Difference between revisions of "BBTag/Makoto Nanaya"

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{| class="wikitable" style="float:right; margin-left: 10px; width:400px"
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{{InvisibleHeader}}{{NavTabs|game=BBTag|chara=Makoto Nanaya}}
|-
+
======<span style="visibility:hidden;font-size:0">Overview</span>======
!Makoto Nanaya
+
{{FlexContainer}}
|-
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{{FlexTopContainer}}<!-- BEGIN TOP SECTION -->
||
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{{FP Box|header=Overview
[[File:BBTag_Makoto_Portrait.png|350x500px|center]]
+
|content=
|-
+
{{Bio
||
+
| name = Makoto Nanaya
{{#lsth:BBTag/Makoto Nanaya/Data|SystemData}}
+
| game = BBTag
;Movement Options
+
| quote = My, you're good. Let's keep this pace up and go for the next!
* Double Jump, 1 Airdash, Dash Type: Run
+
| lore =  
 
 
;Playstyle
 
:Aggressive, Pressure, Mixups
 
 
 
;Team Role:
 
:Point
 
|}
 
<div style="float:left; margin-right:25px;">
 
{{TOC limit|2}}
 
</div>
 
==Important note==
 
'''This page is currently being updated''' to contain whatever tech this [https://docs.google.com/document/d/1ivVWHG2m9d76non3j6CKMg99vezgvdq4aqk8TOeWkSY/edit?usp=sharing doc] contains.
 
2.0 patch changed Makoto and most current tech is still appliable in some capacity.
 
 
 
==Overview==
 
 
 
''"My, you're good. Let's keep this pace up and go for the next!"''
 
 
 
===Backstory===
 
 
 
 
Makoto is a squirrel beastkin very well known and liked by friends and acquaintences for her cheerful and energetic personality. She is one of Noel and Tsubaki's best friends, who she met during her enrollment in the Military Academy. After graduating, Makoto once worked for the NOL's Intelligence Division under Hazama. However, when she eventually learns the truth behind NOL, Makoto leaves the organization, setting out to find her best friend Noel after finding out about the danger she is in.
 
Makoto is a squirrel beastkin very well known and liked by friends and acquaintences for her cheerful and energetic personality. She is one of Noel and Tsubaki's best friends, who she met during her enrollment in the Military Academy. After graduating, Makoto once worked for the NOL's Intelligence Division under Hazama. However, when she eventually learns the truth behind NOL, Makoto leaves the organization, setting out to find her best friend Noel after finding out about the danger she is in.
 
+
}}
===Playstyle===
+
{{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 22:
 
*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
+
*[https://youtu.be/ahmRRnGkoJs The best voice line] to deconcentrate your opponent
  
| 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
 
*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 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
+
{{Closediv}}<!--END TOP SECTION-->
**action where you cannot block like 214X
+
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION -->
**no IAD crossup normals
+
{{FP TOC}}
**no fast low (9f is not ruby 2A) to mess up with reaction timing
+
{{FP Box
*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)
+
| padding=no
|-
+
| content={{CharaInfo
|}
+
| game=BBTag
 +
| fullname=Makoto Nanaya
 +
| health={{#lst:{{PAGENAME}}/Data|health}}
 +
| comborate={{#lst:{{PAGENAME}}/Data|comborate}}
 +
| prejump={{#lst:{{PAGENAME}}/Data|prejump}}
 +
| backdash={{#lst:{{PAGENAME}}/Data|backdash}}
 +
| movement={{#lst:{{PAGENAME}}/Data|movementoptions}}
 +
}}
 +
}}
 +
{{Closediv}}<!--END FLEX OTHER SECTION-->
 +
{{Closediv}}
 +
{{FP Box
 +
| header=Drive: Impact
 +
| content=
 +
Makoto's Impact Drive allows Makoto to charge up some of her punches. When charged, the attack will be buffed, trading increased startup for better combo-ability and frame advantage.
  
===Drive: Impact===
+
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'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;"/>
 
  
 
==Normal Moves==
 
==Normal Moves==
  
====== <font style="visibility:hidden" size="0">4A</font> ======
+
===<big>4A</big>===
{{MoveData
+
<div class="attack-container">
|image=BBTag_Makoto_4A.png |caption=
+
<div class="attack-gallery">
|name=4A
+
<gallery widths="210px" heights="210px" mode="nolines">
|data=
+
BBTag_Makoto_4A.png |
 +
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 
{{AttackDataHeader-BBTag}}
 
{{AttackDataHeader-BBTag}}
{{!}}-
+
|-
{{#lsth:BBTag/Makoto Nanaya/Data|4A}}
+
{{#lst:{{PAGENAME}}/Data|4A}}
{{!}}-
+
|}
{{Description|6|text=*Fastest Normal.
+
==== ====
 +
*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.  
 
+
</div>
Detailed description of the usefulness of the move go here
+
</div>
}}
+
===<big>5A</big>===
}}
+
<div class="attack-container">
 
+
<div class="attack-gallery">
====== <font style="visibility:hidden" size="0">5A</font> ======
+
<gallery widths="210px" heights="210px" mode="nolines">
{{MoveData
+
BBTag_Makoto_5A.png |
|image=BBTag_Makoto_5A.png |caption=
+
BBTag_Makoto_5AA.png |
|image2=BBTag_Makoto_5AA.png |caption2=
+
BBTag_Makoto_5AAA.png |
|image3=BBTag_Makoto_5AAA.png |caption3=
+
BBTag_Makoto_5AAAA.png |
|image4=BBTag_Makoto_5AAAA.png |caption4=
+
</gallery>
|name=5A
+
</div>
|data=
+
<div class="attack-info">
{{AttackDataHeader-BBTag|version=yes}}
+
{| class="wikitable attack-data"
{{!}}-
+
{{AttackDataHeader-BBTag|version=yes}}
 +
|-
 
{{AttackVersion|name=5A}}
 
{{AttackVersion|name=5A}}
{{#lsth:BBTag/Makoto Nanaya/Data|5A}}
+
{{#lst:{{PAGENAME}}/Data|5A}}
{{!}}-
+
|-
{{Description|7|text=* Best poke
+
{{AttackVersion|name=5AA}}
 +
{{#lst:{{PAGENAME}}/Data|5AA}}
 +
|-
 +
{{AttackVersion|name=5AAA}}
 +
{{#lst:{{PAGENAME}}/Data|5AAA}}
 +
|-
 +
{{AttackVersion|name=5AAAA}}
 +
{{#lst:{{PAGENAME}}/Data|5AAAA}}
 +
|}
 +
==== ====
 +
* Best poke, great startup and good range
 
* Jump Cancelable
 
* Jump Cancelable
 
* Moves Makoto forward
 
* Moves Makoto forward
 
* Throw cancellable
 
* 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.  
+
5A is Makoto's best poke. It already has decent range on its own but combine the fact that it moves you forward with the momentum of a dash and this button will hit further than it looks at first glance. In pressure, you can also aim to frame trap with this by delay canceling into it from 2A stagger pressure. Because it moves Makoto forward, it's best to do this when you are starting to get pushed out further from 2A range when an opponent will most expect an attempt to reset pressure and try to mash or jump out.  
  
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.
}}
+
----
{{!}}-
+
* Moves Makoto forward
{{AttackVersion|name=5AA}}
 
{{#lsth:BBTag/Makoto Nanaya/Data|5AA}}
 
{{!}}-
 
{{Description|7|text=* Moves Makoto forward
 
 
* Jump cancellable
 
* Jump cancellable
 
* Throw 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.
+
5AA is mostly used to confirm 5A pokes or frame traps. You can use the jump cancellable property to bait supers, run the 214B+4P mix that will hit downbacking opponent, jump cancel IAD over, 2B... Stop cancelling into 5B from 5AA, to jump cancel out of your string and be safe, jump cancel with 5AA instead of believing you are pre-patch 1.5.
}}
+
----
{{!}}-
+
* Jump cancellable
{{AttackVersion|name=5AAA}}
+
By the time you use 5AAA, you should have hitconfirm into 5AAA236[A] > 5A... or 5AAA214AAA > assist. The same options of mix as 5AA string are available (jump cancel, 214A...).
{{#lsth:BBTag/Makoto Nanaya/Data|5AAA}}
+
----
{{!}}-
+
* Has knockback
{{Description|7|text=* Jump cancellable
 
At this point of the string, you should have hitconfirm into 5AAA5BB214AAB > 5A... or 5AAA214AAA > assist. The same options of mix as 5AA string are available (jump cancel, 214A...).
 
 
}}
 
{{!}}-
 
{{AttackVersion|name=5AAAA}}
 
{{#lsth:BBTag/Makoto Nanaya/Data|5AAAA}}
 
{{!}}-
 
{{Description|7|text=* Has knockback
 
  
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 5AAAA as a combo ender in the corner. You'll get less damage than doing an air route but you'll also be able to more comfortably handle forward techs.  
  
 
It is a frametrap on block (when charged), the reward being the best starter move of Makoto with almost no scaling. She has very VERY spooky damage if you manage to pick up the opponent with a damaging assist like Yang semblance 6P.
 
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.
}}
+
</div>
}}
+
</div>
  
====== <font style="visibility:hidden" size="0">5B</font> ======
+
===<big>5B</big>===
{{MoveData
+
<div class="attack-container">
|image=BBTag_Makoto_5B.png |caption=
+
<div class="attack-gallery">
|image2=BBTag_Makoto_5BB.png |caption2=
+
<gallery widths="210px" heights="210px" mode="nolines">
|image3=BBTag_Makoto_5BBB.png |caption3=
+
BBTag_Makoto_5B.png |
|name=5B
+
BBTag_Makoto_5BB.png |
|data=
+
BBTag_Makoto_5BBB.png |
{{AttackDataHeader-BBTag|version=yes}}
+
</gallery>
{{!}}-
+
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBTag|version=yes}}
 +
|-
 
{{AttackVersion|name=5B}}
 
{{AttackVersion|name=5B}}
{{#lsth:BBTag/Makoto Nanaya/Data|5B}}
+
{{#lst:{{PAGENAME}}/Data|5B}}
{{!}}-
+
|-
{{Description|7|text=* Very reliable Anti-Air with a good amount of vertical reach
+
{{AttackVersion|name=5BB}}
 +
{{#lst:{{PAGENAME}}/Data|5BB}}
 +
|-
 +
{{AttackVersion|name=5BBB}}
 +
{{#lst:{{PAGENAME}}/Data|5BBB}}
 +
|}
 +
==== ====
 +
* 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
Line 181: Line 168:
  
 
This can reverse beat into 5A.
 
This can reverse beat into 5A.
}}
+
----
{{!}}-
+
* Follow-up to 5B. Slams the opponent onto the ground.
{{AttackVersion|name=5BB}}
 
{{#lsth:BBTag/Makoto Nanaya/Data|5BB}}
 
{{!}}-
 
{{Description|7|text=* Follow-up to 5B. Slams the opponent onto the ground.
 
 
* Cancels into 5C and 236C for grounded reset. 5C frametraps 5f moves and 236C trades favorably at least with 5f moves.
 
* 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.
}}
+
----
{{!}}-
+
* launches on hit, allowing for an air combo extension
{{AttackVersion|name=5BBB}}
 
{{#lsth:BBTag/Makoto Nanaya/Data|5BBB}}
 
{{!}}-
 
{{Description|7|text=* launches on hit, allowing for an air combo extension
 
  
 
Opt for the full 5BBB if you want to BnB.
 
Opt for the full 5BBB if you want to BnB.
}}
 
}}
 
  
====== <font style="visibility:hidden" size="0">5C</font> ======
+
You could think of 236C for a stupid frametrap but you are getting pushblocked before getting to this move.
{{MoveData
+
</div>
|image=BBTag_Makoto_5C.png |caption=
+
</div>
|name=5C
+
===<big>5C</big>===
|data=
+
<div class="attack-container">
 +
<div class="attack-gallery">
 +
<gallery widths="210px" heights="210px" mode="nolines">
 +
BBTag_Makoto_5C.png |
 +
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 
{{AttackDataHeader-BBTag}}
 
{{AttackDataHeader-BBTag}}
{{!}}-
+
|-
{{#lsth:BBTag/Makoto Nanaya/Data|5C}}
+
{{#lst:{{PAGENAME}}/Data|5C}}
{{!}}-
+
|}
{{Description|6|text=* safe on block since 2.0
+
==== ====
}}
+
* 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]
 +
</div>
 +
</div>
  
====== <font style="visibility:hidden" size="0">2A</font> ======
+
===<big>2A</big>===
{{MoveData
+
<div class="attack-container">
|image=BBTag_Makoto_2A.png |caption=
+
<div class="attack-gallery">
|name=2A
+
<gallery widths="210px" heights="210px" mode="nolines">
|data=
+
BBTag_Makoto_2A.png |
 +
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 
{{AttackDataHeader-BBTag}}
 
{{AttackDataHeader-BBTag}}
{{!}}-
+
|-
{{#lsth:BBTag/Makoto Nanaya/Data|2A}}
+
{{#lst:{{PAGENAME}}/Data|2A}}
{{!}}-
+
|}
{{Description|6|text=* Good for stagger pressure
+
==== ====
 +
* Good for stagger pressure
 
* Chains into itself up to 3 times
 
* Chains into itself up to 3 times
 
* Not a low
 
* Not a low
 
* Throw cancellable
 
* 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
 
2A is mostly used as a way to start your pressure. Stagger your 2As to catch people trying to mash out of pressure resets
}}
+
</div>
}}
+
</div>
 
+
===<big>2B</big>===
====== <font style="visibility:hidden" size="0">2B</font> ======
+
<div class="attack-container">
{{MoveData
+
<div class="attack-gallery">
|image=BBTag_Makoto_2B.png |caption=
+
<gallery widths="210px" heights="210px" mode="nolines">
|name=2B
+
BBTag_Makoto_2B.png |
|data=
+
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 
{{AttackDataHeader-BBTag}}
 
{{AttackDataHeader-BBTag}}
{{!}}-
+
|-
{{#lsth:BBTag/Makoto Nanaya/Data|2B}}
+
{{#lst:{{PAGENAME}}/Data|2B}}
{{!}}-
+
|}
{{Description|6|text=* A quick Low attack.
+
==== ====
 +
* 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 247:
 
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
}}
+
</div>
}}
+
</div>
 +
===<big>2C</big>===
 +
<div class="attack-container">
 +
<div class="attack-gallery">
 +
<gallery widths="210px" heights="210px" mode="nolines">
 +
BBTag_Makoto_2C.png |
 +
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBTag|version=yes}}
 +
|-
 +
{{AttackVersion|name=Uncharged}}
 +
{{#lst:{{PAGENAME}}/Data|2C}}
 +
|-
 +
{{AttackVersion|name=Charged}}
 +
{{#lst:{{PAGENAME}}/Data|2[C]}}
 +
|}
 +
==== ====
 +
* [https://twitter.com/Brassens4/status/1258539422640779269?s=20 Funny roundstart]
 +
* Good Counter Poke
 +
* Has invuln against Body and Head Attribute Strikes, which means you can invuln through distortions and dp's (not recommended)
 +
* The invulnerability doesn't last until the leg hits, which means it's not because you invulned the first part that you are safe.
 +
* launches on hit. You can happy birthday from 2C > 214AAB , 5AAA... confirm. This is the only realistic grounded confirm into 214AAB loop happy birthday she has.
  
====== <font style="visibility:hidden" size="0">2C</font> ======
 
{{MoveData
 
|image=BBTag_Makoto_2C.png |caption=
 
|name=2C
 
|data=
 
{{AttackDataHeader-BBTag|version=yes}}
 
{{!}}-
 
{{AttackVersion|name=Uncharged}}
 
{{#lsth:BBTag/Makoto Nanaya/Data|2C}}
 
{{!}}-
 
{{Description|7|text=* Good Counter Poke
 
* Has invuln against Body and Head Attribute Strikes
 
 
Makoto advances with a low profile and ends with a leg sweep.
 
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.
+
* Advances without the legsweep.
}}
 
{{!}}-
 
{{AttackVersion|name=Charged}}
 
{{#lsth:BBTag/Makoto Nanaya/Data|2[C]}}
 
{{!}}-
 
{{Description|7|text=* Advances without the legsweep.
 
 
Useful for faking out your opponent.  
 
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.
 
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.
}}
+
</div>
}}
+
</div>
  
====== <font style="visibility:hidden" size="0">j.A</font> ======
+
===<big>j.A</big>===
{{MoveData
+
<div class="attack-container">
|image=BBTag_Makoto_jA.png |caption=It's a punch...
+
<div class="attack-gallery">
|image2=BBTag_Makoto_jAA.png |caption2=Oh SNAP! ANOTHER PUNCH!
+
<gallery widths="210px" heights="210px" mode="nolines">
|name=j.A
+
BBTag_Makoto_jA.png |It's a punch...
|data=
+
BBTag_Makoto_jAA.png |Oh SNAP! ANOTHER PUNCH!
{{AttackDataHeader-BBTag|version=yes}}
+
</gallery>
{{!}}-
+
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBTag|version=yes}}
 +
|-
 
{{AttackVersion|name=j.A}}
 
{{AttackVersion|name=j.A}}
{{#lsth:BBTag/Makoto Nanaya/Data|j.A}}
+
{{#lst:{{PAGENAME}}/Data|j.A}}
{{!}}-
+
|-
{{Description|7|text=* Go to jump-in
+
{{AttackVersion|name=j.AA}}
 +
{{#lst:{{PAGENAME}}/Data|j.AA}}
 +
|}
 +
==== ====
 +
*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.  
  
}}
+
Avoid challenging other air-to-air moves with this: it has bad priority because of the small hitbox size and its lengthy startup (Mitsuru/Blake jA is 7f, Ruby jA is 9f)
{{!}}-
+
----
{{AttackVersion|name=j.AA}}
+
j.AA is mostly just used in combos or to hit confirm a jump in.  
{{#lsth:BBTag/Makoto Nanaya/Data|j.AA}}
+
</div>
{{!}}-
+
</div>
{{Description|7|text=Mostly just used in combos or to hit confirm a jump in.  
 
}}
 
}}
 
  
====== <font style="visibility:hidden" size="0">j.B</font> ======
+
===<big>j.B</big>===
{{MoveData
+
<div class="attack-container">
|image=BBTag_Makoto_jB.png |caption=Such a flippant attitude... sheesh.
+
<div class="attack-gallery">
|name=j.B
+
<gallery widths="210px" heights="210px" mode="nolines">
|data=
+
BBTag_Makoto_jB.png |Such a flippant attitude... sheesh.
 +
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 
{{AttackDataHeader-BBTag}}
 
{{AttackDataHeader-BBTag}}
{{!}}-
+
|-
{{#lsth:BBTag/Makoto Nanaya/Data|j.B}}
+
{{#lst:{{PAGENAME}}/Data|j.B}}
{{!}}-
+
|}
{{Description|6|text=* Great all around Air to Air normal
+
==== ====
 +
* 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.  
}}
 
}}
 
  
====== <font style="visibility:hidden" size="0">j.C</font> ======
+
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.
{{MoveData
+
</div>
|image=BBTag_Makoto_jC.png |caption=**boop**
+
</div>
|name=j.C
+
===<big>j.C</big>===
|data=
+
<div class="attack-container">
 +
<div class="attack-gallery">
 +
<gallery widths="210px" heights="210px" mode="nolines">
 +
BBTag_Makoto_jC.png |**boop**
 +
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 
{{AttackDataHeader-BBTag}}
 
{{AttackDataHeader-BBTag}}
{{!}}-
+
|-
{{#lsth:BBTag/Makoto Nanaya/Data|j.C}}
+
{{#lst:{{PAGENAME}}/Data|j.C}}
{{!}}-
+
|}
{{Description|6|text=* Good for beating Anti-Airs
+
==== ====
 +
* 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 359:
 
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.
}}
+
</div>
}}
+
</div>
  
 
<br style="clear:both;"/>
 
<br style="clear:both;"/>
Line 347: Line 367:
 
==Universal Mechanics==
 
==Universal Mechanics==
  
====== <font style="visibility:hidden" size="0">Ground Throw</font> ======
+
===<big>Ground Throw</big>===
{{MoveData
+
<span class="input-badge">'''5B+C'''</span>
|image=BBTag_Makoto_GroundThrow.png |caption=
+
<div class="attack-container">
|name=Ground Throw
+
<div class="attack-gallery">
|input=5B+C
+
<gallery widths="210px" heights="210px" mode="nolines">
|data=
+
BBTag_Makoto_GroundThrow.png |
 +
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 
{{AttackDataHeader-BBTag}}
 
{{AttackDataHeader-BBTag}}
{{!}}-
+
|-
{{#lsth:BBTag/Makoto Nanaya/Data|Ground Throw}}
+
{{#lst:{{PAGENAME}}/Data|BC}}
{{!}}-
+
|}
{{Description|6|text=* Important points go here
+
==== ====
 
+
*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.
}}
+
</div>
}}
+
</div>
 
+
===<big>Corona Upper</big>===
====== <font style="visibility:hidden" size="0">Corona Upper</font> ======
+
<span class="input-badge">'''5A+D (air OK)'''</span>
{{MoveData
+
<div class="attack-container">
|image=BBTag_Makoto_CoronaUpper.png |caption=Dragon Puuuu... wait, wrong game.
+
<div class="attack-gallery">
|name=Corona Upper
+
<gallery widths="210px" heights="210px" mode="nolines">
|input=5A+D (Air OK)
+
BBTag_Makoto_CoronaUpper.png |I wonder why they've never had Makoto call it "Squirrel-ryuken"? The reference practically writes itself.
|data=
+
</gallery>
{{AttackDataHeader-BBTag|version=yes}}
+
</div>
{{!}}-
+
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBTag|version=yes}}
 +
|-
 
{{AttackVersion|name=Ground}}
 
{{AttackVersion|name=Ground}}
{{#lsth:BBTag/Makoto Nanaya/Data|AD}}
+
{{#lst:{{PAGENAME}}/Data|AD}}
  {{!}}-
+
  |-
 
{{AttackVersion|name=Air}}
 
{{AttackVersion|name=Air}}
{{#lsth:BBTag/Makoto Nanaya/Data|j.AD}}
+
{{#lst:{{PAGENAME}}/Data|j.AD}}
{{!}}-
+
|}
{{Description|7|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 415:
 
* 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 396: Line 426:
 
Same as her grounded version.
 
Same as her grounded version.
 
Use this to cap off her air combos.
 
Use this to cap off her air combos.
}}
+
</div>
}}
+
</div>
 
+
===<big>Meteor Dive</big>===
====== <font style="visibility:hidden" size="0">Meteor Dive</font> ======
+
<span class="input-badge">'''Corona Upper > A/B/C (Chargeable)'''</span>
{{MoveData
+
<div class="attack-container">
|image=BBTag_Makoto_MeteorDive.png |caption=SMACK YA DOWN!
+
<div class="attack-gallery">
|name=Meteor Dive
+
<gallery widths="210px" heights="210px" mode="nolines">
|input=Press A, B or C during Corona Upper (Chargeable)
+
BBTag_Makoto_MeteorDive.png |SMACK YA DOWN!
|data=
+
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 
{{AttackDataHeader-BBTag}}
 
{{AttackDataHeader-BBTag}}
{{!}}-
+
|-
{{#lsth:BBTag/Makoto Nanaya/Data|AD > X}}
+
{{#lst:{{PAGENAME}}/Data|AD X}}
{{!}}-
+
|}
{{Description|6|text=
+
==== ====
 
Downward punch that sends them to the floor.
 
Downward punch that sends them to the floor.
 
* Chargeable
 
* Chargeable
Line 426: Line 459:
  
 
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.
 +
</div>
 +
</div>
 
<br style="clear:both;"/>
 
<br style="clear:both;"/>
  
 
==Skills==
 
==Skills==
  
====== <font style="visibility:hidden" size="0">Comet Cannon</font> ======
+
===<big>Comet Cannon</big>===
{{MoveData
+
<span class="input-badge">'''236A'''</span>
|image=BBTag_Makoto_CometCannon.png |caption=
+
<div class="attack-container">
|input=236A
+
<div class="attack-gallery">
|name=Comet Cannon
+
<gallery widths="210px" heights="210px" mode="nolines">
|data=
+
BBTag_Makoto_CometCannon.png |
 +
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 
{{AttackDataHeader-BBTag}}
 
{{AttackDataHeader-BBTag}}
{{!}}-
+
|-
{{#lsth:BBTag/Makoto Nanaya/Data|236A}}
+
{{#lst:{{PAGENAME}}/Data|236A}}
{{!}}-
+
|}
{{Description|6|text=* Good for controlling space defensively
+
==== ====
 +
* <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
 
* doesn't happy birthday
 
* can absorb multihits projectiles because of its high durability
 
* 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 interesting part of Makoto's neutral game. Makoto places a projectile orb in front of her. The projectile is multi hitting and active for a good amount of time, allowing it to hit people out of both ground and air approaches, unless they use a very disjointed normal. Strategically using to stop approaches is going to force your opponent to be more cautious and slow down the pace of their approach, allowing you to play your spacing and footsies game more comfortbaly. Some people tend to auto-pilot IAD + air normals so when they crash into the orb, it must feel pretty tilting that you didn't need to react with an AA and convert with 5A.
  
 
At the same time, the multiple projectile hits are good for negating lower level projectiles and protecting Makoto and can force the not full fledged space control characters to have to approach Makoto instead of trying to keep your out.  
 
At the same time, the multiple projectile hits are good for negating lower level projectiles and protecting Makoto and can force the not full fledged space control characters to have to approach Makoto instead of trying to keep your out.  
  
}}
+
In some match-ups like Mitsuru, don't even think of using it if their 236 special outranges it.
}}
+
 
 +
The orb durability is not enough in some matchups, e.g.: Naoto 236A beats it
 +
 
 +
Note: you can leave comet off stage (pretty useless) [https://twitter.com/Brassens4/status/1282307364117504001?s=20 (proof)]
 +
</div>
 +
</div>
  
====== <font style="visibility:hidden" size="0">Break Shot</font> ======
+
===<big>Break Shot</big>===
{{MoveData
+
<span class="input-badge">'''Comet Cannon > A (Chargeable)'''</span>
|image=BBTag_Makoto_BreakShot.png |caption=
+
<div class="attack-container">
|input=Press A during Comet Cannon (Chargeable)
+
<div class="attack-gallery">
|name=Break Shot
+
<gallery widths="210px" heights="210px" mode="nolines">
|data=
+
BBTag_Makoto_BreakShot.png |
 +
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 
{{AttackDataHeader-BBTag}}
 
{{AttackDataHeader-BBTag}}
{{!}}-
+
|-
{{#lsth:BBTag/Makoto Nanaya/Data|236A > A}}
+
{{#lst:{{PAGENAME}}/Data|236A A}}
{{!}}-
+
|}
{{Description|6|text=
+
==== ====
 
* Level 1 blows back
 
* Level 1 blows back
 
* Level 2 wallbounces
 
* Level 2 wallbounces
Line 471: Line 520:
 
* Can cause you to accidentally lose you the corner
 
* Can cause you to accidentally lose you the corner
 
* Can convert from fullscreen
 
* 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 unintended [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).
+
Oki wise, this move is a pretty good ender. You can auto chase when air dashing low to create sameside/sandvich
 +
* [https://twitter.com/RetroMonkeySage/status/1312852389381181442?s=19 video]
 +
* [https://twitter.com/USP_BlackJet/status/1196638025180041217 video]
 +
 
 +
You can always create a sandvich situation when air dashing high (although it won't safejump everything) and it's pretty fucking good
 +
* [https://youtu.be/50CfjTdUT4I?t=3291 video, watch it all btw]
 +
 
 +
This move is crucial in getting juggle oki (from 5BB juggle), where you can setup an AS left/right ([https://twitter.com/Brassens4/status/1228672452869459969?s=20 video])
  
 
To avoid losing the corner, it might be more wise to go for an air route with 5BBB.
 
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.
}}
+
 
 +
</div>
 +
</div>
  
====== <font style="visibility:hidden" size="0">Shooting Star</font> ======
+
===<big>Shooting Star</big>===
{{MoveData
+
<span class="input-badge">'''236B'''</span>
|image=BBTag_Makoto_ShootingStar.png |caption=GUT CHECK TIME!
+
<div class="attack-container">
|input=236B
+
<div class="attack-gallery">
|name=Shooting Star
+
<gallery widths="210px" heights="210px" mode="nolines">
|data=
+
BBTag_Makoto_ShootingStar.png |GUT CHECK TIME!
 +
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 
{{AttackDataHeader-BBTag}}
 
{{AttackDataHeader-BBTag}}
{{!}}-
+
|-
{{#lsth:BBTag/Makoto Nanaya/Data|236B}}
+
{{#lst:{{PAGENAME}}/Data|236B}}
{{!}}-
+
|}
{{Description|6|text=* Invulnerable on startup
+
==== ====
 +
* 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.
 
* use it as an active switch move when running sandvich mix (236B+D) as the pickup on hit is easy (5A/2A pickup usually)
 
* 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.
+
* has some invuln but I advise against challenging moves that have lots of active frames or good range. It's possible to invuln through Jin Touga super and some other things but do not deliberately try it.
  
  
}}
+
</div>
}}
+
</div>
  
====== <font style="visibility:hidden" size="0">Asteroid Vision</font> ======
+
===<big>Asteroid Vision</big>===
{{MoveData
+
<span class="input-badge">'''214A/B/C'''</span>
|image=BBTag_Makoto_AsteroidVision.png |caption=Kage Bunshin no Jutsu!
+
<div class="attack-container">
|input=214A/B/C
+
<div class="attack-gallery">
|name=Asteroid Vision
+
<gallery widths="210px" heights="210px" mode="nolines">
|data=
+
BBTag_Makoto_AsteroidVision.png |Kage Bunshin no Jutsu!
{{AttackDataHeader-BBTag|version=yes}}
+
</gallery>
{{!}}-
+
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBTag|version=yes}}
 +
|-
 
{{AttackVersion|name=A}}
 
{{AttackVersion|name=A}}
{{#lsth:BBTag/Makoto Nanaya/Data|214A}}
+
{{#lst:{{PAGENAME}}/Data|214A}}
{{!}}-
+
|-
{{Description|7|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.
 
 
 
}}
 
{{!}}-
 
 
{{AttackVersion|name=B}}
 
{{AttackVersion|name=B}}
{{#lsth:BBTag/Makoto Nanaya/Data|214B}}
+
{{#lst:{{PAGENAME}}/Data|214B}}
{{!}}-
+
|-
{{Description|7|text=* Makoto creates three afterimages. The real Makoto will be in the middle one.
+
{{AttackVersion|name=C}}
 +
{{#lst:{{PAGENAME}}/Data|214C}}
 +
|}
 +
==== ====
 +
You will either use the A follow-up for combos, B/C for a gap close.
  
The most useful asteroid vision of the 3 in neutral.
+
* one mix with it can be trying to sideswap unexpectedly by forcing a ground tech ([https://twitter.com/Brassens4/status/1229857732095889408?s=20 video])
* 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
+
214B is the most useful asteroid vision of the 3 in neutral.
 +
* blockstring > 214B + 4P so downbacking habbit is punished since assist will hit after you have crossed up. This is the most unreactable unfair thing Makoto has, she can cancel into this from any button but she needs to call assist. It's not as dumb as IOH with a solo confirm like Merkava/Rachel have but it's pretty close.
 +
* run up 214B > j.A is an option. If you are lucky enough, CH j.A into 5AAA and combo from there.
 
* it can happen that 214B > j.AAB can give you the setup for an unblockable ground dp if you j.A on block an aerial opponent
 
* 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!
+
* whiffing j.A makes you lower to the ground, which can be used to perfom setups such as juggle combo into 5BB knockdown > 214B > j.AA whiff > 5C cross-up on (auto pilot) back tech that beats 8f mash (Nine fastest normal), which is definitely gimmicky but hey, if you can land that juicy extra assault, it can give you the edge and is spooky enough to hit opponent at least once. If they mash to stuff your 5C, remember you can stuff their 5C stuff attempt with 5A since 5A has much better startup!
  
 
Do not attempt at using this special (nor C version) in combos, it's not worth it. I've wasted enough time myself so don't do the same.
 
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 [https://twitter.com/yasusfl/status/1048352165193043968?s=21 j.C] at the far end of 214B (and 214C)
 
Note: you can perform [https://twitter.com/yasusfl/status/1048352165193043968?s=21 j.C] at the far end of 214B (and 214C)
 +
----
 +
If you are feeling yourself, you can call out ES pushblock touga super and punish him on the way down with lightning arrow.
  
}}
+
When the opponent doesn't delay incoming and after killing with 214[B+C], you can setup 5A 5B whiff 214C > [C] for an ambiguous hit that safejumps. Won't work on all character but it is spooky. [https://twitter.com/Brassens4/status/1158455066355015680?s=20 Video Example]
{{!}}-
 
{{AttackVersion|name=C}}
 
{{#lsth:BBTag/Makoto Nanaya/Data|214C}}
 
{{!}}-
 
{{Description|7|text=* Makoto creates three afterimages. The real Makoto will be in the top one.
 
  
Detailed description of the usefulness of the move go here
+
</div>
 +
</div>
  
}}
+
===<big>Rush</big>===
}}
+
<span class="input-badge">'''A Asteroid Vision > A'''</span>
 
+
<div class="attack-container">
====== <font style="visibility:hidden" size="0">Rush</font> ======
+
<div class="attack-gallery">
{{MoveData
+
<gallery widths="210px" heights="210px" mode="nolines">
|image=BBTag_Makoto_InfiniteRush.png |caption=
+
BBTag_Makoto_InfiniteRush.png |
|input=A during Asteroid Vision A
+
</gallery>
|name=Rush
+
</div>
|data=
+
<div class="attack-info">
 +
{| class="wikitable attack-data"
 
{{AttackDataHeader-BBTag}}
 
{{AttackDataHeader-BBTag}}
{{!}}-
+
|-
{{#lsth:BBTag/Makoto Nanaya/Data|214A > A}}
+
{{#lst:{{PAGENAME}}/Data|214A A}}
{{!}}-
+
|}
{{Description|6|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
+
==== ====
 +
*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 [https://twitter.com/Brassens4/status/1179531203927511040?s=20 high juggle]
+
<del>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]</del> (outdated pre 2.0 tech)
}}
+
</div>
}}
+
</div>
  
====== <font style="visibility:hidden" size="0">Infinite Rush</font> ======
+
===<big>Infinite Rush</big>===
{{MoveData
+
<span class="input-badge">'''Rush > A'''</span>
|image=BBCS_Makoto_InfiniteRush.png|caption=
+
<div class="attack-container">
|input=A during Rush
+
<div class="attack-gallery">
|name=Infinite Rush
+
<gallery widths="210px" heights="210px" mode="nolines">
|data=
+
BBCS_Makoto_InfiniteRush.png|
 +
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 
{{AttackDataHeader-BBTag}}
 
{{AttackDataHeader-BBTag}}
{{!}}-
+
|-
{{#lsth:BBTag/Makoto Nanaya/Data|214A > A > A}}
+
{{#lst:{{PAGENAME}}/Data|214A A A}}
{{!}}-
+
|}
{{Description|6|text=* Good for ending combos on the ground  
+
==== ====
 +
* 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.
  
}}
+
</div>
}}
+
</div>
 
+
===<big>Lander Blow</big>===
====== <font style="visibility:hidden" size="0">Lander Blow</font> ======
+
<span class="input-badge">'''Rush > B (Chargeable)'''</span>
{{MoveData
+
<div class="attack-container">
|image=BBTag_Makoto_LanderBlow.png |caption=
+
<div class="attack-gallery">
|input=B during Rush (Chargeable)
+
<gallery widths="210px" heights="210px" mode="nolines">
|name=Lander Blow
+
BBTag_Makoto_LanderBlow.png |
|data=
+
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 
{{AttackDataHeader-BBTag}}
 
{{AttackDataHeader-BBTag}}
{{!}}-
+
|-
{{#lsth:BBTag/Makoto Nanaya/Data|214A > A > B}}
+
{{#lst:{{PAGENAME}}/Data|214A A B}}
{{!}}-
+
|}
{{Description|6|text=* Level 1 can be used as a combo extender on airborne opponents
+
==== ====
* Level 2 is good for resetting pressure
+
* 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
  
Detailed description of the usefulness of the move go here
+
</div>
 
+
</div>
}}
+
===<big>Cosmic Ray</big>===
}}
+
<span class="input-badge">'''A Asteroid Vision > B (Chargeable)'''</span>
 
+
<div class="attack-container">
====== <font style="visibility:hidden" size="0">Cosmic Ray</font> ======
+
<div class="attack-gallery">
{{MoveData
+
<gallery widths="210px" heights="210px" mode="nolines">
|image=BBTag_Makoto_CosmicRay.png |caption=
+
BBTag_Makoto_CosmicRay.png |
|input=B during Asteroid Vision A (Chargeable)
+
</gallery>
|name=Cosmic Ray
+
</div>
|data=
+
<div class="attack-info">
 +
{| class="wikitable attack-data"
 
{{AttackDataHeader-BBTag}}
 
{{AttackDataHeader-BBTag}}
{{!}}-
+
|-
{{#lsth:BBTag/Makoto Nanaya/Data|214A > B}}
+
{{#lst:{{PAGENAME}}/Data|214A B}}
{{!}}-
+
|}
{{Description|6|text=* On hit, you can link 2A to convert the Level 2 version into a combo
+
==== ====
 +
* <span style="color:green">It's + on block from afar</span> ([https://twitter.com/Brassens4/status/1317965928097865729?s=20 proof])
 +
* On hit, you can link 2A to convert the Level 2 version into a combo
 +
* The charging part has leg attribute invuln which means you can stuff lows if you are feeling yourself.
  
It's a gap closer. 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.
+
</div>
 +
</div>
  
}}
+
===<big>Lightning Arrow</big>===
}}
+
<span class="input-badge">'''B/C Asteroid Vision > C'''</span>
 
+
<div class="attack-container">
====== <font style="visibility:hidden" size="0">Lightning Arrow</font> ======
+
<div class="attack-gallery">
{{MoveData
+
<gallery widths="210px" heights="210px" mode="nolines">
|image=BBTag_Makoto_LightningArrow.png |caption=
+
BBTag_Makoto_LightningArrow.png |
|input=C during Asteroid Vision B or C (Chargeable)
+
</gallery>
|name=Lightning Arrow
+
</div>
|data=
+
<div class="attack-info">
 +
{| class="wikitable attack-data"
 
{{AttackDataHeader-BBTag}}
 
{{AttackDataHeader-BBTag}}
{{!}}-
+
|-
{{#lsth:BBTag/Makoto Nanaya/Data|214B/C > C}}
+
{{#lst:{{PAGENAME}}/Data|214B/C C}}
{{!}}-
+
|}
{{Description|6|text=* On hit on a grounded opponent, you can link 5A to convert it into a combo
+
==== ====
 +
* On hit on a grounded opponent, you can link 5A to convert it into a combo
 +
* In previous BB games, this game could ground bounce ([https://twitter.com/Brassens4/status/1262177587213873153?s=20 proof]) (or could when using overdrive) but it doesn't in this one
  
 
You cannot convert from it as an air-to-air without assist. Obviously, the assist version has a ground bounce that has enough untech time to AS into it and convert from it but the non-assist version doesn't.
 
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.
  
}}
+
</div>
}}
+
</div>
  
 
<br style="clear:both;"/>
 
<br style="clear:both;"/>
Line 634: Line 721:
 
==Extra Skills==
 
==Extra Skills==
  
====== <font style="visibility:hidden" size="0">Sirius Jolt</font> ======
+
===<big>Sirius Jolt</big>===
{{MoveData
+
<span class="input-badge">'''236C'''</span>
|image=BBTag_Makoto_SiriusJolt.png |caption=KA-BLAMO!
+
<div class="attack-container">
|input=236C
+
<div class="attack-gallery">
|name=Sirius Jolt
+
<gallery widths="210px" heights="210px" mode="nolines">
|data=
+
BBTag_Makoto_SiriusJolt.png |KA-BLAMO!
 +
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 
{{AttackDataHeader-BBTag}}
 
{{AttackDataHeader-BBTag}}
{{!}}-
+
|-
{{#lsth:BBTag/Makoto Nanaya/Data|236C}}
+
{{#lst:{{PAGENAME}}/Data|236C}}
{{!}}-
+
|}
{{Description|6|text=* Wall bounces. Wall splats in the corner.
+
==== ====
 +
* '''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.
  
An accurate description of this move is that it is a glorified low
+
Sirius Jolt is a strong, unblockable wallbounce/wallsplat hit '''ONLY''' on a standing opponent, and will be fairly weak blockable ordinary hit in all other cases (crouching, airborne). Unlike jumping attacks, you cannot "fuzzy" with the standing unblockable hit against blockstun because if the opponent is considered to be switching guard during blockstun (either crouch-to-stand or stand-to-crouch), ''Sirius Jolt simply whiffs completely instead''.
  
}}
+
You want to use this move only after conditionning with non-juggle 5BB > 5C standing reset as a layer 2 (layer 3 being jump cancelling out of 5BB to bait dp). 5BB > 236C is a 5f trade in your favor since the wall bounce still occurs.
}}
+
 
 +
Note: this special is trash in combos as it scales everything and can mostly only be used as a low starter that is unsafe on block.
 +
 
 +
Full (technical) explanation:
 +
# There's something that causes the lv5 unblockable hit to only happen when opponent is in standing (or transitioning to/from standing) state, and if it's satisfied, then the lv4 weak hit doesn't happen
 +
# The Lv5 hit also follows the rule of Unknown11061, which prevents the hit from connecting if opponent is in crouching state or if opponent is transitioning from crouch to stand or vice versa during blockstun (this flag is also seen on Ragna's GH followup, Noel/Es command grabs, and Yukiko 6P, among others, and behaves the same there)
 +
# Unfortunately in the case that both 1 and 2 are satisfied, the weak hit still doesn't happen, so Sirius Jolt just outright whiffs due to the rules of 2.
 +
</div>
 +
</div>
  
====== <font style="visibility:hidden" size="0">Lander Blow</font> ======
+
===<big>Lander Blow</big>===
{{MoveData
+
<span class="input-badge">'''Rush > C'''</span>
|image=BBTag_Makoto_LanderBlow.png |caption=
+
<div class="attack-container">
|input=C during Rush (Chargeable)
+
<div class="attack-gallery">
|name=EX Lander Blow
+
<gallery widths="210px" heights="210px" mode="nolines">
|data=
+
BBTag_Makoto_LanderBlow.png |
 +
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 
{{AttackDataHeader-BBTag}}
 
{{AttackDataHeader-BBTag}}
{{!}}-
+
|-
{{#lsth:BBTag/Makoto Nanaya/Data|214A > A > C}}
+
{{#lst:{{PAGENAME}}/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.
+
==== ====
 +
* 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 675: Line 787:
 
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.
 
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.
  
}}
+
</div>
}}
+
</div>
 
+
===<big>Cosmic Ray</big>===
====== <font style="visibility:hidden" size="0">Cosmic Ray</font> ======
+
<span class="input-badge">'''A Asteroid Vision > C (Chargeable)'''</span>
{{MoveData
+
<div class="attack-container">
|image=BBTag_Makoto_CosmicRay.png |caption=
+
<div class="attack-gallery">
|input=C during Asteroid Vision A (Chargeable)
+
<gallery widths="210px" heights="210px" mode="nolines">
|name=EX Cosmic Ray
+
BBTag_Makoto_CosmicRay.png |
|data=
+
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 
{{AttackDataHeader-BBTag}}
 
{{AttackDataHeader-BBTag}}
{{!}}-
+
|-
{{#lsth:BBTag/Makoto Nanaya/Data|214A > C}}
+
{{#lst:{{PAGENAME}}/Data|214A C}}
{{!}}-
+
|}
{{Description|6|text=* Great neutral tool for closing the gap
+
==== ====
 +
* Great neutral tool for closing the gap
 +
* throw when blocking this move is pretty common
  
 
The extra skill version of Cosmic Ray is the old Level G Cosmic Ray from BlazBlue. It's plus on block like Level 2 Cosmic Ray but it's startup is a lot faster compared to Level 2 Cosmic Ray since there's no charge time. When well spaced, it's a great way to close the gap in neutral. On hit, you can link 5A to convert it into a full combo. On block, you can start pressure instead.
 
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.  
 
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.  
}}
+
</div>
}}
+
</div>
  
 
==Partner Skills==
 
==Partner Skills==
====== <font style="visibility:hidden" size="0">5P</font> ======
+
===<big>5P</big>===
{{MoveData
+
<span class="input-badge">'''Infinite Rush'''</span>
|image=BBTag_Makoto_InfiniteRush.png |caption=
+
<div class="attack-container">
|input=Infinite Rush
+
<div class="attack-gallery">
|name=5P
+
<gallery widths="210px" heights="210px" mode="nolines">
|data=
+
BBTag_Makoto_InfiniteRush.png |
 +
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 
{{AttackDataHeader-BBTag}}
 
{{AttackDataHeader-BBTag}}
{{!}}-
+
|-
{{#lsth:BBTag/Makoto Nanaya/Data|5P }}
+
{{#lst:{{PAGENAME}}/Data|5P }}
{{!}}-
+
|}
{{Description|6|text=* Great lockdown and pressure assist
+
==== ====
 +
* 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 716: Line 838:
  
 
It's also nice for combos since the final punch of Infinite Rush is untechable until the opponent touches ground. Combined with the multiple hits, you'll have plenty of time to follow up your combo with whatever you desire. However, it only hits closer to the ground so keep that in mind. For opponents that are more airborne when you need to extend your combo, consider doing Makoto 4P instead.  
 
It'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.  
}}
+
</div>
}}
+
</div>
 
+
===<big>6P</big>===
====== <font style="visibility:hidden" size="0">6P</font> ======
+
<span class="input-badge">'''Cosmic Ray'''</span>
{{MoveData
+
<div class="attack-container">
|image=BBTag_Makoto_CosmicRay.png |caption=
+
<div class="attack-gallery">
|input=Cosmic Ray
+
<gallery widths="210px" heights="210px" mode="nolines">
|name=6P
+
BBTag_Makoto_CosmicRay.png |
|data=
+
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 
{{AttackDataHeader-BBTag}}
 
{{AttackDataHeader-BBTag}}
{{!}}-
+
|-
{{#lsth:BBTag/Makoto Nanaya/Data|6P}}
+
{{#lst:{{PAGENAME}}/Data|6P}}
{{!}}-
+
|}
{{Description|6|text=* Wall bounces, allowing you to convert it into a combo or extend a combo
+
==== ====
 +
* 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 736: Line 863:
 
You could active switch into this move on hit and convert with 5AAA...
 
You could active switch into this move on hit and convert with 5AAA...
  
}}
+
</div>
}}
+
</div>
 
+
===<big>4P</big>===
====== <font style="visibility:hidden" size="0">4P</font> ======
+
<span class="input-badge">'''Lightning Arrow'''</span>
{{MoveData
+
<div class="attack-container">
|image=BBTag_Makoto_LightningArrow.png |caption=
+
<div class="attack-gallery">
|input=Lightning Arrow
+
<gallery widths="210px" heights="210px" mode="nolines">
|name=4P
+
BBTag_Makoto_LightningArrow.png |
|data=
+
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 
{{AttackDataHeader-BBTag}}
 
{{AttackDataHeader-BBTag}}
{{!}}-
+
|-
{{#lsth:BBTag/Makoto Nanaya/Data|4P }}
+
{{#lst:{{PAGENAME}}/Data|4P }}
{{!}}-
+
|}
{{Description|6|text=* Good for extending combos on airborne opponents and active change combos
+
==== ====
 +
* <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 756: Line 889:
 
Except Mai who can make use of this assist
 
Except Mai who can make use of this assist
  
}}
+
</div>
}}
+
</div>
  
 
<br style="clear:both;"/>
 
<br style="clear:both;"/>
Line 763: Line 896:
 
==Distortion Skills==
 
==Distortion Skills==
  
====== <font style="visibility:hidden" size="0">Big Bang Smash</font> ======
+
===<big>Big Bang Smash</big>===
{{MoveData
+
<span class="input-badge">'''236B+C (Chargeable)'''</span>
|image=BBTag_Makoto_BigBangSmash.png |caption=GIANT. HECKIN'. FIST.
+
<div class="attack-container">
|input=236B+C (Chargeable)
+
<div class="attack-gallery">
|name=Big Bang Smash
+
<gallery widths="210px" heights="210px" mode="nolines">
|data=
+
BBTag_Makoto_BigBangSmash.png |GIANT. HECKIN'. FIST.
{{AttackDataHeader-BBTag|version=yes}}
+
</gallery>
{{!}}-
+
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBTag|version=yes}}
 +
|-
 
{{AttackVersion|name=Normal}}
 
{{AttackVersion|name=Normal}}
{{#lsth:BBTag/Makoto Nanaya/Data|236BC}}
+
{{#lst:{{PAGENAME}}/Data|236BC}}
{{!}}-
+
|-
 
{{AttackVersion|name=Enhanced}}
 
{{AttackVersion|name=Enhanced}}
{{#lsth:BBTag/Makoto Nanaya/Data|Enhanced 236BC}}
+
{{#lst:{{PAGENAME}}/Data|Enhanced 236BC}}
{{!}}-
+
|}
{{Description|6|text=*Startup is big so don't expect to punish everything
+
==== ====
 +
*Startup is big so don't expect to punish everything
 
*Can be used as an anti-air
 
*Can be used as an anti-air
 
*Is the only distortion Makoto can happy birthday with
 
*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.
  
You can punish Nine beam super ONLY if you BBS before the second beam because of her extended leg.
+
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]
 
+
</div>
====== <font style="visibility:hidden" size="0">Particle Flare</font> ======
+
</div>
{{MoveData
+
===<big>Particle Flare</big>===
|image=BBTag_Makoto_ParticleFlare.png |caption=Heeeres the wind up...
+
<span class="input-badge">'''214B+C'''</span>
|image2=BBTag_Makoto_ParticleFlare2.png |caption2=AND THE PITCH!
+
<div class="attack-container">
|input=214B+C (Chargeable)
+
<div class="attack-gallery">
|name=Particle Flare
+
<gallery widths="210px" heights="210px" mode="nolines">
|data=
+
BBTag_Makoto_ParticleFlare.png |Heeeres the wind up...
{{AttackDataHeader-BBTag|version=yes}}
+
BBTag_Makoto_ParticleFlare2.png |AND THE PITCH!
{{!}}-
+
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBTag|version=yes}}
 +
|-
 
{{AttackVersion|name=First Hit}}
 
{{AttackVersion|name=First Hit}}
{{#lsth:BBTag/Makoto Nanaya/Data|214BC}}
+
{{#lst:{{PAGENAME}}/Data|214BC}}
{{!}}-
+
|-
 
{{AttackVersion|name=Second Hit}}
 
{{AttackVersion|name=Second Hit}}
{{#lsth:BBTag/Makoto Nanaya/Data|214BC > X}}
+
{{#lst:{{PAGENAME}}/Data|214BC X}}
{{!}}-
+
|-
 
{{AttackVersion|name=Finish}}
 
{{AttackVersion|name=Finish}}
{{#lsth:BBTag/Makoto Nanaya/Data|214BC > X > X}}
+
{{#lst:{{PAGENAME}}/Data|214BC X X}}
{{!}}-
+
|-
 
{{AttackVersion|name=Enhanced First Hit}}
 
{{AttackVersion|name=Enhanced First Hit}}
{{#lsth:BBTag/Makoto Nanaya/Data|Enhanced 214BC}}
+
{{#lst:{{PAGENAME}}/Data|Enhanced 214BC}}
{{!}}-
+
|-
 
{{AttackVersion|name=Enhanced Second Hit}}
 
{{AttackVersion|name=Enhanced Second Hit}}
{{#lsth:BBTag/Makoto Nanaya/Data|Enhanced 214BC > X}}
+
{{#lst:{{PAGENAME}}/Data|Enhanced 214BC X}}
{{!}}-
+
|-
 
{{AttackVersion|name=Enhanced Finish}}
 
{{AttackVersion|name=Enhanced Finish}}
{{#lsth:BBTag/Makoto Nanaya/Data|Enhanced 214BC > X > X}}
+
{{#lst:{{PAGENAME}}/Data|Enhanced 214BC X X}}
{{!}}-
+
|}
{{Description|7|text=
+
==== ====
 
*lvl 1 is 5f startup
 
*lvl 1 is 5f startup
 
*lvl 2 startup is worse than lvl 1
 
*lvl 2 startup is worse than lvl 1
Line 819: Line 962:
 
*can loop into itself if you don't perfom the third part
 
*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
 
*5AAA > 214B+C , 5AAA > 5BB > super is a resonance route if you don't perform the third part
*has short invuln
+
*has short invuln, therefore very bad at stuffing burst with it. Instead use 5AAA/5BBB > 236B+C if you want to cash out while not worrying that much about burst.
 +
*you can hold B+C all the way and all 3 hits come out max charge [https://twitter.com/Brassens4/status/1204203494690959361?s=20 Video Example]
  
 
5f startup super is rare: you can stuff bad safejumps with it.
 
5f startup super is rare: you can stuff bad safejumps with it.
  
}}
+
</div>
}}
+
</div>
  
 
<br style="clear:both;"/>
 
<br style="clear:both;"/>
  
 
==Distortion Skill Duo==
 
==Distortion Skill Duo==
{{MoveData
+
===<big>Big Bang Smash</big>===
|image=BBTag_Makoto_BigBangSmash.png |caption=
+
<span class="input-badge">'''P during Partner's Distortion Skill'''</span>
|input=P during Main Character's Distortion Skill  
+
<div class="attack-container">
|name=Big Bang Smash
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
 +
BBTag_Makoto_BigBangSmash.png |
 +
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 
{{AttackDataHeader-BBTag}}
 
{{AttackDataHeader-BBTag}}
{{!}}-
+
|-
{{#lsth:BBTag/Makoto Nanaya/Data|Distortion Skill Duo}}
+
{{#lst:{{PAGENAME}}/Data|Distortion Skill Duo}}
{{!}}-
+
|}
{{Description|6|text=* Important points go here
+
==== ====
 
+
*unlike 236[B+C], it can pick up from the ground
Detailed description of the usefulness of the move go here
+
* 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
 
+
</div>
}}
+
</div>
}}
 
 
<br style="clear:both;"/>
 
<br style="clear:both;"/>
  
 
==Astral Heat==
 
==Astral Heat==
{{MoveData
+
===<big>Planet Crusher</big>===
|image=BBTag_Makoto_PlanetCrusher.png |caption=ATATATATATATATATATATA
+
<span class="input-badge">'''222B+C'''</span>
|image2=BBTag_Makoto_PlanetCrusher2.png |caption2='''FATAL KO'''
+
<div class="attack-container">
|input=222B+C
+
<div class="attack-gallery">
|name=Planet Crusher
+
<gallery widths="210px" heights="210px" mode="nolines">
|data=
+
BBTag_Makoto_PlanetCrusher.png |ATATATATATATATATATATA
 +
BBTag_Makoto_PlanetCrusher2.png |'''FATAL KO'''
 +
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 
{{AttackDataHeader-BBTag}}
 
{{AttackDataHeader-BBTag}}
{{!}}-
+
|-
{{#lsth:BBTag/Makoto Nanaya/Data|222BC}}
+
{{#lst:{{PAGENAME}}/Data|222BC}}
{{!}}-
+
|}
{{Description|6|text=* Important points go here
+
==== ====
 +
*<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'''!
 +
*notice the increased startup when not charging, which is counter-intuitive
  
Detailed description of the usefulness of the move go here
+
</div>
 +
</div>
 +
<br style="clear:both;"/>
  
}}
+
==External References==
}}
 
<br style="clear:both;"/>
 
==Roadmap==
 
<!--To update this section, go to this character's subheader in Dustloop Wiki:Roadmap/BBTag-->
 
{{Roadmap}}
 
 
==Navigation==
 
==Navigation==
{{#lsth:BBTag/Makoto Nanaya/Data|Links}}
+
{{#lst:{{PAGENAME}}/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 [[{{PAGENAME}}/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 00:46, 26 November 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data    
Overview[edit]
Overview

"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.
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
  • The best voice line to deconcentrate your opponent
  • 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)
Drive: Impact

Makoto's Impact Drive allows Makoto to charge up some of her punches. When charged, the attack will be buffed, trading increased startup for better combo-ability and frame advantage.

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.

Normal Moves[edit]

4A[edit]

5A[edit]

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 -
5AA 1700 All 8 7 16 -4 -
5AAA 1700 - 7 6 24 -11 -
5AAAA 2000 All 11 3 31 -13 -

[edit]

  • Best poke, great startup and good range
  • Jump Cancelable
  • Moves Makoto forward
  • Throw cancellable

5A is Makoto's best poke. It already has decent range on its own but combine the fact that it moves you forward with the momentum of a dash and this button will hit further than it looks at first glance. In pressure, you can also aim to frame trap with this by delay canceling into it from 2A stagger pressure. Because it moves Makoto forward, it's best to do this when you are starting to get pushed out further from 2A range when an opponent will most expect an attempt to reset pressure and try to mash or jump out.

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


  • Moves Makoto forward
  • Jump cancellable
  • Throw cancellable

5AA is mostly used to confirm 5A pokes or frame traps. You can use the jump cancellable property to bait supers, run the 214B+4P mix that will hit downbacking opponent, jump cancel IAD over, 2B... Stop cancelling into 5B from 5AA, to jump cancel out of your string and be safe, jump cancel with 5AA instead of believing you are pre-patch 1.5.


  • Jump cancellable

By the time you use 5AAA, you should have hitconfirm into 5AAA236[A] > 5A... or 5AAA214AAA > assist. The same options of mix as 5AA string are available (jump cancel, 214A...).


  • Has knockback

You can also use 5AAAA as a combo ender in the corner. You'll get less damage than doing an air route but you'll also be able to more comfortably handle forward techs.

It is a frametrap on block (when charged), the reward being the best starter move of Makoto with almost no scaling. She has very VERY spooky damage if you manage to pick up the opponent with a damaging assist like Yang semblance 6P.

5B[edit]

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
5BB 1700 All 14 3 28 -12 -
5BBB 2000 All 17 5 32 -16 -

[edit]

  • Very reliable Anti-Air with a good amount of vertical reach
  • 5-14f head invulnerable
  • Launches on hit

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

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

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

This can reverse beat into 5A.


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

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

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


  • launches on hit, allowing for an air combo extension

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

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

5C[edit]

2A[edit]

2B[edit]

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 -

[edit]

  • 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]

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
Charged - - - - 35 - 6-23 HB

[edit]

  • Funny roundstart
  • Good Counter Poke
  • Has invuln against Body and Head Attribute Strikes, which means you can invuln through distortions and dp's (not recommended)
  • The invulnerability doesn't last until the leg hits, which means it's not because you invulned the first part that you are safe.
  • launches on hit. You can happy birthday from 2C > 214AAB , 5AAA... confirm. This is the only realistic grounded confirm into 214AAB loop happy birthday she has.

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

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

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


  • Advances without the legsweep.

Useful for faking out your opponent.

One basic mix is to use it on incoming (to invuln) and throw them. Because of the startup, this move is reactable so don't overuse it.

j.A[edit]

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 - -
j.AA 1500 High 5 3 22 - -

[edit]

  • Go to jump-in
  • Whiff cancellable to j.AA

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

Avoid challenging other air-to-air moves with this: it has bad priority because of the small hitbox size and its lengthy startup (Mitsuru/Blake jA is 7f, Ruby jA is 9f)


j.AA is mostly just used in combos or to hit confirm a jump in.

j.B[edit]

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 - -

[edit]

  • 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]

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 - -

[edit]

  • 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]

5B+C

Corona Upper[edit]

5A+D (air OK)

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

[edit]

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]

Corona Upper > A/B/C (Chargeable)

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 - -

[edit]

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]

236A

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*3 All 14 69 Total: 44 -3 -

[edit]

  • INCONSISTENT WALL BOUNCE (proof)
  • Good for controlling space defensively
  • doesn't happy birthday
  • can absorb multihits projectiles because of its high durability

A very interesting part of Makoto's neutral game. Makoto places a projectile orb in front of her. The projectile is multi hitting and active for a good amount of time, allowing it to hit people out of both ground and air approaches, unless they use a very disjointed normal. Strategically using to stop approaches is going to force your opponent to be more cautious and slow down the pace of their approach, allowing you to play your spacing and footsies game more comfortbaly. Some people tend to auto-pilot IAD + air normals so when they crash into the orb, it must feel pretty tilting that you didn't need to react with an AA and convert with 5A.

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

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

The orb durability is not enough in some matchups, e.g.: Naoto 236A beats it

Note: you can leave comet off stage (pretty useless) (proof)

Break Shot[edit]

Comet Cannon > A (Chargeable)

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 - -

[edit]

  • Level 1 blows back
  • Level 2 wallbounces
  • The charge part (236A) will not happy birthday
  • A launcher
  • Can cause you to accidentally lose you the corner
  • Can convert from fullscreen
  • minus on block and punishable if not spaced right (with level 2) Video example
  • most likely unintended you can punch ball while being away from it after getting pushblocked

Oki wise, this move is a pretty good ender. You can auto chase when air dashing low to create sameside/sandvich

You can always create a sandvich situation when air dashing high (although it won't safejump everything) and it's pretty fucking good

This move is crucial in getting juggle oki (from 5BB juggle), where you can setup an AS left/right (video)

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

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

Shooting Star[edit]

236B

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 -

[edit]

  • Invulnerable on startup but not frame 1 (in CF, she was low invuln from frame one then all invuln around frame 6-7). Do not use it as a reversal because it isn't one.

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

  • use it as an active switch move when running sandvich mix (236B+D) as the pickup on hit is easy (5A/2A pickup usually)
  • has some invuln but I advise against challenging moves that have lots of active frames or good range. It's possible to invuln through Jin Touga super and some other things but do not deliberately try it.


Asteroid Vision[edit]

214A/B/C

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 - -
B - - - - Total: 36+6L - -
C - - - - Total: 45+6L - -

[edit]

You will either use the A follow-up for combos, B/C for a gap close.

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

214B is the most useful asteroid vision of the 3 in neutral.

  • blockstring > 214B + 4P so downbacking habbit is punished since assist will hit after you have crossed up. This is the most unreactable unfair thing Makoto has, she can cancel into this from any button but she needs to call assist. It's not as dumb as IOH with a solo confirm like Merkava/Rachel have but it's pretty close.
  • run up 214B > j.A is an option. If you are lucky enough, CH j.A into 5AAA and combo from there.
  • it can happen that 214B > j.AAB can give you the setup for an unblockable ground dp if you j.A on block an aerial opponent
  • whiffing j.A makes you lower to the ground, which can be used to perfom setups such as juggle combo into 5BB knockdown > 214B > j.AA whiff > 5C cross-up on (auto pilot) back tech that beats 8f mash (Nine fastest normal), which is definitely gimmicky but hey, if you can land that juicy extra assault, it can give you the edge and is spooky enough to hit opponent at least once. If they mash to stuff your 5C, remember you can stuff their 5C stuff attempt with 5A since 5A has much better startup!

Do not attempt at using this special (nor C version) in combos, it's not worth it. I've wasted enough time myself so don't do the same.

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


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

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

Rush[edit]

A Asteroid Vision > A

Infinite Rush[edit]

Rush > A

Lander Blow[edit]

Rush > B (Chargeable)

Cosmic Ray[edit]

A Asteroid Vision > B (Chargeable)

Lightning Arrow[edit]

B/C Asteroid Vision > C


Extra Skills[edit]

Sirius Jolt[edit]

236C

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 -

[edit]

  • 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]

Rush > C

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 -

[edit]

  • 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]

A Asteroid Vision > C (Chargeable)

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

[edit]

  • Great neutral tool for closing the gap
  • throw when blocking this move is pretty common

The extra skill version of Cosmic Ray is the old Level G Cosmic Ray from BlazBlue. It's plus on block like Level 2 Cosmic Ray but it's startup is a lot faster compared to Level 2 Cosmic Ray since there's no charge time. When well spaced, it's a great way to close the gap in neutral. On hit, you can link 5A to convert it into a full combo. On block, you can start pressure instead.

Much like the other versions of Cosmic Ray, EX Cosmic Ray is vulnerable to people jumping so make sure to time this for when your opponent is playing more grounded or when they're landing from jumping around.

Partner Skills[edit]

5P[edit]

Infinite Rush

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)+13~32 2(6)2(8)4 36 -28 -

[edit]

  • 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]

Cosmic Ray

4P[edit]

Lightning Arrow


Distortion Skills[edit]

Big Bang Smash[edit]

236B+C (Chargeable)

Particle Flare[edit]

214B+C

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+(42 Flash)+4
[1+(42 Flash)+7]
4 58 -40 [-38] 1-8 All
1-11 All
Second Hit 1500 [2000] All 11+(43 Flash)+2
[11+(43 Flash)+6]
4 51 -36 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+(43 Flash)+8 2*28(7)4 56 - -
Enhanced Finish 10500 All 28+(50 Flash)+12 6 Until L+12 - 1-End All

[edit]

  • lvl 1 is 5f startup
  • lvl 2 startup is worse than lvl 1
  • not charging implies less dmg
  • can loop into itself if you don't perfom the third part
  • 5AAA > 214B+C , 5AAA > 5BB > super is a resonance route if you don't perform the third part
  • has short invuln, therefore very bad at stuffing burst with it. Instead use 5AAA/5BBB > 236B+C if you want to cash out while not worrying that much about burst.
  • you can hold B+C all the way and all 3 hits come out max charge Video Example

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


Distortion Skill Duo[edit]

Big Bang Smash[edit]

P during Partner's Distortion Skill


Astral Heat[edit]

Planet Crusher[edit]

222B+C


External References[edit]

Navigation[edit]


Ambox notice.png To edit frame data, edit values in BBTag/Makoto Nanaya/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.