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{{#lst:BBTag/Makoto Nanaya/Data|4A}} | {{#lst:BBTag/Makoto Nanaya/Data|4A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|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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{{#lst:BBTag/Makoto Nanaya/Data|5A}} | {{#lst:BBTag/Makoto Nanaya/Data|5A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Best poke, great startup and good range | * Best poke, great startup and good range | ||
* Jump Cancelable | * Jump Cancelable | ||
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{{#lst:BBTag/Makoto Nanaya/Data|5AA}} | {{#lst:BBTag/Makoto Nanaya/Data|5AA}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text=* Moves Makoto forward | ||
* Jump cancellable | * Jump cancellable | ||
* Throw cancellable | * Throw cancellable | ||
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{{#lst:BBTag/Makoto Nanaya/Data|5AAA}} | {{#lst:BBTag/Makoto Nanaya/Data|5AAA}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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...). | 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...). | ||
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{{#lst:BBTag/Makoto Nanaya/Data|5AAAA}} | {{#lst:BBTag/Makoto Nanaya/Data|5AAAA}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text=* Has knockback | ||
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. | 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. | ||
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{{#lst:BBTag/Makoto Nanaya/Data|5B}} | {{#lst:BBTag/Makoto Nanaya/Data|5B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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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{{#lst:BBTag/Makoto Nanaya/Data|5BB}} | {{#lst:BBTag/Makoto Nanaya/Data|5BB}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text=* Follow-up to 5B. Slams the opponent onto the ground. | ||
* Cancels into 5C and 236C for grounded reset. 5C frametraps 5f moves and 236C trades favorably at least with 5f moves. | * Cancels into 5C and 236C for grounded reset. 5C frametraps 5f moves and 236C trades favorably at least with 5f moves. | ||
* the end point for all tech 9f corner safejump because it's jump cancellable on hit (from a high juggle so it's 9f) | * the end point for all tech 9f corner safejump because it's jump cancellable on hit (from a high juggle so it's 9f) | ||
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{{#lst:BBTag/Makoto Nanaya/Data|5BBB}} | {{#lst:BBTag/Makoto Nanaya/Data|5BBB}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text=* 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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{{#lst:BBTag/Makoto Nanaya/Data|5C}} | {{#lst:BBTag/Makoto Nanaya/Data|5C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text=* safe on block since 2.0 | ||
}} | }} | ||
}} | }} | ||
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{{#lst:BBTag/Makoto Nanaya/Data|2A}} | {{#lst:BBTag/Makoto Nanaya/Data|2A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text=* Good for stagger pressure | ||
* Chains into itself up to 3 times | * Chains into itself up to 3 times | ||
* Not a low | * Not a low | ||
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{{#lst:BBTag/Makoto Nanaya/Data|2B}} | {{#lst:BBTag/Makoto Nanaya/Data|2B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text=* A quick Low attack. | ||
One of only two moves in her toolkit that hits low. Can cancel into 5B. | One of only two moves in her toolkit that hits low. Can cancel into 5B. | ||
Line 265: | Line 265: | ||
{{#lst:BBTag/Makoto Nanaya/Data|2C}} | {{#lst:BBTag/Makoto Nanaya/Data|2C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Good Counter Poke | * Good Counter Poke | ||
* Has invuln against Body and Head Attribute Strikes, which means you can invuln through distortions and dp's (not recommended) | * Has invuln against Body and Head Attribute Strikes, which means you can invuln through distortions and dp's (not recommended) | ||
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{{#lst:BBTag/Makoto Nanaya/Data|2[C]}} | {{#lst:BBTag/Makoto Nanaya/Data|2[C]}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text=* Advances without the legsweep. | ||
Useful for faking out your opponent. | Useful for faking out your opponent. | ||
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{{#lst:BBTag/Makoto Nanaya/Data|j.A}} | {{#lst:BBTag/Makoto Nanaya/Data|j.A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
*Go to jump-in | *Go to jump-in | ||
*Whiff cancellable to j.AA | *Whiff cancellable to j.AA | ||
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{{#lst:BBTag/Makoto Nanaya/Data|j.AA}} | {{#lst:BBTag/Makoto Nanaya/Data|j.AA}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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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{{#lst:BBTag/Makoto Nanaya/Data|j.B}} | {{#lst:BBTag/Makoto Nanaya/Data|j.B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* unique Air to Air normal because of it's hitbox | * unique Air to Air normal because of it's hitbox | ||
* 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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{{#lst:BBTag/Makoto Nanaya/Data|j.C}} | {{#lst:BBTag/Makoto Nanaya/Data|j.C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|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 | ||
* This move is punishable on block by any non-counter dp. The consequence is that you will only use this move as an air-to-air or a matchup knowledge check | * This move is punishable on block by any non-counter dp. The consequence is that you will only use this move as an air-to-air or a matchup knowledge check | ||
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{{#lst:BBTag/Makoto Nanaya/Data|BC}} | {{#lst:BBTag/Makoto Nanaya/Data|BC}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
*lander blow loop time to the corner | *lander blow loop time to the corner | ||
*4B+C > 2B > 5AAA... is what you want if you use backthrow. Using a special may have some inconsistencies (switching sides) but 2B doesn't. | *4B+C > 2B > 5AAA... is what you want if you use backthrow. Using a special may have some inconsistencies (switching sides) but 2B doesn't. | ||
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{{#lst:BBTag/Makoto Nanaya/Data|j.AD}} | {{#lst:BBTag/Makoto Nanaya/Data|j.AD}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* <span style="color:red">'''MISSING ACTIVE FRAMES'''</span> [https://twitter.com/Brassens4/status/1212742979556917248?s=20 (proof)] | * <span style="color:red">'''MISSING ACTIVE FRAMES'''</span> [https://twitter.com/Brassens4/status/1212742979556917248?s=20 (proof)] | ||
An uppercut attack. Probably the most DP-like of the universal Reversal moves. | An uppercut attack. Probably the most DP-like of the universal Reversal moves. | ||
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{{#lst:BBTag/Makoto Nanaya/Data|AD X}} | {{#lst:BBTag/Makoto Nanaya/Data|AD X}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
Downward punch that sends them to the floor. | Downward punch that sends them to the floor. | ||
* Chargeable | * Chargeable | ||
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{{#lst:BBTag/Makoto Nanaya/Data|236A}} | {{#lst:BBTag/Makoto Nanaya/Data|236A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* <span style="color:red">'''INCONSISTENT WALL BOUNCE'''</span> [https://twitter.com/ElenoreHU3BR/status/1212711620687933443?s=20 (proof)] | * <span style="color:red">'''INCONSISTENT WALL BOUNCE'''</span> [https://twitter.com/ElenoreHU3BR/status/1212711620687933443?s=20 (proof)] | ||
* Good for controlling space defensively | * Good for controlling space defensively | ||
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{{#lst:BBTag/Makoto Nanaya/Data|236A A}} | {{#lst:BBTag/Makoto Nanaya/Data|236A A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Level 1 blows back | * Level 1 blows back | ||
* Level 2 wallbounces | * Level 2 wallbounces | ||
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{{#lst:BBTag/Makoto Nanaya/Data|236B}} | {{#lst:BBTag/Makoto Nanaya/Data|236B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Invulnerable on startup but not frame 1 ([https://twitter.com/Brassens4/status/1223968204420263939?s=20 in CF], she was low invuln from frame one then all invuln around frame 6-7). Do not use it as a reversal because it isn't one. | * Invulnerable on startup but not frame 1 ([https://twitter.com/Brassens4/status/1223968204420263939?s=20 in CF], she was low invuln from frame one then all invuln around frame 6-7). Do not use it as a reversal because it isn't one. | ||
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{{#lst:BBTag/Makoto Nanaya/Data|214A}} | {{#lst:BBTag/Makoto Nanaya/Data|214A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text=* Makoto creates three afterimages. The real Makoto will be in the bottom one. | ||
You will either use the A follow-up for combos, B/C for a gap close. Raw 214A no practical uses. | You will either use the A follow-up for combos, B/C for a gap close. Raw 214A no practical uses. | ||
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{{#lst:BBTag/Makoto Nanaya/Data|214B}} | {{#lst:BBTag/Makoto Nanaya/Data|214B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text=* Makoto creates three afterimages. The real Makoto will be in the middle one. | ||
The most useful asteroid vision of the 3 in neutral. | The most useful asteroid vision of the 3 in neutral. | ||
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{{#lst:BBTag/Makoto Nanaya/Data|214C}} | {{#lst:BBTag/Makoto Nanaya/Data|214C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text=* Makoto creates three afterimages. The real Makoto will be in the top one. | ||
If you are feeling yourself, you can call out ES pushblock touga super and punish her on the way down with lightning arrow. | If you are feeling yourself, you can call out ES pushblock touga super and punish her on the way down with lightning arrow. | ||
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{{#lst:BBTag/Makoto Nanaya/Data|214A A}} | {{#lst:BBTag/Makoto Nanaya/Data|214A A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text=*sometimes you get pushblocked right when you cancel into this special but accidentally beat their button with it. You can sometimes convert with 5A from such scramble | ||
It may be possible that it is still possible to change side with the opponent from an air pickup using a [https://twitter.com/Brassens4/status/1179531203927511040?s=20 high juggle] | It may be possible that it is still possible to change side with the opponent from an air pickup using a [https://twitter.com/Brassens4/status/1179531203927511040?s=20 high juggle] | ||
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{{#lst:BBTag/Makoto Nanaya/Data|214A A A}} | {{#lst:BBTag/Makoto Nanaya/Data|214A A A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|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. | 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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{{#lst:BBTag/Makoto Nanaya/Data|214A A B}} | {{#lst:BBTag/Makoto Nanaya/Data|214A A B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text=* Level 1 can be used as a combo extender on airborne opponents | ||
* Level 2 is + on block but mashing will win against it so don't try it | * Level 2 is + on block but mashing will win against it so don't try it | ||
Referred as 214AAB because 214A > A > B is too verbose even if right | Referred as 214AAB because 214A > A > B is too verbose even if right | ||
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{{#lst:BBTag/Makoto Nanaya/Data|214A B}} | {{#lst:BBTag/Makoto Nanaya/Data|214A B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|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 | ||
* The charging part has leg attribute invuln which means you can stuff lows if you are feeling yourself. | * The charging part has leg attribute invuln which means you can stuff lows if you are feeling yourself. | ||
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{{#lst:BBTag/Makoto Nanaya/Data|214B/C C}} | {{#lst:BBTag/Makoto Nanaya/Data|214B/C C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text=* On hit on a grounded opponent, you can link 5A to convert it into a combo | ||
You cannot convert from it as an air-to-air without assist. Obviously, the assist version has a ground bounce that has enough untech time to AS into it and convert from it but the non-assist version doesn't. | You cannot convert from it as an air-to-air without assist. Obviously, the assist version has a ground bounce that has enough untech time to AS into it and convert from it but the non-assist version doesn't. | ||
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{{#lst:BBTag/Makoto Nanaya/Data|236C}} | {{#lst:BBTag/Makoto Nanaya/Data|236C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* '''THIS MOVE IS BUGGED DO NOT USE IT WITH ASSIST''' | * '''THIS MOVE IS BUGGED DO NOT USE IT WITH ASSIST''' | ||
* <span style="color:red">'''HIGH UNBLOCKABLE THAT CAN BE BLOCKED HIGH'''</span> [https://twitter.com/Brassens4/status/1224116224352837632?s=20 (proof)] | * <span style="color:red">'''HIGH UNBLOCKABLE THAT CAN BE BLOCKED HIGH'''</span> [https://twitter.com/Brassens4/status/1224116224352837632?s=20 (proof)] | ||
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{{#lst:BBTag/Makoto Nanaya/Data|214A A C}} | {{#lst:BBTag/Makoto Nanaya/Data|214A A C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* plus on block | * plus on block | ||
* throw mix available behind it | * throw mix available behind it | ||
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{{#lst:BBTag/Makoto Nanaya/Data|214A C}} | {{#lst:BBTag/Makoto Nanaya/Data|214A C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|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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{{#lst:BBTag/Makoto Nanaya/Data|5P }} | {{#lst:BBTag/Makoto Nanaya/Data|5P }} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|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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{{#lst:BBTag/Makoto Nanaya/Data|6P}} | {{#lst:BBTag/Makoto Nanaya/Data|6P}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Wall bounces, allowing you to convert it into a combo or extend a combo | * Wall bounces, allowing you to convert it into a combo or extend a combo | ||
* good frame advantage on block | * good frame advantage on block | ||
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{{#lst:BBTag/Makoto Nanaya/Data|4P }} | {{#lst:BBTag/Makoto Nanaya/Data|4P }} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* <span style="color:blue">'''This move is illegal'''</span> since no assist is allowed to loop into itself with 2.0 patch change [https://twitter.com/Brassens4/status/1227371980976017417?s=20 (proof)] | * <span style="color:blue">'''This move is illegal'''</span> since no assist is allowed to loop into itself with 2.0 patch change [https://twitter.com/Brassens4/status/1227371980976017417?s=20 (proof)] | ||
* Very few char can make use of this outside of unsafe to burst combos, like [https://twitter.com/Brassens4/status/1213881798381461505?s=20 healing 3/4 of your health] or [https://twitter.com/Brassens4/status/1213952333148819461?s=20 getting fire levels] | * Very few char can make use of this outside of unsafe to burst combos, like [https://twitter.com/Brassens4/status/1213881798381461505?s=20 healing 3/4 of your health] or [https://twitter.com/Brassens4/status/1213952333148819461?s=20 getting fire levels] | ||
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{{#lst:BBTag/Makoto Nanaya/Data|Enhanced 236BC}} | {{#lst:BBTag/Makoto Nanaya/Data|Enhanced 236BC}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text=*Startup is big so don't expect to punish everything | ||
*Can be used as an anti-air | *Can be used as an anti-air | ||
*Is the only distortion Makoto can happy birthday with | *Is the only distortion Makoto can happy birthday with | ||
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{{#lst:BBTag/Makoto Nanaya/Data|Enhanced 214BC X X}} | {{#lst:BBTag/Makoto Nanaya/Data|Enhanced 214BC X X}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
*lvl 1 is 5f startup | *lvl 1 is 5f startup | ||
*lvl 2 startup is worse than lvl 1 | *lvl 2 startup is worse than lvl 1 | ||
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{{#lst:BBTag/Makoto Nanaya/Data|Distortion Skill Duo}} | {{#lst:BBTag/Makoto Nanaya/Data|Distortion Skill Duo}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text=*unlike 236[B+C], it can pick up from the ground | ||
}} | }} | ||
}} | }} | ||
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{{#lst:BBTag/Makoto Nanaya/Data|222BC}} | {{#lst:BBTag/Makoto Nanaya/Data|222BC}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
*<span style="color:red">'''THIS ASTRAL TRADES ON HIT'''</span>, results in an [https://twitter.com/Brassens4/status/1203704521496637442?s=20 unfavorable trade] where you don't deal dmg and the opponent is able to recover after 4-5 awkward seconds of the opponent stuck in hitstun but still invulnerable. This bug is known since the [https://youtu.be/qaS8Qr3mKd4?t=140 CSEX Blazblue game], '''FIX MAKOTO'''! | *<span style="color:red">'''THIS ASTRAL TRADES ON HIT'''</span>, results in an [https://twitter.com/Brassens4/status/1203704521496637442?s=20 unfavorable trade] where you don't deal dmg and the opponent is able to recover after 4-5 awkward seconds of the opponent stuck in hitstun but still invulnerable. This bug is known since the [https://youtu.be/qaS8Qr3mKd4?t=140 CSEX Blazblue game], '''FIX MAKOTO'''! | ||
*notice the increased startup when not charging, which is counter-intuitive | *notice the increased startup when not charging, which is counter-intuitive |
Revision as of 05:57, 16 April 2020
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
Makoto is a rushdown character that thrives on fast normals to stuff you, along with a spooky moveset.
Strengths/Weaknesses
There are not many positives things to say about Makoto in general. A good TLDR is that you will see other characters doing oppressive things that you can't.
Strengths | Weaknesses |
---|---|
|
|
Drive: Impact
Makoto's Impact Drive allows Makoto to charge up her punches (Astral has the same "mechanic"/UI indicator but it behaves differently), increasing the startup of the punch and 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 charge mechanic works as following: hold down the button and the move starts charging. If you charge enough (hold long enough), it will be level 2 (max charge), otherwise it will be level 1. Startup for level 1 and 2 are different. Since 2.0, you can hold the button all the way and it will come out level 2, even if you don't stop holding. Although you cannot overcharge anymore, this allows to active switch out of a drive move much more easily than pre 2.0. This effectively added many moves Makoto can think of active switching with instead of previous lvl 1 version which were useless.
Note: some other moves can be charged but the only implication is that it will be delayed, mainly resonance Big Bang Smash and Particle Flare, Cosmic Ray and Lander Blow C variation.
The following moves can be charged to make use of her Impact Drive:
- Meteor Dive (dp follow-up)
- Break Shot
- Lander Blow (B Variation)
- Cosmic Ray (B Variation)
- Lightning Arrow
- Big Bang Smash
- Particle Flare (All three hits)
- Astral
Normal Moves
4A
4A | Template:AttackDataHeader-BBTag |
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5A
5A | Template:AttackDataHeader-BBTag |
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5B
5B | Template:AttackDataHeader-BBTag |
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5C
5C | Template:AttackDataHeader-BBTag |
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2A
2A | Template:AttackDataHeader-BBTag |
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2B
2B | Template:AttackDataHeader-BBTag |
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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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j.C
j.C | Template:AttackDataHeader-BBTag |
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Universal Mechanics
Ground Throw
Ground Throw 5B+C |
Template:AttackDataHeader-BBTag |
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Corona Upper
Corona Upper 5A+D (Air OK) |
Template:AttackDataHeader-BBTag |
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Meteor Dive
Meteor Dive Press A, B or C during Corona Upper (Chargeable) |
Template:AttackDataHeader-BBTag |
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Skills
Comet Cannon
Comet Cannon 236A |
Template:AttackDataHeader-BBTag |
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Break Shot
Break Shot Press A during Comet Cannon (Chargeable) |
Template:AttackDataHeader-BBTag |
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Shooting Star
Shooting Star 236B |
Template:AttackDataHeader-BBTag |
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Asteroid Vision
Asteroid Vision 214A/B/C |
Template:AttackDataHeader-BBTag |
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Rush
Rush A during Asteroid Vision A |
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Infinite Rush
Infinite Rush A during Rush |
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Lander Blow
Lander Blow B during Rush (Chargeable) |
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Cosmic Ray
Cosmic Ray B during Asteroid Vision A (Chargeable) |
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Lightning Arrow
Lightning Arrow C during Asteroid Vision B or C (Chargeable) |
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Extra Skills
Sirius Jolt
Sirius Jolt 236C |
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Lander Blow
EX Lander Blow C during Rush (Chargeable) |
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Cosmic Ray
EX Cosmic Ray C during Asteroid Vision A (Chargeable) |
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Partner Skills
5P
5P Infinite Rush |
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6P
6P Cosmic Ray |
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4P
4P Lightning Arrow |
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Distortion Skills
Big Bang Smash
Big Bang Smash 236B+C (Chargeable) |
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Particle Flare
Particle Flare 214B+C (Chargeable) |
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Distortion Skill Duo
Big Bang Smash P during Main Character's Distortion Skill |
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Astral Heat
Planet Crusher 222B+C |
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Roadmap
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 •