BBTag/Makoto Nanaya/Strategy

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Team Synergy[edit]



Recommended Partners[edit]


General Tactics[edit]

Never be predictable. Makoto's gameplan involves getting in, dishing out as much damage as she can, and staying on them. This is often easier said than done since her kit is hampered by a lack of approach options and Reject Guard sends you across the screen, well outside of punching range.

Comet Cannon and Break Shot[edit]

Video Tutorial


The usual idea about defending against a rushdown character is that you want to create as much distance to play keep away, letting the rushdown character kill himself while trying to get in.

Most of this section will focus on back tech.

juggle 5BB[edit]

You get this situation from air pickup with optionnal 214AAB loops or comet launcher.

From the air pickup, you can adjust the height with 2B in 214AAB , 2B5AAA5BB

Corner all tech safejump[edit]

- high juggle 5BB > 9jc airdash jA

9f safejump only if the juggle is high enough.

harder to get with comet loops, which is why 214AAB loops are prefered

- BBS (236B+C) safejump

Although unusual, you can get this oki with (5AAA >) 5BBB > 236[B+C] , 4A > 5AAA > 5BB with more dmg because of super

Cross-under back tech chase[edit]

  • 214A > B , 5A/2B/throw

Video example

Cross-up 214B > j.AA whiff[edit]

This is a gimmicky setup. It's not supposed to work often.

by default, 214B makes an arc, you can reduce the air time by whiffing j.A so you recover faster and increase frame advantage. Before landing, you can buffer a special/5C and run your mix

- 5C 8f frametrap

Video example

Sometimes, spooky setup is spooky enough to make your opponent block.

Reward can be 6.5k with extra assault and unburstable.

- 5A/2B/throw meaty

The other options are 2B/5A to meaty properly

j.C oki[edit]

- Auto-tech chase

  • 5AAA > 5BBB > 9 high jump cancel > j.AABC > j.B whiff > airdash macro (A+B) > j.A 12f safejump

Video example

is one setup to perform auto-tech chase

The setup was explained in the bnb's section.

You can start to snowball from this setup. You can get creative by calling assists to try baiting some dp or enforcing a sandvich. At least, it works well on its own.

Dp oki[edit]

dp oki is not trivial to perform (more explanations needed)

leads to 50/50 tech chase situation at frame advantage

  • 5AAA > 5BBB > 9jc.AB > 9jc.ABA+D~[A]~]A[

is one combo for dp oki. You should be able to keep the same side with backdash when the opponent forward techs and meaty.

- run up back tech chase

into a meaty 5A/2B (I'm not sure about throw working out)

- backdash meaty

into 5A/2B/throw

2C oki[edit]

If you correctly read back/forward tech with the following options, you will be at frame advantage.

- 214B back tech chase

meaty 5A/2B/throw

- backdash forward tech chase

meaty 5A/2B/throw

Grounded 5BB[edit]

Like Mitsuru, you can also go for a grounded reset and 5BB is one such setup.

- 5C reset

5C beats 5f mash clean. I would say this is layer 1

- 236C reset

236C trades advantageously against 5f mash. I would say this is theorical layer 2 although I have very few expectation a player can condition someone successfully to hit him with sirius jolt. I wouldn't be surprised if there's more Makoto main than instances of sirius jolt that hit the opponent

- jump cancel IAD back

5BB is jump cancellable so maybe you can bait dp for theorical layer 3?

PF (214B+C)[edit]

There is no real oki after this super. You wish there was safejump like Hyde or Narukami but there's not.

- 214A > B

uncharged is meaty, doesn’t catch jump startup EXCEPT merkava, wald, tager because 6f jump startup instead of 4f

- 214A > C

is meaty and catches jump startup

Choosing an Oki Route[edit]

Explain the thought process that goes into picking an oki route.

This should cover topics such as: Identifying when you can do an oki route, what you get out of an oki route, how do the resources you and the enemy have change your choice of oki route, and when do you go for damage/mixup/safe pressure.

What to do on block[edit]

Baiting pushblock[edit]

Any setups that involve meaty 5A can also be a tick throw setup to bait pushblock or just catch them blocking

- 2A(AA) > tick throw

Use 2A because 4A whiffs against crouching opponents. Don't cancel too early or throw will whiff. You can space yourself with 2A gatling so throw connects because of the run animation delaying when the throw happens.

- 2A/j.A dp baiting failed pushblock

I don't advocate using specifically this but more often than not, at the end of the round, using a very low recovery move into blocking gave me the match. Usually, when under pressure, some opponent tend to pushblock the first hit because they need to breath so they can reassess the situation.

Auto-pilot pushblock from the opponent can come out as dp because at the timing pushblock should have come out, the opponent has already recovered from blockstun and therefore, 4A+D is dp.

214B + 4P[edit]

This is one of the most unfair mixup Makoto has.

The goal is to punish downback blocking by enforcing sideswitch crossup with assist.

Note: sometimes, your partner has a bad 4P and you want to use 5P. One trick to get 214P + 5P is to input 2145B + P by returning the stick in a neutral position since 214 input is buffered.

Resonance blockstring[edit]

Video example

Makoto has the longest true blockstring in the game. As long as she has meter, she can continue looping her string with 214AAC , 2A

If your execution is on point, your opponent has to literally pushblock you out. This is really beneficial for you because if he was in resonance, he will be affected meter penalty, effectively cancelling his resonance meter gain for the remainder of the resonance timer

Video Examples[edit]


Tips and Tricks[edit]

Makoto is both a straightforward fighter and a trickster. While her attacks are relatively strong and she has outstanding combo potential, her kit is hampered by a lack of approach options.

  • Practice. Your. Fundamentals. Makoto's kit contains a lot of options for tripping up your opponent, but those options are only as useful as the rest of your fundamentals are. So more than her charge gimmick and more than her combos, practice your fundamentals and make sure that they are rock solid before you attempt to use her against real world opponents.
    • This also includes being precise with your inputs and only hitting as many buttons as absolutely necessary. Having clean inputs is crucial when learning to work her gimmick into your combos and overall gameplan.
  • Once your fundamentals are solid, practice the art of the charge. Makoto's combos do way more damage when certain attacks are fully charged, so learning to be precise with your timings and when to hold and release is an absolutely essential skill to have. Button mashing is your sworn enemy so plop yourself in Training mode, put on your favorite workout beats, and practice her auto combos until you can nail those chargeable attacks every single time.
  • Float like a butterfly, swarm like a squirrel. Makoto's overall fighting style seems to be inspired by real world boxing styles, something between a swarmer (think Julio Cesar Chavez or Henry Armstrong) and an out-boxer (think Muhammad Ali and Naseem Hamed). Adopting a boxer's mindset in your playstyle can help in understanding what her kit is all about. Keep your movements fast and loose and look to bait out punishable moves. Then once you're in do not let up.
    • Seriously, watch her hands as she dashes forward; that is literally a boxer's guard.
  • Learn to condition your opponent. Train them to expect a full 2C leg-sweep, only to use the charged version and cancel into a Clash. Use j.C for a bit and then switch up to an empty jump low. Vary your approaches as much as you can.
  • Learn the tail. Love the tail. Worship the tail. Her j.C is one of the most trolltastic moves in the game and is phenomenal for dodging anti-airs and giving yourself time while they're stunned. Even on block, her j.C can let you get an easy blockstring and an opportunity to either reset or mix them up. Always follow up the j.C with something, even on block.
  • Never be predictable.
  • Never be predictable.
  • Never be predictable.

Fighting Makoto[edit]

Makoto spits out damage like it's going out of style, but she has huge holes in her kit that keep her firmly in the mid to low tiers. Without a good assist to help her get in, a Makoto player has to rely on raw fundamentals and conditioning to win the match. The overall key to fighting Makoto is to know the holes in her kit, recognize which holes her tag partner fills, and punishing any sloppiness in neutral.

  • Makoto is very easy to zone out; zoners like Rachel and Yukiko eat inexperienced Makoto players for lunch. If you have a projectile, use it.
    • If they're at 30% health and start tossing out Asteroid Vision or Sirius Jolt randomly, they're tilted. Go in for the kill.
  • Never. Standing. Guard. If. They. Have. Meter. To. Spend.
    • While Makoto's options for getting in are relatively limited, her options for messing you up when she gets in are not. If you do block high, make sure you know what the Makoto is going to do, because the threat of Sirius Jolt is always real if they have meter and will render your standing guard useless. Nine times out of ten, you are better off playing it safe and blocking low, then punishing when they try to go for the Clash Assault.
      • Though if they're really good, they will have already conditioned you to not expect the Jolt, so R.I.P.


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