BBTag/Makoto Nanaya: Difference between revisions

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(noted on 4A that it was fastest normal.)
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{{CharData-BBTag|Makoto}}
{{#lsth:BBTag/Makoto Nanaya/Data|SystemData}}
;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;">
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* Big Bang Smash
* Big Bang Smash
* Particle Flare (All three hits)
* Particle Flare (All three hits)
<br clear=all/>
<br style="clear:both;"/>


{{CharLinks-BBTag|Makoto}}
{{#lst:BBTag/Makoto Nanaya/Data|Links}}
<br clear=all/>
<br style="clear:both;"/>


==Normal Moves==
==Normal Moves==
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|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=
{{!}}-
{{Description|6|text=*Fastest Normal.
* Whiffs on crouching opponents.  
* Whiffs on crouching opponents.  
*can be canceled into itself up to 3 times.
*can be canceled into itself up to 3 times.
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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|text=* Best poke
* Jump Cancelable
* Jump Cancelable
* Moves Makoto forward
* Moves Makoto forward
* Throw cancellable


Makoto's best poke. It already has decent range on its own but combine the fact that it moves you forward with the momentum of a dash and this button will hit further than it looks at first glance. In pressure, you can also aim to frame trap with this by delay canceling into it from 2A stagger pressure. Because it moves Makoto forward, it's best to do this when you are starting to get pushed out further from 2A range when an opponent will most expect an attempt to reset pressure and try to mash or jump out.  
Makoto's best poke. It already has decent range on its own but combine the fact that it moves you forward with the momentum of a dash and this button will hit further than it looks at first glance. In pressure, you can also aim to frame trap with this by delay canceling into it from 2A stagger pressure. Because it moves Makoto forward, it's best to do this when you are starting to get pushed out further from 2A range when an opponent will most expect an attempt to reset pressure and try to mash or jump out.  
The startup got buffed in patch 1.5 (from 9 to 7f).
  }}
  }}
  {{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|text=* Moves Makoto forward
|description=
* Jump cancellable
* Moves Makoto forward
* Throw cancellable


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. You can use the jump cancellable property to bait supers, run the 214B+4P mix that will hit downbacking opponent, jump cancel IAD over, 2B... Stop cancelling into 5B from 5AA, to jump cancel out of your string and be safe, jump cancel with 5AA instead of believing you are pre-patch 1.5.
  }}
  }}
  {{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|text=* Jump cancellable
|description=
At this point of the string, you should have hitconfirm into 5AAA5BB214AAB > 5A... or 5AAA214AAA > assist. The same options of mix as 5AA string are available (jump cancel, 214A...).
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|text=* 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.  


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For Auto Combo usage, use the Level 2 version if you want to give yourself some breathing room before raw tagging out.
For Auto Combo usage, use the Level 2 version if you want to give yourself some breathing room before raw tagging out.
It is a frametrap on block (when charged), the reward being the best starter move of Makoto with almost no scaling. She has very VERY spooky damage if you manage to pick up the opponent with a damaging assist like Yang semblance 6P.
  }}
  }}
}}
}}
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|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|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
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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|text=* 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|text=* 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.
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|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|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
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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|text=* Good for stagger pressure
* Chains into itself up to 3 times
* Chains into itself up to 3 times
 
* Not a low
* Throw cancellable
2A is mostly used as a way to start your pressure. Stagger your 2As to catch people trying to mash out of pressure resets
2A is mostly used as a way to start your pressure. Stagger your 2As to catch people trying to mash out of pressure resets
  }}
  }}
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|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|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.
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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|text=* Good Counter Poke
* Has invuln against Body Attribute Strikes  
* Has invuln against Body and Head Attribute Strikes  
Makoto advances with a low profile and ends with a leg sweep.
Makoto advances with a low profile and ends with a leg sweep.
Some moves are too active to bypass them with the invuln. The invulnerability doesn't last until the leg hits.
  }}
  }}
  {{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|text=* 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|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.  


  }}
  }}
  {{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|text=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|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


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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|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


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}}
}}


<br clear=all/>
<br style="clear:both;"/>


==Universal Mechanics==
==Universal Mechanics==
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|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|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
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|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|text=
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.
}}
}}
}}
}}


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|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|text=
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.
}}
}}
}}
}}


<br clear=all/>
<br style="clear:both;"/>


==Skills==
==Skills==
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|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|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.  
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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|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 1 blows back
* Level 2 wallbounces


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=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|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.
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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|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


  }}
  }}
  {{AttackData-BBTag
  {{!}}-
|header=no
{{AttackVersion|name=B}}
|version=B
{{#lsth:BBTag/Makoto Nanaya/Data|214B}}
|damage= |guard=
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{Description|7|text=* 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|text=* 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
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|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|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
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|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|text=* Good for ending combos on the ground  


Detailed description of the usefulness of the move go here
Very very good to call assist there because of Makoto's A's and infinite rush proration: 5A(AA)214AAA > assist > 5AAA5B[B] > PF is 9k minimum. Very burstable though unless you use Mai 4P.


  }}
  }}
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|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|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


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|name=Cosmic Ray
|name=Cosmic Ray
|data=
|data=
{{AttackData-BBTag
{{AttackDataHeader-BBTag}}
|damage=1700 |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|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
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|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|text=* On hit on a grounded opponent, you can link 5A 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 545: Line 549:
}}
}}


<br clear=all/>
<br style="clear:both;"/>


==Extra Skills==
==Extra Skills==
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|name=Sirius Jolt
|name=Sirius Jolt
|data=
|data=
{{AttackData-BBTag
{{AttackDataHeader-BBTag}}
|damage=2000 |guard=UB on Standing
{{!}}-
|startup=26 |active= |recovery= |frameAdv=-10
{{#lsth:BBTag/Makoto Nanaya/Data|236C}}
|description=
{{!}}-
* Good for extending combos midscreen
{{Description|6|text=* usable for extending combos midscreen
* Wall bounces. Wall splats in the corner.
* 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 usable for combo extension and overall wallbang styling shenanigans but it is usually not worth the meter. The only combos where sirius jolt is useful is to active switch out from it in happy birthday scenarios to perform 214B+C super (that can happy birthday for more dmg than Big Bang Smash from Makoto and allows for Makoto dhc if you have the meter) but even then do you really want to use the extra meter? One more scenario is resonance solo happy birthday where you can perform 3 sirius jolt and resonance cancel the last one into BBS super for very good dmg and style points.
 
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.


  }}
  }}
Line 571: Line 577:
|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
{{AttackDataHeader-BBTag}}
|damage=1700 [2000] |guard=All
{{!}}-
|startup=12~36 |active= |recovery= |frameAdv=+7
{{#lsth:BBTag/Makoto Nanaya/Data|214A > A > C}}
|description=
{{!}}-
* Important points go here
{{Description|6|text=* Important points go here


Detailed description of the usefulness of the move go here
You can loop this move up to 2 times for a standing reset.
 
Avoid at all cost using this move for combos unless you need an "emergency" link with 5BB21AAB > 5AAA5BB214AAC > 5BB because of hitstun decay that might fuck your combo (too specific, just forget this move in combos).


  }}
  }}
Line 588: Line 596:
|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
{{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|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 609: Line 617:
|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|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 631: Line 639:
|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|text=* Wall bounces, allowing you to convert it into a combo or extend a combo
* Long startup but goes full screen
* good frame advantage on block
 
6P > CC > 5P is a frametrap when it doesn't outright true blockstring


Detailed description of the usefulness of the move go here
You could active switch into this move on hit and convert with 5AAA...


  }}
  }}
Line 649: Line 659:
|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|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 661: Line 671:
}}
}}


<br clear=all/>
<br style="clear:both;"/>


==Distortion Skills==
==Distortion Skills==
Line 671: Line 681:
|name=Big Bang Smash
|name=Big Bang Smash
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag|version=yes}}
|version=Level 1
{{!}}-
|damage=4500 |guard=All
{{AttackVersion|name=Normal}}
|startup=5+13 |active= |recovery= |frameAdv=-38
{{#lsth:BBTag/Makoto Nanaya/Data|236BC}}
|description=
{{!}}-
}}
{{AttackVersion|name=Enhanced}}
{{AttackData-BBTag
{{#lsth:BBTag/Makoto Nanaya/Data|Enhanced 236BC}}
|version=Level 2 |header=no
{{!}}-
|damage=5000 |guard=All
{{Description|6|text=* Important points go here
|startup=5+13 |active= |recovery= |frameAdv=-36
|description=
}}
{{AttackData-BBTag
|version=Enhanced |header=no
|damage=6000|guard=All
|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 702: Line 703:
|name=Particle Flare
|name=Particle Flare
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag|version=yes}}
|version=First Hit (Level 1)
{{!}}-
|damage=1500 |guard=All
{{AttackVersion|name=First Hit}}
|startup=1+4 |active= |recovery= |frameAdv=-40
{{#lsth:BBTag/Makoto Nanaya/Data|214BC}}
|description=
{{!}}-
}}
{{AttackVersion|name=Second Hit}}
{{AttackData-BBTag
{{#lsth:BBTag/Makoto Nanaya/Data|214BC > A/B/C}}
|version=First Hit (Level 2) |header=no
{{!}}-
|damage=2000 |guard=All
{{AttackVersion|name=Finish}}
|startup=1+7 |active= |recovery= |frameAdv=-38
{{#lsth:BBTag/Makoto Nanaya/Data|214BC > A/B/C > A/B/C}}
|description=
{{!}}-
}}
{{AttackVersion|name=Enhanced First Hit}}
{{AttackData-BBTag
{{#lsth:BBTag/Makoto Nanaya/Data|Enhanced 214BC}}
|version=First Hit (Enchanced) |header=no
{{!}}-
|damage=2000 |guard=All
{{AttackVersion|name=Enhanced Second Hit}}
|startup=1+7(?) |active= |recovery= |frameAdv=-38(?)
{{#lsth:BBTag/Makoto Nanaya/Data|Enhanced 214BC > A/B/C}}
|description=
{{!}}-
}}
{{AttackVersion|name=Enhanced Finish}}
{{AttackData-BBTag
{{#lsth:BBTag/Makoto Nanaya/Data|Enhanced 214BC > A/B/C > A/B/C}}
|header=no
{{!}}-
|version=Second Hit (Level 1)
{{Description|7|text=* All level 1 {{=}} 4380
|subtitle=First Hit > A, B or C (Chargeable)
* All level 2 {{=}} 6313
|damage= |guard=All
* Enhanced {{=}} 7332
|startup= |active= |recovery= |frameAdv=
|description=
}}
{{AttackData-BBTag
|header=no
|version=Second Hit (Level 2)
|subtitle=First Hit > A, B or C (Chargeable)
|damage= |guard=All
|startup= |active= |recovery= |frameAdv=
|description=
}}
{{AttackData-BBTag
|header=no
|version=Finish (Level 1)
|subtitle=Second Hit > A, B or C (Chargeable)
|damage= |guard=All
|startup= |active= |recovery= |frameAdv=
|description=
}}
{{AttackData-BBTag
|header=no
|version=Finish (Level 2)
|subtitle=Second Hit > A, B or C (Chargeable)
|damage= |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


  }}
  }}
}}
}}


<br clear=all/>
<br style="clear:both;"/>
 
==Distortion Skill Duo==
==Distortion Skill Duo==
{{MoveData
{{MoveData
Line 778: Line 751:
|name=Big Bang Smash
|name=Big Bang Smash
|data=
|data=
{{AttackData-BBTag
{{AttackDataHeader-BBTag}}
|damage= |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{#lsth:BBTag/Makoto Nanaya/Data|Distortion Skill Duo}}
|description=
{{!}}-
* 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 788: Line 761:
  }}
  }}
}}
}}
<br clear=all/>
<br style="clear:both;"/>


==Astral Heat==
==Astral Heat==
Line 797: Line 770:
|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|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 807: Line 780:
  }}
  }}
}}
}}
<br clear=all/>
<br style="clear:both;"/>
----
==Navigation==
{{CharLinks-BBTag|Makoto}}
{{#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 17:32, 8 July 2019

Makoto Nanaya
BBTag Makoto Portrait.png
Movement Options
  • Double Jump, 1 Airdash, Dash Type: Run
Playstyle
Aggressive, Pressure, Mixups
Team Role
Point

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
  • Fastest Normal.
  • 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

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
  • Best poke
  • Jump Cancelable
  • Moves Makoto forward
  • Throw cancellable

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

The startup got buffed in patch 1.5 (from 9 to 7f).

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
  • Moves Makoto forward
  • Jump cancellable
  • Throw cancellable

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

5AAA


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
  • Jump cancellable

At this point of the string, you should have hitconfirm into 5AAA5BB214AAB > 5A... or 5AAA214AAA > assist. The same options of mix as 5AA string are available (jump cancel, 214A...).

5AAAA


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
  • Has knockback. Level 2 has even further knockback.
  • Good for partner combos and ending combos in the corner.

Makoto's old 5D drive. If you're doing a partner combo, you can use your partner to combo after this and do a combo that should do about 7.5-7.8k. If you don't have an assist that goes far, you'll have to time your assist to hit just before the opponent gets blown away.

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

For Auto Combo usage, use the Level 2 version if you want to give yourself some breathing room before raw tagging out.

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

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

Because the head invuln kicks in pretty early, Makoto's 5B is a very reliable Anti-Air to use on reaction to punish attempts to jump in on her. It's also capable of launching grounded opponents on hit, allowing her to extend her combos for good damage, even without the help of a partner.

This can reverse beat into 5A.

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
  • 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

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
  • Level 2 launches on hit, allowing for an air combo extension

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

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


  • Important points go here

Detailed description of the usefulness of the move go here

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


  • Good for stagger pressure
  • Chains into itself up to 3 times
  • Not a low
  • Throw cancellable

2A is mostly used as a way to start your pressure. Stagger your 2As to catch people trying to mash out of pressure resets

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


  • A quick Low attack.

One of only two moves in her toolkit that hits low. Can cancel into 5B. 2B reverse beats into 5A just like 5B.

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
  • Good Counter Poke
  • Has invuln against Body and Head Attribute Strikes

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

Some moves are too active to bypass them with the invuln. The invulnerability doesn't last until the leg hits.

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
  • Advances without the legsweep.

Useful for faking out your opponent. Condition your opponent to expect the leg sweep and punish their overhead counter.

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
  • 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.

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

Mostly just used in combos or to hit confirm a jump in.

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
  • 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

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
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


  • Good for beating Anti-Airs
  • You can convert it into a combo by linking j.AA as you're falling

During the startup of j.C, Makoto will be lifted upwards before she comes down on the opponent. This lift upwards can be very useful for dodging well timed anti-airs from your opponent and then punish their recovery.


Universal Mechanics

Ground Throw
Ground Throw
5B+C
BBTag Makoto GroundThrow.png
Template:AttackDataHeader-BBTag
  • Important points go here

Detailed description of the usefulness of the move go here

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

An uppercut attack. Probably the most DP-like of the universal Reversal moves.

  • It's her reversal.

Use it as a reversal.


Same as her grounded version. Use this to cap off her air combos.

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

Downward punch that sends them to the floor.

  • Chargeable
  • Only available on hit

Get more Reversal for your Reversal with this. No reason not to. Holding A+D and releasing instead of hitting A or D separately after the attack may prove easier for some people.


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
  • 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.

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


  • Great for extending combos in the corner
  • Great for controlling ground space
  • Level 1 blows back
  • Level 2 wallbounces

Detailed description of the usefulness of the move go here

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
  • 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.

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
  • Makoto creates three afterimages. The real Makoto will be in the bottom one.

Detailed description of the usefulness of the move go here

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
  • Makoto creates three afterimages. The real Makoto will be in the middle one.

Detailed description of the usefulness of the move go here

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
  • Makoto creates three afterimages. The real Makoto will be in the top one.

Detailed description of the usefulness of the move go here

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
  • Important points go here

Detailed description of the usefulness of the move go here

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


  • Good for ending combos on the ground

Very very good to call assist there because of Makoto's A's and infinite rush proration: 5A(AA)214AAA > assist > 5AAA5B[B] > PF is 9k minimum. Very burstable though unless you use Mai 4P.

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
  • 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

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


  • 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

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


  • On hit on a grounded opponent, you can link 5A to convert it into a combo

Detailed description of the usefulness of the move go here


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


  • usable for extending combos midscreen
  • Wall bounces. Wall splats in the corner.

As stated above, this move is usable for combo extension and overall wallbang styling shenanigans but it is usually not worth the meter. The only combos where sirius jolt is useful is to active switch out from it in happy birthday scenarios to perform 214B+C super (that can happy birthday for more dmg than Big Bang Smash from Makoto and allows for Makoto dhc if you have the meter) but even then do you really want to use the extra meter? One more scenario is resonance solo happy birthday where you can perform 3 sirius jolt and resonance cancel the last one into BBS super for very good dmg and style points.

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)
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


  • Important points go here

You can loop this move up to 2 times for a standing reset.

Avoid at all cost using this move for combos unless you need an "emergency" link with 5BB21AAB > 5AAA5BB214AAC > 5BB because of hitstun decay that might fuck your combo (too specific, just forget this move in combos).

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


  • 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.

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
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
  • Great lockdown and pressure assist
  • Good for extending combos against grounded and low to the ground airborne opponents
  • Final punch launches on hit

Her best assist. Infinite Rush does multiple hits on block or whiff, moves Makoto forward as she does it and travels 80% of the screen. These are really good for multiple reasons. In neutral, the multiple hits are very good for either confirming into a combo or locking down an opponent so you can dash up and starter pressure, especially when used in combination with tactics your point character can use.

In pressure, the multiple hits are useful for locking down an opponent to allow you to go for one good mixup. Because Makoto moves forward such a great distance during the skill, it's both resilient against pushblock and good for keeping an opponent locked down so you can dash back in after being pushblocked out. Unlike other lockdown assists like Jin 6P or Chie and Kanji's 4P, it doesn't pushback the opponent when they pushblock it midscreen either so it's pretty useful anywhere on the screen for your pressure.

It's also nice for combos since the final punch of Infinite Rush is untechable until the opponent touches ground. Combined with the multiple hits, you'll have plenty of time to follow up your combo with whatever you desire. However, it only hits closer to the ground so keep that in mind. For opponents that are more airborne when you need to extend your combo, consider doing Makoto 4P instead.

6P
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


  • Wall bounces, allowing you to convert it into a combo or extend a combo
  • good frame advantage on block

6P > CC > 5P is a frametrap when it doesn't outright true blockstring

You could active switch into this move on hit and convert with 5AAA...

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


  • Good for extending combos on airborne opponents and active change combos
  • Gives a large ground bounce and an OTGable knockdown.

Detailed description of the usefulness of the move go here


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
  • Important points go here

Big Bang Smash will go nearly full screen on L2/RB. L1 goes little over halfway.

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
  • 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


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


  • Important points go here

Detailed description of the usefulness of the move go here


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


  • Important points go here

Detailed description of the usefulness of the move go here


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.