No edit summary |
No edit summary |
||
(3 intermediate revisions by 2 users not shown) | |||
Line 10: | Line 10: | ||
;Movement Options | ;Movement Options | ||
* Double Jump, 1 Airdash, Dash Type: Run | * Double Jump, 1 Airdash, Dash Type: Run | ||
;Playstyle | |||
:Aggressive, Pressure, Mixups | |||
;Team Role: | |||
:Point | |||
|} | |} | ||
<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
Line 67: | Line 73: | ||
{{#lsth:BBTag/Makoto Nanaya/Data|4A}} | {{#lsth:BBTag/Makoto Nanaya/Data|4A}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|* Whiffs on crouching opponents. | {{Description|6|text=* 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. | ||
Line 88: | Line 94: | ||
{{#lsth:BBTag/Makoto Nanaya/Data|5A}} | {{#lsth:BBTag/Makoto Nanaya/Data|5A}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|* Best poke | {{Description|7|text=* Best poke | ||
* Jump Cancelable | * Jump Cancelable | ||
* Moves Makoto forward | * Moves Makoto forward | ||
Line 98: | Line 104: | ||
{{#lsth:BBTag/Makoto Nanaya/Data|5AA}} | {{#lsth:BBTag/Makoto Nanaya/Data|5AA}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|* Moves Makoto forward | {{Description|7|text=* 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. | ||
Line 106: | Line 112: | ||
{{#lsth:BBTag/Makoto Nanaya/Data|5AAA}} | {{#lsth:BBTag/Makoto Nanaya/Data|5AAA}} | ||
{{!}}- | {{!}}- | ||
{{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|7|text=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. | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
Line 112: | Line 118: | ||
{{#lsth:BBTag/Makoto Nanaya/Data|5AAAA}} | {{#lsth:BBTag/Makoto Nanaya/Data|5AAAA}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|* Has knockback. Level 2 has even further knockback. | {{Description|7|text=* 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 135: | Line 141: | ||
{{#lsth:BBTag/Makoto Nanaya/Data|5B}} | {{#lsth:BBTag/Makoto Nanaya/Data|5B}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|* Very reliable Anti-Air with a good amount of vertical reach | {{Description|7|text=* Very reliable Anti-Air with a good amount of vertical reach | ||
* 5-14f head invulnerable | * 5-14f head invulnerable | ||
* Launches on hit | * Launches on hit | ||
Line 147: | Line 153: | ||
{{#lsth:BBTag/Makoto Nanaya/Data|5BB}} | {{#lsth:BBTag/Makoto Nanaya/Data|5BB}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|* Follow-up to 5B. Slams the opponent onto the ground. | {{Description|7|text=* 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 | ||
Line 155: | Line 161: | ||
{{#lsth:BBTag/Makoto Nanaya/Data|5BBB}} | {{#lsth:BBTag/Makoto Nanaya/Data|5BBB}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|* Level 2 launches on hit, allowing for an air combo extension | {{Description|7|text=* 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 170: | Line 176: | ||
{{#lsth:BBTag/Makoto Nanaya/Data|5C}} | {{#lsth:BBTag/Makoto Nanaya/Data|5C}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|* Important points go here | {{Description|6|text=* 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 185: | Line 191: | ||
{{#lsth:BBTag/Makoto Nanaya/Data|2A}} | {{#lsth:BBTag/Makoto Nanaya/Data|2A}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|* Good for stagger pressure | {{Description|6|text=* Good for stagger pressure | ||
* Chains into itself up to 3 times | * Chains into itself up to 3 times | ||
Line 201: | Line 207: | ||
{{#lsth:BBTag/Makoto Nanaya/Data|2B}} | {{#lsth:BBTag/Makoto Nanaya/Data|2B}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|* A quick Low attack. | {{Description|6|text=* A quick Low attack. | ||
One of only two moves in her toolkit that hits low. Can cancel into 5B. | One of only two moves in her toolkit that hits low. Can cancel into 5B. | ||
Line 218: | Line 224: | ||
{{#lsth:BBTag/Makoto Nanaya/Data|2C}} | {{#lsth:BBTag/Makoto Nanaya/Data|2C}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|* Good Counter Poke | {{Description|7|text=* 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. | ||
Line 226: | Line 232: | ||
{{#lsth:BBTag/Makoto Nanaya/Data|2[C]}} | {{#lsth:BBTag/Makoto Nanaya/Data|2[C]}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|* Advances without the legsweep. | {{Description|7|text=* 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. | ||
}} | }} | ||
Line 242: | Line 248: | ||
{{#lsth:BBTag/Makoto Nanaya/Data|j.A}} | {{#lsth:BBTag/Makoto Nanaya/Data|j.A}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|* Go to jump-in | {{Description|7|text=* 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. | ||
Line 251: | Line 257: | ||
{{#lsth:BBTag/Makoto Nanaya/Data|j.AA}} | {{#lsth:BBTag/Makoto Nanaya/Data|j.AA}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|Mostly just used in combos or to hit confirm a jump in. | {{Description|7|text=Mostly just used in combos or to hit confirm a jump in. | ||
}} | }} | ||
}} | }} | ||
Line 264: | Line 270: | ||
{{#lsth:BBTag/Makoto Nanaya/Data|j.B}} | {{#lsth:BBTag/Makoto Nanaya/Data|j.B}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|* Great all around Air to Air normal | {{Description|6|text=* 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 | ||
Line 280: | Line 286: | ||
{{#lsth:BBTag/Makoto Nanaya/Data|j.C}} | {{#lsth:BBTag/Makoto Nanaya/Data|j.C}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|* Good for beating Anti-Airs | {{Description|6|text=* Good for beating Anti-Airs | ||
* You can convert it into a combo by linking j.AA as you're falling | * You can convert it into a combo by linking j.AA as you're falling | ||
Line 301: | Line 307: | ||
{{#lsth:BBTag/Makoto Nanaya/Data|Ground Throw}} | {{#lsth:BBTag/Makoto Nanaya/Data|Ground Throw}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|* Important points go here | {{Description|6|text=* 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 321: | Line 327: | ||
{{#lsth:BBTag/Makoto Nanaya/Data|j.AD}} | {{#lsth:BBTag/Makoto Nanaya/Data|j.AD}} | ||
{{!}}- | {{!}}- | ||
{{Description|7| | {{Description|7|text= | ||
An uppercut attack. Probably the most DP-like of the universal Reversal moves. | An uppercut attack. Probably the most DP-like of the universal Reversal moves. | ||
* It's her reversal. | * It's her reversal. | ||
Line 341: | Line 347: | ||
{{#lsth:BBTag/Makoto Nanaya/Data|Meteor Dive}} | {{#lsth:BBTag/Makoto Nanaya/Data|Meteor Dive}} | ||
{{!}}- | {{!}}- | ||
{{Description|6| | {{Description|6|text= | ||
Downward punch that sends them to the floor. | Downward punch that sends them to the floor. | ||
* Chargeable | * Chargeable | ||
Line 364: | Line 370: | ||
{{#lsth:BBTag/Makoto Nanaya/Data|236A}} | {{#lsth:BBTag/Makoto Nanaya/Data|236A}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|* Good for controlling space defensively | {{Description|6|text=* 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. | ||
Line 381: | Line 387: | ||
{{#lsth:BBTag/Makoto Nanaya/Data|236A > A}} | {{#lsth:BBTag/Makoto Nanaya/Data|236A > A}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|* Great for extending combos in the corner | {{Description|6|text=* 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 400: | Line 406: | ||
{{#lsth:BBTag/Makoto Nanaya/Data|236B}} | {{#lsth:BBTag/Makoto Nanaya/Data|236B}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|* Invulnerable on startup | {{Description|6|text=* 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. | ||
Line 418: | Line 424: | ||
{{#lsth:BBTag/Makoto Nanaya/Data|214A}} | {{#lsth:BBTag/Makoto Nanaya/Data|214A}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|* Makoto creates three afterimages. The real Makoto will be in the bottom one. | {{Description|7|text=* 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 | ||
Line 427: | Line 433: | ||
{{#lsth:BBTag/Makoto Nanaya/Data|214B}} | {{#lsth:BBTag/Makoto Nanaya/Data|214B}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|* Makoto creates three afterimages. The real Makoto will be in the middle one. | {{Description|7|text=* 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 | ||
Line 436: | Line 442: | ||
{{#lsth:BBTag/Makoto Nanaya/Data|214C}} | {{#lsth:BBTag/Makoto Nanaya/Data|214C}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|* Makoto creates three afterimages. The real Makoto will be in the top one. | {{Description|7|text=* Makoto creates three afterimages. The real Makoto will be in the top one. | ||
Detailed description of the usefulness of the move go here | Detailed description of the usefulness of the move go here | ||
Line 453: | Line 459: | ||
{{#lsth:BBTag/Makoto Nanaya/Data|214A > A}} | {{#lsth:BBTag/Makoto Nanaya/Data|214A > A}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|* Important points go here | {{Description|6|text=* 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 470: | Line 476: | ||
{{#lsth:BBTag/Makoto Nanaya/Data|214A > A > A}} | {{#lsth:BBTag/Makoto Nanaya/Data|214A > A > A}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|* Good for ending combos on the ground | {{Description|6|text=* 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 487: | Line 493: | ||
{{#lsth:BBTag/Makoto Nanaya/Data|214A > A > B}} | {{#lsth:BBTag/Makoto Nanaya/Data|214A > A > B}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|* Level 1 can be used as a combo extender on airborne opponents | {{Description|6|text=* 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 505: | Line 511: | ||
{{#lsth:BBTag/Makoto Nanaya/Data|214A > B}} | {{#lsth:BBTag/Makoto Nanaya/Data|214A > B}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|* On hit, you can link 2A to convert the Level 2 version into a combo | {{Description|6|text=* 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 522: | Line 528: | ||
{{#lsth:BBTag/Makoto Nanaya/Data|214B/C > C}} | {{#lsth:BBTag/Makoto Nanaya/Data|214B/C > C}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|* On hit on a grounded opponent, you can link 2A to convert it into a combo | {{Description|6|text=* 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 543: | Line 549: | ||
{{#lsth:BBTag/Makoto Nanaya/Data|236C}} | {{#lsth:BBTag/Makoto Nanaya/Data|236C}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|* Good for extending combos midscreen | {{Description|6|text=* Good for extending combos midscreen | ||
* Wall bounces. Wall splats in the corner. | * Wall bounces. Wall splats in the corner. | ||
Line 561: | Line 567: | ||
{{#lsth:BBTag/Makoto Nanaya/Data|214A > A > C}} | {{#lsth:BBTag/Makoto Nanaya/Data|214A > A > C}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|* Important points go here | {{Description|6|text=* 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 578: | Line 584: | ||
{{#lsth:BBTag/Makoto Nanaya/Data|214A > C}} | {{#lsth:BBTag/Makoto Nanaya/Data|214A > C}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|* Great neutral tool for closing the gap | {{Description|6|text=* Great neutral tool for closing the gap | ||
The extra skill version of Cosmic Ray is the old Level G Cosmic Ray from BlazBlue. It's plus on block like Level 2 Cosmic Ray but it's startup is a lot faster compared to Level 2 Cosmic Ray since there's no charge time. When well spaced, it's a great way to close the gap in neutral. On hit, you can link 5A to convert it into a full combo. On block, you can start pressure instead. | The extra skill version of Cosmic Ray is the old Level G Cosmic Ray from BlazBlue. It's plus on block like Level 2 Cosmic Ray but it's startup is a lot faster compared to Level 2 Cosmic Ray since there's no charge time. When well spaced, it's a great way to close the gap in neutral. On hit, you can link 5A to convert it into a full combo. On block, you can start pressure instead. | ||
Line 597: | Line 603: | ||
{{#lsth:BBTag/Makoto Nanaya/Data|5P }} | {{#lsth:BBTag/Makoto Nanaya/Data|5P }} | ||
{{!}}- | {{!}}- | ||
{{Description|6|* Great lockdown and pressure assist | {{Description|6|text=* Great lockdown and pressure assist | ||
* Good for extending combos against grounded and low to the ground airborne opponents | * Good for extending combos against grounded and low to the ground airborne opponents | ||
* Final punch launches on hit | * Final punch launches on hit | ||
Line 619: | Line 625: | ||
{{#lsth:BBTag/Makoto Nanaya/Data|6P}} | {{#lsth:BBTag/Makoto Nanaya/Data|6P}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|* Wall bounces, allowing you to convert it into a combo or extend a combo | {{Description|6|text=* 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 637: | Line 643: | ||
{{#lsth:BBTag/Makoto Nanaya/Data|4P }} | {{#lsth:BBTag/Makoto Nanaya/Data|4P }} | ||
{{!}}- | {{!}}- | ||
{{Description|6|* Good for extending combos on airborne opponents and active change combos | {{Description|6|text=* 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 663: | Line 669: | ||
{{#lsth:BBTag/Makoto Nanaya/Data|Enhanced 236BC}} | {{#lsth:BBTag/Makoto Nanaya/Data|Enhanced 236BC}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|* Important points go here | {{Description|6|text=* 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 697: | Line 703: | ||
{{#lsth:BBTag/Makoto Nanaya/Data|Enhanced 214BC > A/B/C > A/B/C}} | {{#lsth:BBTag/Makoto Nanaya/Data|Enhanced 214BC > A/B/C > A/B/C}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|* All level 1 {{=}} 4380 | {{Description|7|text=* All level 1 {{=}} 4380 | ||
* All level 2 {{=}} 6313 | * All level 2 {{=}} 6313 | ||
* Enhanced {{=}} 7332 | * Enhanced {{=}} 7332 | ||
Line 729: | Line 735: | ||
{{#lsth:BBTag/Makoto Nanaya/Data|Distortion Skill Duo}} | {{#lsth:BBTag/Makoto Nanaya/Data|Distortion Skill Duo}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|* Important points go here | {{Description|6|text=* 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 748: | Line 754: | ||
{{#lsth:BBTag/Makoto Nanaya/Data|222BC}} | {{#lsth:BBTag/Makoto Nanaya/Data|222BC}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|* Important points go here | {{Description|6|text=* 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 757: | Line 763: | ||
==Navigation== | ==Navigation== | ||
{{#lsth:BBTag/Makoto Nanaya/Data|Links}} | {{#lsth:BBTag/Makoto Nanaya/Data|Links}} | ||
{{notice|To edit frame data, edit values in [[BBTag/Makoto Nanaya/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}} | |||
{{Navbar-BBTag}} | {{Navbar-BBTag}} | ||
[[Category: Makoto Nanaya]] | [[Category: Makoto Nanaya]] | ||
[[Category:BlazBlue Cross Tag Battle]] | [[Category:BlazBlue Cross Tag Battle]] |
Revision as of 17:06, 15 March 2019
Makoto Nanaya |
---|
|
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 | Template:AttackDataHeader-BBTag | ||||
---|---|---|---|---|---|
Detailed description of the usefulness of the move go here |
5A
5A | Template:AttackDataHeader-BBTag |
---|
5B
5B | Template:AttackDataHeader-BBTag |
---|
5C
5C |
Template:AttackDataHeader-BBTag
| ||||
---|---|---|---|---|---|
Detailed description of the usefulness of the move go here |
2A
2A |
Template:AttackDataHeader-BBTag
| ||||
---|---|---|---|---|---|
2A is mostly used as a way to start your pressure. Stagger your 2As to catch people trying to mash out of pressure resets |
2B
2B |
Template:AttackDataHeader-BBTag
| ||||
---|---|---|---|---|---|
One of only two moves in her toolkit that hits low. Can cancel into 5B. 2B reverse beats into 5A just like 5B. |
2C
2C | Template:AttackDataHeader-BBTag |
---|
j.A
j.A | Template:AttackDataHeader-BBTag |
---|
j.B
j.B | Template:AttackDataHeader-BBTag | ||||
---|---|---|---|---|---|
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. |
j.C
j.C |
Template:AttackDataHeader-BBTag
| ||||
---|---|---|---|---|---|
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. |
Universal Mechanics
Ground Throw
Ground Throw 5B+C |
Template:AttackDataHeader-BBTag |
---|
Corona Upper
Corona Upper 5A+D (Air OK) |
Template:AttackDataHeader-BBTag |
---|
Meteor Dive
Meteor Dive Press A, B or C during Corona Upper (Chargeable) |
Template:AttackDataHeader-BBTag |
---|
Skills
Comet Cannon
Comet Cannon 236A |
Template:AttackDataHeader-BBTag | ||||
---|---|---|---|---|---|
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) |
Template:AttackDataHeader-BBTag
| ||||
---|---|---|---|---|---|
Detailed description of the usefulness of the move go here |
Shooting Star
Shooting Star 236B |
Template:AttackDataHeader-BBTag | ||||
---|---|---|---|---|---|
Makoto slides back and then forward, delivering a powerful gut punch. Like in Central Fiction, use this for corner carry and baiting your opponent. |
Asteroid Vision
Asteroid Vision 214A/B/C |
Template:AttackDataHeader-BBTag |
---|
Rush
Rush A during Asteroid Vision A |
Template:AttackDataHeader-BBTag | ||||
---|---|---|---|---|---|
Detailed description of the usefulness of the move go here |
Infinite Rush
Infinite Rush A during Rush |
Template:AttackDataHeader-BBTag
| ||||
---|---|---|---|---|---|
Detailed description of the usefulness of the move go here |
Lander Blow
Lander Blow B during Rush (Chargeable) |
Template:AttackDataHeader-BBTag | ||||
---|---|---|---|---|---|
Detailed description of the usefulness of the move go here |
Cosmic Ray
Cosmic Ray B during Asteroid Vision A (Chargeable) |
Template:AttackDataHeader-BBTag
| ||||
---|---|---|---|---|---|
Detailed description of the usefulness of the move go here |
Lightning Arrow
Lightning Arrow C during Asteroid Vision B or C (Chargeable) |
Template:AttackDataHeader-BBTag
| ||||
---|---|---|---|---|---|
Detailed description of the usefulness of the move go here |
Extra Skills
Sirius Jolt
Sirius Jolt 236C |
Template:AttackDataHeader-BBTag
| ||||
---|---|---|---|---|---|
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. |
Lander Blow
EX Lander Blow C during Rush (Chargeable) |
Template:AttackDataHeader-BBTag
| ||||
---|---|---|---|---|---|
Detailed description of the usefulness of the move go here |
Cosmic Ray
EX Cosmic Ray C during Asteroid Vision A (Chargeable) |
Template:AttackDataHeader-BBTag
| ||||
---|---|---|---|---|---|
The extra skill version of Cosmic Ray is the old Level G Cosmic Ray from BlazBlue. It's plus on block like Level 2 Cosmic Ray but it's startup is a lot faster compared to Level 2 Cosmic Ray since there's no charge time. When well spaced, it's a great way to close the gap in neutral. On hit, you can link 5A to convert it into a full combo. On block, you can start pressure instead. Much like the other versions of Cosmic Ray, EX Cosmic Ray is vulnerable to people jumping so make sure to time this for when your opponent is playing more grounded or when they're landing from jumping around. |
Partner Skills
5P
5P Infinite Rush |
Template:AttackDataHeader-BBTag | ||||
---|---|---|---|---|---|
Her best assist. Infinite Rush does multiple hits on block or whiff, moves Makoto forward as she does it and travels 80% of the screen. These are really good for multiple reasons. In neutral, the multiple hits are very good for either confirming into a combo or locking down an opponent so you can dash up and starter pressure, especially when used in combination with tactics your point character can use. In pressure, the multiple hits are useful for locking down an opponent to allow you to go for one good mixup. Because Makoto moves forward such a great distance during the skill, it's both resilient against pushblock and good for keeping an opponent locked down so you can dash back in after being pushblocked out. Unlike other lockdown assists like Jin 6P or Chie and Kanji's 4P, it doesn't pushback the opponent when they pushblock it midscreen either so it's pretty useful anywhere on the screen for your pressure. It's also nice for combos since the final punch of Infinite Rush is untechable until the opponent touches ground. Combined with the multiple hits, you'll have plenty of time to follow up your combo with whatever you desire. However, it only hits closer to the ground so keep that in mind. For opponents that are more airborne when you need to extend your combo, consider doing Makoto 4P instead. |
6P
6P Cosmic Ray |
Template:AttackDataHeader-BBTag
| ||||
---|---|---|---|---|---|
Detailed description of the usefulness of the move go here |
4P
4P Lightning Arrow |
Template:AttackDataHeader-BBTag
| ||||
---|---|---|---|---|---|
Detailed description of the usefulness of the move go here |
Distortion Skills
Big Bang Smash
Big Bang Smash 236B+C (Chargeable) |
Template:AttackDataHeader-BBTag |
---|
Particle Flare
Particle Flare 214B+C (Chargeable) |
Template:AttackDataHeader-BBTag |
---|
Distortion Skill Duo
Big Bang Smash P during Main Character's Distortion Skill |
Template:AttackDataHeader-BBTag
| ||||
---|---|---|---|---|---|
Detailed description of the usefulness of the move go here |
Astral Heat
Planet Crusher 222B+C |
Template:AttackDataHeader-BBTag
| ||||
---|---|---|---|---|---|
Detailed description of the usefulness of the move go here |
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- 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 •