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{{#lsth:BBTag/Makoto Nanaya/Data|222BC}} | {{#lsth:BBTag/Makoto Nanaya/Data|222BC}} | ||
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{{Description|6|text=*notice the increased startup when not charging, which is counter-intuitive | {{Description|6|text= | ||
*notice the increased startup when not charging, which is counter-intuitive | |||
*trading with Astral results in a [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 vulnerable. [https://youtu.be/qaS8Qr3mKd4?t=140 This bug is known since the CSEX Blazblue game], FIX MAKOTO! | |||
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Revision as of 22:18, 8 December 2019
Makoto Nanaya |
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Important note
This page is currently being updated to contain whatever tech this doc contains. 2.0 patch changed Makoto and most current tech is still appliable in some capacity.
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.
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Drive: Impact
Makoto's Impact Drive allows Makoto to charge up her punches (EXCEPT for astral), 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.
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
- 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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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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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. Any move that is pushblocked can be made safe by rebeating into 2B because of it's good recovery. This way, you don't die to pushblock super/button all the time because you decided to use 5B on block. Be happy you didn't die, they used one meter to get back to neutral and go again after they did whatever they did after pushblock (assist cooldown, whiffed move, dp because they mashed pushblock, super...).
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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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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. Early enough in the combo and low enough to the ground, j.C forces a ground tech which can be exploited with auto chase airdash macro for midscreen chase. |
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 interesting 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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This move is crucial in getting juggle oki (from 5BB juggle). To avoid losing the corner, it might be more wise to go for an air route with 5BBB. |
Shooting Star
Shooting Star 236B |
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Makoto slides back and then forward, delivering a powerful gut punch.
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Asteroid Vision
Asteroid Vision 214A/B/C |
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Rush
Rush A during Asteroid Vision A |
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It may be possible that it is still possible to change side with the opponent from an air pickup using a high juggle |
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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It's a gap closer. Once conditionned, the opponent might start to check this move. The adaptation is to overcharge it to delay it further so you whiff punish their attempt at stuffing you. The charging part has leg attribute invuln which means you can stuff lows if you feeling yourself. |
Lightning Arrow
Lightning Arrow C during Asteroid Vision B or C (Chargeable) |
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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. |
Extra Skills
Sirius Jolt
Sirius Jolt 236C |
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An accurate description of this move is that it is a glorified low |
Lander Blow
EX Lander Blow C during Rush (Chargeable) |
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It's a poor combo filler unless used at the very beginning, for combos such as 5AAA > 214AAC , 5AAA5BB (leading into standing reset) where it adds 500 dmg. 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 outside of standing resets). On block, you can reset your blockstring with 214AAC , 2AAA5AAA5BB214AAC , 2AAA... as long as you use 214AAC , 2A, you can true string until you are out of meter. With resonance, you can potentially chip the whole health bar and the opponent HAS to pushblock you out if he doesn't want to be in lethal range. When the opponent is in resonance, he also has to pushblock you out because you will stall all of his resonance time by blocking you. One very good aspect is that he either pushblocks you and has meter gain penalty (which is a huge mitigation of resonance regen) or he wastes resonance time. You can charge the final punch for a frametrap (214AA~C). Unlike 214AA[B], you can make it a 5f frametrap. Charging the punch has no particular effect other than creating a gap in the string. |
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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You wish it was ruby 4P sometimes Except Mai who can make use of this assist |
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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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 •