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*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) | ||
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<br style="clear:both;"/> | <br style="clear:both;"/> | ||
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* '''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. | |||
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====== <span style="visibility:hidden;font-size:0">Lander Blow</span> ====== | ====== <span style="visibility:hidden;font-size:0">Lander Blow</span> ====== | ||
{{MoveData | {{MoveData | ||
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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 |
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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) |
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Skills
Comet Cannon 236A |
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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 |
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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 •