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{{CharData- | {{CharData-BBTag|Makoto}} | ||
;Movement Options | ;Movement Options | ||
* Double Jump, 1 Airdash, Dash Type: Run | * Double Jump, 1 Airdash, Dash Type: Run | ||
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* Big Bang Smash | * Big Bang Smash | ||
* Particle Flare (All three hits) | * Particle Flare (All three hits) | ||
<br clear=all/> | |||
{{CharLinks-BBTag|Makoto}} | {{CharLinks-BBTag|Makoto}} | ||
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|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage= |guard=All | |damage=1000 |guard=All | ||
|startup=5 |active= |recovery= |frameAdv=-1 | |startup=5 |active= |recovery= |frameAdv=-1 | ||
|description= | |description= | ||
* | * Whiffs on crouching opponents. | ||
*can be canceled into itself up to 3 times. | |||
*can also be jump canceled meaning push blocking isn’t really a threat when using this. | |||
Detailed description of the usefulness of the move go here | Detailed description of the usefulness of the move go here | ||
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{{AttackData-BBTag | {{AttackData-BBTag | ||
|version=5A | |version=5A | ||
|damage= |guard=All | |damage=1500 |guard=All | ||
|startup=9 |active= |recovery= |frameAdv=-5 | |startup=9 |active= |recovery= |frameAdv=-5 | ||
|description= | |description= | ||
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|header=no | |header=no | ||
|version=5AA | |version=5AA | ||
|damage= |guard=All | |damage=1700 |guard=All | ||
|startup= |active= |recovery= |frameAdv=-4 | |startup= |active= |recovery= |frameAdv=-4 | ||
|description= | |description= | ||
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|header=no | |header=no | ||
|version=5AAA | |version=5AAA | ||
|damage= |guard=All | |damage=1700 |guard=All | ||
|startup= |active= |recovery= |frameAdv=-11 | |startup= |active= |recovery= |frameAdv=-11 | ||
|description= | |description= | ||
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{{AttackData-BBTag | {{AttackData-BBTag | ||
|header=no | |header=no | ||
|version=5AAAA | |version=5AAAA | ||
|damage= |guard=All | |damage=1700 [2000] |guard=All | ||
|startup= |active= |recovery= |frameAdv=-15 | |startup= |active= |recovery= |frameAdv=-15 [-13] | ||
|description= | |description= | ||
* Has knockback. Level 2 has even further knockback. | |||
* Good for partner combos and ending combos in the corner. | * 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. | 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. | ||
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{{AttackData-BBTag | {{AttackData-BBTag | ||
|version=5B | |version=5B | ||
|damage= |guard=All | |damage=1500 |guard=All | ||
|startup=11 |active= |recovery= |frameAdv=-10 | |startup=11 |active=4 |recovery=23 |frameAdv=-10 | ||
|description= | |description= | ||
* Very reliable Anti-Air with a good amount of vertical reach | * Very reliable Anti-Air with a good amount of vertical reach | ||
* 5-14f head invulnerable | |||
* Launches on hit | * Launches on hit | ||
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|header=no | |header=no | ||
|version=5BB | |version=5BB | ||
|damage= |guard=All | |damage=1700 |guard=All | ||
|startup= |active= |recovery= |frameAdv=-12 | |startup= |active= |recovery= |frameAdv=-12 | ||
|description= | |description= | ||
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{{AttackData-BBTag | {{AttackData-BBTag | ||
|header=no | |header=no | ||
|version=5BBB | |version=5BBB | ||
|damage= |guard=All | |damage=1700 [20000 ]|guard=All | ||
|startup= |active= |recovery= |frameAdv=-18 | |startup= |active= |recovery= |frameAdv=-18 [-16] | ||
|description= | |description= | ||
* | * Level 2 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. | ||
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|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage= |guard=High | |damage=800 |guard=High | ||
|startup=22 |active= |recovery= |frameAdv=-10 | |startup=22 |active= |recovery= |frameAdv=-10 | ||
|description= | |description= | ||
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|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage= |guard=All | |damage=1000 |guard=All | ||
|startup=6 |active= |recovery= |frameAdv=-1 | |startup=6 |active= |recovery= |frameAdv=-1 | ||
|description= | |description= | ||
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|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage= |guard=Low | |damage=1500 |guard=Low | ||
|startup=9 |active= |recovery= |frameAdv=-1 | |startup=9 |active= |recovery= |frameAdv=-1 | ||
|description= | |description= | ||
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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. | ||
2B reverse beats into 5A just like 5B. | |||
}} | }} | ||
}} | }} | ||
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{{AttackData-BBTag | {{AttackData-BBTag | ||
|version=Uncharged | |version=Uncharged | ||
|damage= |guard=Low | |damage=1700 |guard=Low | ||
|startup=30 |active= |recovery= |frameAdv=+2 | |startup=30 |active= |recovery= |frameAdv=+2 | ||
|description= | |description= | ||
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|version=Charged | |version=Charged | ||
|damage= |guard= | |damage= |guard= | ||
|startup= |active= |recovery=36 |frameAdv= | |startup= |active= |recovery=36 |frameAdv=N/A | ||
|description= | |description= | ||
* Advances without the legsweep. | * Advances without the legsweep. | ||
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{{AttackData-BBTag | {{AttackData-BBTag | ||
|version=j.A | |version=j.A | ||
|damage= |guard=High | |damage=1500 |guard=High | ||
|startup=10 |active= |recovery= |frameAdv= | |startup=10 |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
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|header=no | |header=no | ||
|version=j.AA | |version=j.AA | ||
|damage= |guard=High | |damage=1500 |guard=High | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
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|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage= |guard= | |damage=1700 |guard=High | ||
|startup=11 |active= |recovery= |frameAdv= | |startup=11 |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
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|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage= |guard= | |damage=1500 |guard=High | ||
|startup=14 |active= |recovery= |frameAdv= | |startup=14 |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
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|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage= |guard=Throw | |damage=0*10,2000 |guard=Throw | ||
|startup=7 |active= |recovery= |frameAdv= | |startup=7 |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
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{{AttackData-BBTag | {{AttackData-BBTag | ||
|version=Ground | |version=Ground | ||
|damage= |guard=Air Unblockable | |damage=1500 |guard=Air Unblockable | ||
|startup=9 |active= |recovery= |frameAdv=-42 | |startup=9 |active= |recovery= |frameAdv=-42 | ||
|description=An uppercut attack. Probably the most DP-like of the universal Reversal moves. | |description=An uppercut attack. Probably the most DP-like of the universal Reversal moves. | ||
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|header=no | |header=no | ||
|version=Air | |version=Air | ||
|damage= |guard=All | |damage=1500 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description=Same as her grounded version. | |description=Same as her grounded version. | ||
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|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage= |guard=All | |damage=2000 [2500] |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description=Downward punch that sends them to the floor. | |description=Downward punch that sends them to the floor. | ||
* Chargeable | * 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. | 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. | ||
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|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage= |guard=All | |damage=700*3 |guard=All | ||
|startup=16 |active= |recovery= |frameAdv=-3 | |startup=16 |active= |recovery= |frameAdv=-3 | ||
|description= | |description= | ||
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|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage=1500 [1700]|guard=All | |||
|damage= |guard=All | |startup=20 [24] |active= |recovery= |frameAdv=-11 | ||
|startup=20 |active= |recovery= |frameAdv= | |||
|description= | |description= | ||
* Great for extending combos in the corner | * Great for extending combos in the corner | ||
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|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage= |guard=All | |damage=1700 |guard=All | ||
|startup=20 |active= |recovery= |frameAdv=-9 | |startup=20 |active= |recovery= |frameAdv=-9 | ||
|description= | |description= | ||
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}} | }} | ||
====== <font style="visibility:hidden" size="0"> | ====== <font style="visibility:hidden" size="0">Rush</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Makoto_InfiniteRush.png |caption= | |image=BBTag_Makoto_InfiniteRush.png |caption= | ||
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|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage= |guard=All | |damage=500,500,1500 |guard=All | ||
|startup=9 |active= |recovery= |frameAdv=-23 | |startup=9 |active= |recovery= |frameAdv=-23 | ||
|description= | |description= | ||
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}} | }} | ||
====== <font style="visibility:hidden" size="0"> | ====== <font style="visibility:hidden" size="0">Infinite Rush</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Makoto_InfiniteRush.png|caption= | |image=BBCS_Makoto_InfiniteRush.png|caption= | ||
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|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage= |guard=All | |damage=500*6,1500 |guard=All | ||
|startup=4 |active= |recovery= |frameAdv=-23 | |startup=4 |active= |recovery= |frameAdv=-23 | ||
|description= | |description= | ||
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|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage= |guard=All | |damage= |guard=All | ||
|startup=13 |active= |recovery= |frameAdv=-4 | |startup=13 [23] |active= |recovery= |frameAdv=-4 [+7] | ||
|description= | |description= | ||
* | * Level 1 can be used as a combo extender on airborne opponents | ||
* Level 2 is good for resetting pressure | |||
Detailed description of the usefulness of the move go here | Detailed description of the usefulness of the move go here | ||
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|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage=1700 [2000] |guard=All | |||
|damage= |guard=All | |startup=17 [20] |active= |recovery= |frameAdv=-6 [+3] | ||
|startup=17 |active= |recovery= |frameAdv=-6 | |||
|description= | |description= | ||
* On hit, you can link 2A to convert the Level 2 version into a combo | * On hit, you can link 2A to convert the Level 2 version into a combo | ||
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|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage=1700 [2000] |guard=All | |||
|damage= |guard=All | |||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
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|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage= |guard=UB on Standing | |damage=1500 [2000] |guard=All [UB on Standing] | ||
|startup=26 |active= |recovery= |frameAdv=-10 | |startup=26 |active= |recovery= |frameAdv=-10 | ||
|description= | |description= | ||
* Good for extending combos midscreen | * Good for extending combos midscreen | ||
* Wall bounces | * Wall bounces. Wall splats in the corner. | ||
As stated above, this move is extremely good for combo extension and overall wallbang styling shenanigans, but it can also be used as a safe way to end a blockstring. This move pushes most enemy characters out of range of their own normals on block and could be used as a way to bait out button presses for you to punish with a reaching assist such as Noel's 6P, Es' 6P, or Gordeau's 5P. As far as this move is considered, either they block it low because they know what to do against Makoto (never block high against a Makoto main) or they screw up and block high, in which case you get a free combo. | As stated above, this move is extremely good for combo extension and overall wallbang styling shenanigans, but it can also be used as a safe way to end a blockstring. This move pushes most enemy characters out of range of their own normals on block and could be used as a way to bait out button presses for you to punish with a reaching assist such as Noel's 6P, Es' 6P, or Gordeau's 5P. As far as this move is considered, either they block it low because they know what to do against Makoto (never block high against a Makoto main) or they screw up and block high, in which case you get a free combo. | ||
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|image=BBTag_Makoto_LanderBlow.png |caption= | |image=BBTag_Makoto_LanderBlow.png |caption= | ||
|input=C during Rush (Chargeable) | |input=C during Rush (Chargeable) | ||
|name=Lander Blow | |name=EX Lander Blow | ||
|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage= |guard=All | |damage=2200 |guard=All | ||
|startup=12~36 |active= |recovery= |frameAdv=+7 | |startup=12~36 |active= |recovery= |frameAdv=+7 | ||
|description= | |description= | ||
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}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">Cosmic Ray</font> ====== | ====== <font style="visibility:hidden" size="0">Cosmic Ray</font> ====== | ||
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|image=BBTag_Makoto_CosmicRay.png |caption= | |image=BBTag_Makoto_CosmicRay.png |caption= | ||
|input=C during Asteroid Vision A (Chargeable) | |input=C during Asteroid Vision A (Chargeable) | ||
|name=Cosmic Ray | |name=EX Cosmic Ray | ||
|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage= |guard=All | |damage=2200 |guard=All | ||
|startup=16~32 |active= |recovery= |frameAdv=+3 | |startup=16~32 |active= |recovery= |frameAdv=+3 | ||
|description= | |description= | ||
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{{MoveData | {{MoveData | ||
|image=BBTag_Makoto_InfiniteRush.png |caption= | |image=BBTag_Makoto_InfiniteRush.png |caption= | ||
|input= | |input=Infinite Rush | ||
|name= | |name=5P | ||
|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage= |guard=All | |damage=1000*2,2000 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup=33 |active=N/A |recovery=N/A |frameAdv=+44 | ||
|description= | |description= | ||
* Great lockdown and pressure assist | * Great lockdown and pressure assist | ||
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{{MoveData | {{MoveData | ||
|image=BBTag_Makoto_CosmicRay.png |caption= | |image=BBTag_Makoto_CosmicRay.png |caption= | ||
|input= | |input=Cosmic Ray | ||
|name= | |name=6P | ||
|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage= |guard=All | |damage=2200 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup=48 |active=N/A |recovery=N/A |frameAdv=+30 | ||
|description= | |description= | ||
* 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 | ||
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{{MoveData | {{MoveData | ||
|image=BBTag_Makoto_LightningArrow.png |caption= | |image=BBTag_Makoto_LightningArrow.png |caption= | ||
|input= | |input=Lightning Arrow | ||
|name= | |name=4P | ||
|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage= |guard=All | |damage=2000 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup=59 |active=N/A |recovery=N/A |frameAdv=+33 | ||
|description= | |description= | ||
* Good for extending combos on airborne opponents and active change combos | * Good for extending combos on airborne opponents and active change combos | ||
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|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|version= | |version=Normal | ||
|damage= |guard=All | |damage=4500 [5000] |guard=All | ||
|startup=5+13 |active= |recovery= |frameAdv=-38 | |startup=5+13 |active= |recovery= |frameAdv=-38 [-36] | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|version= | |version=Enhanced |header=no | ||
|damage= |guard=All | |damage=6000|guard=All | ||
|startup=5+13 |active= |recovery= |frameAdv=-36 | |startup=5+13(?) |active= |recovery= |frameAdv=-36(?) | ||
|description= | |description= | ||
* Important points go here | * Important points go here | ||
Big Bang Smash will go nearly full screen on L2/RB. L1 goes little over halfway. | |||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|version=First Hit | |version=First Hit | ||
|damage= |guard=All | |damage=1500 [2000]|guard=All | ||
|startup=1+4 |active= |recovery= |frameAdv=-40 | |startup=1+4 [1+7]|active= |recovery= |frameAdv=-40 [-38] | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|version=First Hit ( | |header=no | ||
|damage= |guard=All | |version=Second Hit | ||
|startup= | |subtitle=First Hit > A, B or C (Chargeable) | ||
|damage=1500 [2000] |guard=All | |||
|startup= |active= |recovery= |frameAdv= | |||
|description= | |description= | ||
}} | }} | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|header=no | |header=no | ||
|version= | |version=Finish | ||
|subtitle= | |subtitle=Second Hit > A, B or C (Chargeable) | ||
|damage= |guard=All | |damage=5000 [7900] |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|header=no | |version=First Hit (Enchanced) |header=no | ||
| | |damage=2000 |guard=All | ||
| | |startup=1+7(?) |active= |recovery= |frameAdv=-38(?) | ||
|damage= |guard=All | }} | ||
{{AttackData-BBTag | |||
|version=Second Hit (Enchanced) |header=no | |||
|damage=30*29, 1200 |guard=All | |||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
}} | }} | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|version=Finish(Enchanced) |header=no | |||
|version=Finish ( | |damage=10500 |guard=All | ||
|damage= |guard=All | |||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* All level 1 = 4380 | |||
* All level 2 = 6313 | |||
* Enhanced = 7332 | |||
'''All possible paths and their damage listed below:''' | |||
L1 > L1 > L2 = 5493 | |||
L1 > L2 > L1 = 4700 | |||
L1 > L2 > L2 = 5813 | |||
L2 > L1 > L1 = 4880 | |||
L2 > L1 > L2 = 5993 | |||
L2 > L2 > L1 = 5200 | |||
}} | }} | ||
}} | |||
<br clear=all/> | |||
==Distortion Skill Duo== | |||
{{MoveData | |||
|image=BBTag_Makoto_BigBangSmash.png |caption= | |||
|input=P during Main Character's Distortion Skill | |||
|name=Big Bang Smash | |||
|data= | |||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage=2000 [2500] |guard=All | |||
|damage= |guard=All | |||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
Line 794: | Line 771: | ||
}} | }} | ||
}} | }} | ||
<br clear=all/> | <br clear=all/> | ||
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|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage= |guard=All | |damage=DESTROY (300*35,11080) |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv=-18 | ||
|description= | |description= | ||
* Important points go here | * Important points go here |
Revision as of 07:53, 12 January 2019
Makoto Nanaya |
---|
Health:
|
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
Strengths/Weaknesses
Strengths | Weaknesses |
---|---|
|
|
Drive: Impact
Makoto's Impact Drive allows Makoto to charge up her punches, dramatically increasing their strength. When charged to their maximum level, the properties of her moves will change, often giving them a lot more untech time or better frame advantage in other cases. There have been a few changes made to the charging mechanic in it's transition from the main BlazBlue series though. The charging on Makoto's Impact drive now only has 2 different levels that it can fall into instead of 3.
The following moves can be charged to make use of her Impact Drive:
- 5AAAA
- 5BBB
- Meteor Dive
- Break Shot
- Lander Blow (B Variation)
- Cosmic Ray (B Variation)
- Lightning Arrow
- Big Bang Smash
- Particle Flare (All three hits)
Normal Moves
4A
4A |
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5A
5A |
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5B
5B |
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5C
5C |
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2A
2A |
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2B
2B |
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2C
2C |
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j.A
j.A |
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j.B
j.B |
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j.C
j.C |
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Universal Mechanics
Ground Throw
Ground Throw 5B+C |
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Corona Upper
Corona Upper 5A+D (Air OK) |
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Meteor Dive
Meteor Dive Press A, B or C during Corona Upper (Chargeable) |
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Skills
Comet Cannon
Comet Cannon 236A |
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Break Shot
Break Shot Press A during Comet Cannon (Chargeable) |
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Shooting Star
Shooting Star 236B |
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Asteroid Vision
Asteroid Vision 214A/B/C |
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Rush
Rush A during Asteroid Vision A |
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Infinite Rush
Infinite Rush A during Rush |
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Lander Blow
Lander Blow B during Rush (Chargeable) |
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Cosmic Ray
Cosmic Ray B during Asteroid Vision A (Chargeable) |
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Lightning Arrow
Lightning Arrow C during Asteroid Vision B or C (Chargeable) |
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Extra Skills
Sirius Jolt
Sirius Jolt 236C |
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Lander Blow
EX Lander Blow C during Rush (Chargeable) |
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Cosmic Ray
EX Cosmic Ray C during Asteroid Vision A (Chargeable) |
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Partner Skills
5P
5P Infinite Rush |
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6P
6P Cosmic Ray |
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4P
4P Lightning Arrow |
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Distortion Skills
Big Bang Smash
Big Bang Smash 236B+C (Chargeable) |
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Particle Flare
Particle Flare 214B+C (Chargeable) |
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Distortion Skill Duo
Big Bang Smash P during Main Character's Distortion Skill |
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Astral Heat
Planet Crusher 222B+C |
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- Azrael [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Iron Tager [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Susano'o [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •