BBTag/Makoto Nanaya: Difference between revisions

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Line 63: Line 63:
|name=4A
|name=4A
|data=
|data=
{{AttackData-BBTag
{{AttackDataHeader-BBTag}}
|damage=1000 |guard=All
{{!}}-
|startup=5 |active= |recovery= |frameAdv=-1
{{#lsth:BBTag/Makoto Nanaya/Data|4A}}
|description=
{{!}}-
* Whiffs on crouching opponents.  
{{Description|6|* 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.  
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|name=5A
|name=5A
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag|version=yes}}
|version=5A
{{!}}-
|damage=1500 |guard=All
{{AttackVersion|name=5A}}
|startup=9 |active= |recovery= |frameAdv=-5
{{#lsth:BBTag/Makoto Nanaya/Data|5A}}
|description=
{{!}}-
* Best poke
{{Description|7|* Best poke
* Jump Cancelable
* Jump Cancelable
* Moves Makoto forward
* Moves Makoto forward
Line 94: Line 94:
Makoto's best poke. It already has decent range on its own but combine the fact that it moves you forward with the momentum of a dash and this button will hit further than it looks at first glance. In pressure, you can also aim to frame trap with this by delay canceling into it from 2A stagger pressure. Because it moves Makoto forward, it's best to do this when you are starting to get pushed out further from 2A range when an opponent will most expect an attempt to reset pressure and try to mash or jump out.  
Makoto's best poke. It already has decent range on its own but combine the fact that it moves you forward with the momentum of a dash and this button will hit further than it looks at first glance. In pressure, you can also aim to frame trap with this by delay canceling into it from 2A stagger pressure. Because it moves Makoto forward, it's best to do this when you are starting to get pushed out further from 2A range when an opponent will most expect an attempt to reset pressure and try to mash or jump out.  
  }}
  }}
  {{AttackData-BBTag
  {{!}}-
|header=no
{{AttackVersion|name=5AA}}
|version=5AA
{{#lsth:BBTag/Makoto Nanaya/Data|5AA}}
|damage=1700 |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=-4
{{Description|7|* Moves Makoto forward
|description=
* Moves Makoto forward


Mostly used to confirm 5A pokes or frame traps. While negative, it's not negative enough to get punished on block, making it a safe spot to end pressure if you need to or a good place to frame trap an opponent thinking they can take their turn. It also doesn't have too much recovery on whiff either so you don't have to worry about getting punished by pushblock > stuff too much.  
Mostly used to confirm 5A pokes or frame traps. While negative, it's not negative enough to get punished on block, making it a safe spot to end pressure if you need to or a good place to frame trap an opponent thinking they can take their turn. It also doesn't have too much recovery on whiff either so you don't have to worry about getting punished by pushblock > stuff too much.  
  }}
  }}
  {{AttackData-BBTag
  {{!}}-
|header=no
{{AttackVersion|name=5AAA}}
|version=5AAA
{{#lsth:BBTag/Makoto Nanaya/Data|5AAA}}
|damage=1700 |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=-11
{{Description|7|Mostly just used in combos. Unlike 5AA, it's unsafe enough on block to get punished so avoid ending your blockstring on this. Always cancel into something else instead.  
|description=
Mostly just used in combos. Unlike 5AA, it's unsafe enough on block to get punished so avoid ending your blockstring on this. Always cancel into something else instead.  
  }}
  }}
  {{AttackData-BBTag
  {{!}}-
|header=no
{{AttackVersion|name=5AAAA}}
|version=5AAAA
{{#lsth:BBTag/Makoto Nanaya/Data|5AAAA}}
|damage=1700 [2000]  |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=-15 [-13]
{{Description|7|* Has knockback. Level 2 has even further knockback.
|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.  


Line 136: Line 130:
|name=5B
|name=5B
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag|version=yes}}
|version=5B
{{!}}-
|damage=1500 |guard=All
{{AttackVersion|name=5B}}
|startup=11 |active=4 |recovery=23 |frameAdv=-10
{{#lsth:BBTag/Makoto Nanaya/Data|5B}}
|description=
{{!}}-
* Very reliable Anti-Air with a good amount of vertical reach
{{Description|7|* 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 149: Line 143:
This can reverse beat into 5A.
This can reverse beat into 5A.
  }}
  }}
  {{AttackData-BBTag
  {{!}}-
|header=no
{{AttackVersion|name=5BB}}
|version=5BB
{{#lsth:BBTag/Makoto Nanaya/Data|5BB}}
|damage=1700 |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=-12
{{Description|7|* Follow-up to 5B. Slams the opponent onto the ground.
|description=
* Follow-up to 5B. Slams the opponent onto the ground.


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. This move can also reliably cancel into Sirius Jolt (236C) for a wall bounce  
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. This move can also reliably cancel into Sirius Jolt (236C) for a wall bounce  
  }}
  }}
  {{AttackData-BBTag
  {{!}}-
|header=no
{{AttackVersion|name=5BBB}}
|version=5BBB
{{#lsth:BBTag/Makoto Nanaya/Data|5BBB}}
|damage=1700 [20000 ]|guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=-18 [-16]
{{Description|7|* Level 2 launches on hit, allowing for an air combo extension
|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.
Line 176: Line 166:
|name=5C
|name=5C
|data=
|data=
{{AttackData-BBTag
{{AttackDataHeader-BBTag}}
|damage=800 |guard=High
{{!}}-
|startup=22 |active= |recovery= |frameAdv=-10
{{#lsth:BBTag/Makoto Nanaya/Data|5C}}
|description=
{{!}}-
* Important points go here
{{Description|6|* Important points go here


Detailed description of the usefulness of the move go here
Detailed description of the usefulness of the move go here
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|name=2A
|name=2A
|data=
|data=
{{AttackData-BBTag
{{AttackDataHeader-BBTag}}
|damage=1000 |guard=All
{{!}}-
|startup=6 |active= |recovery= |frameAdv=-1
{{#lsth:BBTag/Makoto Nanaya/Data|2A}}
|description=
{{!}}-
* Good for stagger pressure
{{Description|6|* Good for stagger pressure
* Chains into itself up to 3 times
* Chains into itself up to 3 times


Line 207: Line 197:
|name=2B
|name=2B
|data=
|data=
{{AttackData-BBTag
{{AttackDataHeader-BBTag}}
|damage=1500 |guard=Low
{{!}}-
|startup=9 |active= |recovery= |frameAdv=-1
{{#lsth:BBTag/Makoto Nanaya/Data|2B}}
|description=
{{!}}-
* A quick Low attack.
{{Description|6|* 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.
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|name=2C
|name=2C
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag|version=yes}}
|version=Uncharged
{{!}}-
|damage=1700 |guard=Low
{{AttackVersion|name=Uncharged}}
|startup=30 |active= |recovery= |frameAdv=+2
{{#lsth:BBTag/Makoto Nanaya/Data|2C}}
|description=
{{!}}-
* Good Counter Poke
{{Description|7|* Good Counter Poke
* Has invuln against Body Attribute Strikes  
* Has invuln against Body 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.
  }}
  }}
  {{AttackData-BBTag
  {{!}}-
|header=no
{{AttackVersion|name=Charged}}
|version=Charged
{{#lsth:BBTag/Makoto Nanaya/Data|2[C]}}
|damage= |guard=
{{!}}-
|startup= |active= |recovery=36 |frameAdv=N/A
{{Description|7|* Advances without the legsweep.
|description=
* Advances without the legsweep.
Useful for faking out your opponent. Condition your opponent to expect the leg sweep and punish their overhead counter.
Useful for faking out your opponent. Condition your opponent to expect the leg sweep and punish their overhead counter.
  }}
  }}
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|name=j.A
|name=j.A
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag|version=yes}}
|version=j.A
{{!}}-
|damage=1500 |guard=High
{{AttackVersion|name=j.A}}
|startup=10 |active= |recovery= |frameAdv=
{{#lsth:BBTag/Makoto Nanaya/Data|j.A}}
|description=
{{!}}-
* Go to jump-in
{{Description|7|* Go to jump-in


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


  }}
  }}
  {{AttackData-BBTag
  {{!}}-
|header=no
{{AttackVersion|name=j.AA}}
|version=j.AA
{{#lsth:BBTag/Makoto Nanaya/Data|j.AA}}
|damage=1500 |guard=High
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{Description|7|Mostly just used in combos or to hit confirm a jump in.  
|description=
Mostly just used in combos or to hit confirm a jump in.  
  }}
  }}
}}
}}
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|name=j.B
|name=j.B
|data=
|data=
{{AttackData-BBTag
{{AttackDataHeader-BBTag}}
|damage=1700 |guard=High
{{!}}-
|startup=11 |active= |recovery= |frameAdv=
{{#lsth:BBTag/Makoto Nanaya/Data|j.B}}
|description=
{{!}}-
* Great all around Air to Air normal
{{Description|6|* Great all around Air to Air normal
* On an air to air Counter Hit, it has enough untech time to land and convert it into a combo
* On an air to air Counter Hit, it has enough untech time to land and convert it into a combo


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|name=j.C
|name=j.C
|data=
|data=
{{AttackData-BBTag
{{AttackDataHeader-BBTag}}
|damage=1500 |guard=High
{{!}}-
|startup=14 |active= |recovery= |frameAdv=
{{#lsth:BBTag/Makoto Nanaya/Data|j.C}}
|description=
{{!}}-
* Good for beating Anti-Airs
{{Description|6|* 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


Line 311: Line 297:
|input=5B+C
|input=5B+C
|data=
|data=
{{AttackData-BBTag
{{AttackDataHeader-BBTag}}
|damage=0*10,2000 |guard=Throw
{{!}}-
|startup=7 |active= |recovery= |frameAdv=
{{#lsth:BBTag/Makoto Nanaya/Data|Ground Throw}}
|description=
{{!}}-
* Important points go here
{{Description|6|* Important points go here


Detailed description of the usefulness of the move go here
Detailed description of the usefulness of the move go here
Line 327: Line 313:
|input=5A+D (Air OK)
|input=5A+D (Air OK)
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag|version=yes}}
|version=Ground
{{!}}-
|damage=1500 |guard=Air Unblockable
{{AttackVersion|name=Ground}}
  |startup=9 |active= |recovery= |frameAdv=-42
{{#lsth:BBTag/Makoto Nanaya/Data|AD}}
|description=An uppercut attack. Probably the most DP-like of the universal Reversal moves.
  {{!}}-
{{AttackVersion|name=Air}}
{{#lsth:BBTag/Makoto Nanaya/Data|j.AD}}
{{!}}-
{{Description|7|
An uppercut attack. Probably the most DP-like of the universal Reversal moves.
* It's her reversal.
* It's her reversal.
Use it as a reversal.
Use it as a reversal.
}}
----
{{AttackData-BBTag
Same as her grounded version.
|header=no
|version=Air
|damage=1500 |guard=All
|startup= |active= |recovery= |frameAdv=
|description=Same as her grounded version.
Use this to cap off her air combos.
Use this to cap off her air combos.
}}
}}
}}
}}


Line 351: Line 337:
|input=Press A, B or C during Corona Upper (Chargeable)
|input=Press A, B or C during Corona Upper (Chargeable)
|data=
|data=
{{AttackData-BBTag
{{AttackDataHeader-BBTag}}
|damage=2000 [2500] |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{#lsth:BBTag/Makoto Nanaya/Data|Meteor Dive}}
|description=Downward punch that sends them to the floor.
{{!}}-
{{Description|6|
Downward punch that sends them to the floor.
* Chargeable
* Chargeable
* Only available on hit
* 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.
}}
}}
}}
}}


Line 372: Line 360:
|name=Comet Cannon
|name=Comet Cannon
|data=
|data=
{{AttackData-BBTag
{{AttackDataHeader-BBTag}}
|damage=700*3 |guard=All
{{!}}-
|startup=16 |active= |recovery= |frameAdv=-3
{{#lsth:BBTag/Makoto Nanaya/Data|236A}}
|description=
{{!}}-
* Good for controlling space defensively
{{Description|6|* Good for controlling space defensively


A very important part of Makoto's neutral game. Makoto places a projectile orb in front of her. The projectile is multi hitting and active for a good amount of time, allowing it to hit people out of both ground and air approaches, unless they use a very disjointed normal. Strategically using to stop approaches is going to force your opponent to be more cautious and slow down the pace of their approach, allowing you to play your spacing and footsies game more comfortbaly. At the same time, the multiple projectile hits are good for negating lower level projectiles and protecting Makoto and can force the not full fledged space control characters to have to approach Makoto instead of trying to keep your out.  
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.  
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|name=Break Shot
|name=Break Shot
|data=
|data=
{{AttackData-BBTag
{{AttackDataHeader-BBTag}}
|damage=1500 [1700]|guard=All
{{!}}-
|startup=20 [24] |active= |recovery= |frameAdv=-11
{{#lsth:BBTag/Makoto Nanaya/Data|236A > A}}
|description=
{{!}}-
* Great for extending combos in the corner
{{Description|6|* Great for extending combos in the corner
* Great for controlling ground space
* Great for controlling ground space
* Level 2 blows back and knocksdown
* Level 2 blows back and knocksdown
Line 408: Line 396:
|name=Shooting Star
|name=Shooting Star
|data=
|data=
{{AttackData-BBTag
{{AttackDataHeader-BBTag}}
|damage=1700 |guard=All
{{!}}-
|startup=20 |active= |recovery= |frameAdv=-9
{{#lsth:BBTag/Makoto Nanaya/Data|236B}}
|description=
{{!}}-
* Invulnerable on startup
{{Description|6|* Invulnerable on startup


Makoto slides back and then forward, delivering a powerful gut punch. Like in Central Fiction, use this for corner carry and baiting your opponent.
Makoto slides back and then forward, delivering a powerful gut punch. Like in Central Fiction, use this for corner carry and baiting your opponent.
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|name=Asteroid Vision
|name=Asteroid Vision
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag|version=yes}}
|version=A
{{!}}-
|damage= |guard=
{{AttackVersion|name=A}}
|startup= |active= |recovery= |frameAdv=
{{#lsth:BBTag/Makoto Nanaya/Data|214A}}
|description=
{{!}}-
* Makoto creates three afterimages. The real Makoto will be in the bottom one.
{{Description|7|* Makoto creates three afterimages. The real Makoto will be in the bottom one.


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


  }}
  }}
  {{AttackData-BBTag
  {{!}}-
|header=no
{{AttackVersion|name=B}}
|version=B
{{#lsth:BBTag/Makoto Nanaya/Data|214B}}
|damage= |guard=
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{Description|7|* Makoto creates three afterimages. The real Makoto will be in the middle one.
|description=
* Makoto creates three afterimages. The real Makoto will be in the middle one.


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


  }}
  }}
  {{AttackData-BBTag
  {{!}}-
|header=no
{{AttackVersion|name=C}}
|version=C
{{#lsth:BBTag/Makoto Nanaya/Data|214C}}
|damage= |guard=
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{Description|7|* Makoto creates three afterimages. The real Makoto will be in the top one.
|description=
* Makoto creates three afterimages. The real Makoto will be in the top one.


Detailed description of the usefulness of the move go here
Detailed description of the usefulness of the move go here
Line 465: Line 449:
|name=Rush
|name=Rush
|data=
|data=
{{AttackData-BBTag
{{AttackDataHeader-BBTag}}
|damage=500,500,1500 |guard=All
{{!}}-
|startup=9 |active= |recovery= |frameAdv=-23
{{#lsth:BBTag/Makoto Nanaya/Data|214A > A}}
|description=
{{!}}-
* Important points go here
{{Description|6|* Important points go here


Detailed description of the usefulness of the move go here
Detailed description of the usefulness of the move go here
Line 482: Line 466:
|name=Infinite Rush
|name=Infinite Rush
|data=
|data=
{{AttackData-BBTag
{{AttackDataHeader-BBTag}}
|damage=500*6,1500 |guard=All
{{!}}-
|startup=4 |active= |recovery= |frameAdv=-23
{{#lsth:BBTag/Makoto Nanaya/Data|214A > A > A}}
|description=
{{!}}-
* Good for ending combos on the ground  
{{Description|6|* Good for ending combos on the ground  


Detailed description of the usefulness of the move go here
Detailed description of the usefulness of the move go here
Line 499: Line 483:
|name=Lander Blow
|name=Lander Blow
|data=
|data=
{{AttackData-BBTag
{{AttackDataHeader-BBTag}}
|damage= |guard=All
{{!}}-
|startup=13 [23] |active= |recovery= |frameAdv=-4 [+7]
{{#lsth:BBTag/Makoto Nanaya/Data|214A > A > B}}
|description=
{{!}}-
* Level 1 can be used as a combo extender on airborne opponents
{{Description|6|* Level 1 can be used as a combo extender on airborne opponents
* Level 2 is good for resetting pressure
* Level 2 is good for resetting pressure


Line 517: Line 501:
|name=Cosmic Ray
|name=Cosmic Ray
|data=
|data=
{{AttackData-BBTag
{{AttackDataHeader-BBTag}}
|damage=1700 [2000] |guard=All
{{!}}-
|startup=17 [20] |active= |recovery= |frameAdv=-6 [+3]
{{#lsth:BBTag/Makoto Nanaya/Data|214A > B}}
|description=
{{!}}-
* On hit, you can link 2A to convert the Level 2 version into a combo
{{Description|6|* On hit, you can link 2A to convert the Level 2 version into a combo


Detailed description of the usefulness of the move go here
Detailed description of the usefulness of the move go here
Line 534: Line 518:
|name=Lightning Arrow
|name=Lightning Arrow
|data=
|data=
{{AttackData-BBTag
{{AttackDataHeader-BBTag}}
|damage=1700 [2000] |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{#lsth:BBTag/Makoto Nanaya/Data|214B/C > C}}
|description=
{{!}}-
* On hit on a grounded opponent, you can link 2A to convert it into a combo
{{Description|6|* On hit on a grounded opponent, you can link 2A to convert it into a combo


Detailed description of the usefulness of the move go here
Detailed description of the usefulness of the move go here
Line 555: Line 539:
|name=Sirius Jolt
|name=Sirius Jolt
|data=
|data=
{{AttackData-BBTag
{{AttackDataHeader-BBTag}}
|damage=1500 [2000] |guard=All [UB on Standing]
{{!}}-
|startup=26 |active= |recovery= |frameAdv=-10
{{#lsth:BBTag/Makoto Nanaya/Data|236C}}
|description=
{{!}}-
* Good for extending combos midscreen
{{Description|6|* Good for extending combos midscreen
* Wall bounces. Wall splats in the corner.
* Wall bounces. Wall splats in the corner.


Line 573: Line 557:
|name=EX Lander Blow
|name=EX Lander Blow
|data=
|data=
{{AttackData-BBTag
{{AttackDataHeader-BBTag}}
|damage=2200 |guard=All
{{!}}-
|startup=12~36 |active= |recovery= |frameAdv=+7
{{#lsth:BBTag/Makoto Nanaya/Data|214A > A > C}}
|description=
{{!}}-
* Important points go here
{{Description|6|* Important points go here


Detailed description of the usefulness of the move go here
Detailed description of the usefulness of the move go here
Line 590: Line 574:
|name=EX Cosmic Ray
|name=EX Cosmic Ray
|data=
|data=
{{AttackData-BBTag
{{AttackDataHeader-BBTag}}
|damage=2200 |guard=All
{{!}}-
|startup=16~32 |active= |recovery= |frameAdv=+3
{{#lsth:BBTag/Makoto Nanaya/Data|214A > C}}
|description=
{{!}}-
* Great neutral tool for closing the gap
{{Description|6|* Great neutral tool for closing the gap


The extra skill version of Cosmic Ray is the old Level G Cosmic Ray from BlazBlue. It's plus on block like Level 2 Cosmic Ray but it's startup is a lot faster compared to Level 2 Cosmic Ray since there's no charge time. When well spaced, it's a great way to close the gap in neutral. On hit, you can link 5A to convert it into a full combo. On block, you can start pressure instead.
The extra skill version of Cosmic Ray is the old Level G Cosmic Ray from BlazBlue. It's plus on block like Level 2 Cosmic Ray but it's startup is a lot faster compared to Level 2 Cosmic Ray since there's no charge time. When well spaced, it's a great way to close the gap in neutral. On hit, you can link 5A to convert it into a full combo. On block, you can start pressure instead.
Line 609: Line 593:
|name=5P  
|name=5P  
|data=
|data=
{{AttackData-BBTag
{{AttackDataHeader-BBTag}}
|damage=1000*2,2000 |guard=All
{{!}}-
|startup=33 |active=N/A |recovery=N/A |frameAdv=+44
{{#lsth:BBTag/Makoto Nanaya/Data|5P }}
|description=
{{!}}-
* Great lockdown and pressure assist
{{Description|6|* 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 631: Line 615:
|name=6P
|name=6P
|data=
|data=
{{AttackData-BBTag
{{AttackDataHeader-BBTag}}
|damage=2200 |guard=All
{{!}}-
|startup=48 |active=N/A |recovery=N/A |frameAdv=+30
{{#lsth:BBTag/Makoto Nanaya/Data|6P}}
|description=
{{!}}-
* Wall bounces, allowing you to convert it into a combo or extend a combo
{{Description|6|* Wall bounces, allowing you to convert it into a combo or extend a combo
* Long startup but goes full screen
* Long startup but goes full screen


Line 649: Line 633:
|name=4P  
|name=4P  
|data=
|data=
{{AttackData-BBTag
{{AttackDataHeader-BBTag}}
|damage=2000 |guard=All
{{!}}-
|startup=59 |active=N/A |recovery=N/A |frameAdv=+33
{{#lsth:BBTag/Makoto Nanaya/Data|4P }}
|description=
{{!}}-
* Good for extending combos on airborne opponents and active change combos
{{Description|6|* 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.  


Line 671: Line 655:
|name=Big Bang Smash
|name=Big Bang Smash
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag|version=yes}}
|version=Normal
{{!}}-
|damage=4500 [5000] |guard=All
{{AttackVersion|name=Normal}}
|startup=5+13 |active= |recovery= |frameAdv=-38 [-36]
{{#lsth:BBTag/Makoto Nanaya/Data|236BC}}
|description=
{{!}}-
}}
{{AttackVersion|name=Enhanced}}
{{AttackData-BBTag
{{#lsth:BBTag/Makoto Nanaya/Data|Enhanced 236BC}}
|version=Enhanced |header=no
{{!}}-
|damage=6000|guard=All
{{Description|6|* Important points go here
|startup=5+13(?) |active= |recovery= |frameAdv=-36(?)
|description=
* Important points go here


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.
Line 696: Line 677:
|name=Particle Flare
|name=Particle Flare
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag|version=yes}}
|version=First Hit
{{!}}-
|damage=1500 [2000]|guard=All
{{AttackVersion|name=First Hit}}
|startup=1+4 [1+7]|active= |recovery= |frameAdv=-40 [-38]
{{#lsth:BBTag/Makoto Nanaya/Data|214BC}}
|description=
{{!}}-
}}
{{AttackVersion|name=Second Hit}}
{{AttackData-BBTag
{{#lsth:BBTag/Makoto Nanaya/Data|214BC > A/B/C}}
|header=no
{{!}}-
|version=Second Hit
{{AttackVersion|name=Finish}}
|subtitle=First Hit > A, B or C (Chargeable)
{{#lsth:BBTag/Makoto Nanaya/Data|214BC > A/B/C > A/B/C}}
|damage=1500 [2000] |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{AttackVersion|name=Enhanced First Hit}}
|description=
{{#lsth:BBTag/Makoto Nanaya/Data|Enhanced 214BC}}
}}
{{!}}-
{{AttackData-BBTag
{{AttackVersion|name=Enhanced Second Hit}}
|header=no
{{#lsth:BBTag/Makoto Nanaya/Data|Enhanced 214BC > A/B/C}}
|version=Finish
{{!}}-
|subtitle=Second Hit > A, B or C (Chargeable)
{{AttackVersion|name=Enhanced Finish}}
|damage=5000 [7900] |guard=All
{{#lsth:BBTag/Makoto Nanaya/Data|Enhanced 214BC > A/B/C > A/B/C}}
|startup= |active= |recovery= |frameAdv=
{{!}}-
|description=
{{Description|7|* All level 1 {{=}} 4380
}}
* All level 2 {{=}} 6313
{{AttackData-BBTag
* Enhanced {{=}} 7332
|version=First Hit (Enchanced) |header=no
|damage=2000 |guard=All
|startup=1+7(?) |active= |recovery= |frameAdv=-38(?)
}}
{{AttackData-BBTag
|version=Second Hit (Enchanced) |header=no
|damage=30*29, 1200 |guard=All
|startup= |active= |recovery= |frameAdv=
}}
{{AttackData-BBTag
|version=Finish(Enchanced) |header=no
|damage=10500 |guard=All
|startup= |active= |recovery= |frameAdv=
|description=
* All level 1 = 4380
* All level 2 = 6313
* Enhanced = 7332
'''All possible paths and their damage listed below:'''
'''All possible paths and their damage listed below:'''


L1 > L1 > L2 = 5493
L1 > L1 > L2 {{=}} 5493


L1 > L2 > L1 = 4700
L1 > L2 > L1 {{=}} 4700


L1 > L2 > L2 = 5813
L1 > L2 > L2 {{=}} 5813


L2 > L1 > L1 = 4880
L2 > L1 > L1 {{=}} 4880


L2 > L1 > L2 = 5993
L2 > L1 > L2 {{=}} 5993


L2 > L2 > L1 = 5200
L2 > L2 > L1 {{=}} 5200


  }}
  }}
Line 761: Line 725:
|name=Big Bang Smash
|name=Big Bang Smash
|data=
|data=
{{AttackData-BBTag
{{AttackDataHeader-BBTag}}
|damage=2000 [2500] |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{#lsth:BBTag/Makoto Nanaya/Data|Distortion Skill Duo}}
|description=
{{!}}-
* Important points go here
{{Description|6|* Important points go here


Detailed description of the usefulness of the move go here
Detailed description of the usefulness of the move go here
Line 780: Line 744:
|name=Planet Crusher
|name=Planet Crusher
|data=
|data=
{{AttackData-BBTag
{{AttackDataHeader-BBTag}}
|damage=DESTROY (300*35,11080)  |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=-18
{{#lsth:BBTag/Makoto Nanaya/Data|222BC}}
|description=
{{!}}-
* Important points go here
{{Description|6|* Important points go here


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

Revision as of 00:55, 23 February 2019

Makoto Nanaya
BBTag Makoto Portrait.png
Movement Options
  • Double Jump, 1 Airdash, Dash Type: Run

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
BBTag Makoto 4A.png
Template:AttackDataHeader-BBTag
4A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000 All 5 2 11 -1 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
70 1 11 12 12 16 23 9 +0 +0
BBCF Makoto Nanaya 5A.png
BBTAG Makoto 4A Hitbox.png

{{{text}}}

5A
5A
BBTag Makoto 5A.png
BBTag Makoto 5AA.png
BBTag Makoto 5AAA.png
BBTag Makoto 5AAAA.png
Template:AttackDataHeader-BBTag
5A


5A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 7 6 16 -5 B - - 100
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
BBCF Makoto Nanaya 5B.png
BBTAG Makoto 5A Hitbox.png

{{{text}}}

5AA


5AA
normal
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
BBCF Makoto Nanaya 5C.png
BBTAG Makoto 5AA Hitbox.png

{{{text}}}

5AAA


5AAA
normal
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
BBCF Makoto Nanaya 5CC.png
BBTAG Makoto 5AAA Hitbox.png

{{{text}}}

5AAAA


5AAAA
normal
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
BBCF Makoto Nanaya 5D.png
BBTAG Makoto 5AAAA Hitbox.png

{{{text}}}

5B
5B
BBTag Makoto 5B.png
BBTag Makoto 5BB.png
BBTag Makoto 5BBB.png
Template:AttackDataHeader-BBTag
5B


5B
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 11 4 23 -10 B 5~14 H - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 26 22 40 11 +0 +2
BBCF Makoto Nanaya 6A.png
BBTAG Makoto 5B Hitbox.png

{{{text}}}

5BB


5BB
normal
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
BBCF Makoto Nanaya 6B.png
BBTAG Makoto 5BB Hitbox.png

{{{text}}}

5BBB


5BBB
normal
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
BBCF Makoto Nanaya 2D.png
BBTAG Makoto 5BBB Hitbox.png

{{{text}}}

5C
5C
BBTag Makoto 5C.png
Template:AttackDataHeader-BBTag
5C
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
800 High 26 3 18 -4 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100 3 16 - 17 + Down 23 - 31 + Down 23 11 +0 +2
BBCF Makoto Nanaya 5A+B.png
BBTAG Makoto 5C Hitbox.png


{{{text}}}

2A
2A
BBTag Makoto 2A.png
Template:AttackDataHeader-BBTag
2A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000 All 6 3 10 -1 F - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
70 1 11 12 12 16 23 9 +0 +0
BBCF Makoto Nanaya 2A.png
BBTAG Makoto 2A Hitbox.png


{{{text}}}

2B
2B
BBTag Makoto 2B.png
Template:AttackDataHeader-BBTag
2B
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 Low 9 3 15 -1 F - - 90
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
BBCF Makoto Nanaya 2B.png
BBTAG Makoto 2B Hitbox.png


{{{text}}}

2C
2C
BBTag Makoto 2C.png
Template:AttackDataHeader-BBTag
Uncharged


2C
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 Low 30 4 12 +3 F 6~23 HB - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 40 Launch 55 12 +0 +5
BBCF Makoto Nanaya 3C.png
BBTAG Makoto 2C1 Hitbox.pngBBTAG Makoto 2C2 Hitbox.png

{{{text}}}

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
- - - - - - - - - -
BBCF Makoto Nanaya 3C.png
BBTAG Makoto 2C1 Hitbox.png

{{{text}}}

j.A
j.A
BBTag Makoto jA.png
It's a punch...
BBTag Makoto jAA.png
Oh SNAP! ANOTHER PUNCH!
Template:AttackDataHeader-BBTag
j.A


j.A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 High 10 6 11 - H - - 100
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
BBCF Makoto Nanaya jC.png
BBTAG Makoto JA Hitbox.png

{{{text}}}

j.AA


j.AA
normal
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
BBCF Makoto Nanaya jCC.png
BBTAG Makoto JAA Hitbox.png

{{{text}}}

j.B
j.B
BBTag Makoto jB.png
Such a flippant attitude... sheesh.
Template:AttackDataHeader-BBTag
j.B
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 High 11 4 12 - H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 19 26 24 41 12 +0 +5
BBCF Makoto Nanaya jB.png
BBTAG Makoto JB Hitbox.png

{{{text}}}

j.C
j.C
BBTag Makoto jC.png
**boop**
Template:AttackDataHeader-BBTag
j.C
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 High 14 Until L 9 - H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
70 3 16 Crumple 30 Crumple 44 11 +0 +2
Crumple Duration 27F, Crumple Fall 60F
BBCF Makoto Nanaya j2C.png
BBTAG Makoto JC Hitbox.png


{{{text}}}


Universal Mechanics

Ground Throw
Ground Throw
5B+C
BBTag Makoto GroundThrow.png
Template:AttackDataHeader-BBTag

{{{text}}}

Corona Upper
Corona Upper
5A+D (Air OK)
BBTag Makoto CoronaUpper.png
Dragon Puuuu... wait, wrong game.
Template:AttackDataHeader-BBTag
Ground


AD
Corona Upper
other
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 Air Unblockable 9 4(2)12 27+17L -44 B 1~16 All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
60 4 18 Launch 50 Launch 65 12 +0 +5
Minimum Damage 75
BBCF Makoto Nanaya 623C.png
BBTAG Makoto RA1 Hitbox.pngBBTAG Makoto RA2 Hitbox.png
Air


j.AD
Air Corona Upper
other
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 8 8 Until L+17 - H 1~9 All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
60 4 18 Launch 50 Launch 65 12 +0 +5
Minimum Damage 75
BBCF Makoto Nanaya 623C.png
BBTAG Makoto RA2 Hitbox.png

{{{text}}}

Meteor Dive
Meteor Dive
Press A, B or C during Corona Upper (Chargeable)
BBTag Makoto MeteorDive.png
SMACK YA DOWN!
Template:AttackDataHeader-BBTag

{{{text}}}


Skills

Comet Cannon
Comet Cannon
236A
BBTag Makoto CometCannon.png
Template:AttackDataHeader-BBTag
236A
Comet Cannon
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
700×3 All 14 69 Total: 44 -3 P - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
75 2 13 14 14 18 26 0/+5 +5 +6
Minimum Damage 35×3 (105)
BBCF Makoto Nanaya 236A.png
BBTAG Makoto 236A Hitbox.png

{{{text}}}

Break Shot
Break Shot
Press A during Comet Cannon (Chargeable)
BBTag Makoto BreakShot.png
Template:AttackDataHeader-BBTag
236A > A
Break Shot
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
700, 1500
[1000, 1700]
All 20 [24] X,8 15 - B, P1 - - 100, 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85, 75
[90, 75]
4, 3 [5, 4] 18 [20] Launch 60, 40 [60, 60 + WBounce] Launch 75, 54 [76, 75 + WBounce] 9, 0/+1 +0, +13 +5, +19 [+8, +19]
Values in [] are for Level 2 version
Minimum Damage 35, 75 (105) [50, 85 (135)]
BBCF Makoto Nanaya 236A~D.png
BBTAG Makoto 236AA Hitbox.png


{{{text}}}

Shooting Star
Shooting Star
236B
BBTag Makoto ShootingStar.png
GUT CHECK TIME!
Template:AttackDataHeader-BBTag
236B
Shooting Star
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 All 20 3 25 -9 B - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 40 Launch 55 12 - +5
Minimum Damage 85
BBCF Makoto Nanaya 236B.png
BBTAG Makoto 236B Hitbox.png

{{{text}}}

Asteroid Vision
Asteroid Vision
214A/B/C
BBTag Makoto AsteroidVision.png
Kage Bunshin no Jutsu!
Template:AttackDataHeader-BBTag
A


214A
A Asteroid Vision
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
- - - - Total: 35 - - - - -
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
- - - - - - - - - -
Earliest possible cancel at Frame 6 for A Followups, Frame 8 for B/C Followups
BBCF Makoto Nanaya 214A.png
214A

{{{text}}}

B


214B
B Asteroid Vision
special
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
BBCF Makoto Nanaya 214B.png
214B

{{{text}}}

C


214C
C Asteroid Vision
special
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
- - - - - - - - - -
BBCF Makoto Nanaya 214C.png
214C

{{{text}}}

Rush
Rush
A during Asteroid Vision A
BBTag Makoto InfiniteRush.png
Template:AttackDataHeader-BBTag
214A > A
Rush
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
500×2, 1500 All 9 3(6)3(8)4 36 -23 B - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17×2, Launch 22×2, 50 22×2, Launch 36×2, 64 11, 3, 11 +0 +2
Earliest possible cancel at Frame 20 for A followup, Frame 20-22 for B/C Followup
Minimum Damage 25×2, 75 (125)
BBCF Makoto Nanaya 214A~C.png
BBTAG Makoto 214AA1 Hitbox.pngBBTAG Makoto 214AA2 Hitbox.png

{{{text}}}

Infinite Rush
Infinite Rush
A during Rush
BBCS Makoto InfiniteRush.png
Template:AttackDataHeader-BBTag
214A > A > A
Infinite Rush
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
500×6,1500 All 9 3(6)3{(3)2}×4(8)4 36 -23 B - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17×6, Launch 22×6, 50 22×6, Launch 36×6, 64 11×2, 3×4, 11 +0 +2
Considered part of preceding attack, no additional damage scaling applied
Minimum Damage 25×6, 75 (225)
BBCF Makoto Nanaya 214A~C.png
BBTAG Makoto 214AA1 Hitbox.pngBBTAG Makoto 214AA2 Hitbox.png


{{{text}}}

Lander Blow
Lander Blow
B during Rush (Chargeable)
BBTag Makoto LanderBlow.png
Template:AttackDataHeader-BBTag
214A > A > B
Lander Blow
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 [2000] All 13 [23] 3 20 [11] -4 [+7] B - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
75 [80] 4 [5] 18 [20] 19 [21] 30 [36] 24 [27] 45 [52] 8 +3 +8 [+11]
Values in [] are for Level 2 version
Minimum Damage 85 [100]
BBCF Makoto Nanaya 214A~C~D.png
BBTAG Makoto 214AAB Hitbox.png

{{{text}}}

Cosmic Ray
Cosmic Ray
B during Asteroid Vision A (Chargeable)
BBTag Makoto CosmicRay.png
Template:AttackDataHeader-BBTag
214A > B
Cosmic Ray
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 [2000] All 17 [20] 8 29 [14] -4 [-1] B 8~24 F
[8~27 F]
- 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 [90] 4 [5] 18 [20] 25 [27] 30 [40] 30 [33] 45 [56] 9 +0 +5 [+8]
Values in [] are for Level 2 version
Minimum Damage 85 [100]
BBCF Makoto Nanaya 214A~D.png
BBTAG Makoto 214AB Hitbox.png


{{{text}}}

Lightning Arrow
Lightning Arrow
C during Asteroid Vision B or C (Chargeable)
BBTag Makoto LightningArrow.png
Template:AttackDataHeader-BBTag
214B/C > C
Lightning Arrow
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 [2000] High - Until L 9L - H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 [90] 4 [5] 18 [20] 19 60 24 75 [76] 12 [20] +0 +5 [+8]
Values in [] are for Level 2 version
Minimum Damage 85 [100]
BBCF Makoto Nanaya 623C~D.png
BBTAG Makoto RA3 Hitbox.png


{{{text}}}


Extra Skills

Sirius Jolt
Sirius Jolt
236C KA-BLAMO!
Template:AttackDataHeader-BBTag
236C
Sirius Jolt
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 [2000] All [Unblockable] 26 3 26 -10 B - - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 [90] 4 [5] 20 19 [Launch] 19 [50 + WStick 30 + WBounce 40] 25 [Launch] [66 + WStick 30 + WBounce 40] 13 [22] +0 +5 [+8]
Values in [] when hit standing opponent
Minimum Damage 150 [200]
BBCF Makoto Nanaya 41236C.png
BBTAG Makoto 236C Hitbox.png


{{{text}}}

Lander Blow
EX Lander Blow
C during Rush (Chargeable)
BBTag Makoto LanderBlow.png
Template:AttackDataHeader-BBTag
214A > A > C
EX Lander Blow
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2200 All 12~36 3 11 +7 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 5 20 21 36 27 52 6 +3 +11
Minimum Damage 220
BBCF Makoto Nanaya 214A~C~D.png
BBTAG Makoto 214AAC Hitbox.png


{{{text}}}

Cosmic Ray
EX Cosmic Ray
C during Asteroid Vision A (Chargeable)
BBTag Makoto CosmicRay.png
Template:AttackDataHeader-BBTag
214A > C
EX Cosmic Ray
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2200 All 16~32 8 12 +1 B 8~(23~39) F - 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
90 5 20 27 60 33 76 9 +0 +8
Minimum Damage 220
BBCF Makoto Nanaya 214A~D.png
BBTAG Makoto 214AC Hitbox.png


{{{text}}}

Partner Skills

5P
5P
Infinite Rush
BBTag Makoto InfiniteRush.png
Template:AttackDataHeader-BBTag
5P
Rush
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000×2, 2000 All (18)+13~32 2(6)2(8)4 36 -28 B - - 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 11 17×2, Launch 22×2, 40 - - 4×2, 7 +0 -
Minimum Damage 50×2, 100 (200)
BBCF Makoto Nanaya 214A~C.png
BBTAG Makoto 5P1 Hitbox.pngBBTAG Makoto 5P2 Hitbox.png

{{{text}}}

6P
6P
Cosmic Ray
BBTag Makoto CosmicRay.png
Template:AttackDataHeader-BBTag
6P
Cosmic Ray
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2500 All (18)+26 8 14 +6 B - - 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 5 20 Launch 60 + WBounce - - 13 +0 -
Minimum Damage 125
BBCF Makoto Nanaya 214A~D.png
BBTAG Makoto 6P Hitbox.png


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4P
4P
Lightning Arrow
BBTag Makoto LightningArrow.png
Template:AttackDataHeader-BBTag
4P
Lightning Arrow
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2000 All (18)+26 20 15L - H - - 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
90 5 20 Launch 50 + GBounce - - 13 +0 -
Minimum Damage 100
BBCF Makoto Nanaya 623C~D.png
BBTAG Makoto 4P Hitbox.png


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Distortion Skills

Big Bang Smash
Big Bang Smash
236B+C (Chargeable)
BBTag Makoto BigBangSmash.png
GIANT. HECKIN'. FIST.
Template:AttackDataHeader-BBTag
Normal


236BC
Big Bang Smash
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
4500 [5000] All 5+(192 Flash)+13 18 Total: 74 -38 [-36] P2 1~23 All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
60 4 [5] 18 [20] Launch 100 Launch 115 [116] 0 +20 +20
Values in [] are for Level 2 version
Minimum damage 1350 [1536]
BBCF Makoto Nanaya 632146D.png
BBTAG Makoto 236BC Hitbox.png
Enhanced


Enhanced 236BC
Enhanced Big Bang Smash
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
5800 All 5+(201 Flash)+13 18 Total: 74 -36 P2 1~23 All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
60 5 20 Launch 100 Launch 116 0 +20 +20
Minimum damage 1914
BBCF Makoto Nanaya 632146D.png
BBTAG Makoto 236BC Hitbox.png

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Particle Flare
Particle Flare
214B+C (Chargeable)
BBTag Makoto ParticleFlare.png
Heeeres the wind up...
BBTag Makoto ParticleFlare2.png
AND THE PITCH!
Template:AttackDataHeader-BBTag
First Hit


214BC
Particle Flare (1st Hit)
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 [2000] All 1+(42 Flash)+4
[1+(42 Flash)+7]
4 58 -40 [-38] B 1~8 All
[1~11 All]
- 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100 4 [5] 18 [20] Launch 60 Launch 75 [76] 30 +0 +5 [+8]
Values in [] are for Level 2 version
Makoto immediately enters recovery on hit/block
On whiff, recovery is 78F
Minimum damage 300 [400]
BBCF Makoto Nanaya 236236D 1.png
BBTAG Makoto 214BC Hitbox.png
Second Hit
Finish
Enhanced First Hit


Enhanced 214BC
Enhanced Particle Flare (1st Hit)
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2000 All 1+(42 Flash)+4 4 58 -38 B 1~8 All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100 5 20 Launch 60 Launch 76 30 +0 +8
Makoto immediately enters recovery on hit/block
On whiff, recovery is 78F
Minimum damage 300
BBCF Makoto Nanaya 236236D 1.png
Enhanced Second Hit
Enhanced Finish

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Distortion Skill Duo

Big Bang Smash
P during Main Character's Distortion Skill
BBTag Makoto BigBangSmash.png
Template:AttackDataHeader-BBTag
Distortion Skill Duo
Big Bang Smash
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2000 [2500] All 1+(134 Flash)+1 18 Total: 61 -39 P2 1~6 All - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100 5 20 Launch 100 Launch 116 0 +20 +20
Values in [] are for Enhanced version
Minimum Damage 2000 [2500]
BBCF Makoto Nanaya 632146D.png
BBTAG Makoto DSD Hitbox.png


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Astral Heat

Planet Crusher
222B+C
BBTag Makoto PlanetCrusher.png
ATATATATATATATATATATA
BBTag Makoto PlanetCrusher2.png
FATAL KO
Template:AttackDataHeader-BBTag
222BC
Planet Crusher
astral
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
- All 5+(90 Flash)+21
[5+(90 Flash)+11]
4 28 -18 B 1~29 All
[1~19 All]
- -
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
- 5 20 - - - - 13/-6 - -
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
BBCF Makoto Nanaya 2363214D 1.pngBBCF Makoto Nanaya 2363214D 2.pngBBCF Makoto Nanaya 2363214D 3.png
BBTAG Makoto 222BC Hitbox.png


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Navigation


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.