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{| class="wikitable" style="float:right; margin-left: | {{InvisibleHeader}}{{NavTabs|game=BBTag|chara=Makoto Nanaya}} | ||
{| class="wikitable" style="float:right; margin-left: 0.5em; width:25%" | |||
|- | |- | ||
!Makoto Nanaya | !Makoto Nanaya | ||
|- | |- | ||
|| | || | ||
[[File:BBTag_Makoto_Portrait.png| | [[File:BBTag_Makoto_Portrait.png|300x500px|center]] | ||
|- | |- | ||
|| | || | ||
{{#lst:BBTag/Makoto Nanaya/Data| | {{#lst:BBTag/Makoto Nanaya/Data|System Data}} | ||
;Movement Options | ;Movement Options | ||
* Double Jump, 1 Airdash, Dash Type: Run | * Double Jump, 1 Airdash, Dash Type: Run | ||
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</div> | </div> | ||
==Overview== | ==Overview== | ||
{{Bio | |||
| name = Makoto Nanaya | |||
| game = BBTag | |||
| icon = BBTag_Makoto_Icon.png | |||
| quote = My, you're good. Let's keep this pace up and go for the next! | |||
| lore = | |||
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. | |||
}} | |||
===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 | |||
===Playstyle=== | ===Playstyle=== | ||
{{StrengthsAndWeaknesses | |||
|intro= | |||
Makoto is a rushdown character that thrives on fast normals to stuff you, along with a spooky moveset. | Makoto is a rushdown character that thrives on fast normals to stuff you, along with a spooky moveset. | ||
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. | 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. | ||
|pros= | |||
*mashable normal (5A) that leads into very good damage | *mashable normal (5A) that leads into very good damage | ||
*an ok anti-air | *an ok anti-air | ||
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*[https://www.reddit.com/r/blazbluextagbattle/comments/8vhezw/so_i_tested_the_runwalk_speed_for_every_bbtag/ slightly better than average runspeed] | *[https://www.reddit.com/r/blazbluextagbattle/comments/8vhezw/so_i_tested_the_runwalk_speed_for_every_bbtag/ slightly better than average runspeed] | ||
| | |cons= | ||
*assists that have very very niche uses and are mostly combo tools. 4P is not Ruby 4P, 6P is not Akihiko 6P, 5P is ok but there are so many other interesting assists Makoto doesn't have | *assists that have very very niche uses and are mostly combo tools. 4P is not Ruby 4P, 6P is not Akihiko 6P, 5P is ok but there are so many other interesting assists Makoto doesn't have | ||
*stubby/t-rex normals that are crippling against zoners and top tier character | *stubby/t-rex normals that are crippling against zoners and top tier character | ||
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**no fast low (9f is not ruby 2A) to mess up with reaction timing | **no fast low (9f is not ruby 2A) to mess up with reaction timing | ||
*the curse of patch notes taking away important stuff for unimportant dmg improvement (1.5 fullscreen 6P for unreliable comet wall bounce, 2.0 happy birthday meterless route for reliable comet loops) | *the curse of patch notes taking away important stuff for unimportant dmg improvement (1.5 fullscreen 6P for unreliable comet wall bounce, 2.0 happy birthday meterless route for reliable comet loops) | ||
}} | |||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
==Normal Moves== | ==Normal Moves== | ||
====== < | ====== <span style="visibility:hidden;font-size:0">4A</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Makoto_4A.png |caption= | |image=BBTag_Makoto_4A.png |caption= | ||
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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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}} | }} | ||
}} | }} | ||
<nowiki/> | |||
====== < | ====== <span style="visibility:hidden;font-size:0">5A</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Makoto_5A.png |caption= | |image=BBTag_Makoto_5A.png |caption= | ||
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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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}} | }} | ||
}} | }} | ||
<nowiki/> | |||
====== < | ====== <span style="visibility:hidden;font-size:0">5B</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Makoto_5B.png |caption= | |image=BBTag_Makoto_5B.png |caption= | ||
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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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}} | }} | ||
}} | }} | ||
<nowiki/> | |||
====== < | ====== <span style="visibility:hidden;font-size:0">5C</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Makoto_5C.png |caption= | |image=BBTag_Makoto_5C.png |caption= | ||
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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 | ||
*very easy throw setup when using it as a knockdown from juggle state [https://twitter.com/Brassens4/status/1257086356800655360?s=20 video example] | |||
}} | }} | ||
}} | }} | ||
<nowiki/> | |||
====== < | ====== <span style="visibility:hidden;font-size:0">2A</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Makoto_2A.png |caption= | |image=BBTag_Makoto_2A.png |caption= | ||
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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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}} | }} | ||
}} | }} | ||
<nowiki/> | |||
====== < | ====== <span style="visibility:hidden;font-size:0">2B</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Makoto_2B.png |caption= | |image=BBTag_Makoto_2B.png |caption= | ||
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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. | ||
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}} | }} | ||
}} | }} | ||
<nowiki/> | |||
====== < | ====== <span style="visibility:hidden;font-size:0">2C</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Makoto_2C.png |caption= | |image=BBTag_Makoto_2C.png |caption= | ||
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{{#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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}} | }} | ||
}} | }} | ||
<nowiki/> | |||
====== < | ====== <span style="visibility:hidden;font-size:0">j.A</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Makoto_jA.png |caption=It's a punch... | |image=BBTag_Makoto_jA.png |caption=It's a punch... | ||
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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. | ||
}} | }} | ||
}} | }} | ||
<nowiki/> | |||
====== < | ====== <span style="visibility:hidden;font-size:0">j.B</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Makoto_jB.png |caption=Such a flippant attitude... sheesh. | |image=BBTag_Makoto_jB.png |caption=Such a flippant attitude... sheesh. | ||
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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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}} | }} | ||
}} | }} | ||
<nowiki/> | |||
====== < | ====== <span style="visibility:hidden;font-size:0">j.C</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Makoto_jC.png |caption=**boop** | |image=BBTag_Makoto_jC.png |caption=**boop** | ||
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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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==Universal Mechanics== | ==Universal Mechanics== | ||
====== < | ====== <span style="visibility:hidden;font-size:0">Ground Throw</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Makoto_GroundThrow.png |caption= | |image=BBTag_Makoto_GroundThrow.png |caption= | ||
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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. | ||
}} | }} | ||
}} | }} | ||
<nowiki/> | |||
====== < | ====== <span style="visibility:hidden;font-size:0">Corona Upper</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Makoto_CoronaUpper.png |caption=I wonder why they've never had Makoto call it "Squirrel-ryuken"? The reference practically writes itself. | |image=BBTag_Makoto_CoronaUpper.png |caption=I wonder why they've never had Makoto call it "Squirrel-ryuken"? The reference practically writes itself. | ||
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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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}} | }} | ||
}} | }} | ||
<nowiki/> | |||
====== < | ====== <span style="visibility:hidden;font-size:0">Meteor Dive</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Makoto_MeteorDive.png |caption=SMACK YA DOWN! | |image=BBTag_Makoto_MeteorDive.png |caption=SMACK YA DOWN! | ||
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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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==Skills== | ==Skills== | ||
====== < | ====== <span style="visibility:hidden;font-size:0">Comet Cannon</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Makoto_CometCannon.png |caption= | |image=BBTag_Makoto_CometCannon.png |caption= | ||
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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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}} | }} | ||
}} | }} | ||
<nowiki/> | |||
====== < | ====== <span style="visibility:hidden;font-size:0">Break Shot</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Makoto_BreakShot.png |caption= | |image=BBTag_Makoto_BreakShot.png |caption= | ||
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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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* Can convert from fullscreen | * Can convert from fullscreen | ||
* minus on block and punishable if not spaced right (with level 2) [https://twitter.com/Brassens4/status/1228973273230315520?s=20 Video example] | * minus on block and punishable if not spaced right (with level 2) [https://twitter.com/Brassens4/status/1228973273230315520?s=20 Video example] | ||
* most likely <span style="color:red">'''UNINTENDED'''</span> [https://youtu.be/BHmf0Wl-pWc?t=71 you can punch ball while being away from it] after getting pushblocked | |||
This move is crucial in getting juggle oki (from 5BB juggle). | This move is crucial in getting juggle oki (from 5BB juggle). | ||
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}} | }} | ||
}} | }} | ||
<nowiki/> | |||
====== < | ====== <span style="visibility:hidden;font-size:0">Shooting Star</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Makoto_ShootingStar.png |caption=GUT CHECK TIME! | |image=BBTag_Makoto_ShootingStar.png |caption=GUT CHECK TIME! | ||
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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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}} | }} | ||
}} | }} | ||
<nowiki/> | |||
====== < | ====== <span style="visibility:hidden;font-size:0">Asteroid Vision</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Makoto_AsteroidVision.png |caption=Kage Bunshin no Jutsu! | |image=BBTag_Makoto_AsteroidVision.png |caption=Kage Bunshin no Jutsu! | ||
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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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}} | }} | ||
}} | }} | ||
<nowiki/> | |||
====== < | ====== <span style="visibility:hidden;font-size:0">Rush</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Makoto_InfiniteRush.png |caption= | |image=BBTag_Makoto_InfiniteRush.png |caption= | ||
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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] | ||
}} | }} | ||
}} | }} | ||
<nowiki/> | |||
====== < | ====== <span style="visibility:hidden;font-size:0">Infinite Rush</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Makoto_InfiniteRush.png|caption= | |image=BBCS_Makoto_InfiniteRush.png|caption= | ||
Line 592: | Line 589: | ||
{{#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. | ||
Line 598: | Line 595: | ||
}} | }} | ||
}} | }} | ||
<nowiki/> | |||
====== < | ====== <span style="visibility:hidden;font-size:0">Lander Blow</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Makoto_LanderBlow.png |caption= | |image=BBTag_Makoto_LanderBlow.png |caption= | ||
Line 609: | Line 606: | ||
{{#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 | ||
Line 615: | Line 612: | ||
}} | }} | ||
}} | }} | ||
<nowiki/> | |||
====== < | ====== <span style="visibility:hidden;font-size:0">Cosmic Ray</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Makoto_CosmicRay.png |caption= | |image=BBTag_Makoto_CosmicRay.png |caption= | ||
Line 626: | Line 623: | ||
{{#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. | ||
Line 634: | Line 631: | ||
}} | }} | ||
}} | }} | ||
<nowiki/> | |||
====== < | ====== <span style="visibility:hidden;font-size:0">Lightning Arrow</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Makoto_LightningArrow.png |caption= | |image=BBTag_Makoto_LightningArrow.png |caption= | ||
Line 645: | Line 642: | ||
{{#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. | ||
Line 656: | Line 653: | ||
==Extra Skills== | ==Extra Skills== | ||
====== < | ====== <span style="visibility:hidden;font-size:0">Sirius Jolt</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Makoto_SiriusJolt.png |caption=KA-BLAMO! | |image=BBTag_Makoto_SiriusJolt.png |caption=KA-BLAMO! | ||
Line 666: | Line 663: | ||
{{#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)] | ||
* Wall bounces. Wall splats in the corner. | * (Standing hit only) Wall bounces. Wall splats in the corner. | ||
An accurate description of this move is that it is a glorified low. | An accurate description of this move is that it is a glorified low. | ||
Sirius Jolt is a strong, unblockable wallbounce/wallsplat hit '''ONLY''' on a standing opponent, and will be fairly weak blockable ordinary hit in all other cases (crouching, airborne). Unlike jumping attacks, you cannot "fuzzy" with the standing unblockable hit against blockstun because if the opponent is considered to be switching guard during blockstun (either crouch-to-stand or stand-to-crouch), ''Sirius Jolt simply whiffs completely instead''. | |||
You want to use this move only after conditionning with non-juggle 5BB > 5C standing reset as a layer 2 (layer 3 being jump cancelling out of 5BB to bait dp). 5BB > 236C is a 5f trade in your favor since the wall bounce still occurs. | You want to use this move only after conditionning with non-juggle 5BB > 5C standing reset as a layer 2 (layer 3 being jump cancelling out of 5BB to bait dp). 5BB > 236C is a 5f trade in your favor since the wall bounce still occurs. | ||
Note: this special is | Note: this special is trash in combos as it scales everything and can mostly only be used as a low starter that is unsafe on block. | ||
Full (technical) explanation: | |||
# There's something that causes the lv5 unblockable hit to only happen when opponent is in standing (or transitioning to/from standing) state, and if it's satisfied, then the lv4 weak hit doesn't happen | |||
# The Lv5 hit also follows the rule of Unknown11061, which prevents the hit from connecting if opponent is in crouching state or if opponent is transitioning from crouch to stand or vice versa during blockstun (this flag is also seen on Ragna's GH followup, Noel/Es command grabs, and Yukiko 6P, among others, and behaves the same there) | |||
# Unfortunately in the case that both 1 and 2 are satisfied, the weak hit still doesn't happen, so Sirius Jolt just outright whiffs due to the rules of 2. | |||
}} | }} | ||
}} | }} | ||
<nowiki/> | |||
====== < | ====== <span style="visibility:hidden;font-size:0">Lander Blow</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Makoto_LanderBlow.png |caption= | |image=BBTag_Makoto_LanderBlow.png |caption= | ||
Line 690: | Line 694: | ||
{{#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 | ||
Line 710: | Line 714: | ||
}} | }} | ||
}} | }} | ||
<nowiki/> | |||
====== < | ====== <span style="visibility:hidden;font-size:0">Cosmic Ray</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Makoto_CosmicRay.png |caption= | |image=BBTag_Makoto_CosmicRay.png |caption= | ||
Line 721: | Line 725: | ||
{{#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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==Partner Skills== | ==Partner Skills== | ||
====== < | ====== <span style="visibility:hidden;font-size:0">5P</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Makoto_InfiniteRush.png |caption= | |image=BBTag_Makoto_InfiniteRush.png |caption= | ||
Line 740: | Line 744: | ||
{{#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 | ||
Line 751: | Line 755: | ||
}} | }} | ||
}} | }} | ||
<nowiki/> | |||
====== < | ====== <span style="visibility:hidden;font-size:0">6P</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Makoto_CosmicRay.png |caption= | |image=BBTag_Makoto_CosmicRay.png |caption= | ||
Line 762: | Line 766: | ||
{{#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 | ||
Line 773: | Line 777: | ||
}} | }} | ||
}} | }} | ||
<nowiki/> | |||
====== < | ====== <span style="visibility:hidden;font-size:0">4P</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Makoto_LightningArrow.png |caption= | |image=BBTag_Makoto_LightningArrow.png |caption= | ||
Line 784: | Line 788: | ||
{{#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 | * <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] | ||
* Good for extending combos on airborne opponents and active change combos | * Good for extending combos on airborne opponents and active change combos | ||
Line 801: | Line 805: | ||
==Distortion Skills== | ==Distortion Skills== | ||
====== < | ====== <span style="visibility:hidden;font-size:0">Big Bang Smash</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Makoto_BigBangSmash.png |caption=GIANT. HECKIN'. FIST. | |image=BBTag_Makoto_BigBangSmash.png |caption=GIANT. HECKIN'. FIST. | ||
Line 815: | Line 819: | ||
{{#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 | ||
Line 825: | Line 829: | ||
}} | }} | ||
}} | }} | ||
<nowiki/> | |||
====== < | ====== <span style="visibility:hidden;font-size:0">Particle Flare</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Makoto_ParticleFlare.png |caption=Heeeres the wind up... | |image=BBTag_Makoto_ParticleFlare.png |caption=Heeeres the wind up... | ||
Line 853: | Line 857: | ||
{{#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 | ||
Line 879: | Line 883: | ||
{{#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 | ||
* although <span style ="color:red">'''UNINTENDED'''</span> (because of the punch animation [https://twitter.com/CJ_Godbold17/status/1252334583716200448?s=20 glitching]), you can charge this by holding B for a delayed hit | |||
}} | }} | ||
}} | }} | ||
Line 895: | Line 900: | ||
{{#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 | ||
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{{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.}} | {{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}} | ||
Revision as of 22:11, 17 July 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data |
Makoto Nanaya |
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Overview
"My, you're good. Let's keep this pace up and go for the next!" | |
Lore: | 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. |
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
Playstyle
Makoto Nanaya Makoto is a rushdown character that thrives on fast normals to stuff you, along with a spooky moveset. 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.
- mashable normal (5A) that leads into very good damage
- an ok anti-air
- small and weird hurtbox that act as a MU combo proof test to the opponent
- 9f dp that is the fastest (except one counter dp being faster)
- slightly better than average runspeed
- assists that have very very niche uses and are mostly combo tools. 4P is not Ruby 4P, 6P is not Akihiko 6P, 5P is ok but there are so many other interesting assists Makoto doesn't have
- stubby/t-rex normals that are crippling against zoners and top tier character
- cannot reliably protect assist call with good normals ala Nine 5B
- the moves that are “good” with her aren’t as oppressive as they could be when comparing to other moves some other characters have in this game (9f fullscreen specials, sword normals)
- her dp has many, MANY flaws
- you need good assists against esport characters to make up for her lack of ways to get in, otherwise it will not even be a fight
- Makoto doesn’t skip neutral the way other characters do (huge normals into assist blockstun into 50/50 mix and you loop it again)
- Makoto’s way to get in is to use assist then get in without real threat
- bad air normals
- no low/IOH mix
- action where you cannot block like 214X
- no IAD crossup normals
- no fast low (9f is not ruby 2A) to mess up with reaction timing
- the curse of patch notes taking away important stuff for unimportant dmg improvement (1.5 fullscreen 6P for unreliable comet wall bounce, 2.0 happy birthday meterless route for reliable comet loops)
Normal Moves
4A | Template:AttackDataHeader-BBTag |
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5A | Template:AttackDataHeader-BBTag |
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5B | Template:AttackDataHeader-BBTag |
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5C | Template:AttackDataHeader-BBTag |
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2A | Template:AttackDataHeader-BBTag |
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2B | Template:AttackDataHeader-BBTag |
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2C | Template:AttackDataHeader-BBTag |
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j.A | Template:AttackDataHeader-BBTag |
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j.B | Template:AttackDataHeader-BBTag |
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j.C | Template:AttackDataHeader-BBTag |
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Universal Mechanics
Ground Throw 5B+C |
Template:AttackDataHeader-BBTag |
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Corona Upper 5A+D (Air OK) |
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Meteor Dive Press A, B or C during Corona Upper (Chargeable) |
Template:AttackDataHeader-BBTag |
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Skills
Comet Cannon 236A |
Template:AttackDataHeader-BBTag |
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Break Shot Press A during Comet Cannon (Chargeable) |
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Shooting Star 236B |
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Asteroid Vision 214A/B/C |
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Rush A during Asteroid Vision A |
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Infinite Rush A during Rush |
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Lander Blow B during Rush (Chargeable) |
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Cosmic Ray B during Asteroid Vision A (Chargeable) |
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Lightning Arrow C during Asteroid Vision B or C (Chargeable) |
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Extra Skills
Sirius Jolt 236C |
Template:AttackDataHeader-BBTag |
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EX Lander Blow C during Rush (Chargeable) |
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EX Cosmic Ray C during Asteroid Vision A (Chargeable) |
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Partner Skills
5P Infinite Rush |
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6P Cosmic Ray |
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4P Lightning Arrow |
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Distortion Skills
Big Bang Smash 236B+C (Chargeable) |
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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 •