Makoto Frame Data (BBCSE)

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System Data[edit]

Health: 11000

Combo Rate: 80%

Guard Primers: 5

Movement Options: Double Jump, 1 Airdash, Dash type: Run

Jump Startup: 4

Backdash Time: 20

Backdash Startup Invincibility: 5

Normals[edit]

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
5A CSJR 300 108 80 82 all 1 HB 5 2 8 +2 11 14 Click!
5B SJR 550 198 85 90 HL 3 HB 9 6 16 -5 20 17 Click!
5C S(J)R 450 162 100 89 HL 3 HB 8 7 16 -6 22 17 Click!
  • ~20F can cancel into 5C > C on hit or block
5C > C S(J)R 620 223 80 95 HL 4 HB 7 6 16 -3 19 24 Click!
  • 21F hitstun
2A SR 300 108 80 82 all 0 F 6[5] 3 8 -1 13[12] 12 Click!

[ ] values are for self-cancelled moves

2B SR 480 172 75 84 L 2 F 9 3 12 -1 16 14 Click!
2C SR 780 280 100 92* L 4 F 24 7 26 -14 48 40 Click!
  • 28~30F Head attribute invincible
  • floats opponent on hit
  • fatal possible
  • 20F blockstun
  • active frames 1~4 hit at opponent's feet, active frames 5~ hit above Makoto's head
  • 70% repeat proration
6A SJR 560 201 70 89 HL 3 HB 11 4 23 -10 28 26 Click!
  • 4~10F Head attribute invincible
6B SR 580 208 80 89 H 3 HB 22 3 20 -6 36 17 Click!
  • grounds opponent on air hit
  • can cancel into 6B > C on hit or guard until 36F
6B > C S(J)R 620 223 80 95 HL 4 HB 7 6 16 -3 19 24 Click!
  • 21F hitstun
6C SR 640 230 90 89 HL 3 HB 14 8 20 -11 28 23 Click!
  • Blows opponent back on hit
3C R 700 252 80 89 L 4 F 37 4 10 +3 44 40 Click!
  • 6~27F Head and Body attribute invincible
  • downs opponent on hit
  • cannot emergency tech on ground hit
3[C] - - - - - - - - - - total 39F - 37 - Click!
  • 6F~end of animation Head and Body attribute invincible
j.A CSJR 300 108 90 82 HA 0 H 6[5] 3 5 - 8[7] 12 Click!

[ ] values are for self-cancelled moves

j.B SJR 480 172 100 84 HA 2 H 8 4 12 - 17 30 Click!
j.C SJR 440 158 100 89 HA 3 H 13 6 11 - 27 17 Click!
  • Can cancel into j.C > C 16F~
j.C > C SJR 460 165 90 89 HA 3 H 5 3 22 - 19 17 Click!
j.2C SR 560 201 70 84 HA 1 H 18 30 7 - 51 17 Click!
  • 17F hitstun
  • grounds opponent on air hit
  • 6F landing recovery
Forward Throw -, SR 0, 1300 0, 468 90, 100 100, 55 100 0, 4 ground throw 7 3 16 - during move 12, 60 Click!
  • 2nd attack blows opponent back
  • 100% minimum damage
Back Throw -, R 0, 1300 0, 268 90, 100 100, 55 100 0, 4 ground throw 7 3 16 - during move 12, 60 Click!
  • 2nd attack downs on hit
  • cannot emergency tech
  • 100% minimum damage
Air Throw -x2, R 0, 800, 1200 0, 288, 432 90, 100x2 100, 55, 100 90 0, 4x2 air throw 7 3 15 - during move 12, 60x2 Click!
  • 2nd and 3rd attacks down on hit
  • cannot emergency tech
  • 100% minimum damage
Counter Assault R 0 0 50 92 all 4 HB 15 4 28 -13 24 19 Click!
  • 1~20F fully invincible
  • blows opponent back on hit
  • 180F Heat Gauge Cooldown

Drives[edit]

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Impact
  • D normals, specials, and supers can be charged to different Levels by holding D.
  • Once charge meter is full, it drops back down if D is not released.
  • If D is held long enough, Makoto does not perform the attack.
  • Refer to the Impact Charge Table for details on charge times.
5D (Lv 1) R 500 180 80 89 HL 3 HB 10 3 33 -19 40 17 Click!
  • 30F hitstun
  • blows opponent back on air hit
5D (Lv 2) R 750 270 75 92 HL 4 HB 15 3 33 -17 44 19 Click!
  • 35F hitstun
  • blows opponent back on air hit
  • staggers for 30F on ground CH
5D (Lv 3) R 1000 360 80 90* HL 5 HB 18 3 33 -15 47 62 Click!
  • Slides opponent on hit
  • fatal possible
  • breaks 1 guard primer
  • 10% repeat proration
2D (Lv 1) R 600 216 90 89 HL 3 HB 17 5 32 -20 45 45 Click!
  • Floats on hit
  • 10% repeat proration
2D (Lv 2) R 800 288 80 92 HL 4 HB 19 5 32 -18 47 45 Click!
  • Floats on hit
  • 10% repeat proration
2D (Lv 3) R 1000 360 80 90* HL 5 HB 24 5 32 -16 52 66 Click!
  • Floats opponent on hit
  • fatal counter possible
  • breaks 1 guard primer
  • 10% repeat proration
j.D (Lv 1) R 500 180 70 89 HA 3 H 19 9 5F after landing - till landing 30 Click!
  • 20F hitstun
j.D (Lv 2) R 750 270 85 89 HA 3 H 21 9 5F after landing - till landing 30 Click!
  • Slides opponent on hit
j.D (Lv 3) R 1000 360 70 90* HA 5 H 23 9 5F after landing - till landing 65 Click!
  • Floats opponent on hit
  • fatal counter possible
  • breaks 1 guard primer
  • 10% repeat proration

Specials[edit]

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Comet Cannon
236A
R 100x4 36x4 100 82(once)* all 0 HBP 27 81 total 60F +3 50 18 Click!
  • 18F hitstun
  • counter carries
  • 12F blockstun
  • 10% repeat proration
  • projectile Lv 1
  • 4F hitstop
  • 23F~ can cancel into Break Shot
  • cannot use again for 60F after projectile disappears
Break Shot (Lv 1)
⇒ D
R 480, 450 172, 162 100 89, 86* all 3, 2 HB, HBP 9 4, 14 total 35F -8 31 17, 30 Click!
  • Blows opponent back on hit
  • CH if Comet Cannon was CH as well
  • 1st attack can fatal
  • 1st attack has 16F blockstun, 2nd attack 10F blockstun
  • 2nd attack has 10% repeat proration (Comet Cannon applies)
  • if Comet Cannot or Break Shot (1) hits, P2 of 2nd attack does not apply
  • 2nd attack is projectile Lv 2
Break Shot (Lv 2)
⇒ D
R 630, 650 226, 234 100 92, 89* all 4, 3 HB, HBP 19 4, 19 total 45F -6 41 19, 30 Click!
  • Blows opponent back on hit
  • CH if Comet Cannon was CH as well
  • 1st attack can fatal
  • 1st attack has 16F blockstun, 2nd attack 10F blockstun
  • 2nd attack has 10% repeat proration (Comet Cannon applies)
  • if Comet Cannot or Break Shot (1) hits, P2 of 2nd attack does not apply
  • 2nd attack is projectile Lv 2
Break Shot (Lv 3)
⇒ D
R 730, 850 262, 306 100 94, 92* all 5, 4 HB, HBP 25 4, 24 total 51F -8 47 21, 40 Click!
  • Blows opponent back on hit
  • CH if Comet Cannon was CH as well
  • 1st attack can fatal
  • 1st attack has 16F blockstun, 2nd attack 10F blockstun
  • 2nd attack has 10% repeat proration (Comet Cannon applies)
  • if Comet Cannot or Break Shot (1) hits, P2 of 2nd attack does not apply
  • 2nd attack is projectile Lv 2
  • both attacks break 1 guard primer, but can only break 1 per use
Corona Upper
623C
R 820 296 70 80 HL 4 HB 9 2(2)12 28+17F landing -42 14F after landing 50 Click!
  • 1~10F fully invincible
  • 11F~ in the air
  • floats opponent on hit
  • 23F~ can cancel into Meteor Dive on hit
Corona Upper (air)
j.623C
R 620 223 70 80 HL 4 HB 8 12 17F after landing - 14F after landing 50 Click!
  • Floats opponent on hit
  • 18F~ can cancel into Meteor Dive on hit
Meteor Dive (Lv 1)
⇒ D
R 750 270 70 70 all 4 H 30 3 9F after landing - till landing 12 Click!
  • Grounds opponent on hit
Meteor Dive (Lv 2)
⇒ D
R 850 306 70 70 all 3 H 26 3 9F after landing - till landing 20 Click!
  • Grounds opponent on hit
Meteor Dive (Lv 3)
⇒ D
R 1100 396 70 95 all 5 H 24 3 9F after landing - till landing 30 Click!
  • Grounds opponent on hit
  • 20F hitstop
Space Counter (catch)
46
- - - - - - - - - 1 7 16 - - Click!
  • 1~7F guard point against Head and Body attribute attacks
  • 10F hitstop on successful parry
  • can cancel into Space Counter after hitstop
  • starts up 2F after command input
  • 3F~ can cancel to dash or jump
Space Counter (parry) - 0 0 100 60 all 0 HB 3 17 28 -15 - 120 Click!
  • 1~39F fully invincible
  • 5~39F can cancel into Space Counter
Space Counter (Lv 1)
⇒ D
R 800 288 60 120 all 3 HB 18 5 43 -31 during move 30 Click!
  • Passes through opponent during animation
  • spins opponent then downing them (duration 46F)
  • floats on air hit
  • fatal possible
  • 100% minimum damage
Space Counter (Lv 2)
⇒ D
R 1000 360 60 130 all 4 HB 18 6 43 -30 during move 45 Click!
  • Passes through opponent during animation
  • spins opponent then downing them (duration 46F)
  • floats on air hit
  • fatal possible
  • 100% minimum damage
Space Counter (attack Lv 3)
⇒ D
R 1200 432 60 150 all 5 HB 22 7 43 -29 during move 80 Click!
  • Passes through opponent during animation
  • spins opponent then downing them (duration 46F)
  • floats on air hit
  • fatal possible
  • breaks 1 guard primer
  • 100% minimum damage
A Asteroid Vision
214A
- - - - - - - - - - total 36F - during move - Click!
  • 13F~ can cancel into Break
  • 9F~ can cancel into Eclipse Turn, Lunatic Upper, or Shooting Star
B Asteroid Vision
214B
- - - - - - - - - - total 51F - during move - Click!
  • 5~37F in the air
  • 13F~ can use followup or any aerial attack
C Asteroid Vision
214C
- - - - - - - - - - total 46F - during move - Click!
  • 5~44F in the air
  • 13F~ can use followup or any aerial attack
Break
⇒ A
- - - - - - - - - - total 11F - 10 - Click!
Eclipse Turn
⇒ B
- - - - - - - - - - total 21F - 20 - Click!
  • 1~16F can pass through opponent
Lunatic Upper
⇒ C
R 500 198 80 89 HL 4 HB 13 4 19 -4 29 26 Click!
  • Can cancel into Infinite Rush(1) or Shooting Star until 29F
Shooting Star (Lv 1)
⇒ D
(D)R 680 244 70 89* all 3 HB 22 5 28 -16 49 25 Click!
  • 1~12F fully invincible
  • blows opponent back on hit
  • wall bounces in corner on hit or on CH; adds 50F untechable time on wallbounce
  • 10% repeat proration (Lv 1~Lv 3 version count)
Shooting Star (Lv 2)
⇒ D
(D)R 880 316 75 92* all 4 HB 24 7 28 -16 53 30 Click!
  • 1~12F fully invincible
  • blows opponent back on hit
  • wall bounces in corner on hit or on CH; adds 50F untechable time on wallbounce
  • 10% repeat proration (Lv 1~Lv 3 version count)
Shooting Star (Lv 3)
⇒ D
(D)R 1080 388 80 94* all 5 HB 22 10 29 -18 55 50 Click!
  • 1~12F fully invincible
  • blows opponent back on hit
  • wall bounces in corner on hit or on CH; adds 50F untechable time on wallbounce
  • breaks 1 guard primer
  • fatal possible
  • 10% repeat proration (Lv 1~Lv 3 version count)
Mars Chopper
⇒ A
R 600 216 100 98 H 3 HB 20 4 18 -5 37 40 Click!
  • 21F hitstun
  • grounds opponent on aerial hit
  • 16F blockstun
  • attack hitbox longer on last two active frames
Star Gazer
⇒ B
R 730 262 80 89 LA 4 F 20 6 25 -14 44 40 Click!
  • floats opponent on hit
Infinite Rush (1)
⇒ C
R 250, 920 90, 331 75 80(once) all 4 HB 11 3(16)6 33 -20 53 19, 50 Click!
  • 2nd attack floats opponent on hit
  • counter carries
Infinite Rush (2)
⇒ CC
R 250x2, 920 90x2, 331 75 80(once) all 4 HB 11 3(9)3(12)6 33 -20 61 19x2, 50 Click!
  • 3rd attack floats opponent on hit
  • counter carries
Infinite Rush (3)
⇒ CC
R 250x3, 920 90x3, 331 75 80(once) all 4 HB 11 3(9)3(9)3(15)6 33 -20 76 19x3, 50 Click!
  • 4th attack floats on hit
  • counter carries
Infinite Rush (4)
⇒ CCC
R 250x4, 920 90x4, 331 75 80(once) all 4 HB 11 3(9)3(9)3(9)3(12)6 33 -20 85 19x4, 50 Click!
  • 5th attack floats on hit
  • counter carries
Lightning Arrow (Lv 1)
⇒ D
R 750 270 70 89 all 3 refer to notes 21 11 8F after landing - till landing 42 Click!
  • Grounds opponent on hit
  • 10% repeat proration
  • attack has Head, Body attribute when performed from Asteroid Vision B
  • attack has Head attribute when performed from Asteroid Vision C
Lightning Arrow (Lv 2)
⇒ D
R 900 324 70 89 all 4 refer to notes 21 11 8F after landing - till landing 42 Click!
  • Grounds opponent on hit
  • ground bounces opponent on CH
  • 10% repeat proration
  • attack has Head, Body attribute when performed from Asteroid Vision B
  • attack has Head attribute when performed from Asteroid Vision C
Lightning Arrow (Lv 3)
⇒ D
R 1200 432 70 92 all 5 refer to notes 21 11 8F after landing - till landing 42 Click!
  • ground bounces opponent on hit
  • fatal counter possible
  • breaks 1 guard primer
  • 10% repeat proration
  • attack has Head, Body attribute when performed from Asteroid Vision B
  • attack has Head attribute when performed from Asteroid Vision C


Distortion Drives[edit]

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Big Bang Smash (attack)
632146D
R 800 / 1100 / 1400 0 75 100 HL 3 HBF 5+4 / 5+8 / 5+10 16 / 17 / 18 61 / 56 / 56 - 81 / 81 / 84 100 Click!
  • Wall bounces on hit
  • 26F blockstun
  • 40% minimum damage
  • Lv 3 version breaks 1 guard primer
  • values are Lv 1 / Lv 2 / Lv 3
Big Bang Smash (projectile) R 1500 / 1800 / 2200 0 100 92 all 4 HBP 5+6 / 5+11 / 5+13 14 / 14 / 15 - -61 / -56 / -57 - 100 Click!
  • Blows back on hit
  • wall bounces in corner; adds 50F untechable time
  • 26F blockstun
  • 20% minimum damage
  • projectile Lv 2
  • 20F hitstop
  • values are Lv 1 / Lv 2 / Lv 3
Particle Flare (1)
236236D
R 750 / 850 / 1000 0 75 100 HL 3 HBF 1+7 / 1+4 / 1+7 4 100 -60 93 /90 / 93 50 Click!
  • 1~10F after superflash fully invincible
  • 25F hitstun
  • pulls opponent in on aerial hit
  • 20% minimum damage
  • can cancel into Particle Upper (2) on hit
  • 73F recovery on hit or block without canceling
  • Lv 3 version breaks 1 primer
  • values are Lv 1 / Lv 2 / Lv 3
Particle Flare (2)
⇒ D
R 750 / 850 / 1000 (150 / 170 / 200) 75 100 HL 3 HBF 1+4 / 1+1 / 1+4 4 56 - 54 / 51 / 54 50 Click!
  • Lv 1 and Lv 3 versions: 1~17F after superflash fully invincible
  • Lv 2 version: 1~14F after super flash fully invincible
  • floats opponent on hit
  • 20% minimum damage
  • 470F Heat Gauge Cooldown
  • can cancel into Particle Upper (3) on hit
  • values are Lv 1 / Lv 2 / Lv 3
Particle Flare (3)
⇒ D
- 1000 / 1800 / 2800 0 75 5 A 3 / 4 / 5 HBF 34+35 28 11F after landing - - 50 Click!
  • Fully invincible until landing
  • grounds opponent on hit
  • cannot emergency tech
  • 30% minimum damage
  • values are Lv 1 / Lv 2 / Lv 3
Planet Crusher
2363214D
- death 0 - - all 5 HB 5+10 / 5+7 / 5+3 9 29 -18 during move - Click!
  • 1~19F after superflash fully invincible for Lv 1 and 2
  • 1~15F after superflash fully invincible for Lv 3
  • 180F Heat Gauge Cooldown
  • startup varies by how far away Makoto is from opponent
  • values are Lv 1 / Lv 2 / Lv 3

Impact Charge Table[edit]

THIS IS CS2 DATA NEED TO REPACE WITH EXTEND WHEN AVAILABLE

Move Input Lv 1 Lv 2 Lv 3 Shortest Charge
5D holding while gauge fills 1~6F 7~11F 12~16F 2F
holding while gauge depletes 22~34F 17~21F
startup 8F after button release 8F after button release 8F after button release
2D holding while gauge fills 1~7F 8~12F 13~17F 6F
holding while gauge depletes 23~55F 18~22F
startup 11F after button release 11F after button release 11F after button release
j.D holding while gauge fills 1~6F 7~11F 12~16F 9F
holding while gauge depletes 22~44F 17~21F
startup 10F after button release 12F after button release 11F after button release
Break Shot holding while gauge fills 1~13F 14~19F 20~26F 4F
holding while gauge depletes 33~45F 27~32F
startup 5F after button release 5F after button release 5F after button release
Space Counter holding while gauge fills 1~11F 12~15F 16~18F 12F
holding while gauge depletes 23~42F 19~22F
startup 6F after button release 6F after button release 6F after button release
Shooting Star holding while gauge fills 1~9F 10~15F 16~22F 16F
holding while gauge depletes 29~42F 23~28F
startup 6F after button release 8F after button release 6F after button release
Meteor Dive holding while gauge fills 1~6F 7~11F 12~16F 16F
holding while gauge depletes 22~37F 17~21F
startup 14F after button release 10F after button release 8F after button release
Lightning Arrow holding while gauge fills 1~6F 7~11F 12~16F 16F
holding while gauge depletes 22~37F 17~21F
startup 14F after button release 14F after button release 9F after button release
Particle Upper (1) holding while gauge fills 1~39F 40~54F 55~63F 56F
holding while gauge depletes 79~127F 64~78F
startup 12F after button release 9F after button release 12F after button release
Particle Upper (2) holding while gauge fills 1~34F 35~46F 47~51F 48F
holding while gauge depletes 64~106F 52~63F
startup 12F after button release 9F after button release 12F after button release
Particle Upper (3) holding while gauge fills 1~99F 100~117F 118~120F 126F
holding while gauge depletes 139~227F 121~138F
startup 17F after button release 17F after button release 143
Big Bang Smash holding while gauge fills 1~59F 60~69F 70~78F 148F
holding while gauge depletes 89~162F 79~88F
startup (attack) 81F after button release 233 235
startup (projectile) 82F after button release 236 238
Planet Crusher holding while gauge fills 1~59F 60~69F 70~78F 61F
holding while gauge depletes 89~97F 79~88F
startup 67F after button release 35F after button release 27F after button release


Revolver Action Table[edit]

THIS IS CS2 DATA NEED TO REPACE WITH EXTEND WHEN AVAILABLE

Ground Revolver Action Table
A B C D Cancels
5A 5A, 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D Throw, Jump, Special
5B 6A 2B 5C, 2C, 6C, 3C 5D, 2D Jump, Special
5C - - 5C>C, 2C, 6C, 3C 5D, 2D Jump, Special
5C > C - 6B 2C 3C 5D, 2D Jump, Special
2A 5A, 2A 5B, 2B, 6B 5C, 2C 3C 5D, 2D Throw, Special
2B 6A 5B 5C, 2C, 3C 5D, 2D Special
2C - - - 2D Special
6A - 5B, 6B 6C, 3C 5D, 2D Jump, Special
6B - - 6B > 5C, 3C 5D, 2D Special
6C - - - 2D, 6D Special
3C - - - - -
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.C j.D Throw, Jump, Special
j.B j.A - j.C - Jump, Special
j.C - j.B j.C > C - Jump, Special
j.C > C - - - - Jump, Special
j.2C - - - - Special
Black = On Hit or Block
Red = On Hit only
Green = Available on whiff
Blue = Only once per string
Special = Specials and Supers
Super = Supers only
BlazBlue: Continuum Shift Extend

HUDControlsFrame DataSystem Data


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Click [*] for character's frame data
System Explanations

Movement /CancelingOffenseThrowsDefenseGuard PrimerDamage/ ComboHeat Gauge UsageMisc