extension tool. When done on an airborne opponent, Makoto has enough time to {{keyword|link}} {{clr|1|5A}}. This lets her get good damage, has better corner carry than Comet Canon loops and can be done anywhere regardless of screen position. However, since they can only be done on airborne opponents, this limits how often you can do them.
{{!}}-
----
{{#lsth:BBTag/Makoto Nanaya/Data|214A > A > A}}
;Level 2
{{!}}-
This version can lead to a damaging combo on hit and completely reset pressure on block. However, it will always have a large gap which makes it very risky and should only be done once you've built respect by doing frame traps with {{clr|1|214AA}}{{clr|3|C}} and even then it's usually not worth it.
{{Description|6|text=* 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.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Lander Blow</font> ======
===<big>Cosmic Ray</big>===
{{MoveData
{{InputBadge|{{clr|1|A}} Asteroid Vision -> {{clr|2|B}} (Chargeable)}}
|image=BBTag_Makoto_LanderBlow.png |caption=
{{BBTag Move Card|game=BBTag
|input=B during Rush (Chargeable)
|input=214A > B
|name=Lander Blow
|description=
|data=
A good neutral tool for closing the gap and approaching the opponent. Its speed and range make it good for starting your offensive. However, it will lose to projectiles and long range pokes and can be dodged simply by jumping. As such, don't throw it out recklessly.
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Makoto Nanaya/Data|214A > A > B}}
{{!}}-
{{Description|6|text=* Level 1 can be used as a combo extender on airborne opponents
* Level 2 is good for resetting pressure


Detailed description of the usefulness of the move go here
You'll mostly want to use the level 2 version as the extra damage, distance and frame advantage make the longer startup worth it.
 
}}
}}


====== <font style="visibility:hidden" size="0">Cosmic Ray</font> ======
The foot invuln makes it good against characters whose main poke are lows( like {{Character Label|BBTag|Neo Politan|label=Neo's}} {{MiniMoveCard|game=BBTag|chara=Neo Politan|input=2A|label=2A}}) and it can also be used to counter pushblock and get back in.
{{MoveData
*Frame advantage changes depending on distance. Can be plus on block when spaced.
|image=BBTag_Makoto_CosmicRay.png |caption=
*On hit, level 2 can be converted by linking {{clr|1|2A}} anywhere, can be followed up with {{clr|1|5A}} when spaced.
|input=B during Asteroid Vision A (Chargeable)
|name=Cosmic Ray
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Makoto Nanaya/Data|214A > B}}
{{!}}-
{{Description|6|text=* 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


}}
}}
}}


====== <font style="visibility:hidden" size="0">Lightning Arrow</font> ======
===<big>Lightning Arrow</big>===
{{MoveData
{{InputBadge|{{clr|2|B}}/{{clr|3|C}} Asteroid Vision -> {{clr|3|C}}}}
|image=BBTag_Makoto_LightningArrow.png |caption=
{{BBTag Move Card|game=BBTag
|input=C during Asteroid Vision B or C (Chargeable)
|input=214B/C > C
|name=Lightning Arrow
|description=
|data=
Mainly used as a jump-in after {{clr|2|214B}} as it has a better vertical hitbox than {{clr|1|j.A}}.
{{AttackDataHeader-BBTag}}
*Frame advantage depends on how high you are when it lands and whether or not the opponent is on the ground or not.
{{!}}-
{{#lsth:BBTag/Makoto Nanaya/Data|214B/C > C}}
{{!}}-
{{Description|6|text=* On hit on a grounded opponent, you can link 5A to convert it into a combo
 
Detailed description of the usefulness of the move go here


}}
}}
}}


Line 624: Line 336:
==Extra Skills==
==Extra Skills==


====== <font style="visibility:hidden" size="0">Sirius Jolt</font> ======
===<big>Sirius Jolt</big>===
{{MoveData
{{InputBadge|{{clr|3|236C}}}}
|image=BBTag_Makoto_SiriusJolt.png |caption=KA-BLAMO!
{{BBTag Move Card|game=BBTag
|input=236C
|input=236C
|name=Sirius Jolt
|description=
|data=
A glorified low that is mainly used when combined with {{clr|3|5C}}. They both have the same startup, cause a sound effect and make Makoto flash which makes it easy to confuse the two.
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Makoto Nanaya/Data|236C}}
{{!}}-
{{Description|6|text=* Wall bounces. Wall splats in the corner.


An accurate description of this move is that it is a glorified low
Outside of that, it can be situationally used as a reset or a mixup tool when combined with an Active Switch.


}}
Serves no use in combos as the damage is never worth it and it can be hard to combo into in the first place.
*Can not be blocked by a standing opponent, Crounching and airborne opponents can block normally.
}}
}}


====== <font style="visibility:hidden" size="0">Lander Blow</font> ======
===<big>EX Lander Blow</big>===
{{MoveData
{{InputBadge|Rush -> {{clr|3|C}}}}
|image=BBTag_Makoto_LanderBlow.png |caption=
{{BBTag Move Card|game=BBTag
|input=C during Rush (Chargeable)
|input=214A > A > C
|name=EX Lander Blow
|versioned=input
|data=
|description=
{{AttackDataHeader-BBTag}}
An amazing pressure tool thanks to its frame advantage. Makoto can use it to completely reset and extend her pressure which can also lead to strong strike/throw mixups. By intentionally delaying the move you can make a 5f frame trap which makes it a decent mixup tool.  
{{!}}-
{{#lsth:BBTag/Makoto Nanaya/Data|214A > A > C}}
{{!}}-
{{Description|6|text=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.
Makoto can also use it for a standing reset in combos by either stalling the hitstun scaling or by delaying the attack. Outside of that, it's never used in combos as usually the damage isn't worth the meter.


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.
Finally, in Resonance Blaze, Makoto can create an "infinite" blockstring that the opponent can't escape without push blocking or until Makoto runs out of meter. You can also do it during your opponent's Resonance to stall the timer.
*Charging the punch has no particular effect outside of creating a gap in the blockstring.


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.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Cosmic Ray</font> ======
===<big>EX Cosmic Ray</big>===
{{MoveData
{{InputBadge|{{clr|1|A}} Asteroid Vision -> {{clr|3|C}} (Chargeable)}}
|image=BBTag_Makoto_CosmicRay.png |caption=
{{BBTag Move Card|game=BBTag
|input=C during Asteroid Vision A (Chargeable)
|input=214A > C
|name=EX Cosmic Ray
|description=
|data=
A great neutral tool and one of Makoto's main uses of meter. It has faster startup than even the uncharged version, is always plus regardless of distance and leads into a damaging combo with {{clr|1|5A}}. This version is just an enhanced version of the meterless one and can be used in most of the same situations. However it still lose to the same things like projectiles and jumping so just like the normal one, don't get reckless with it.
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Makoto Nanaya/Data|214A > C}}
{{!}}-
{{Description|6|text=* 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.  
It can also be used after a counter hit {{clr|1|5A}} as a high damage starter, usually leading to a 8-9K combo.
}}
}}
}}
<br style="clear:both;"/>


==Partner Skills==
==Partner Skills==
====== <font style="visibility:hidden" size="0">5P</font> ======
===<big>{{clr|5|5P}}</big>===
{{MoveData
{{InputBadge|Infinite Rush}}
|image=BBTag_Makoto_InfiniteRush.png |caption=
{{BBTag Move Card|game=BBTag
|input=Infinite Rush
|input=5P
|name=5P
|description=
|data=
A good combo and lockdown assist thanks to its multiple hits. It can lockdown the opponent for one good mixup and because of how far Makoto will go, it's also resilient against pushblock.
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Makoto Nanaya/Data|5P }}
{{!}}-
{{Description|6|text=* 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.  
It also keeps the opponent in hitstun for a long time giving your point time to follow up. However, it can whiff against opponents higher in the air, in those cases use {{clr|5|4P}}.
}}
*Makoto will use {{clr|1|214A}} until she gets close to the opponent or reach its maximum range before performing the actual attack.
}}
}}


====== <font style="visibility:hidden" size="0">6P</font> ======
===<big>{{clr|5|6P}}</big>===
{{MoveData
{{InputBadge|Cosmic Ray}}
|image=BBTag_Makoto_CosmicRay.png |caption=
{{BBTag Move Card|game=BBTag
|input=Cosmic Ray
|input=6P
|name=6P
|description=
|data=
Makoto's longest-range assist. It can be used in combos in cases where {{clr|5|5P}} would take too long or where {{clr|5|4P}} would reach. When combined with projectiles like {{Character Label|BBTag|Vatista|label=Vatista's}} {{MiniMoveCard|game=BBTag|chara=Vatista|input=236A|label={{clr|1|236A}}}} it allows Makoto to safely get in and start her offensive.
{{AttackDataHeader-BBTag}}
*Wallbounces
{{!}}-
{{#lsth:BBTag/Makoto Nanaya/Data|6P}}
{{!}}-
{{Description|6|text=* Wall bounces, allowing you to convert it into a combo or extend a combo
* good frame advantage on block
 
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...


}}
}}
}}


====== <font style="visibility:hidden" size="0">4P</font> ======
===<big>{{clr|5|4P}}</big>===
{{MoveData
{{InputBadge|Lightning Arrow}}
|image=BBTag_Makoto_LightningArrow.png |caption=
{{BBTag Move Card|game=BBTag
|input=Lightning Arrow
|input=4P
|name=4P  
|description=
|data=
{{clr|5|4P}} is a good combo extender assist as it causes a ground bounce and puts the opponent into an OTG state, giving your point plenty of time to follow up.
{{AttackDataHeader-BBTag}}
It's also good for catching opponents trying to {{keyword|chicken block}}. However unlike most {{clr|5|4P}}'s it can't be used as an anti-air.
{{!}}-
{{#lsth:BBTag/Makoto Nanaya/Data|4P }}
{{!}}-
{{Description|6|text=* 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
Makoto's {{clr|5|4P}} is very unique as it can combo into itself during Cross Combo without any help from your point. This lets your point perform completely burst-safe combos by holding down back and spamming {{clr|5|4P}} and when Cross Combo is about to end, finish it off with an enhanced super. When they're in low health, this can put your opponent in a lose-lose scenario. Either they let their point die or they use burst to save them only to get punished with a high damage combo.


}}
Here are 2 characters specific ways {{clr|5|4P}} can be used.
*[https://twitter.com/Brassens4/status/1213881798381461505?s=20 Elizabeth]
*[https://twitter.com/Brassens4/status/1213952333148819461?s=20 Yukiko]
}}
}}


Line 751: Line 417:
==Distortion Skills==
==Distortion Skills==


====== <font style="visibility:hidden" size="0">Big Bang Smash</font> ======
===<big>Big Bang Smash</big>===
{{MoveData
{{InputBadge|{{clr|2|236B}}+{{clr|3|C}} (Chargeable)}}
|image=BBTag_Makoto_BigBangSmash.png |caption=GIANT. HECKIN'. FIST.
{{BBTag Move Card|game=BBTag
|input=236B+C (Chargeable)
|input=236BC,Enhanced 236BC
|name=Big Bang Smash
|versioned=input
|data=
|description=
{{AttackDataHeader-BBTag|version=yes}}
Fullscreen punish tool, occasional combo ender and surprisingly, a combo extender.
{{!}}-
{{AttackVersion|name=Normal}}
{{#lsth:BBTag/Makoto Nanaya/Data|236BC}}
{{!}}-
{{AttackVersion|name=Enhanced}}
{{#lsth:BBTag/Makoto Nanaya/Data|Enhanced 236BC}}
{{!}}-
{{Description|6|text=* Important points go here


Big Bang Smash will go nearly full screen on L2/RB. L1 goes little over halfway.
Level 2 version hits almost fullscreen and is invul from frame 1 which makes it good as an anti-zoning tool and vital in certain matchups like against {{Character Label|BBTag|Nu-13|label=Nu-13}}.  


}}
It can also be used as a reversal in cases where DP and {{clr|2|214B}}+ {{clr|3|C}} would whiff although its slow startup makes these scenarios niche.
}}


====== <font style="visibility:hidden" size="0">Particle Flare</font> ======
It can be used as a combo ender in Happy Birthdays and as a combo extender in the corner as when cancelled into from {{clr|2|5BBB}} or {{clr|1|214AAA}}, the opponent is high enough for Makoto to recover and link {{clr|1|4A}} to continue the combo. Outside of Resonance, this is mainly done when your assist is dead and it will kill. However, in Resonance Blaze you can do {{clr|2|236B}}+{{clr|3|C}} multiple times letting Makoto get 10-14k combos in the corner.
{{MoveData
|image=BBTag_Makoto_ParticleFlare.png |caption=Heeeres the wind up...
|image2=BBTag_Makoto_ParticleFlare2.png |caption2=AND THE PITCH!
|input=214B+C (Chargeable)
|name=Particle Flare
|data=
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=First Hit}}
{{#lsth:BBTag/Makoto Nanaya/Data|214BC}}
{{!}}-
{{AttackVersion|name=Second Hit}}
{{#lsth:BBTag/Makoto Nanaya/Data|214BC > X}}
{{!}}-
{{AttackVersion|name=Finish}}
{{#lsth:BBTag/Makoto Nanaya/Data|214BC > X > X}}
{{!}}-
{{AttackVersion|name=Enhanced First Hit}}
{{#lsth:BBTag/Makoto Nanaya/Data|Enhanced 214BC}}
{{!}}-
{{AttackVersion|name=Enhanced Second Hit}}
{{#lsth:BBTag/Makoto Nanaya/Data|Enhanced 214BC > X}}
{{!}}-
{{AttackVersion|name=Enhanced Finish}}
{{#lsth:BBTag/Makoto Nanaya/Data|Enhanced 214BC > X > X}}
{{!}}-
{{Description|7|text=* All level 1 {{=}} 4380
* All level 2 {{=}} 6313
* Enhanced {{=}} 7332
'''All possible paths and their damage listed below:'''


L1 > L1 > L2 {{=}} 5493
*Charging the move doesn't actually increase the startup so you have no reason to ever use the level 1 version.
*Can be used as a starter to punish Linne dp since she goes so high up in the air [https://twitter.com/Brassens4/status/1183156560693993477?s=20 Video example] You can technically you can do this to more characters if you hit them high in the air.
}}


L1 > L2 > L1 {{=}} 4700
===<big>Particle Flare</big>===
 
{{InputBadge|{{clr|2|214B}}+{{clr|3|C}}}}
L1 > L2 > L2 {{=}} 5813
{{BBTag Move Card|game=BBTag
 
|input=214BC,214BC > X,214BC > X > X,Enhanced 214BC,Enhanced 214BC > X,Enhanced 214BC > X > X
L2 > L1 > L1 {{=}} 4880
|versioned=input
 
|description=
L2 > L1 > L2 {{=}} 5993
Makoto's primary reversal and combo ender super. The level 1 version has five frames of startup which like her DP can let Makoto get out of certain safejumps. It also can't be low-profiled like her DP. It still has short range so it is pretty risky.
 
* Can be looped if you don't do the 3rd part. Doesn't add that much damage but can stall time
L2 > L2 > L1 {{=}} 5200
* If you hold the button, all three parts will come out as level 2 [https://twitter.com/Brassens4/status/1204203494690959361?s=20 Video Example]
 
}}
}}
}}


Line 822: Line 449:


==Distortion Skill Duo==
==Distortion Skill Duo==
{{MoveData
===<big>Big Bang Smash</big>===
|image=BBTag_Makoto_BigBangSmash.png |caption=
{{InputBadge|{{clr|5|P}} during Partner's Distortion Skill}}
|input=P during Main Character's Distortion Skill
{{BBTag Move Card|game=BBTag
|name=Big Bang Smash
|input=Distortion Skill Duo
|data=
|description=
{{AttackDataHeader-BBTag}}
*unlike 236[B+{{clr|3|C}}], it can pick up from the ground
{{!}}-
* although <span style ="color:red">'''UNINTENDED'''</span> (because of the punch animation [https://twitter.com/CJ_Godbold17/status/1252334583716200448?s=20 glitching]), you can charge this by holding B for a delayed hit
{{#lsth:BBTag/Makoto Nanaya/Data|Distortion Skill Duo}}
* Can be used for double super setups and can make unsafe supers safe. A good DSD all year round
{{!}}-
{{Description|6|text=* Important points go here
 
Detailed description of the usefulness of the move go here
 
}}
}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Astral Heat==
==Astral Heat==
{{MoveData
===<big>Planet Crusher</big>===
|image=BBTag_Makoto_PlanetCrusher.png |caption=ATATATATATATATATATATA
{{InputBadge|{{clr|2|222B}}+{{clr|3|C}} when [[BBTag/Mechanics#Astral Heat|Astral Conditions]] are met}}
|image2=BBTag_Makoto_PlanetCrusher2.png |caption2='''FATAL KO'''
{{BBTag Move Card|game=BBTag
|input=222B+C
|input=222BC
|name=Planet Crusher
|description=
|data=
*Invincibility ends before active, so this can trade. Will not KO in that case
{{AttackDataHeader-BBTag}}
*notice the increased startup when not charging, which is counter-intuitive
{{!}}-
{{#lsth:BBTag/Makoto Nanaya/Data|222BC}}
{{!}}-
{{Description|6|text=* Important points go here


Detailed description of the usefulness of the move go here
Makoto's astral.Flashy but not the most practical since makoto's assists aren't very good plus her meter it better spent on EX cosmic ray to help her in. Best way to combo into is 5BB and 214AAB. I recommend the second since the cancel window is better.Always do the LV2 version though.
 
}}
}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>
==Roadmap==
 
<!--To update this section, go to this character's subheader in Dustloop Wiki:Roadmap/BBTag-->
==Colors==
{{Roadmap}}
*[https://blazblue.wiki/wiki/Makoto_Nanaya/Gameplay#Palettes Color Palettes on https://blazblue.wiki]
 
==Navigation==
==Navigation==
{{#lsth:BBTag/Makoto Nanaya/Data|Links}}
<center>{{Character Label|BBTag|Makoto Nanaya|size=36px}}</center>
{{notice|To edit frame data, edit values in [[BBTag/Makoto Nanaya/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{BBTag/CharacterLinks}}
{{Navbar-BBTag}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
[[Category: Makoto Nanaya]]
 
[[Category:BlazBlue Cross Tag Battle]]
{{BBTag/Navigation}}

Latest revision as of 20:22, 26 December 2023


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Overview

Overview
Makoto is a rushdown character that uses her fast normals and forward moving specials to enforce her will. Once in, she makes use of frame traps and tricky special moves to maintain pressure and eventually open up the opponent.
Makoto Nanaya
BBTag Makoto Portrait.png
Health
17,000
Prejump
4F
Backdash
22F (1~7F Inv All)
Unique Movement Options
Asteroid Vision
Fastest Attack
4A (5F)
Reversals
A+D (9F)
236B+C (18F)
214B+C (5F [8F])
Pros
Cons
  • Strong poke (5A) that leads into very good damage
  • 5B is an effective anti-air.
  • Unusually narrow hurtbox which causes her to drop out of some combos
  • 9f dp that is the fastest in the game.
  • Relatively lackluster assists.
  • Poor ways to contest at long ranges.
  • Her strong moves have many flaws, including her Reversal, 236C, 236A, and 2C underperform or outright fail in many cases.


Drive: Impact

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.

You can hold the button all the way and it will come out level 2, even if you don't stop holding. This allows Makoto to active switch and still use a level 2 Drive attack.


Normal Moves

4A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 All 5 2 11 -1 B

4A is Makoto's fastest normal making it decent for mashing out of blockstrings. However, due to its short range and it whiffing on crouching opponents make it outclassed by 2A in most situations.

Will hit crounching Mika, Tank, Hakumen, Tager)

  • Can be canceled into itself up to 3 times.
  • Jump cancellable.
  • Whiff cancelled into itself
  • Throw cancellable
Level P1 P2
1 100 70

5A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5A 1500 All 7 6 16 -5 B
5AA 1700 All 8 7 16 -4 B
5AAA 1700 7 6 24 -11 B
5AAAA 2000 All 11 3 31 -13 B

5A is one of if not, Makoto's best normals. It's a good poke in neutral, a great combo starter leading to strong damage and it's decent for starting pressure due to its cancel options.

  • Jump Cancellable
  • Moves Makoto forward
  • Throw cancellable
  • Long Active frames for a 5A

Primarily combo filler but can be used as a frame trap An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own. and when done so, is an even better combo starter than 5A.

  • Jump cancellable on hit
  • Throw cancellable

Mostly the same as 5AA and can be used in the same situations.


Like most auto combo enders, 5AAAA is mostly used for Cross Raid. It's technically Makoto's best combo starter but due to its telegraphed nature and needing an assist to combo off of it, it's not worth going for.

Version Level P1 P2
5A 3 100 80
5AA 4 100 85
5AAA 4 100 85
5AAAA 5 100 90

5A:
5AA:
5AAA:
5AAAA:

  • Values in [] are for Level 2 version

5B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5B 1500 All 11 4 23 -10 B 5~14 H
5BB 1700 All 14 3 28 -12 B
5BBB 2000 All 17 5 32 -16 B

A very reliable antiair This keyword does not have an entry in the Glossary thanks to its early head invulnerability and good vertical range. However, it has high recovery making it punishable on whiff and when pushblocked. It also moves Makoto forward which gives it more horizontal range but can also cause it to whiff.

5B is important for combos thanks to its followups.

Can reverse beat into 5A making it decent for pressure if you're in range.

  • Can be canceled into 2B and back into 5B

Important combo and pressure tool.

In combos, it slams airborne opponent into an OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." state allowing for 214AAB loops. However, when 5B is used as an anti-air or burst punish, you might have to delay 5BB to get them low enough.

On block, you can do a high/low mixup with 5BB>5C/236C and if you think the opponent will use a reversal, you can use a backwards air dash to avoid it.

  • Jump Cancelable

Makoto's primary launcher for staircase combos.

  • Jump cancelable on hit.
Version Level P1 P2
5B 3 90 80
5BB 4 100 85
5BBB 5 100 80

5B:
5BB:
5BBB:

5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800 High 26 3 18 -4 B

Unlike most Blazblue 5C, Makoto's is in the "Slow but Safe" category. It has decent range and is a good mixup tool when combined with 236C since they both have 26 frames of startup, make a sound effect and make Makoto flash making it easy for the opponent to confused the 2.

Level P1 P2
3 100 100

2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 All 6 3 10 -1 F

Makoto's primary jab for abare An attack during the opponent's pressure, intended to interrupt it. as although 4A is faster, 2A hits all crouching characters with is a fair trade-off.

It's also a great pressure starter thanks to its cancel options. It's good for staggers and for tick throws.

Level P1 P2
1 100 70

2B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 Low 9 3 15 -1 F

One of only two moves in her toolkit that hits low making it essential to mixups. Even outside of mixups, it's a good pressure tool as its low recovery makes it safe on pushblock, letting you make moves that normally aren't safer.

  • Cancels into 5B and back into 2B
  • Reverse beats into 5A
Level P1 P2
3 90 80

2C

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
2C 1700 Low 30 4 12 +3 F 6~23 HB
2[C] 35 6~23 HB

2C is a decent bait-and-punish tool letting you go right through attacks. However, its long startup makes it high-risk/high-reward so be careful when using it.

It's a decent roundstart tool against people who don't know Makoto can do this but against experienced opponents, it's not worth the risk so don't overuse it.


A good fakeout for opponents expecting the normal version. A basic but effective mixup is to do the feint version on the opponent's incoming attack and then do a strike/throw mixup. The startup makes it reachable so like with the normal version, don't overuse it.

  • Has a shorter duration than the normal version.
Version Level P1 P2
2C 4 90 85
2[C]

2C:
2[C]:

j.A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.A 1500 High 10 6 11 H
j.AA 1500 High 5 3 22 H

Your primary jump-in. However, its short range and mediocre startup means it will lose to other airs buttons and anti airs. Use it preemptively to avoid this.

  • Whiff cancellable to j.AA

j.AA is mostly used in combos, either as filler or to hit confirm of j.A. If j.A is blocked and you are high enough in the air, you can mix between j.A. and empty jump 2B.

Version Level P1 P2
j.A 3 100 80
j.AA 3 80 80

j.A:
j.AA:

j.B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 High 11 4 12 H

A unique air-to-air attack. It's great for characters like  Yosuke who like to be in the air often. If the opponent keeps double and super jumping, a rising j.B can stop them.

  • On air counterhit Hitting someone while they are in the startup of an attack. In some games counter hits get enhanced by dealing more damage and giving more frame advantage, which can open up new combo possibilities., it has very long untech time, enough to land and combo.
Level P1 P2
4 80 85

j.C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 High 14 Until L 9 H

A anti-anti-air. Makoto bounces upwards in the air letting it avoid attacks. On block, it's punishable when used on its own but you can use j.A to deter punish attempts as long as the attack is slower than 14 frames.

Level P1 P2
3 80 70
  • Crumple Duration 27F, Crumple Fall 60F


Universal Mechanics

Ground Throw

5B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0×10, 2000 Throw 7~30 3 23 T

Thanks to her access to plus frames, Makoto has strong trike/throw mixups. Forward throw can be combed off of with 5A midscreen and with 214A[B] in the corner. Back throw can be converted with 2B.

Level P1 P2
0×10, 4 100 50
  • Minimum Damage 2000

Corona Upper

5A+D (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
AD 1500 Air Unblockable 9 4(2)12 27+17L -44 B 1~16 All
j.AD 1500 All 8 8 Until L+17 H 1~9 All

A basic and mediocre DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion.. It's the fastest Reversal Action in the game allowing it to beat some safejump A very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening.s.

However It has a short range making it easily outspaced by disjoint, it can be low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. and there is a glitch in the active frames where the hitbox disappears and reappears which can allow the opponent to land and block it. All of these combined make it very risky to use so be extremely careful when using this DP.


The version is mostly used as a combo ender to Makoto's air combos. Although it is invincible, it should never be used as a air-to-air due to the risk/reward.

Version Level P1 P2
AD 4 80 60
j.AD 4 80 60

AD:

  • Minimum Damage 75


j.AD:

  • Minimum Damage 75

Meteor Dive

Corona Upper -> A/B/C (Chargeable)

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000 [2500] All 6 Until L+10 H

A combo ender used to get a knockdown after Corona Upper. There's pretty much no reason not to use it and no reason not to use the level 2 version either.

There are two ways you can input this move:

  • hold A and D ([A+D])
  • tap A+D, press A again and hold (A+D~[A])

The first one is faster and easier to perform but gives worse oki and should only be done if you're worried about the follow up whiffing.

The second one gives you better oki since Makoto is lower to the ground and should be the go-to method.

  • Only available if Corona Upper hits
Level P1 P2
4 [5] 48 100
  • Values in [] are for Level 2 version
  • Considered part of preceding attack, no additional damage scaling applied
  • Minimum Damage 100 [125]


Skills

Comet Cannon

236A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
700×3 All 14 69 Total: 44 -3 P

Comet Cannon plays an important part in Makoto's neutral. She can use the orb to hinder the opponent's approach, forcing them to be more cautious and letting you play your footies game more comfortably.

It's also important for combos thanks to the follow up, Break Shot

  • Wont Happy Birthday unless the opponent is on top of the orb.
Level P1 P2
2 80 75
  • Minimum Damage 35×3 (105)

Break Shot

Comet Cannon -> A (Chargeable)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236A > A 700, 1500
[1000, 1700]
All 20 [24] X,8 15 B, P1

Break Shot is a crucial part of Makoto's combos as it allows her to launch grounded opponents and lets her perform combos that could only be done on airborne ones. It's also one of Makoto's few fullscreen options.

  • If the opponent pushblock the orb, Break Shot will still push it despite being away from it.

Level 1

This version is mostly used in specific corner combos in order to not lose the corner. Outside of that, it is mostly outclassed by the level 2 version.

  • Launches the opponent away

Level 2

This version is an amazing combo tool as it allows Makoto to perform Comet loops which do great damage. This move is also a great combo ender as it lets you perform a safejump which can catch all tech directions and even setup a sandwich with an assist.

The main problem with the level 2 version is that depending on multiple factors, it can result in you losing the corner when done there. As such, it is typically preferred to do an air combo with 5BBB.

  • Wallbounces the opponent.
Version Level P1 P2
236A > A 4, 3 [5, 4] 100, 80 85, 75
[90, 75]

236A > A:

  • Values in [] are for Level 2 version
  • Minimum Damage 35, 75 (105) [50, 85 (135)]

Shooting Star

236B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 All 20 3 25 -9 B

Primarily a mixup tool during a sandwich when combined with Active Switch as the start is almost always long enough to have a gap. Outside of that, this is Makoto's least used special and for a good reason as it has little utility.

  • Has invuln during the move but it is not frame 1, don't use it as a reversal
  • Can be into from 214A or the first two hits of 214AA
Level P1 P2
4 80 85
  • Minimum Damage 85

Asteroid Vision

214A/B/C

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214A Total: 35
214B Total: 36+6L
214C Total: 45+6L
214A

A key move for Makoto's combos and pressure thanks to the follow ups. This version sees little use in neutral on its own as you're usually better off just running at them.

  • one mix with it can be trying to sideswap unexpectedly by forcing a ground tech (video)

214B

An additional movement option that's useful for neutral. It goes further than her normal forward jump but is lower to the ground than her super forward jump. When combined with her normal movement, 214B is a good way of mixing up your approach. However, it still carries risk as Makoto can't block during the move so it may best to cover it with an assist.

It's also good for pressure as when combined with an assist, it can easily set up a sandwich and also punishes a down backing opponent as the assist will hit cross up when timed right.

  • Useless in combos
  • you can perform j.C at the far end of 214B (and 214C)

214C

A occasional mixup tool. It's the least used version due to the arc it goes at but it can trick an opponent expecting a cross up with 214B + assist although this is somewhat gimmicky.

It can also set up a pseudo-safejump on the opponent's partner's incoming attack. By whiffing 5A>5B to get the right timing, do 214C>[C]. It's not universal and be negated through delay incoming but it can help maintain momentum. Video Example

Version Level P1 P2
214A
214B
214C

214A:

  • Earliest possible cancel at Frame 6 for A Followups, Frame 8 for B/C Followups


214B:

  • Earliest possible cancel at Frame 15


214C:

Rush

A Asteroid Vision -> A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
500×2, 1500 All 9 3(6)3(8)4 36 -23 B

An important combo and pressure tool thanks to the follow ups. Sees little use on its own. It can be used during a sandwich when combined with an Active Switch due to hitting thrice but this is somewhat niche.

  • 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
Level P1 P2
3 80 80
  • Earliest possible cancel at Frame 20 for A followup, Frame 20-22 for B/C Followup
  • Minimum Damage 25×2, 75 (125)

Infinite Rush

Rush -> A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
500×6,1500 All 9 3(6)3{(3)2}×4(8)4 36 -23 B

Makoto's primary combo ender when on the ground. It has great scaling which when combined with an assist can lead to high damage combos.

Level P1 P2
3 80 80
  • Considered part of preceding attack, no additional damage scaling applied
  • Minimum Damage 25×6, 75 (225)

Lander Blow

Rush -> B (Chargeable)

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 [2000] All 13 [23] 3 20 [11] -4 [+7] B
Level 1

A strong combo extension tool. When done on an airborne opponent, Makoto has enough time to link To perform a second action after the first action completely finishes its animation. 5A. This lets her get good damage, has better corner carry than Comet Canon loops and can be done anywhere regardless of screen position. However, since they can only be done on airborne opponents, this limits how often you can do them.


Level 2

This version can lead to a damaging combo on hit and completely reset pressure on block. However, it will always have a large gap which makes it very risky and should only be done once you've built respect by doing frame traps with 214AAC and even then it's usually not worth it.

Level P1 P2
4 [5] 80 75 [80]
  • Values in [] are for Level 2 version
  • Minimum Damage 85 [100]

Cosmic Ray

A Asteroid Vision -> B (Chargeable)

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 [2000] All 17 [20] 8 29 [14] -4 [-1] B 8~24 F
[8~27 F]

A good neutral tool for closing the gap and approaching the opponent. Its speed and range make it good for starting your offensive. However, it will lose to projectiles and long range pokes and can be dodged simply by jumping. As such, don't throw it out recklessly.

You'll mostly want to use the level 2 version as the extra damage, distance and frame advantage make the longer startup worth it.

The foot invuln makes it good against characters whose main poke are lows( like  Neo's 2ABBTag Neo 2A.pngGuardLowStartup6Recovery14Advantage-2) and it can also be used to counter pushblock and get back in.

  • Frame advantage changes depending on distance. Can be plus on block when spaced.
  • On hit, level 2 can be converted by linking 2A anywhere, can be followed up with 5A when spaced.
Level P1 P2
4 [5] 70 85 [90]
  • Values in [] are for Level 2 version
  • Minimum Damage 85 [100]

Lightning Arrow

B/C Asteroid Vision -> C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 [2000] High Until L 9L H

Mainly used as a jump-in after 214B as it has a better vertical hitbox than j.A.

  • Frame advantage depends on how high you are when it lands and whether or not the opponent is on the ground or not.
Level P1 P2
4 [5] 80 85 [90]
  • Values in [] are for Level 2 version
  • Minimum Damage 85 [100]


Extra Skills

Sirius Jolt

236C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 [2000] All [Unblockable] 26 3 26 -10 B

A glorified low that is mainly used when combined with 5C. They both have the same startup, cause a sound effect and make Makoto flash which makes it easy to confuse the two.

Outside of that, it can be situationally used as a reset or a mixup tool when combined with an Active Switch.

Serves no use in combos as the damage is never worth it and it can be hard to combo into in the first place.

  • Can not be blocked by a standing opponent, Crounching and airborne opponents can block normally.
Level P1 P2
4 [5] 90 80 [90]
  • Values in [] when hit standing opponent
  • Minimum Damage 150 [200]

EX Lander Blow

Rush -> C

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214A > A > C 2200 All 12~36 3 11 +7 B

An amazing pressure tool thanks to its frame advantage. Makoto can use it to completely reset and extend her pressure which can also lead to strong strike/throw mixups. By intentionally delaying the move you can make a 5f frame trap which makes it a decent mixup tool.

Makoto can also use it for a standing reset in combos by either stalling the hitstun scaling or by delaying the attack. Outside of that, it's never used in combos as usually the damage isn't worth the meter.

Finally, in Resonance Blaze, Makoto can create an "infinite" blockstring that the opponent can't escape without push blocking or until Makoto runs out of meter. You can also do it during your opponent's Resonance to stall the timer.

  • Charging the punch has no particular effect outside of creating a gap in the blockstring.
Version Level P1 P2
214A > A > C 5 100 80

214A > A > C:

  • Minimum Damage 220

EX Cosmic Ray

A Asteroid Vision -> C (Chargeable)

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2200 All 16~32 8 12 +1 B 8~(23~39) F

A great neutral tool and one of Makoto's main uses of meter. It has faster startup than even the uncharged version, is always plus regardless of distance and leads into a damaging combo with 5A. This version is just an enhanced version of the meterless one and can be used in most of the same situations. However it still lose to the same things like projectiles and jumping so just like the normal one, don't get reckless with it.

It can also be used after a counter hit 5A as a high damage starter, usually leading to a 8-9K combo.

Level P1 P2
5 70 90
  • Minimum Damage 220


Partner Skills

5P

Infinite Rush

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000×2, 2000 All (18)+13~32 2(6)2(8)4 36 -28 B

A good combo and lockdown assist thanks to its multiple hits. It can lockdown the opponent for one good mixup and because of how far Makoto will go, it's also resilient against pushblock.

It also keeps the opponent in hitstun for a long time giving your point time to follow up. However, it can whiff against opponents higher in the air, in those cases use 4P.

  • Makoto will use 214A until she gets close to the opponent or reach its maximum range before performing the actual attack.
Level P1 P2
3 70 80
  • Minimum Damage 50×2, 100 (200)

6P

Cosmic Ray

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2500 All (18)+26 8 14 +6 B

Makoto's longest-range assist. It can be used in combos in cases where 5P would take too long or where 4P would reach. When combined with projectiles like  Vatista's 236ABBTag Vatista MicoRuceo.pngGuardAllStartup17RecoveryTotal 65Advantage-14 it allows Makoto to safely get in and start her offensive.

  • Wallbounces
Level P1 P2
5 70 85
  • Minimum Damage 125

4P

Lightning Arrow

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000 All (18)+26 20 15L H

4P is a good combo extender assist as it causes a ground bounce and puts the opponent into an OTG state, giving your point plenty of time to follow up. It's also good for catching opponents trying to chicken block Jumping into the air and blocking rather than standing on the ground and being forced to guess a high-low mixup. Loses to air unblockable attacks such as BBTAG's Reversal Actions.. However unlike most 4P's it can't be used as an anti-air.

Makoto's 4P is very unique as it can combo into itself during Cross Combo without any help from your point. This lets your point perform completely burst-safe combos by holding down back and spamming 4P and when Cross Combo is about to end, finish it off with an enhanced super. When they're in low health, this can put your opponent in a lose-lose scenario. Either they let their point die or they use burst to save them only to get punished with a high damage combo.

Here are 2 characters specific ways 4P can be used.

Level P1 P2
5 70 90
  • Minimum Damage 100


Distortion Skills

Big Bang Smash

236B+C (Chargeable)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236BC 4500 [5000] All 5+(192 Flash)+13 18 Total: 74 -38 [-36] P2 1~23 All
Enhanced 236BC 5800 All 5+(201 Flash)+13 18 Total: 74 -36 P2 1~23 All

Fullscreen punish tool, occasional combo ender and surprisingly, a combo extender.

Level 2 version hits almost fullscreen and is invul from frame 1 which makes it good as an anti-zoning tool and vital in certain matchups like against  Nu-13.

It can also be used as a reversal in cases where DP and 214B+ C would whiff although its slow startup makes these scenarios niche.

It can be used as a combo ender in Happy Birthdays and as a combo extender in the corner as when cancelled into from 5BBB or 214AAA, the opponent is high enough for Makoto to recover and link 4A to continue the combo. Outside of Resonance, this is mainly done when your assist is dead and it will kill. However, in Resonance Blaze you can do 236B+C multiple times letting Makoto get 10-14k combos in the corner.

  • Charging the move doesn't actually increase the startup so you have no reason to ever use the level 1 version.
  • Can be used as a starter to punish Linne dp since she goes so high up in the air Video example You can technically you can do this to more characters if you hit them high in the air.
Version Level P1 P2
236BC 4 [5] 80 60
Enhanced 236BC 5 80 60

236BC:

  • Values in [] are for Level 2 version
  • Minimum damage 1350 [1536]


Enhanced 236BC:

  • Minimum damage 1914

Particle Flare

214B+C

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214BC 1500 [2000] All 1+(42 Flash)+4
[1+(42 Flash)+7]
4 58 -40 [-38] B 1~8 All
[1~11 All]
214BC > X 1500 [2000] All 1+(43 Flash)+2
[1+(43 Flash)+4]
4 51 -36 [-34] B 1~16 All
[1~18 All]
214BC > X > X 5000 [7900] All 28+(50 Flash)+12 6 Until L+12 H 1~End All
Enhanced 214BC 2000 All 1+(42 Flash)+4 4 58 -38 B 1~8 All
Enhanced 214BC > X 30×28, 1200 All 1+(43 Flash)+8 2×28(7)4 56 B 1~85 All
Enhanced 214BC > X > X 10500 All 28+(50 Flash)+12 6 Until L+12 H 1~End All

Makoto's primary reversal and combo ender super. The level 1 version has five frames of startup which like her DP can let Makoto get out of certain safejumps. It also can't be low-profiled like her DP. It still has short range so it is pretty risky.

  • Can be looped if you don't do the 3rd part. Doesn't add that much damage but can stall time
  • If you hold the button, all three parts will come out as level 2 Video Example
Version Level P1 P2
214BC 4 [5] 80 100
214BC > X 4 [5] 100 60
214BC > X > X 4 [5] 100 60
Enhanced 214BC 5 80 100
Enhanced 214BC > X 3×29, 5 100 100×28, 60
Enhanced 214BC > X > X 5 100 60

214BC:

  • Values in [] are for Level 2 version
  • Makoto immediately enters recovery on hit/block
  • On whiff, recovery is 78F
  • Minimum damage 300 [400]


214BC > X:

  • Values in [] are for Level 2 version
  • Minimum damage 300 [400]


214BC > X > X:

  • Values in [] are for Level 2 version
  • Minimum damage 1000 [1580]
  • Total minimum damage after all hits of Particle Flare: 1600 [2380]


Enhanced 214BC:

  • Makoto immediately enters recovery on hit/block
  • On whiff, recovery is 78F
  • Minimum damage 300


Enhanced 214BC > X:

  • Minimum damage 4×28, 180 (292)


Enhanced 214BC > X > X:

  • Minimum damage 2100
  • Total minimum damage after all hits of Particle Flare: 2692


Distortion Skill Duo

Big Bang Smash

P during Partner's Distortion Skill

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000 [2500] All 1+(134 Flash)+1 18 Total: 61 -39 P2 1~6 All
  • 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
  • Can be used for double super setups and can make unsafe supers safe. A good DSD all year round
Level P1 P2
5 100 100
  • Values in [] are for Enhanced version
  • Minimum Damage 2000 [2500]


Astral Heat

Planet Crusher

222B+C when Astral Conditions are met

Damage Guard Startup Active Recovery On-Block Attribute Invuln
All 5+(90 Flash)+21
[5+(90 Flash)+11]
4 28 -18 B 1~29 All
[1~19 All]
  • Invincibility ends before active, so this can trade. Will not KO in that case
  • notice the increased startup when not charging, which is counter-intuitive

Makoto's astral.Flashy but not the most practical since makoto's assists aren't very good plus her meter it better spent on EX cosmic ray to help her in. Best way to combo into is 5BB and 214AAB. I recommend the second since the cancel window is better.Always do the LV2 version though.

Level P1 P2
5
  • Values in [] are for Level 2
  • Only attacks if opponent is close to Makoto
  • When opponent is too far, total duration is 5+(90 Flash)+40 [5+(90 Flash)+28], invincible from 1F until last 12F


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