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Makoto Nanaya
Movement Options
Double Jump, 1 Airdash, Dash Type: Run
Playstyle
Aggressive, Pressure, Mixups
Team Role
Point
Important note
This page is currently being updated to contain whatever tech this 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.
Playstyle
Makoto is a rushdown character that thrives on fast normals to stuff you, along with a spooky moveset.
Strengths/Weaknesses
There are not many positives things to say about Makoto in general.
Strengths
Weaknesses
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)
assists that have very very niche uses and are mostly combo tools. 4P is not Ruby 4P, 6P is not Akihiko 6P, 5P is ok but there are so many other interesting assists Makoto doesn't have
stubby/t-rex normals that are crippling against zoners and top tier character
cannot reliably protect assist call with good normals ala Nine 5B
the moves that are “good” with her aren’t as oppressive as they could be when comparing to other moves some other characters have in this game (9f fullscreen normals, sword normals)
her dp has many, MANY flaws
you need good assists against esport characters to make up for her lack of ways to get in, otherwise it will not even be a fight
Makoto doesn’t skip neutral the way other characters do (huge normals into assist blockstun into 50/50 mix and you loop it again)
bad air normals
the curse of patch notes taking away important stuff for unimportant dmg improvement (1.5 fullscreen 6P for unreliable comet wall bounce, 2.0 happy birthday meterless route for reliable comet loops)
Drive: Impact
Makoto's Impact Drive allows Makoto to charge up her punches, increasing the startup of the punch and dramatically increasing their strength. When charged to their maximum level, the properties of her moves will change, often giving them a lot more untech time or better frame advantage in other cases. There have been a few changes made to the charging mechanic in it's transition from the main BlazBlue series though. The charging on Makoto's Impact drive now only has 2 different levels that it can fall into instead of 3.
Note: some other moves can be charged but the only implication is that it will be delayed, mainly resonance Big Bang Smash and Particle Flare, Cosmic Ray and Lander Blow C variation.
The following moves can be charged to make use of her Impact Drive:
Makoto's best poke. It already has decent range on its own but combine the fact that it moves you forward with the momentum of a dash and this button will hit further than it looks at first glance. In pressure, you can also aim to frame trap with this by delay canceling into it from 2A stagger pressure. Because it moves Makoto forward, it's best to do this when you are starting to get pushed out further from 2A range when an opponent will most expect an attempt to reset pressure and try to mash or jump out.
The startup got buffed in patch 1.5 (from 9 to 7f).
5AA
5AAnormal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
1700
All
8
7
16
-4
B
-
-
100
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
85
4
18
19
19
24
34
12
+0
+5
Moves Makoto forward
Jump cancellable
Throw cancellable
Mostly used to confirm 5A pokes or frame traps. You can use the jump cancellable property to bait supers, run the 214B+4P mix that will hit downbacking opponent, jump cancel IAD over, 2B... Stop cancelling into 5B from 5AA, to jump cancel out of your string and be safe, jump cancel with 5AA instead of believing you are pre-patch 1.5.
5AAA
5AAAnormal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
1700
-
7
6
24
-11
B
-
-
100
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
85
4
18
21
24
26
39
12
+0
+5
Jump cancellable
At this point of the string, you should have hitconfirm into 5AAA5BB214AAB > 5A... or 5AAA214AAA > assist. The same options of mix as 5AA string are available (jump cancel, 214A...).
5AAAA
5AAAAnormal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
2000
All
11
3
31
-13
B
-
-
100
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
90
5
20
Launch
60
Launch
76
15
+0
+8
Values in [] are for Level 2 version
Has knockback. Level 2 has even further knockback.
Good for partner combos and ending combos in the corner.
Makoto's old 5D drive. If you're doing a partner combo, you can use your partner to combo after this and do a combo that should do about 7.5-7.8k. If you don't have an assist that goes far, you'll have to time your assist to hit just before the opponent gets blown away.
You can also use this as a combo ender in the corner. You'll get less damage than doing an air route but you'll also be able to more comfortably handle forward techs.
For Auto Combo usage, use the Level 2 version if you want to give yourself some breathing room before raw tagging out.
It is a frametrap on block (when charged), the reward being the best starter move of Makoto with almost no scaling. She has very VERY spooky damage if you manage to pick up the opponent with a damaging assist like Yang semblance 6P.
Very reliable Anti-Air with a good amount of vertical reach
5-14f head invulnerable
Launches on hit
Because the head invuln kicks in pretty early, Makoto's 5B is a very reliable Anti-Air to use on reaction to punish attempts to jump in on her. You convert from this button with 5BBB air combo, 5BB comet. Another route is 5BB > 214AAB , 5AAA... but it requires that the opponent is not grounded (e.g.: with 5B anti-air) because 5BB > 214AAB , 5A doesn't work on grounded opponent.
This button has a lot of recovery on whiff and the opponent will bait you in using it on block and punish you for it with pushblock into buttons.
5B has a great stagger window to cancel into 5BB on block, making it an ok active switch button for a left-right mixup: 5B~B+D where 5BB is delayed so there's a gap so the crossup protection doesn't kick in because 5B~B is not a true blockstring. Then the opponent has to actually switch guard direction to block it,
This can reverse beat into 5A.
5BB
5BBnormal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
1700
All
14
3
28
-12
B
-
-
100
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
85
4
18
21
27 + Down 23
26
42 + Down 23
12
+0
+5
Follow-up to 5B. Slams the opponent onto the ground.
Cancels into 5C and 236C for grounded reset. 5C frametraps 5f moves and 236C trades favorably at least with 5f moves.
Mostly used in combos. The downward hitting strike makes it possible to combo into Infinite Rush and it's followups. If you're comboing into this from linking 5B on an airborne opponent, make sure you link the 5B when the opponent is lower to the ground or else this 5BB will whiff and they'll drop out of the combo.
5BB+D has good blockstun to active switch out of. You can even active switch out of it and let the partner do a fast low while keeping "5BB+D , fast low" a true blockstring.
5BBB
5BBBnormal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
2000
All
17
5
32
-16
B
-
-
100
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
80
5
20
Launch
28
Launch
44
15
+0
+8
launches on hit, allowing for an air combo extension
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 pusblock Black Hawk Stinger
Has invuln against Body and Head Attribute Strikes
Makoto advances with a low profile and ends with a leg sweep.
Some moves are too active to bypass them with the invuln. The invulnerability doesn't last until the leg hits, which means it's not because you invulned the first part that you are safe.
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.
Charged
2[C]normal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
-
-
-
-
35
-
-
6~23 HB
-
-
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
-
-
-
-
-
-
-
-
-
-
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.
This is Makoto's main jump in button so be sure to take the time to go in training mode and learn the spacing for a well spaced IAD j.A. You'll also be using this a lot as a falling button to whiff punish a lot of your opponent's ground pokes when you jump over them.
j.AA
j.AAnormal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
1500
High
5
3
22
-
H
-
-
80
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
80
3
16
17
17
22
31
11
+0
+2
Mostly just used in combos or to hit confirm a jump in.
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.
You can convert it into a combo by linking j.AA as you're falling
During the startup of j.C, Makoto will be lifted upwards before she comes down on the opponent. This lift upwards can be very useful for dodging well timed anti-airs from your opponent and then punish their recovery.
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
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
Meteor Dive Press A, B or C during Corona Upper (Chargeable)
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 press D and release ([A]+D~]A[)
tap A+D, press A again and release (A+D~[A]~]A[)
The first method performs the follow-up ASAP, rarely a necessity (except when you have no meter and could get a kill with dp follow-up, which is rarely the case)
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.
A very important part of Makoto's neutral game. Makoto places a projectile orb in front of her. The projectile is multi hitting and active for a good amount of time, allowing it to hit people out of both ground and air approaches, unless they use a very disjointed normal. Strategically using to stop approaches is going to force your opponent to be more cautious and slow down the pace of their approach, allowing you to play your spacing and footsies game more comfortbaly. At the same time, the multiple projectile hits are good for negating lower level projectiles and protecting Makoto and can force the not full fledged space control characters to have to approach Makoto instead of trying to keep your out.
Break Shot
Break Shot Press A during Comet Cannon (Chargeable)
Earliest possible cancel at Frame 6 for A Followups, Frame 8 for B/C Followups
214A
Makoto creates three afterimages. The real Makoto will be in the bottom one.
You will either use the A follow-up for combos, B/C for a gap close. Raw 214A no practical uses.
B
214BB Asteroid Visionspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
-
-
-
-
Total: 36+6L
-
-
-
-
-
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
-
-
-
-
-
-
-
-
-
-
Earliest possible cancel at Frame 15
214B
Makoto creates three afterimages. The real Makoto will be in the middle one.
The most useful asteroid vision of the 3 in neutral.
run up 214B > j.A is an option. If you are lucky enough, CH j.A into 5AAA and combo from there
blockstring > 214B + 4P so downbacking habbit is punished since assist will hit after you have crossed up
it can happen that 214B > j.AAB can give you the setup for an unblockable ground dp if you j.A on block an aerial opponent
whiffing j.A makes you lower to the ground, which can be used to perfom setups such as juggle combo into 5BB knockdown > 214B > j.AA whiff > 5C cross-up on (auto pilot) back tech that beats 8f mash (Nine fastest normal), which is definitely gimmicky but hey, if you can land that juicy extra assault, it can give you the edge and is spooky enough to hit opponent at least once. If they mash to stuff you 5C, remember you can stuff their 5C stuff attempt with 5A since 5A has much better startup!
Do not attempt at using this special (nor C version) in combos, it's not worth it. I've wasted enough time myself so don't do the same.
C
214CC Asteroid Visionspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
-
-
-
-
Total: 45+6L
-
-
-
-
-
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
-
-
-
-
-
-
-
-
-
-
214C
Makoto creates three afterimages. The real Makoto will be in the top one.
Detailed description of the usefulness of the move go here
Considered part of preceding attack, no additional damage scaling applied Minimum Damage 25×6, 75 (225)
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.
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
EX Cosmic Ray C during Asteroid Vision A (Chargeable)
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.
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.
Values in [] are for Level 2 Only attacks if opponent is close to Makoto When opponent is too far, total duration is 5+(90 Flash)+40 [5+(90 Flash)+28], invincible from 1F until last 12F
Important points go here
Detailed description of the usefulness of the move go here
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.