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{{ | {{#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 | <br style="clear:both;"/> | ||
{{ | {{#lst:BBTag/Makoto Nanaya/Data|Links}} | ||
<br clear | <br style="clear:both;"/> | ||
==Normal Moves== | ==Normal Moves== | ||
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|name=4A | |name=4A | ||
|data= | |data= | ||
{{AttackDataHeader-BBTag}} | |||
{{!}}- | |||
{{#lsth:BBTag/Makoto Nanaya/Data|4A}} | |||
{{!}}- | |||
{{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= | ||
{{ | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=5A}} | |||
{{#lsth:BBTag/Makoto Nanaya/Data|5A}} | |||
{{!}}- | |||
* 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). | |||
}} | }} | ||
{{ | {{!}}- | ||
{{AttackVersion|name=5AA}} | |||
{{#lsth:BBTag/Makoto Nanaya/Data|5AA}} | |||
{{!}}- | |||
{{Description|7|text=* Moves Makoto forward | |||
* Jump cancellable | |||
* Moves Makoto forward | * Throw cancellable | ||
Mostly used to confirm 5A pokes or frame traps. | 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. | ||
}} | }} | ||
{{ | {{!}}- | ||
{{AttackVersion|name=5AAA}} | |||
{{#lsth:BBTag/Makoto Nanaya/Data|5AAA}} | |||
{{!}}- | |||
{{Description|7|text=* 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...). | |||
}} | }} | ||
{{ | {{!}}- | ||
{{AttackVersion|name=5AAAA}} | |||
{{#lsth:BBTag/Makoto Nanaya/Data|5AAAA}} | |||
{{!}}- | |||
{{Description|7|text=* Has knockback. Level 2 has even further knockback. | |||
* 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= | ||
{{ | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=5B}} | |||
{{#lsth:BBTag/Makoto Nanaya/Data|5B}} | |||
{{!}}- | |||
* 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. | ||
}} | }} | ||
{{ | {{!}}- | ||
{{AttackVersion|name=5BB}} | |||
{{#lsth:BBTag/Makoto Nanaya/Data|5BB}} | |||
{{!}}- | |||
{{Description|7|text=* Follow-up to 5B. Slams the opponent onto the ground. | |||
* 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 | ||
}} | }} | ||
{{ | {{!}}- | ||
{{AttackVersion|name=5BBB}} | |||
{{#lsth:BBTag/Makoto Nanaya/Data|5BBB}} | |||
{{!}}- | |||
{{Description|7|text=* Level 2 launches on hit, allowing for an air combo extension | |||
* 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= | ||
{{AttackDataHeader-BBTag}} | |||
{{!}}- | |||
{{#lsth:BBTag/Makoto Nanaya/Data|5C}} | |||
{{!}}- | |||
* 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= | ||
{{AttackDataHeader-BBTag}} | |||
{{!}}- | |||
{{#lsth:BBTag/Makoto Nanaya/Data|2A}} | |||
{{!}}- | |||
* 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= | ||
{{AttackDataHeader-BBTag}} | |||
{{!}}- | |||
{{#lsth:BBTag/Makoto Nanaya/Data|2B}} | |||
{{!}}- | |||
* 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= | ||
{{ | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Uncharged}} | |||
{{#lsth:BBTag/Makoto Nanaya/Data|2C}} | |||
{{!}}- | |||
* 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. | |||
}} | }} | ||
{{ | {{!}}- | ||
{{AttackVersion|name=Charged}} | |||
{{#lsth:BBTag/Makoto Nanaya/Data|2[C]}} | |||
{{!}}- | |||
{{Description|7|text=* Advances without the legsweep. | |||
* 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= | ||
{{ | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=j.A}} | |||
{{#lsth:BBTag/Makoto Nanaya/Data|j.A}} | |||
{{!}}- | |||
* 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. | ||
}} | }} | ||
{{ | {{!}}- | ||
{{AttackVersion|name=j.AA}} | |||
{{#lsth:BBTag/Makoto Nanaya/Data|j.AA}} | |||
{{!}}- | |||
{{Description|7|text=Mostly just used in combos or to hit confirm a jump in. | |||
Mostly just used in combos or to hit confirm a jump in. | |||
}} | }} | ||
}} | }} | ||
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|name=j.B | |name=j.B | ||
|data= | |data= | ||
{{AttackDataHeader-BBTag}} | |||
{{!}}- | |||
{{#lsth:BBTag/Makoto Nanaya/Data|j.B}} | |||
{{!}}- | |||
* 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= | ||
{{AttackDataHeader-BBTag}} | |||
{{!}}- | |||
{{#lsth:BBTag/Makoto Nanaya/Data|j.C}} | |||
{{!}}- | |||
* 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 | <br style="clear:both;"/> | ||
==Universal Mechanics== | ==Universal Mechanics== | ||
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|input=5B+C | |input=5B+C | ||
|data= | |data= | ||
{{AttackDataHeader-BBTag}} | |||
{{!}}- | |||
{{#lsth:BBTag/Makoto Nanaya/Data|Ground Throw}} | |||
{{!}}- | |||
* 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= | ||
{{ | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Ground}} | |||
| | {{#lsth:BBTag/Makoto Nanaya/Data|AD}} | ||
{{!}}- | |||
{{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. | ||
---- | |||
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= | ||
{{AttackDataHeader-BBTag}} | |||
{{!}}- | |||
{{#lsth:BBTag/Makoto Nanaya/Data|AD > X}} | |||
{{!}}- | |||
{{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 | <br style="clear:both;"/> | ||
==Skills== | ==Skills== | ||
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|name=Comet Cannon | |name=Comet Cannon | ||
|data= | |data= | ||
{{AttackDataHeader-BBTag}} | |||
{{!}}- | |||
{{#lsth:BBTag/Makoto Nanaya/Data|236A}} | |||
{{!}}- | |||
* 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= | ||
{{AttackDataHeader-BBTag}} | |||
{{!}}- | |||
{{#lsth:BBTag/Makoto Nanaya/Data|236A > A}} | |||
{{!}}- | |||
{{Description|6|text=* Great for extending combos in the corner | |||
* Great for extending combos in the corner | |||
* Great for controlling ground space | * Great for controlling ground space | ||
* Level | * 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= | ||
{{AttackDataHeader-BBTag}} | |||
{{!}}- | |||
{{#lsth:BBTag/Makoto Nanaya/Data|236B}} | |||
{{!}}- | |||
* 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= | ||
{{ | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=A}} | |||
{{#lsth:BBTag/Makoto Nanaya/Data|214A}} | |||
{{!}}- | |||
* 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 | ||
}} | }} | ||
{{ | {{!}}- | ||
{{AttackVersion|name=B}} | |||
{{#lsth:BBTag/Makoto Nanaya/Data|214B}} | |||
{{!}}- | |||
{{Description|7|text=* Makoto creates three afterimages. The real Makoto will be in the middle one. | |||
* 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 | ||
}} | }} | ||
{{ | {{!}}- | ||
{{AttackVersion|name=C}} | |||
{{#lsth:BBTag/Makoto Nanaya/Data|214C}} | |||
{{!}}- | |||
{{Description|7|text=* Makoto creates three afterimages. The real Makoto will be in the top one. | |||
* 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= | ||
{{AttackDataHeader-BBTag}} | |||
{{!}}- | |||
{{#lsth:BBTag/Makoto Nanaya/Data|214A > A}} | |||
{{!}}- | |||
* 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= | ||
{{AttackDataHeader-BBTag}} | |||
{{!}}- | |||
{{#lsth:BBTag/Makoto Nanaya/Data|214A > A > A}} | |||
{{!}}- | |||
* Good for ending combos on the ground | {{Description|6|text=* 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. | |||
}} | }} | ||
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|name=Lander Blow | |name=Lander Blow | ||
|data= | |data= | ||
{{AttackDataHeader-BBTag}} | |||
{{!}}- | |||
{{#lsth:BBTag/Makoto Nanaya/Data|214A > A > B}} | |||
{{!}}- | |||
{{Description|6|text=* Level 1 can be used as a combo extender on airborne opponents | |||
* | * Level 2 is good for resetting pressure | ||
Detailed description of the usefulness of the move go here | Detailed description of the usefulness of the move go here | ||
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|name=Cosmic Ray | |name=Cosmic Ray | ||
|data= | |data= | ||
{{AttackDataHeader-BBTag}} | |||
{{!}}- | |||
{{#lsth:BBTag/Makoto Nanaya/Data|214A > B}} | |||
{{!}}- | |||
{{Description|6|text=* On hit, you can link 2A to convert the Level 2 version into a combo | |||
* On hit, you can link 2A to convert the Level 2 version into a combo | |||
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= | ||
{{AttackDataHeader-BBTag}} | |||
{{!}}- | |||
{{#lsth:BBTag/Makoto Nanaya/Data|214B/C > C}} | |||
{{!}}- | |||
{{Description|6|text=* On hit on a grounded opponent, you can link 5A to convert it into a combo | |||
* On hit on a grounded opponent, you can link | |||
Detailed description of the usefulness of the move go here | Detailed description of the usefulness of the move go here | ||
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}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Extra Skills== | ==Extra Skills== | ||
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|name=Sirius Jolt | |name=Sirius Jolt | ||
|data= | |data= | ||
{{AttackDataHeader-BBTag}} | |||
{{!}}- | |||
{{#lsth:BBTag/Makoto Nanaya/Data|236C}} | |||
{{!}}- | |||
* | {{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 | 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 your partner 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. | |||
}} | }} | ||
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|image=BBTag_Makoto_LanderBlow.png |caption= | |image=BBTag_Makoto_LanderBlow.png |caption= | ||
|input=C during Rush (Chargeable) | |input=C during Rush (Chargeable) | ||
|name=Lander Blow | |name=EX Lander Blow | ||
|data= | |data= | ||
{{AttackDataHeader-BBTag}} | |||
{{!}}- | |||
{{#lsth:BBTag/Makoto Nanaya/Data|214A > A > C}} | |||
{{!}}- | |||
* Important points go here | {{Description|6|text=* 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). | |||
}} | }} | ||
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|image=BBTag_Makoto_CosmicRay.png |caption= | |image=BBTag_Makoto_CosmicRay.png |caption= | ||
|input=C during Asteroid Vision A (Chargeable) | |input=C during Asteroid Vision A (Chargeable) | ||
|name=Cosmic Ray | |name=EX Cosmic Ray | ||
|data= | |data= | ||
{{AttackDataHeader-BBTag}} | |||
{{!}}- | |||
{{#lsth:BBTag/Makoto Nanaya/Data|214A > C}} | |||
{{!}}- | |||
* 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. | ||
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|name=5P | |name=5P | ||
|data= | |data= | ||
{{AttackDataHeader-BBTag}} | |||
{{!}}- | |||
{{#lsth:BBTag/Makoto Nanaya/Data|5P }} | |||
{{!}}- | |||
* 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 | ||
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|name=6P | |name=6P | ||
|data= | |data= | ||
{{AttackDataHeader-BBTag}} | |||
{{!}}- | |||
{{#lsth:BBTag/Makoto Nanaya/Data|6P}} | |||
{{!}}- | |||
* 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 | ||
* | * 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... | |||
}} | }} | ||
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|name=4P | |name=4P | ||
|data= | |data= | ||
{{AttackDataHeader-BBTag}} | |||
{{!}}- | |||
{{#lsth:BBTag/Makoto Nanaya/Data|4P }} | |||
{{!}}- | |||
* 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. | ||
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}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Distortion Skills== | ==Distortion Skills== | ||
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|name=Big Bang Smash | |name=Big Bang Smash | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Normal}} | |||
{{#lsth:BBTag/Makoto Nanaya/Data|236BC}} | |||
{{!}}- | |||
{{AttackVersion|name=Enhanced}} | |||
{{#lsth:BBTag/Makoto Nanaya/Data|Enhanced 236BC}} | |||
{{!}}- | |||
{{Description|6|text=* Important points go here | |||
* 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. | ||
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|name=Particle Flare | |name=Particle Flare | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=First Hit}} | |||
{{#lsth:BBTag/Makoto Nanaya/Data|214BC}} | |||
{{!}}- | |||
{{AttackVersion|name=Second Hit}} | |||
{{#lsth:BBTag/Makoto Nanaya/Data|214BC > X}} | |||
{{!}}- | |||
{{AttackVersion|name=Finish}} | |||
{{#lsth:BBTag/Makoto Nanaya/Data|214BC > X > X}} | |||
{{!}}- | |||
{{AttackVersion|name=Enhanced First Hit}} | |||
{{#lsth:BBTag/Makoto Nanaya/Data|Enhanced 214BC}} | |||
{{!}}- | |||
{{AttackVersion|name=Enhanced Second Hit}} | |||
{{#lsth:BBTag/Makoto Nanaya/Data|Enhanced 214BC > X}} | |||
{{!}}- | |||
{{AttackVersion|name=Enhanced Finish}} | |||
{{#lsth:BBTag/Makoto Nanaya/Data|Enhanced 214BC > X > X}} | |||
{{!}}- | |||
{{Description|7|text=* All level 1 {{=}} 4380 | |||
* All level 2 {{=}} 6313 | |||
* Enhanced {{=}} 7332 | |||
* 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 | <br style="clear:both;"/> | ||
==Distortion Skill Duo== | ==Distortion Skill Duo== | ||
{{MoveData | {{MoveData | ||
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|name=Big Bang Smash | |name=Big Bang Smash | ||
|data= | |data= | ||
{{AttackDataHeader-BBTag}} | |||
{{!}}- | |||
{{#lsth:BBTag/Makoto Nanaya/Data|Distortion Skill Duo}} | |||
{{!}}- | |||
* 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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}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Astral Heat== | ==Astral Heat== | ||
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|name=Planet Crusher | |name=Planet Crusher | ||
|data= | |data= | ||
{{AttackDataHeader-BBTag}} | |||
{{!}}- | |||
{{#lsth:BBTag/Makoto Nanaya/Data|222BC}} | |||
{{!}}- | |||
* 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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}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Navigation== | |||
{{ | {{#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 22:30, 26 August 2019
Makoto Nanaya |
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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 |
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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 | ||||
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Detailed description of the usefulness of the move go here |
5A
5A | Template:AttackDataHeader-BBTag |
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5B
5B | Template:AttackDataHeader-BBTag |
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5C
5C |
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Detailed description of the usefulness of the move go here |
2A
2A |
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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 |
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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 |
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j.A
j.A | Template:AttackDataHeader-BBTag |
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j.B
j.B | Template:AttackDataHeader-BBTag | ||||
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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 |
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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 |
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Corona Upper
Corona Upper 5A+D (Air OK) |
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Meteor Dive
Meteor Dive Press A, B or C during Corona Upper (Chargeable) |
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Skills
Comet Cannon
Comet Cannon 236A |
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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) |
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Detailed description of the usefulness of the move go here |
Shooting Star
Shooting Star 236B |
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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 |
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Rush
Rush A during Asteroid Vision A |
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Detailed description of the usefulness of the move go here |
Infinite Rush
Infinite Rush A during Rush |
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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) |
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Detailed description of the usefulness of the move go here |
Cosmic Ray
Cosmic Ray B during Asteroid Vision A (Chargeable) |
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Detailed description of the usefulness of the move go here |
Lightning Arrow
Lightning Arrow C during Asteroid Vision B or C (Chargeable) |
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Detailed description of the usefulness of the move go here |
Extra Skills
Sirius Jolt
Sirius Jolt 236C |
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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 your partner 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) |
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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) |
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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 |
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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 |
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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 |
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Detailed description of the usefulness of the move go here |
Distortion Skills
Big Bang Smash
Big Bang Smash 236B+C (Chargeable) |
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Particle Flare
Particle Flare 214B+C (Chargeable) |
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Distortion Skill Duo
Big Bang Smash P during Main Character's Distortion Skill |
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Detailed description of the usefulness of the move go here |
Astral Heat
Planet Crusher 222B+C |
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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 •