Difference between revisions of "BBTag/Makoto Nanaya"

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{| class="wikitable" style="float:right; margin-left: 10px; width:400px"
+
{{InvisibleHeader}}{{NavTabs|game=BBTag|chara=Makoto Nanaya}}
 +
{| class="wikitable" style="float:right; margin-left: 0.5em; width:25%"
 
|-
 
|-
 
!Makoto Nanaya
 
!Makoto Nanaya
 
|-
 
|-
 
||
 
||
[[File:BBTag_Makoto_Portrait.png|350x500px|center]]
+
[[File:BBTag_Makoto_Portrait.png|300x500px|center]]
 
|-
 
|-
 
||
 
||
{{#lsth:BBTag/Makoto Nanaya/Data|SystemData}}
+
{{#lst:BBTag/Makoto Nanaya/Data|System Data}}
 
;Movement Options
 
;Movement Options
 
* Double Jump, 1 Airdash, Dash Type: Run
 
* Double Jump, 1 Airdash, Dash Type: Run
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{{TOC limit|2}}
 
{{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==
 
==Overview==
 +
{{Bio
 +
| name = Makoto Nanaya
 +
| game = BBTag
 +
| icon = BBTag_Makoto_Icon.png
 +
| quote = My, you're good. Let's keep this pace up and go for the next!
 +
| lore =
 +
Makoto is a squirrel beastkin very well known and liked by friends and acquaintences for her cheerful and energetic personality. She is one of Noel and Tsubaki's best friends, who she met during her enrollment in the Military Academy. After graduating, Makoto once worked for the NOL's Intelligence Division under Hazama. However, when she eventually learns the truth behind NOL, Makoto leaves the organization, setting out to find her best friend Noel after finding out about the danger she is in.
 +
}}
 +
===Drive: Impact===
  
''"My, you're good. Let's keep this pace up and go for the next!"''
+
Makoto's Impact Drive allows Makoto to charge up her punches (Astral has the same "mechanic"/UI indicator but it behaves differently), 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.
  
===Backstory===
+
The charge mechanic works as following: hold down the button and the move starts charging. If you charge enough (hold long enough), it will be level 2 (max charge), otherwise it will be level 1. Startup for level 1 and 2 are different. Since 2.0, you can hold the button all the way and it will come out level 2, even if you don't stop holding. Although you cannot overcharge anymore, this allows to active switch out of a drive move much more easily than pre 2.0. This effectively added many moves Makoto can think of active switching with instead of previous lvl 1 version which were useless.
  
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.
+
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 (dp follow-up)
 +
* Break Shot
 +
* Lander Blow (B Variation)
 +
* Cosmic Ray (B Variation)
 +
* Lightning Arrow
 +
* Big Bang Smash
 +
* Particle Flare (All three hits)
 +
* Astral
 
===Playstyle===
 
===Playstyle===
 +
{{StrengthsAndWeaknesses
 +
|intro=
 
Makoto is a rushdown character that thrives on fast normals to stuff you, along with a spooky moveset.
 
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. A good TLDR is that you will see other characters doing oppressive things that you can't.
 
There are not many positives things to say about Makoto in general. A good TLDR is that you will see other characters doing oppressive things that you can't.
{|  
+
|pros=
|-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
 
*mashable normal (5A) that leads into very good damage
 
*an ok anti-air
 
*an ok anti-air
Line 47: Line 58:
 
*9f dp that is the fastest (except one counter dp being faster)
 
*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]
 
*[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%;"|
+
|cons=
 
*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
 
*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
 
*stubby/t-rex normals that are crippling against zoners and top tier character
 
*cannot reliably protect assist call with good normals ala Nine 5B
 
*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)
+
*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 specials, sword normals)
 
*her dp has many, MANY flaws
 
*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
 
*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
Line 64: Line 74:
 
**no fast low (9f is not ruby 2A) to mess up with reaction timing
 
**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)  
 
*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==
  
====== <font style="visibility:hidden" size="0">4A</font> ======
+
====== <span style="visibility:hidden;font-size:0">4A</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Makoto_4A.png |caption=
 
|image=BBTag_Makoto_4A.png |caption=
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{{AttackDataHeader-BBTag}}
 
{{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Makoto Nanaya/Data|4A}}
+
{{#lst:BBTag/Makoto Nanaya/Data|4A}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=*Fastest Normal.
+
{{Description|7|text=*Fastest Normal.
 
* Whiffs on crouching opponents.  
 
* Whiffs on crouching opponents.  
 
*can be canceled into itself up to 3 times.
 
*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.  
 
*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
 
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">5A</font> ======
+
====== <span style="visibility:hidden;font-size:0">5A</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Makoto_5A.png |caption=
 
|image=BBTag_Makoto_5A.png |caption=
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{{!}}-
 
{{!}}-
 
{{AttackVersion|name=5A}}
 
{{AttackVersion|name=5A}}
{{#lsth:BBTag/Makoto Nanaya/Data|5A}}
+
{{#lst:BBTag/Makoto Nanaya/Data|5A}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* Best poke
+
{{Description|8|text=
 +
* Best poke, great startup and good range
 
* Jump Cancelable
 
* Jump Cancelable
 
* Moves Makoto forward
 
* Moves Makoto forward
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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.  
 
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 8f).
+
Just to note, this move is great but it's not a disjointed hitbox so be careful when using it.
 
  }}
 
  }}
 
  {{!}}-
 
  {{!}}-
 
{{AttackVersion|name=5AA}}
 
{{AttackVersion|name=5AA}}
{{#lsth:BBTag/Makoto Nanaya/Data|5AA}}
+
{{#lst:BBTag/Makoto Nanaya/Data|5AA}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* Moves Makoto forward
+
{{Description|8|text=* Moves Makoto forward
 
* Jump cancellable
 
* Jump cancellable
 
* Throw cancellable
 
* Throw cancellable
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  {{!}}-
 
  {{!}}-
 
{{AttackVersion|name=5AAA}}
 
{{AttackVersion|name=5AAA}}
{{#lsth:BBTag/Makoto Nanaya/Data|5AAA}}
+
{{#lst:BBTag/Makoto Nanaya/Data|5AAA}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* Jump cancellable
+
{{Description|8|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...).
 
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...).
 
   
 
   
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  {{!}}-
 
  {{!}}-
 
{{AttackVersion|name=5AAAA}}
 
{{AttackVersion|name=5AAAA}}
{{#lsth:BBTag/Makoto Nanaya/Data|5AAAA}}
+
{{#lst:BBTag/Makoto Nanaya/Data|5AAAA}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* Has knockback
+
{{Description|8|text=* Has knockback
  
 
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.  
 
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.  
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  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">5B</font> ======
+
====== <span style="visibility:hidden;font-size:0">5B</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Makoto_5B.png |caption=
 
|image=BBTag_Makoto_5B.png |caption=
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{{!}}-
 
{{!}}-
 
{{AttackVersion|name=5B}}
 
{{AttackVersion|name=5B}}
{{#lsth:BBTag/Makoto Nanaya/Data|5B}}
+
{{#lst:BBTag/Makoto Nanaya/Data|5B}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* Very reliable Anti-Air with a good amount of vertical reach
+
{{Description|8|text=* Very reliable Anti-Air with a good amount of vertical reach
 
* 5-14f head invulnerable
 
* 5-14f head invulnerable
 
* Launches on hit
 
* Launches on hit
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  {{!}}-
 
  {{!}}-
 
{{AttackVersion|name=5BB}}
 
{{AttackVersion|name=5BB}}
{{#lsth:BBTag/Makoto Nanaya/Data|5BB}}
+
{{#lst:BBTag/Makoto Nanaya/Data|5BB}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* Follow-up to 5B. Slams the opponent onto the ground.
+
{{Description|8|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.
 
* Cancels into 5C and 236C for grounded reset. 5C frametraps 5f moves and 236C trades favorably at least with 5f moves.
 +
* the end point for all tech 9f corner safejump because it's jump cancellable on hit (from a high juggle so it's 9f)
 +
* 214A > [B] crossunder mix on back tech
 +
* usable with sandivch AS scenarios
  
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.  
+
Fiew notes for comboing with 5BB: the downward hitting strike makes it possible to combo into Infinite Rush and it's followups. If you're comboing into this from linking 5B on an airborne opponent, make sure you stagger the hits so the opponent is lower to the ground or else 5BB will whiff and they'll drop out of the combo.  
  
 
5BB+D has good blockstun to active switch out of. You can even active switch out of it and let the partner do a fast low while keeping "5BB+D , fast low" a true blockstring.
 
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.
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  {{!}}-
 
  {{!}}-
 
{{AttackVersion|name=5BBB}}
 
{{AttackVersion|name=5BBB}}
{{#lsth:BBTag/Makoto Nanaya/Data|5BBB}}
+
{{#lst:BBTag/Makoto Nanaya/Data|5BBB}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* launches on hit, allowing for an air combo extension
+
{{Description|8|text=* launches on hit, allowing for an air combo extension
  
 
Opt for the full 5BBB if you want to BnB.
 
Opt for the full 5BBB if you want to BnB.
 +
 +
You could think of 236C for a stupid frametrap but you are getting pushblocked before getting to this move.
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">5C</font> ======
+
====== <span style="visibility:hidden;font-size:0">5C</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Makoto_5C.png |caption=
 
|image=BBTag_Makoto_5C.png |caption=
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{{AttackDataHeader-BBTag}}
 
{{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Makoto Nanaya/Data|5C}}
+
{{#lst:BBTag/Makoto Nanaya/Data|5C}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* safe on block since 2.0
+
{{Description|7|text=* safe on block since 2.0
 +
*very easy throw setup when using it as a knockdown from juggle state [https://twitter.com/Brassens4/status/1257086356800655360?s=20 video example]
 
  }}
 
  }}
 
}}
 
}}
 +
<nowiki/>
  
====== <font style="visibility:hidden" size="0">2A</font> ======
+
====== <span style="visibility:hidden;font-size:0">2A</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Makoto_2A.png |caption=
 
|image=BBTag_Makoto_2A.png |caption=
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{{AttackDataHeader-BBTag}}
 
{{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Makoto Nanaya/Data|2A}}
+
{{#lst:BBTag/Makoto Nanaya/Data|2A}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Good for stagger pressure
+
{{Description|7|text=* Good for stagger pressure
 
* Chains into itself up to 3 times
 
* Chains into itself up to 3 times
 
* Not a low
 
* Not a low
Line 232: Line 229:
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">2B</font> ======
+
====== <span style="visibility:hidden;font-size:0">2B</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Makoto_2B.png |caption=
 
|image=BBTag_Makoto_2B.png |caption=
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{{AttackDataHeader-BBTag}}
 
{{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Makoto Nanaya/Data|2B}}
+
{{#lst:BBTag/Makoto Nanaya/Data|2B}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* A quick Low attack.
+
{{Description|7|text=* A quick Low attack.
  
 
One of only two moves in her toolkit that hits low. Can cancel into 5B.
 
One of only two moves in her toolkit that hits low. Can cancel into 5B.
Line 249: Line 246:
 
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...).
 
Any move that is pushblocked can be made safe by rebeating into 2B because of it's good recovery. This way, you don't die to pushblock super/button all the time because you decided to use 5B on block. Be happy you didn't die, they used one meter to get back to neutral and go again after they did whatever they did after pushblock (assist cooldown, whiffed move, dp because they mashed pushblock, super...).
 
* imagine being safe from pushblock Nu 5B
 
* imagine being safe from pushblock Nu 5B
* imagine being safe from pusblock Black Hawk Stinger
+
* imagine being safe from pushblock Black Hawk Stinger
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">2C</font> ======
+
====== <span style="visibility:hidden;font-size:0">2C</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Makoto_2C.png |caption=
 
|image=BBTag_Makoto_2C.png |caption=
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{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Uncharged}}
 
{{AttackVersion|name=Uncharged}}
{{#lsth:BBTag/Makoto Nanaya/Data|2C}}
+
{{#lst:BBTag/Makoto Nanaya/Data|2C}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* Good Counter Poke
+
{{Description|8|text=
* Has invuln against Body and Head Attribute Strikes  
+
* Good Counter Poke
 +
* Has invuln against Body and Head Attribute Strikes, which means you can invuln through distortions and dp's (not recommended)
 +
* The invulnerability doesn't last until the leg hits, which means it's not because you invulned the first part that you are safe.
 +
* launches on hit. You can happy birthday from 2C > 214AAB , 5AAA... confirm. This is the only realistic grounded confirm into 214AAB loop happy birthday she has.
 +
 
 
Makoto advances with a low profile and ends with a leg sweep.
 
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.
+
Some moves are too active to bypass them with the invuln.
  
 
Roundstart 2C is definitely a thing that will force the opponent not to autopilot 5A roundstart. At higher level, roundstart 5A is less of a thing since the opponent is more likely to catch you with assist so don't overuse it.
 
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.
 
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}}
 
{{AttackVersion|name=Charged}}
{{#lsth:BBTag/Makoto Nanaya/Data|2[C]}}
+
{{#lst:BBTag/Makoto Nanaya/Data|2[C]}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* Advances without the legsweep.
+
{{Description|8|text=* Advances without the legsweep.
 
Useful for faking out your opponent.  
 
Useful for faking out your opponent.  
  
Line 283: Line 282:
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">j.A</font> ======
+
====== <span style="visibility:hidden;font-size:0">j.A</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Makoto_jA.png |caption=It's a punch...
 
|image=BBTag_Makoto_jA.png |caption=It's a punch...
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{{!}}-
 
{{!}}-
 
{{AttackVersion|name=j.A}}
 
{{AttackVersion|name=j.A}}
{{#lsth:BBTag/Makoto Nanaya/Data|j.A}}
+
{{#lst:BBTag/Makoto Nanaya/Data|j.A}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* Go to jump-in
+
{{Description|8|text=
 +
*Go to jump-in
 +
*Whiff cancellable to j.AA
  
 
This is Makoto's main jump in button so be sure to take the time to go in training mode and learn the spacing for a well spaced IAD j.A. You'll also be using this a lot as a falling button to whiff punish a lot of your opponent's ground pokes when you jump over them.  
 
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.  
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  {{!}}-
 
  {{!}}-
 
{{AttackVersion|name=j.AA}}
 
{{AttackVersion|name=j.AA}}
{{#lsth:BBTag/Makoto Nanaya/Data|j.AA}}
+
{{#lst:BBTag/Makoto Nanaya/Data|j.AA}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=Mostly just used in combos or to hit confirm a jump in.  
+
{{Description|8|text=
 +
Mostly just used in combos or to hit confirm a jump in.  
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">j.B</font> ======
+
====== <span style="visibility:hidden;font-size:0">j.B</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Makoto_jB.png |caption=Such a flippant attitude... sheesh.
 
|image=BBTag_Makoto_jB.png |caption=Such a flippant attitude... sheesh.
Line 315: Line 317:
 
{{AttackDataHeader-BBTag}}
 
{{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Makoto Nanaya/Data|j.B}}
+
{{#lst:BBTag/Makoto Nanaya/Data|j.B}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Great all around Air to Air normal
+
{{Description|7|text=
 +
* unique Air to Air normal because of it's hitbox
 
* On an air to air Counter Hit, it has enough untech time to land and convert it into a combo
 
* 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.  
+
It's one of the few air normals in the game that has a hitbox above the character, making it really good at hitting people higher up in the air than Makoto. If you're having trouble with a character trying to do stuff at super jump height, try using a rising j.B to hit them out of it.
 +
 
 +
Jump cancel and j.AAB A+D~[A] for some nice air confirm into some oki. Or if you believe in CH being low enough, confirm with 5A.
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">j.C</font> ======
+
====== <span style="visibility:hidden;font-size:0">j.C</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Makoto_jC.png |caption=**boop**
 
|image=BBTag_Makoto_jC.png |caption=**boop**
Line 331: Line 336:
 
{{AttackDataHeader-BBTag}}
 
{{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Makoto Nanaya/Data|j.C}}
+
{{#lst:BBTag/Makoto Nanaya/Data|j.C}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Good for beating Anti-Airs
+
{{Description|7|text=* Good for beating Anti-Airs
 
* You can convert it into a combo by linking j.AA as you're falling
 
* You can convert it into a combo by linking j.AA as you're falling
 
* This move is punishable on block by any non-counter dp. The consequence is that you will only use this move as an air-to-air or a matchup knowledge check
 
* This move is punishable on block by any non-counter dp. The consequence is that you will only use this move as an air-to-air or a matchup knowledge check
Line 339: Line 344:
 
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.  
 
During the startup of j.C, Makoto will be lifted upwards before she comes down on the opponent. This lift upwards can be very useful for dodging well timed anti-airs from your opponent and then punish their recovery.  
  
Early enough in the combo and low enough to the ground, j.C forces a ground tech which can be exploited with auto chase airdash macro for midscreen chase.
+
Early enough in the combo and low enough to the ground, j.C forces a ground tech which can be exploited with auto chase airdash macro for surprise oki.
 
  }}
 
  }}
 
}}
 
}}
Line 347: Line 352:
 
==Universal Mechanics==
 
==Universal Mechanics==
  
====== <font style="visibility:hidden" size="0">Ground Throw</font> ======
+
====== <span style="visibility:hidden;font-size:0">Ground Throw</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Makoto_GroundThrow.png |caption=
 
|image=BBTag_Makoto_GroundThrow.png |caption=
Line 355: Line 360:
 
{{AttackDataHeader-BBTag}}
 
{{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Makoto Nanaya/Data|Ground Throw}}
+
{{#lst:BBTag/Makoto Nanaya/Data|BC}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Important points go here
+
{{Description|7|text=
 
+
*lander blow loop time to the corner
Detailed description of the usefulness of the move go here
+
*4B+C > 2B > 5AAA... is what you want if you use backthrow. Using a special may have some inconsistencies (switching sides) but 2B doesn't.
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">Corona Upper</font> ======
+
====== <span style="visibility:hidden;font-size:0">Corona Upper</span> ======
 
{{MoveData
 
{{MoveData
|image=BBTag_Makoto_CoronaUpper.png |caption=Dragon Puuuu... wait, wrong game.
+
|image=BBTag_Makoto_CoronaUpper.png |caption=I wonder why they've never had Makoto call it "Squirrel-ryuken"? The reference practically writes itself.
 
|name=Corona Upper
 
|name=Corona Upper
 
|input=5A+D (Air OK)
 
|input=5A+D (Air OK)
Line 372: Line 377:
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Ground}}
 
{{AttackVersion|name=Ground}}
{{#lsth:BBTag/Makoto Nanaya/Data|AD}}
+
{{#lst:BBTag/Makoto Nanaya/Data|AD}}
 
  {{!}}-
 
  {{!}}-
 
{{AttackVersion|name=Air}}
 
{{AttackVersion|name=Air}}
{{#lsth:BBTag/Makoto Nanaya/Data|j.AD}}
+
{{#lst:BBTag/Makoto Nanaya/Data|j.AD}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 +
* <span style="color:red">'''MISSING ACTIVE FRAMES'''</span> [https://twitter.com/Brassens4/status/1212742979556917248?s=20 (proof)]
 
An uppercut attack. Probably the most DP-like of the universal Reversal moves.
 
An uppercut attack. Probably the most DP-like of the universal Reversal moves.
 
* It's her reversal.
 
* It's her reversal.
Line 387: Line 393:
 
* effectively becomes an anti-air reversal at f15 when the hitbox reappears
 
* 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
 
* not a big box of "fuck you" like Carmine/Yang... which means you tend to die in sandvich mixups because Makoto dp hitbox is smoll
 +
 +
Because of its problems, "Makoto's dp is the best in the game" for being the fastest but is also the worst because of hitbox progression, missing active frames and hitbox size.
  
 
Rest assured, Heart also suffers from bad dp problems, Makoto is not the only character with a bad dp.
 
Rest assured, Heart also suffers from bad dp problems, Makoto is not the only character with a bad dp.
Line 398: Line 406:
 
}}
 
}}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">Meteor Dive</font> ======
+
====== <span style="visibility:hidden;font-size:0">Meteor Dive</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Makoto_MeteorDive.png |caption=SMACK YA DOWN!
 
|image=BBTag_Makoto_MeteorDive.png |caption=SMACK YA DOWN!
Line 407: Line 415:
 
{{AttackDataHeader-BBTag}}
 
{{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Makoto Nanaya/Data|AD > X}}
+
{{#lst:BBTag/Makoto Nanaya/Data|AD X}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=
+
{{Description|7|text=
 
Downward punch that sends them to the floor.
 
Downward punch that sends them to the floor.
 
* Chargeable
 
* Chargeable
Line 417: Line 425:
  
 
You can perform the follow-up in two ways:
 
You can perform the follow-up in two ways:
* hold A and press D and release ([A]+D~]A[)
+
* hold A and D ([A+D])
* tap A+D, press A again and release (A+D~[A]~]A[)
+
* tap A+D, press A again and hold (A+D~[A])
  
 
The first method performs the follow-up ASAP, rarely a necessity (except when you have no meter and could get a kill with dp follow-up, which is rarely the case)
 
The 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)
Line 426: Line 434:
  
 
I recommend using the second method because oki is better than niche scenarios.
 
I recommend using the second method because oki is better than niche scenarios.
 +
 +
Note: you can dp active switch but the drive follow-up (which is this move) will not come out.
 
}}
 
}}
 
}}
 
}}
Line 433: Line 443:
 
==Skills==
 
==Skills==
  
====== <font style="visibility:hidden" size="0">Comet Cannon</font> ======
+
====== <span style="visibility:hidden;font-size:0">Comet Cannon</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Makoto_CometCannon.png |caption=
 
|image=BBTag_Makoto_CometCannon.png |caption=
Line 441: Line 451:
 
{{AttackDataHeader-BBTag}}
 
{{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Makoto Nanaya/Data|236A}}
+
{{#lst:BBTag/Makoto Nanaya/Data|236A}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Good for controlling space defensively
+
{{Description|7|text=
 +
* <span style="color:red">'''INCONSISTENT WALL BOUNCE'''</span> [https://twitter.com/ElenoreHU3BR/status/1212711620687933443?s=20 (proof)]
 +
* Good for controlling space defensively
 +
* doesn't happy birthday
 +
* can absorb multihits projectiles because of its high durability
 +
 
 +
A very interesting part of Makoto's neutral game. Makoto places a projectile orb in front of her. The projectile is multi hitting and active for a good amount of time, allowing it to hit people out of both ground and air approaches, unless they use a very disjointed normal. Strategically using to stop approaches is going to force your opponent to be more cautious and slow down the pace of their approach, allowing you to play your spacing and footsies game more comfortbaly.
  
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.  
+
At the same time, the multiple projectile hits are good for negating lower level projectiles and protecting Makoto and can force the not full fledged space control characters to have to approach Makoto instead of trying to keep your out.  
  
 +
In some match-ups like Mitsuru, don't even think of using it if their 236 special outranges it.
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">Break Shot</font> ======
+
====== <span style="visibility:hidden;font-size:0">Break Shot</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Makoto_BreakShot.png |caption=
 
|image=BBTag_Makoto_BreakShot.png |caption=
Line 458: Line 475:
 
{{AttackDataHeader-BBTag}}
 
{{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Makoto Nanaya/Data|236A > A}}
+
{{#lst:BBTag/Makoto Nanaya/Data|236A A}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Great for extending combos in the corner
+
{{Description|7|text=
* Great for controlling ground space
 
 
* Level 1 blows back
 
* Level 1 blows back
 
* Level 2 wallbounces
 
* Level 2 wallbounces
 +
* The charge part (236A) will not happy birthday
 +
* A launcher
 +
* Can cause you to accidentally lose you the corner
 +
* Can convert from fullscreen
 +
* minus on block and punishable if not spaced right (with level 2) [https://twitter.com/Brassens4/status/1228973273230315520?s=20 Video example]
 +
* most likely <span style="color:red">'''UNINTENDED'''</span> [https://youtu.be/BHmf0Wl-pWc?t=71 you can punch ball while being away from it] after getting pushblocked
 +
 +
This move is crucial in getting juggle oki (from 5BB juggle).
 +
 +
To avoid losing the corner, it might be more wise to go for an air route with 5BBB.
  
Detailed description of the usefulness of the move go here
+
You can use this move to active switch out even though the startup is lengthy. Hold down A while active switching with D and level 2 will come out.
  
 
  }}
 
  }}
 
}}
 
}}
 +
<nowiki/>
  
====== <font style="visibility:hidden" size="0">Shooting Star</font> ======
+
====== <span style="visibility:hidden;font-size:0">Shooting Star</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Makoto_ShootingStar.png |caption=GUT CHECK TIME!
 
|image=BBTag_Makoto_ShootingStar.png |caption=GUT CHECK TIME!
Line 478: Line 505:
 
{{AttackDataHeader-BBTag}}
 
{{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Makoto Nanaya/Data|236B}}
+
{{#lst:BBTag/Makoto Nanaya/Data|236B}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Invulnerable on startup
+
{{Description|7|text=
 +
* Invulnerable on startup but not frame 1 ([https://twitter.com/Brassens4/status/1223968204420263939?s=20 in CF], she was low invuln from frame one then all invuln around frame 6-7). Do not use it as a reversal because it isn't one.
  
 
Makoto slides back and then forward, delivering a powerful gut punch.
 
Makoto slides back and then forward, delivering a powerful gut punch.
Line 489: Line 517:
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">Asteroid Vision</font> ======
+
====== <span style="visibility:hidden;font-size:0">Asteroid Vision</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Makoto_AsteroidVision.png |caption=Kage Bunshin no Jutsu!
 
|image=BBTag_Makoto_AsteroidVision.png |caption=Kage Bunshin no Jutsu!
Line 499: Line 527:
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=A}}
 
{{AttackVersion|name=A}}
{{#lsth:BBTag/Makoto Nanaya/Data|214A}}
+
{{#lst:BBTag/Makoto Nanaya/Data|214A}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* Makoto creates three afterimages. The real Makoto will be in the bottom one.
+
{{Description|8|text=* Makoto creates three afterimages. The real Makoto will be in the bottom one.
  
 
You will either use the A follow-up for combos, B/C for a gap close. Raw 214A no practical uses.
 
You will either use the A follow-up for combos, B/C for a gap close. Raw 214A no practical uses.
Line 508: Line 536:
 
  {{!}}-
 
  {{!}}-
 
{{AttackVersion|name=B}}
 
{{AttackVersion|name=B}}
{{#lsth:BBTag/Makoto Nanaya/Data|214B}}
+
{{#lst:BBTag/Makoto Nanaya/Data|214B}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* Makoto creates three afterimages. The real Makoto will be in the middle one.
+
{{Description|8|text=* Makoto creates three afterimages. The real Makoto will be in the middle one.
  
 
The most useful asteroid vision of the 3 in neutral.
 
The most useful asteroid vision of the 3 in neutral.
Line 525: Line 553:
 
  {{!}}-
 
  {{!}}-
 
{{AttackVersion|name=C}}
 
{{AttackVersion|name=C}}
{{#lsth:BBTag/Makoto Nanaya/Data|214C}}
+
{{#lst:BBTag/Makoto Nanaya/Data|214C}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* Makoto creates three afterimages. The real Makoto will be in the top one.
+
{{Description|8|text=* Makoto creates three afterimages. The real Makoto will be in the top one.
 +
If you are feeling yourself, you can call out ES pushblock touga super and punish her on the way down with lightning arrow.
  
Detailed description of the usefulness of the move go here
+
When the opponent doesn't delay incoming and after killing with 214[B+C], you can setup 5A 5B whiff 214C > [C] for an ambiguous hit that safejumps. Won't work on all character but it is spooky. [https://twitter.com/Brassens4/status/1158455066355015680?s=20 Video Example]
  
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">Rush</font> ======
+
====== <span style="visibility:hidden;font-size:0">Rush</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Makoto_InfiniteRush.png |caption=
 
|image=BBTag_Makoto_InfiniteRush.png |caption=
Line 542: Line 571:
 
{{AttackDataHeader-BBTag}}
 
{{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Makoto Nanaya/Data|214A > A}}
+
{{#lst:BBTag/Makoto Nanaya/Data|214A A}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Important points go here
+
{{Description|7|text=*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
 
 
Detailed description of the usefulness of the move go here
 
  
 +
It may be possible that it is still possible to change side with the opponent from an air pickup using a [https://twitter.com/Brassens4/status/1179531203927511040?s=20 high juggle]
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">Infinite Rush</font> ======
+
====== <span style="visibility:hidden;font-size:0">Infinite Rush</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBCS_Makoto_InfiniteRush.png|caption=
 
|image=BBCS_Makoto_InfiniteRush.png|caption=
Line 559: Line 587:
 
{{AttackDataHeader-BBTag}}
 
{{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Makoto Nanaya/Data|214A > A > A}}
+
{{#lst:BBTag/Makoto Nanaya/Data|214A A A}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Good for ending combos on the ground  
+
{{Description|7|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.
 
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.
Line 567: Line 595:
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">Lander Blow</font> ======
+
====== <span style="visibility:hidden;font-size:0">Lander Blow</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Makoto_LanderBlow.png |caption=
 
|image=BBTag_Makoto_LanderBlow.png |caption=
Line 576: Line 604:
 
{{AttackDataHeader-BBTag}}
 
{{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Makoto Nanaya/Data|214A > A > B}}
+
{{#lst:BBTag/Makoto Nanaya/Data|214A A B}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Level 1 can be used as a combo extender on airborne opponents
+
{{Description|7|text=* Level 1 can be used as a combo extender on airborne opponents
* Level 2 is good for resetting pressure
+
* Level 2 is + on block but mashing will win against it so don't try it
 
+
Referred as 214AAB because 214A > A > B is too verbose even if right
Detailed description of the usefulness of the move go here
 
  
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">Cosmic Ray</font> ======
+
====== <span style="visibility:hidden;font-size:0">Cosmic Ray</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Makoto_CosmicRay.png |caption=
 
|image=BBTag_Makoto_CosmicRay.png |caption=
Line 594: Line 621:
 
{{AttackDataHeader-BBTag}}
 
{{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Makoto Nanaya/Data|214A > B}}
+
{{#lst:BBTag/Makoto Nanaya/Data|214A B}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* On hit, you can link 2A to convert the Level 2 version into a combo
+
{{Description|7|text=
 +
* On hit, you can link 2A to convert the Level 2 version into a combo
 +
* The charging part has leg attribute invuln which means you can stuff lows if you are feeling yourself.
  
It's a gap closer. Once conditionned, the opponent might start to check this move. The adaptation is to overcharge it to delay it further so you whiff punish their attempt at stuffing you.
+
It's a gap closer.
 
 
The charging part has leg attribute invuln which means you can stuff lows if you feeling yourself.
 
  
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">Lightning Arrow</font> ======
+
====== <span style="visibility:hidden;font-size:0">Lightning Arrow</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Makoto_LightningArrow.png |caption=
 
|image=BBTag_Makoto_LightningArrow.png |caption=
Line 613: Line 640:
 
{{AttackDataHeader-BBTag}}
 
{{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Makoto Nanaya/Data|214B/C > C}}
+
{{#lst: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
+
{{Description|7|text=* On hit on a grounded opponent, you can link 5A to convert it into a combo
  
 
You cannot convert from it as an air-to-air without assist. Obviously, the assist version has a ground bounce that has enough untech time to AS into it and convert from it but the non-assist version doesn't.
 
You cannot convert from it as an air-to-air without assist. Obviously, the assist version has a ground bounce that has enough untech time to AS into it and convert from it but the non-assist version doesn't.
Line 626: Line 653:
 
==Extra Skills==
 
==Extra Skills==
  
====== <font style="visibility:hidden" size="0">Sirius Jolt</font> ======
+
====== <span style="visibility:hidden;font-size:0">Sirius Jolt</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Makoto_SiriusJolt.png |caption=KA-BLAMO!
 
|image=BBTag_Makoto_SiriusJolt.png |caption=KA-BLAMO!
Line 634: Line 661:
 
{{AttackDataHeader-BBTag}}
 
{{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Makoto Nanaya/Data|236C}}
+
{{#lst:BBTag/Makoto Nanaya/Data|236C}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Wall bounces. Wall splats in the corner.
+
{{Description|7|text=
 +
* '''THIS MOVE IS BUGGED DO NOT USE IT WITH ASSIST'''
 +
* <span style="color:red">'''HIGH UNBLOCKABLE THAT CAN BE BLOCKED HIGH'''</span> [https://twitter.com/Brassens4/status/1224116224352837632?s=20 (proof)]
 +
* (Standing hit only) Wall bounces. Wall splats in the corner.
 +
 
 +
An accurate description of this move is that it is a glorified low.
 +
 
 +
Sirius Jolt is a strong, unblockable wallbounce/wallsplat hit '''ONLY''' on a standing opponent, and will be fairly weak blockable ordinary hit in all other cases (crouching, airborne). Unlike jumping attacks, you cannot "fuzzy" with the standing unblockable hit against blockstun because if the opponent is considered to be switching guard during blockstun (either crouch-to-stand or stand-to-crouch), ''Sirius Jolt simply whiffs completely instead''.
 +
 
 +
You want to use this move only after conditionning with non-juggle 5BB > 5C standing reset as a layer 2 (layer 3 being jump cancelling out of 5BB to bait dp). 5BB > 236C is a 5f trade in your favor since the wall bounce still occurs.
  
An accurate description of this move is that it is a glorified low
+
Note: this special is trash in combos as it scales everything and can mostly only be used as a low starter that is unsafe on block.
  
 +
Full (technical) explanation:
 +
# There's something that causes the lv5 unblockable hit to only happen when opponent is in standing (or transitioning to/from standing) state, and if it's satisfied, then the lv4 weak hit doesn't happen
 +
# The Lv5 hit also follows the rule of Unknown11061, which prevents the hit from connecting if opponent is in crouching state or if opponent is transitioning from crouch to stand or vice versa during blockstun (this flag is also seen on Ragna's GH followup, Noel/Es command grabs, and Yukiko 6P, among others, and behaves the same there)
 +
# Unfortunately in the case that both 1 and 2 are satisfied, the weak hit still doesn't happen, so Sirius Jolt just outright whiffs due to the rules of 2.
 
  }}
 
  }}
 
}}
 
}}
 +
<nowiki/>
  
====== <font style="visibility:hidden" size="0">Lander Blow</font> ======
+
====== <span style="visibility:hidden;font-size:0">Lander Blow</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Makoto_LanderBlow.png |caption=
 
|image=BBTag_Makoto_LanderBlow.png |caption=
Line 651: Line 692:
 
{{AttackDataHeader-BBTag}}
 
{{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Makoto Nanaya/Data|214A > A > C}}
+
{{#lst: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.
+
{{Description|7|text=
 +
* plus on block
 +
* throw mix available behind it
 +
* true string into 2A for extremly long blockstring depending on how much meter you have. [https://twitter.com/Brassens4/status/1168655305372262400?s=20 Try it with resonnance] for forcing pushblock or eating a fuckton of cheap dmg.
 +
It's a poor combo filler unless used at the very beginning, for combos such as 5AAA > 214AAC , 5AAA5BB (leading into standing reset) where it adds 500 dmg.
  
 
You can loop this move up to 2 times for a standing reset.
 
You can loop this move up to 2 times for a standing reset.
Line 669: Line 714:
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">Cosmic Ray</font> ======
+
====== <span style="visibility:hidden;font-size:0">Cosmic Ray</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Makoto_CosmicRay.png |caption=
 
|image=BBTag_Makoto_CosmicRay.png |caption=
Line 678: Line 723:
 
{{AttackDataHeader-BBTag}}
 
{{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Makoto Nanaya/Data|214A > C}}
+
{{#lst:BBTag/Makoto Nanaya/Data|214A C}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Great neutral tool for closing the gap
+
{{Description|7|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.
 
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.
Line 689: Line 734:
  
 
==Partner Skills==
 
==Partner Skills==
====== <font style="visibility:hidden" size="0">5P</font> ======
+
====== <span style="visibility:hidden;font-size:0">5P</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Makoto_InfiniteRush.png |caption=
 
|image=BBTag_Makoto_InfiniteRush.png |caption=
Line 697: Line 742:
 
{{AttackDataHeader-BBTag}}
 
{{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Makoto Nanaya/Data|5P }}
+
{{#lst:BBTag/Makoto Nanaya/Data|5P }}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Great lockdown and pressure assist
+
{{Description|7|text=* Great lockdown and pressure assist
 
* Good for extending combos against grounded and low to the ground airborne opponents
 
* Good for extending combos against grounded and low to the ground airborne opponents
 
* Final punch launches on hit
 
* Final punch launches on hit
Line 710: Line 755:
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">6P</font> ======
+
====== <span style="visibility:hidden;font-size:0">6P</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Makoto_CosmicRay.png |caption=
 
|image=BBTag_Makoto_CosmicRay.png |caption=
Line 719: Line 764:
 
{{AttackDataHeader-BBTag}}
 
{{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Makoto Nanaya/Data|6P}}
+
{{#lst:BBTag/Makoto Nanaya/Data|6P}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Wall bounces, allowing you to convert it into a combo or extend a combo
+
{{Description|7|text=
 +
* Wall bounces, allowing you to convert it into a combo or extend a combo
 
* good frame advantage on block
 
* good frame advantage on block
 +
* is not fullscreen anymore since wall bounce change
  
 
6P > CC > 5P is a frametrap when it doesn't outright true blockstring
 
6P > CC > 5P is a frametrap when it doesn't outright true blockstring
Line 730: Line 777:
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">4P</font> ======
+
====== <span style="visibility:hidden;font-size:0">4P</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Makoto_LightningArrow.png |caption=
 
|image=BBTag_Makoto_LightningArrow.png |caption=
Line 739: Line 786:
 
{{AttackDataHeader-BBTag}}
 
{{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Makoto Nanaya/Data|4P }}
+
{{#lst:BBTag/Makoto Nanaya/Data|4P }}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Good for extending combos on airborne opponents and active change combos
+
{{Description|7|text=
 +
* <span style="color:blue">'''This move is illegal'''</span> since no assist is allowed to loop into itself with 2.0 patch change [https://twitter.com/Brassens4/status/1227371980976017417?s=20 (proof)]
 +
* Very few char can make use of this outside of unsafe to burst combos, like [https://twitter.com/Brassens4/status/1213881798381461505?s=20 healing 3/4 of your health] or [https://twitter.com/Brassens4/status/1213952333148819461?s=20 getting fire levels]
 +
* Good for extending combos on airborne opponents and active change combos
 
* Gives a large ground bounce and an OTGable knockdown
 
* Gives a large ground bounce and an OTGable knockdown
 
* You can active switch into this move on hit and combo
 
* You can active switch into this move on hit and combo
Line 755: Line 805:
 
==Distortion Skills==
 
==Distortion Skills==
  
====== <font style="visibility:hidden" size="0">Big Bang Smash</font> ======
+
====== <span style="visibility:hidden;font-size:0">Big Bang Smash</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Makoto_BigBangSmash.png |caption=GIANT. HECKIN'. FIST.
 
|image=BBTag_Makoto_BigBangSmash.png |caption=GIANT. HECKIN'. FIST.
Line 764: Line 814:
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Normal}}
 
{{AttackVersion|name=Normal}}
{{#lsth:BBTag/Makoto Nanaya/Data|236BC}}
+
{{#lst:BBTag/Makoto Nanaya/Data|236BC}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Enhanced}}
 
{{AttackVersion|name=Enhanced}}
{{#lsth:BBTag/Makoto Nanaya/Data|Enhanced 236BC}}
+
{{#lst:BBTag/Makoto Nanaya/Data|Enhanced 236BC}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Important points go here
+
{{Description|7|text=*Startup is big so don't expect to punish everything
 
+
*Can be used as an anti-air
 +
*Is the only distortion Makoto can happy birthday with
 
Big Bang Smash will go nearly full screen on L2/RB. L1 goes little over halfway.
 
Big Bang Smash will go nearly full screen on L2/RB. L1 goes little over halfway.
  
 +
Some character specific tech:
 +
*You can punish Nine beam super ONLY if you BBS before the second beam because of her extended leg.
 +
*Can be used as a starter to punish Linne dp since she goes so high up in the air [https://twitter.com/Brassens4/status/1183156560693993477?s=20 Video example]
 
  }}
 
  }}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">Particle Flare</font> ======
+
====== <span style="visibility:hidden;font-size:0">Particle Flare</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBTag_Makoto_ParticleFlare.png |caption=Heeeres the wind up...
 
|image=BBTag_Makoto_ParticleFlare.png |caption=Heeeres the wind up...
Line 786: Line 840:
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=First Hit}}
 
{{AttackVersion|name=First Hit}}
{{#lsth:BBTag/Makoto Nanaya/Data|214BC}}
+
{{#lst:BBTag/Makoto Nanaya/Data|214BC}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Second Hit}}
 
{{AttackVersion|name=Second Hit}}
{{#lsth:BBTag/Makoto Nanaya/Data|214BC > X}}
+
{{#lst:BBTag/Makoto Nanaya/Data|214BC X}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Finish}}
 
{{AttackVersion|name=Finish}}
{{#lsth:BBTag/Makoto Nanaya/Data|214BC > X > X}}
+
{{#lst:BBTag/Makoto Nanaya/Data|214BC X X}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Enhanced First Hit}}
 
{{AttackVersion|name=Enhanced First Hit}}
{{#lsth:BBTag/Makoto Nanaya/Data|Enhanced 214BC}}
+
{{#lst:BBTag/Makoto Nanaya/Data|Enhanced 214BC}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Enhanced Second Hit}}
 
{{AttackVersion|name=Enhanced Second Hit}}
{{#lsth:BBTag/Makoto Nanaya/Data|Enhanced 214BC > X}}
+
{{#lst:BBTag/Makoto Nanaya/Data|Enhanced 214BC X}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Enhanced Finish}}
 
{{AttackVersion|name=Enhanced Finish}}
{{#lsth:BBTag/Makoto Nanaya/Data|Enhanced 214BC > X > X}}
+
{{#lst:BBTag/Makoto Nanaya/Data|Enhanced 214BC X X}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=* All level 1 {{=}} 4380
+
{{Description|8|text=
* All level 2 {{=}} 6313
+
*lvl 1 is 5f startup
* Enhanced {{=}} 7332
+
*lvl 2 startup is worse than lvl 1
'''All possible paths and their damage listed below:'''
+
*not charging implies less dmg
 +
*can loop into itself if you don't perfom the third part
 +
*5AAA > 214B+C , 5AAA > 5BB > super is a resonance route if you don't perform the third part
 +
*has short invuln, therefore very bad at stuffing burst with it
 +
*you can hold B+C all the way and all 3 hits come out max charge [https://twitter.com/Brassens4/status/1204203494690959361?s=20 Video Example]
  
L1 > L1 > L2 {{=}} 5493
+
5f startup super is rare: you can stuff bad safejumps with it.
 
 
L1 > L2 > L1 {{=}} 4700
 
 
 
L1 > L2 > L2 {{=}} 5813
 
 
 
L2 > L1 > L1 {{=}} 4880
 
 
 
L2 > L1 > L2 {{=}} 5993
 
 
 
L2 > L2 > L1 {{=}} 5200
 
  
 
  }}
 
  }}
Line 833: Line 881:
 
{{AttackDataHeader-BBTag}}
 
{{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Makoto Nanaya/Data|Distortion Skill Duo}}
+
{{#lst:BBTag/Makoto Nanaya/Data|Distortion Skill Duo}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Important points go here
+
{{Description|7|text=*unlike 236[B+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
Detailed description of the usefulness of the move go here
 
 
 
 
  }}
 
  }}
 
}}
 
}}
Line 852: Line 898:
 
{{AttackDataHeader-BBTag}}
 
{{AttackDataHeader-BBTag}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBTag/Makoto Nanaya/Data|222BC}}
+
{{#lst:BBTag/Makoto Nanaya/Data|222BC}}
 
{{!}}-
 
{{!}}-
{{Description|6|text=* Important points go here
+
{{Description|7|text=
 
+
*<span style="color:red">'''THIS ASTRAL TRADES ON HIT'''</span>, results in an [https://twitter.com/Brassens4/status/1203704521496637442?s=20 unfavorable trade] where you don't deal dmg and the opponent is able to recover after 4-5 awkward seconds of the opponent stuck in hitstun but still invulnerable. This bug is known since the [https://youtu.be/qaS8Qr3mKd4?t=140 CSEX Blazblue game], '''FIX MAKOTO'''!
Detailed description of the usefulness of the move go here
+
*notice the increased startup when not charging, which is counter-intuitive
  
 
  }}
 
  }}
 
}}
 
}}
 
<br style="clear:both;"/>
 
<br style="clear:both;"/>
 +
 
==Roadmap==
 
==Roadmap==
 
<!--To update this section, go to this character's subheader in Dustloop Wiki:Roadmap/BBTag-->
 
<!--To update this section, go to this character's subheader in Dustloop Wiki:Roadmap/BBTag-->
 
{{Roadmap}}
 
{{Roadmap}}
 
==Navigation==
 
==Navigation==
{{#lsth:BBTag/Makoto Nanaya/Data|Links}}
+
{{#lst:BBTag/Makoto Nanaya/Data|Links}}
 
{{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.}}
 
{{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.}}
 
{{Navbar-BBTag}}
 
{{Navbar-BBTag}}
[[Category: Makoto Nanaya]]
 
[[Category:BlazBlue Cross Tag Battle]]
 

Latest revision as of 22:11, 17 July 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data    
Makoto Nanaya
BBTag Makoto Portrait.png

Health: 17,000
Prejump: 4F
Backdash Time 22F / Invul: 1-7F All

Movement Options
  • Double Jump, 1 Airdash, Dash Type: Run
Playstyle
Aggressive, Pressure, Mixups
Team Role
Point

Overview[edit]


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

Drive: Impact[edit]

Makoto's Impact Drive allows Makoto to charge up her punches (Astral has the same "mechanic"/UI indicator but it behaves differently), 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.

The charge mechanic works as following: hold down the button and the move starts charging. If you charge enough (hold long enough), it will be level 2 (max charge), otherwise it will be level 1. Startup for level 1 and 2 are different. Since 2.0, you can hold the button all the way and it will come out level 2, even if you don't stop holding. Although you cannot overcharge anymore, this allows to active switch out of a drive move much more easily than pre 2.0. This effectively added many moves Makoto can think of active switching with instead of previous lvl 1 version which were useless.

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 (dp follow-up)
  • Break Shot
  • Lander Blow (B Variation)
  • Cosmic Ray (B Variation)
  • Lightning Arrow
  • Big Bang Smash
  • Particle Flare (All three hits)
  • Astral

Playstyle[edit]

Playstyle

Makoto is a rushdown character that thrives on fast normals to stuff you, along with a spooky moveset.

There are not many positives things to say about Makoto in general. A good TLDR is that you will see other characters doing oppressive things that you can't.
Pros Cons
  • 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)
  • slightly better than average runspeed
  • 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 specials, 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
    • 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)


Normal Moves[edit]

4A[edit]
4A
BBCS Makoto 5A.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1000 All 5 2 11 -1 -
  • 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.

5A[edit]
5A
BBCS Makoto 5B.png
BBCS Makoto 5C.png
BBCS Makoto 5CC.png
BBCS Makoto 5D.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5A 1500 All 8 6 16 -5 -
  • Best poke, great startup and good range
  • Jump Cancelable
  • Moves Makoto forward
  • Throw cancellable

Makoto's best poke. It already has decent range on its own but combine the fact that it moves you forward with the momentum of a dash and this button will hit further than it looks at first glance. In pressure, you can also aim to frame trap with this by delay canceling into it from 2A stagger pressure. Because it moves Makoto forward, it's best to do this when you are starting to get pushed out further from 2A range when an opponent will most expect an attempt to reset pressure and try to mash or jump out.

Just to note, this move is great but it's not a disjointed hitbox so be careful when using it.

5AA 1700 All 8 7 16 -4 -
  • 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.

5AAA 1700 - 7 6 24 -11 -
  • 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...).

5AAAA 2000 All 12 3 29 -21 -
  • Has knockback

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.

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.

5B[edit]
5B
BBCS Makoto 6A.png
BBCS Makoto 6B.png
BBCS Makoto 2D.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5B 1500 All 11 4 23 -10 5-14 H
  • Very reliable Anti-Air with a good amount of vertical reach
  • 5-14f head invulnerable
  • Launches on hit

Because the head invuln kicks in pretty early, Makoto's 5B is a very reliable Anti-Air to use on reaction to punish attempts to jump in on her. You convert from this button with 5BBB air combo, 5BB comet. Another route is 5BB > 214AAB , 5AAA... but it requires that the opponent is not grounded (e.g.: with 5B anti-air) because 5BB > 214AAB , 5A doesn't work on grounded opponent.

This button has a lot of recovery on whiff and the opponent will bait you in using it on block and punish you for it with pushblock into buttons.

5B has a great stagger window to cancel into 5BB on block, making it an ok active switch button for a left-right mixup: 5B~B+D where 5BB is delayed so there's a gap so the crossup protection doesn't kick in because 5B~B is not a true blockstring. Then the opponent has to actually switch guard direction to block it,

This can reverse beat into 5A.

5BB 1700 All 14 3 28 -12 -
  • Follow-up to 5B. Slams the opponent onto the ground.
  • Cancels into 5C and 236C for grounded reset. 5C frametraps 5f moves and 236C trades favorably at least with 5f moves.
  • the end point for all tech 9f corner safejump because it's jump cancellable on hit (from a high juggle so it's 9f)
  • 214A > [B] crossunder mix on back tech
  • usable with sandivch AS scenarios

Fiew notes for comboing with 5BB: the downward hitting strike makes it possible to combo into Infinite Rush and it's followups. If you're comboing into this from linking 5B on an airborne opponent, make sure you stagger the hits so the opponent is lower to the ground or else 5BB will whiff and they'll drop out of the combo.

5BB+D has good blockstun to active switch out of. You can even active switch out of it and let the partner do a fast low while keeping "5BB+D , fast low" a true blockstring.

5BBB 2000 All 17 5 32 -16 -
  • launches on hit, allowing for an air combo extension

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

You could think of 236C for a stupid frametrap but you are getting pushblocked before getting to this move.

5C[edit]
5C
BBCP Makoto CrushTrigger1.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
800 High 26 3 18 -4 -
  • safe on block since 2.0
  • very easy throw setup when using it as a knockdown from juggle state video example

2A[edit]
2A
BBCS Makoto 2A.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1000 All 6 3 10 -1 -
  • 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

2B[edit]
2B
BBCS Makoto 2B.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1500 Low 9 3 15 -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.

Any move that is pushblocked can be made safe by rebeating into 2B because of it's good recovery. This way, you don't die to pushblock super/button all the time because you decided to use 5B on block. Be happy you didn't die, they used one meter to get back to neutral and go again after they did whatever they did after pushblock (assist cooldown, whiffed move, dp because they mashed pushblock, super...).

  • imagine being safe from pushblock Nu 5B
  • imagine being safe from pushblock Black Hawk Stinger

2C[edit]
2C
BBCS Makoto 3C.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Uncharged 1700 Low 30 4 12 +3 6-23 HB
  • Good Counter Poke
  • Has invuln against Body and Head Attribute Strikes, which means you can invuln through distortions and dp's (not recommended)
  • The invulnerability doesn't last until the leg hits, which means it's not because you invulned the first part that you are safe.
  • launches on hit. You can happy birthday from 2C > 214AAB , 5AAA... confirm. This is the only realistic grounded confirm into 214AAB loop happy birthday she has.

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

Some moves are too active to bypass them with the invuln.

Roundstart 2C is definitely a thing that will force the opponent not to autopilot 5A roundstart. At higher level, roundstart 5A is less of a thing since the opponent is more likely to catch you with assist so don't overuse it.

Charged - - - - 35 - 6-23 HB
  • 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.

j.A[edit]
j.A
BBCS Makoto jC.png
It's a punch...
BBCS Makoto jCC.png
Oh SNAP! ANOTHER PUNCH!
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
j.A 1500 High 10 6 11 - -
  • Go to jump-in
  • Whiff cancellable to j.AA

This is Makoto's main jump in button so be sure to take the time to go in training mode and learn the spacing for a well spaced IAD j.A. You'll also be using this a lot as a falling button to whiff punish a lot of your opponent's ground pokes when you jump over them.

j.AA 1500 High 5 3 22 - -

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 GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1700 High 11 4 12 - -
  • unique Air to Air normal because of it's hitbox
  • On an air to air Counter Hit, it has enough untech time to land and convert it into a combo

It's one of the few air normals in the game that has a hitbox above the character, making it really good at hitting people higher up in the air than Makoto. If you're having trouble with a character trying to do stuff at super jump height, try using a rising j.B to hit them out of it.

Jump cancel and j.AAB A+D~[A] for some nice air confirm into some oki. Or if you believe in CH being low enough, confirm with 5A.

j.C[edit]
j.C
BBCS Makoto j2C.png
**boop**
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1500 High 14 Until L 9 - -
  • Good for beating Anti-Airs
  • You can convert it into a combo by linking j.AA as you're falling
  • This move is punishable on block by any non-counter dp. The consequence is that you will only use this move as an air-to-air or a matchup knowledge check

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

Early enough in the combo and low enough to the ground, j.C forces a ground tech which can be exploited with auto chase airdash macro for surprise oki.


Universal Mechanics[edit]

Ground Throw[edit]
Ground Throw
5B+C
BBCS Makoto FThrow.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
0*10, 2000 Throw 7~30 3 23 - -
  • lander blow loop time to the corner
  • 4B+C > 2B > 5AAA... is what you want if you use backthrow. Using a special may have some inconsistencies (switching sides) but 2B doesn't.

Corona Upper[edit]
Corona Upper
5A+D (Air OK)
BBCS Makoto CoronaUpper.png
I wonder why they've never had Makoto call it "Squirrel-ryuken"? The reference practically writes itself.
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground 1500 Air Unblockable 9 4(2)12 27+17L -44 1-16 All
Air 1500 All 8 8 Until L+17 - 1-9 All

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

  • It's her reversal.

Use it as a reversal.

It's the fastest non-counter dp in the game. However it has many faults:

  • using the improvement mod, you can see that dp has a hitbox at f9 near Makoto's knees, which is the definition of a useless anti-air
  • hitbox disappear at around f12 and ...
  • effectively becomes an anti-air reversal at f15 when the hitbox reappears
  • not a big box of "fuck you" like Carmine/Yang... which means you tend to die in sandvich mixups because Makoto dp hitbox is smoll

Because of its problems, "Makoto's dp is the best in the game" for being the fastest but is also the worst because of hitbox progression, missing active frames and hitbox size.

Rest assured, Heart also suffers from bad dp problems, Makoto is not the only character with a bad dp.

Because it's the fastest dp in the game, you can often get out of bad/fake/poorly executed safejumps, which is nice but be ready to deal with the consequences if your opponent actually is good at safejumps. I don't recommend to try to react to bad safejumps but if you have this gut feeling, maybe why not challenge with dp if you can't with your 5f super?

Trying for air-unblockable is definitely an option with this dp. Run up to be in the position to react to the double jump and dp.


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

Meteor Dive[edit]
Meteor Dive
Press A, B or C during Corona Upper (Chargeable)
BBCS Makoto MeteorDive.png
SMACK YA DOWN!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
2000 [2500] All - 6 Until L+10 - -

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:

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

The first method performs the follow-up ASAP, rarely a necessity (except when you have no meter and could get a kill with dp follow-up, which is rarely the case)

The second method leads to advantageous oki if you are not too far in your combo and the hitstun decay isn't too high. Why? Because you delay the follow-up since you have a window to perfom the follow-up. The oki you get from this is that you reach the ground at the same time as the opponent perfoms an automatic ground tech, which gives you the opportunity to run forward and meaty with 5A on opponent back tech, or backdash and still get meaty 5A or throw (even on 5f mash!) on opponent forward tech. It's not the best but it's there for you to use.

I recommend using the second method because oki is better than niche scenarios.

Note: you can dp active switch but the drive follow-up (which is this move) will not come out.


Skills[edit]

Comet Cannon[edit]
Comet Cannon
236A
BBCS Makoto CometCannon.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
700x3 All 14 69 Total: 44 -3 -
  • INCONSISTENT WALL BOUNCE (proof)
  • Good for controlling space defensively
  • doesn't happy birthday
  • can absorb multihits projectiles because of its high durability

A very interesting part of Makoto's neutral game. Makoto places a projectile orb in front of her. The projectile is multi hitting and active for a good amount of time, allowing it to hit people out of both ground and air approaches, unless they use a very disjointed normal. Strategically using to stop approaches is going to force your opponent to be more cautious and slow down the pace of their approach, allowing you to play your spacing and footsies game more comfortbaly.

At the same time, the multiple projectile hits are good for negating lower level projectiles and protecting Makoto and can force the not full fledged space control characters to have to approach Makoto instead of trying to keep your out.

In some match-ups like Mitsuru, don't even think of using it if their 236 special outranges it.

Break Shot[edit]
Break Shot
Press A during Comet Cannon (Chargeable)
BBCS Makoto BreakShot.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
700, 1500
[1000, 1700]
All 20 [24] 8 15 - -
  • Level 1 blows back
  • Level 2 wallbounces
  • The charge part (236A) will not happy birthday
  • A launcher
  • Can cause you to accidentally lose you the corner
  • Can convert from fullscreen
  • minus on block and punishable if not spaced right (with level 2) Video example
  • most likely UNINTENDED you can punch ball while being away from it after getting pushblocked

This move is crucial in getting juggle oki (from 5BB juggle).

To avoid losing the corner, it might be more wise to go for an air route with 5BBB.

You can use this move to active switch out even though the startup is lengthy. Hold down A while active switching with D and level 2 will come out.

Shooting Star[edit]
Shooting Star
236B
BBCS Makoto ShootingStar.png
GUT CHECK TIME!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1700 All 20 3 25 -9 -
  • Invulnerable on startup but not frame 1 (in CF, she was low invuln from frame one then all invuln around frame 6-7). Do not use it as a reversal because it isn't one.

Makoto slides back and then forward, delivering a powerful gut punch.

  • use it as an active switch move when running sandvich mix (236B+D) as the pickup on hit is easy (5A/2A pickup usually)
  • has some invuln but I advise against challenging moves that have lots of active frames or good range.

Asteroid Vision[edit]
Asteroid Vision
214A/B/C
BBCS Makoto AsteroidVision.png
Kage Bunshin no Jutsu!
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
A - - - - Total: 35 - -
  • Makoto creates three afterimages. The real Makoto will be in the bottom one.

You will either use the A follow-up for combos, B/C for a gap close. Raw 214A no practical uses.

B - - - - Total: 36+6L - -
  • 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.

Note: you can perform j.C at the far end of 214B (and 214C)

C - - - - Total: 45+6L - -
  • Makoto creates three afterimages. The real Makoto will be in the top one.

If you are feeling yourself, you can call out ES pushblock touga super and punish her on the way down with lightning arrow.

When the opponent doesn't delay incoming and after killing with 214[B+C], you can setup 5A 5B whiff 214C > [C] for an ambiguous hit that safejumps. Won't work on all character but it is spooky. Video Example

Rush[edit]
Rush
A during Asteroid Vision A
BBCS Makoto InfiniteRush.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
500*2,1500 All 9 3(6)3(8)4 36 -23 -
  • sometimes you get pushblocked right when you cancel into this special but accidentally beat their button with it. You can sometimes convert with 5A from such scramble

It may be possible that it is still possible to change side with the opponent from an air pickup using a high juggle

Infinite Rush[edit]
Infinite Rush
A during Rush
BBCS Makoto InfiniteRush.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
500*6,1500 All 9 3(6)3{(3)2}*4(8)4 36 -23 -
  • 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.

Lander Blow[edit]
Lander Blow
B during Rush (Chargeable)
BBCP Makoto LanderBlow1.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1700 [2000] All 13 [23] 3 20 [11] -4 [+7] -
  • Level 1 can be used as a combo extender on airborne opponents
  • Level 2 is + on block but mashing will win against it so don't try it

Referred as 214AAB because 214A > A > B is too verbose even if right

Cosmic Ray[edit]
Cosmic Ray
B during Asteroid Vision A (Chargeable)
BBCP Makoto CosmicRay1.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1700 [2000] All 17 [20] 8 15 [14] -4 [-1] 8-End of Active F
  • On hit, you can link 2A to convert the Level 2 version into a combo
  • The charging part has leg attribute invuln which means you can stuff lows if you are feeling yourself.

It's a gap closer.

Lightning Arrow[edit]
Lightning Arrow
C during Asteroid Vision B or C (Chargeable)
BBCS Makoto MeteorDive.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1700 [2000] High - Until L 9L - -
  • On hit on a grounded opponent, you can link 5A to convert it into a combo

You cannot convert from it as an air-to-air without assist. Obviously, the assist version has a ground bounce that has enough untech time to AS into it and convert from it but the non-assist version doesn't.


Extra Skills[edit]

Sirius Jolt[edit]
Sirius Jolt
236C
BBCF Makoto SiriusJolt.png
KA-BLAMO!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1500 [2000] All [Unblockable] 26 3 26 -10 -
  • THIS MOVE IS BUGGED DO NOT USE IT WITH ASSIST
  • HIGH UNBLOCKABLE THAT CAN BE BLOCKED HIGH (proof)
  • (Standing hit only) Wall bounces. Wall splats in the corner.

An accurate description of this move is that it is a glorified low.

Sirius Jolt is a strong, unblockable wallbounce/wallsplat hit ONLY on a standing opponent, and will be fairly weak blockable ordinary hit in all other cases (crouching, airborne). Unlike jumping attacks, you cannot "fuzzy" with the standing unblockable hit against blockstun because if the opponent is considered to be switching guard during blockstun (either crouch-to-stand or stand-to-crouch), Sirius Jolt simply whiffs completely instead.

You want to use this move only after conditionning with non-juggle 5BB > 5C standing reset as a layer 2 (layer 3 being jump cancelling out of 5BB to bait dp). 5BB > 236C is a 5f trade in your favor since the wall bounce still occurs.

Note: this special is trash in combos as it scales everything and can mostly only be used as a low starter that is unsafe on block.

Full (technical) explanation:

  1. There's something that causes the lv5 unblockable hit to only happen when opponent is in standing (or transitioning to/from standing) state, and if it's satisfied, then the lv4 weak hit doesn't happen
  2. The Lv5 hit also follows the rule of Unknown11061, which prevents the hit from connecting if opponent is in crouching state or if opponent is transitioning from crouch to stand or vice versa during blockstun (this flag is also seen on Ragna's GH followup, Noel/Es command grabs, and Yukiko 6P, among others, and behaves the same there)
  3. Unfortunately in the case that both 1 and 2 are satisfied, the weak hit still doesn't happen, so Sirius Jolt just outright whiffs due to the rules of 2.

Lander Blow[edit]
EX Lander Blow
C during Rush (Chargeable)
BBCP Makoto LanderBlow1.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
2200 All 12~36 3 11 +7 -
  • plus on block
  • throw mix available behind it
  • true string into 2A for extremly long blockstring depending on how much meter you have. Try it with resonnance for forcing pushblock or eating a fuckton of cheap dmg.

It's a poor combo filler unless used at the very beginning, for combos such as 5AAA > 214AAC , 5AAA5BB (leading into standing reset) where it adds 500 dmg.

You can loop this move up to 2 times for a standing reset.

Avoid at all cost using this move for combos unless you need an "emergency" link with 5BB21AAB > 5AAA5BB214AAC > 5BB because of hitstun decay that might fuck your combo (too specific, just forget this move in combos outside of standing resets).

On block, you can reset your blockstring with 214AAC , 2AAA5AAA5BB214AAC , 2AAA... as long as you use 214AAC , 2A, you can true string until you are out of meter.

With resonance, you can potentially chip the whole health bar and the opponent HAS to pushblock you out if he doesn't want to be in lethal range.

When the opponent is in resonance, he also has to pushblock you out because you will stall all of his resonance time by blocking you. One very good aspect is that he either pushblocks you and has meter gain penalty (which is a huge mitigation of resonance regen) or he wastes resonance time.

You can charge the final punch for a frametrap (214AA~C). Unlike 214AA[B], you can make it a 5f frametrap. Charging the punch has no particular effect other than creating a gap in the string.

Cosmic Ray[edit]
EX Cosmic Ray
C during Asteroid Vision A (Chargeable)
BBCP Makoto CosmicRay1.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
2200 All 16~32 8 12 +1 8-End of Active F
  • 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 GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1000*2, 2000 All (18)+32 2(6)2(8)4 36 -28 -
  • 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 GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
2500 All (18)+26 8 14 +6 -
  • Wall bounces, allowing you to convert it into a combo or extend a combo
  • good frame advantage on block
  • is not fullscreen anymore since wall bounce change

6P > CC > 5P is a frametrap when it doesn't outright true blockstring

You could active switch into this move on hit and convert with 5AAA...

4P[edit]
4P
Lightning Arrow
BBCS Makoto MeteorDive.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
2000 All (18)+26 18 15L - -
  • This move is illegal since no assist is allowed to loop into itself with 2.0 patch change (proof)
  • Very few char can make use of this outside of unsafe to burst combos, like healing 3/4 of your health or getting fire levels
  • Good for extending combos on airborne opponents and active change combos
  • Gives a large ground bounce and an OTGable knockdown
  • You can active switch into this move on hit and combo

You wish it was ruby 4P sometimes

Except Mai who can make use of this assist


Distortion Skills[edit]

Big Bang Smash[edit]
Big Bang Smash
236B+C (Chargeable)
BBCS Makoto BigBangSmash.png
GIANT. HECKIN'. FIST.
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Normal 4500 [5000] All 5+13 18 Total: 73 -38 [-36] 1-23 All
Enhanced 5800 All 5+13 18 Total: 73 -36 1-23 All
  • Startup is big so don't expect to punish everything
  • Can be used as an anti-air
  • Is the only distortion Makoto can happy birthday with

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

Some character specific tech:

  • You can punish Nine beam super ONLY if you BBS before the second beam because of her extended leg.
  • Can be used as a starter to punish Linne dp since she goes so high up in the air Video example

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 GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
First Hit 1500 [2000] All 1+4 [1+7] 4 58 -40 [-38] 1-18 All
Second Hit 1500 [2000] All 1+2 [1+6] 4 51 - 1-18 All
Finish 5000 [7900] All 28+12 6 Until L+12 - 1-End All
Enhanced First Hit 2000 All 1+4 4 58 -38 1-8 All
Enhanced Second Hit 30*28, 1200 All 1+8 2*28(7)4 56 - -
Enhanced Finish 10500 All 28+12 6 Until L+12 - 1-End All
  • lvl 1 is 5f startup
  • lvl 2 startup is worse than lvl 1
  • not charging implies less dmg
  • can loop into itself if you don't perfom the third part
  • 5AAA > 214B+C , 5AAA > 5BB > super is a resonance route if you don't perform the third part
  • has short invuln, therefore very bad at stuffing burst with it
  • you can hold B+C all the way and all 3 hits come out max charge Video Example

5f startup super is rare: you can stuff bad safejumps with it.


Distortion Skill Duo[edit]

Big Bang Smash
P during Main Character's Distortion Skill
BBCS Makoto BigBangSmash.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
2000 [2500] All 1+1 18 Total: 61 -39 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


Astral Heat[edit]

Planet Crusher
222B+C
BBCS Makoto PlanetCrusher.png
ATATATATATATATATATATA
BBCS Makoto PlanetCrusher2.png
FATAL KO
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
- All 1+21 [1+11] 4 28 -18 1-25 All
[1-15 All]
  • THIS ASTRAL TRADES ON HIT, results in an unfavorable trade where you don't deal dmg and the opponent is able to recover after 4-5 awkward seconds of the opponent stuck in hitstun but still invulnerable. This bug is known since the CSEX Blazblue game, FIX MAKOTO!
  • notice the increased startup when not charging, which is counter-intuitive


Roadmap[edit]

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