BBCF/Makoto Nanaya

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Overview

Overview

Makoto is Blazblue's resident boxer. She's a beginner friendly rushdown character with relatively basic tools for getting in and dealing damage. Once she gets in, she has fast and varied tools to do relentless pressure, requiring good guesses from her opponent to break out of, with bad guesses getting severely punished. Makoto's Drive is primarily a combo tool; She charges punches of increasing strength with each level having different utility, making it a tool capable of strong stagger pressure. Her Overdrive cranks it up a notch to improve her damage, basically turning any stray hit into at least a decent combo, often much more. Even when on the defence, as long as she's being pressured at close range, she has access to many ways to defend herself.

Unfortunately, Makoto is not without her weaknesses, Makoto has the shortest reach of the entire cast and, once outside of close range, Makoto's gameplan is pretty much solely to try to get back in range as she lacks much she can do beyond arm's reach. Additionally, she doesn't have very strong options to approach zoners and mobile characters. While Makoto has several mixup options, they're not entirely reliable due to range or lack of strong risk/reward. Despite these struggles, Makoto is a solid character that's easy to pick up and enjoy.
BBCF Makoto Nanaya Nameplate.png
BBCF Makoto Portrait.png
Health
11,000
Prejump
4F
Backdash
22F (1~5F Inv All, 2~15 airborne)
Unique Movement Options
Asteroid Vision
Fastest Attack
5A (5F, whiffs crouchers)
2A (6F)
Reversals
623C (9F)
236236D (5F)
Fatal Starters
All D attacks level 3
Drive: Impact

Makoto concentrates a large amount of energy in her fists for extremely powerful punches. All of her Drive moves have 3 levels - holding down the D button charges the move from Level 1 to Level 3 and back down to Level 1 if held too long before cancelling the move entirely. Releasing the button executes her Drive for that particular level, although Makoto will always wait until the end of that charge level before attacking. For example, a level 1 5D will always have the same startup no matter how early or late you release D during the level 1 window. The length of time you need to hold varies with each move, so you'll need to learn to feel how long to hold each one when learning Makoto's combos

  • Level 1 drive moves are the weakest, however they come out the quickest, meaning some combos need to use this level.
  • Level 1 and 2 Drive moves can cancel into specials, allowing different combo routes and increasing usefulness in blockstrings.
  • All Level 3 Moves are Fatal Counters
  • Level 3 moves often blow the opponent away
Charging a Drive move to level 3 is preferred since they do the most damage and are usually better for continuing combos.
Overdrive: Galaxian Impact
  • All of Makoto's Drive moves automatically become Level G no matter how charged they are. This gives them increased damage and histun and removes the need to charge them up (although charging is still possible), allowing for some new combos.
  • Level G moves are usually comparable to level 3 with the startup time of a level 1 move, although some Drive moves gain further beneficial properties beyond that.
  • Additional properties are added to her special moves, such as wallbounce properties (noted below).

Normal Moves

5A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 All 5 2 11 -1 B

An exceptionally quick jab that whiffs on crouching opponents. It can be used alongside 2A to set up TRM or throwing off opponents trying to Instant Block. It reaches farther than 2A, so it can be used as a niche anti-air, but it doesn't have any proper head invulnerability.

Gatling options: 5A, 2A, 6A, 5B, 2B, 6B, 5C, 2C, 6C, 3C, 5D, 2D

5B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
600 Mid 9 6 16 -5 B

One of Makoto's all-around best normals. It has good range, quick start-up, and propels her forward. It's great for spacing, pressure, and combo filler. Because of its P1 proration, fast speed, and reach, this is Makoto's best counter-hit combo starter. It can be used to punish whiffed or blocked DPs Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion. or EAs, or any move with a long recovery.

5B is also air unblockable. 6A > 5B is a strong anti-air string that hits people who only barrier one hit of a blocked antiair

  • Note: If you land a 5B at max range it will only combo into 5D or 214A~C.

Gatling options: 6A, 2B, 6B, 5C, 2C, 3C, 5D, 2D

5C

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
5C 700 Mid 8 7 16 -6 B
5CC 800 Mid 7 6 16 -3 B

A relatively fast 5C that is fully disjointed on the first active frame, which allows it to beat many jabs in close range situations. It's very minus on block, but also has a generous cancel window. Once Makoto uses 5C in pressure her mixup options become significantly weaker, as her access to lows drops dramatically.

Gatling options: 6B, 5CC, 2C, 6C, 3C, 5D, 2D


5CC

5CC is only available after 5C on hit or block. It provides easy and safe hitconfirms after 5C and discourages mashing. It puts the opponent in more blockstun than 5C, which allows for airtight 214A~C mixup if you have meter.

5CC gatlings into 6B for an overhead with a 4-frame gap, but does not gatling into 2B for a low. It can be canceled into 3C to beat an opponent blocking high, however. The move can also be delayed for a long time to function as a frame trap. It's extremely fast and hard to spot.

At -3, 5CC is weak to Instant Block. It becomes -6 on IB which many characters can punish, and canceling into 6B and 214A > C becomes more vulnerable to reversals. 5CC is +3 on Guard Cancel Overdrive, but many of the cancel options (5D, 2D, 214A~C, 6B, 41236C) are very weak to Guard Cancel Overdrive, so be careful when canceling on block.

Gatling options: 6B, 2C, 3C, 5D, 2D

2A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 All 6 [5] 3 10 -1 F

Makoto's actual jab, just 1 frame slower than 5A but 1 frame faster than most abare An attack during the opponent's pressure, intended to interrupt it. tools. This makes it useful in scrambles where Makoto is -1 or 0, since she can either trade or punish mashing opponents. Its fast startup also makes it useful for whiff punishing extended hurtboxes, though this typically nets poor reward.

This is the only point in pressure where Makoto has access to both her 6B overhead and 2B low. It's also useful for stagger pressure and setting up TRM alongside 5A.

  • Followup whiff canceled jabs have 5 frames of startup instead of 6

Gatling options: 5A, 2A, 6A, 5B, 2B, 6B, 5C, 2C, 3C, 5D, 2D

2B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
550 Low 9 3 12 -1 F

Makoto's only viable low for mix-up. It chains into 5C for hitconfirms, which can be a problem as 2B > 5CC does not work at absolute maximum range.

In pressure, it can be used to enforce high/low mixups. 2B > 5CC > 214A~A , 2B is a great way to open up opponents, since many will expect 6B after the reset, but it can be mashed out of.

2B can OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." to pick up opponents after a hard knockdown (such as after her air throw) or opponents that don't Emergency Tech.

Gatling options: 6A, 5B, 5C, 2C, 3C, 5D, 2D

2C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1000 Mid 22 6 26 -13 B 12~27 H

Makoto's launcher. 2C has great P1 proration, but has very slow start-up, a very obvious animation, and hits mid, making it incredibly easy to react to. However, it is extremely useful in combos since it can launch opponents off the floor, allowing for many moves to follow it up. this move also has head invuln that goes active on the 12th frame. useful for certain situations where 6A would get baited/meatied.

Gatling options (on hit): 5D, 2D

6A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
700 Mid 11 4 23 -10 B 5~14 H

This is Makoto's go-to anti-air, with frame 5 head invuln. The animation propels her forward slightly, which can be either good or bad - it's bad when it results in 6A whiffing. However it performs decently for this function and beats or trades with a lot of strong air attacks. It has some surprising usefulness in other roles as well. 5B > 6A > 5B is a decent block string and can be staggered at any point. It can also gatling into her overhead, 6B, which many players are not used to seeing or reacting to. Can be jump canceled on block, however its horizontal hitbox is short and it tends to whiff after barrier blocks.

Gatling options: 5B, 6B, 6C, 3C, 5D, 2D

6B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
750 High 22 3 20 -6 B

A very important grounded overhead. It's one of the fastest in the games with a subtle animation, and it can be done quite late into blockstrings, but it's hamstruing by Makoto's poor access to lows. It can cancel into 5CC, 6A, or 214A~C in order to combo.

  • Forces crouching on hit
  • 110% Bonus Proration and ground bounces opponent on aerial hit, allowing you to combo.

Gatling options: 6A, 5CC, 5D, 2D

6C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
900 Mid 14 8 20 -11 B

6C moves Makoto far forward and, although it's very unsafe on block, it can be canceled into 5D or 214A~C for a frame trap that catches jabs on normal block. It's best to use it this way by staggering it after a blocked 5C. These are both weak to ODR, and uncancelled 6C still leaves Makoto -2 on ODR.

6C also launches the opponent very far, so it's useful for getting the opponent closer to the corner.

Gatling options: 5D, 2D

3C

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
3C 900 Low 30 4 13 0 F 6~23 HB
3[C] 36 6~24 HB

3C has head and body invuln, as well as a low profile hitbox, so it can go under a lot of attacks including most reversals. However, its long startup makes it difficult to land on reaction and unreliable as a prediction, so be mindful of using it. It provides hard knockdown on counter hit, so it's a high-risk high-reward callout.

3C is neutral on normal block, so a followup 2A can be used to catch opponents mashing on block.

3C can also be feinted by holding C while retaining the invuln

Gatling options: None

j.A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 High/Air 6 3 9 H

j.B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
600 High/Air 8 4 12 H

j.C

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
j.C 700 High/Air 13 6 11 H
j.CC 800 High/Air 5 3 22 H

j.C

This attack's diagonally downward hitbox makes this her go-to air-to-ground attack. The hitbox is pretty piddly and will lose to pretty much every anti-air, so use it wisely.

Gatling options: j.B, j.CC


j.CC

j.CC is available after j.C on whiff, so it can be used to check defensive jumps and still land a hit if the opponent did not jump. Canceling into this from a blocked j.C or landing and using 2B creates a tricky but fuzzy-guardable/pattern-blockable mixup.

j.2C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
800 High/Air 20 Until L 9 H

Makoto bounces in the air and falls on her opponent. This move halts all air momentum, making it useful for baiting anti-airs. It also has extremely long stagger on counter hit, allowing for easy followups. On block, Makoto recovers in time to use j.C, but this loses to fast anti-airs (9f gap on normal block, 13f gap on IB).

If Rapid Canceled, Makoto falls straight down, setting up a tricky but expensive mixup with 2B.

Drive Moves

5D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
5D Lv1 700 Mid 13 3 31 -17 B
5D Lv2 850 Mid 17 3 31 -15 B
5D Lv3 1000 Mid 20~23 3 31 -13 B
5D LvG 1000 Mid 9~?? 2 31 -12 B
  • Level 1/2: essentially operate the same way
  • Level 3: Blows the opponent away, Fatal Counters, Hard knockdown.
  • Level G works essentially the same as Level 3.
  • Air unblockable

Strong straight forward punch. 5D moves Makoto forward quite a distance which gives it a very long range in spite of the actual hitbox of the move. Level 3 is used in combos a lot. Level 1 and 2 can be special canceled to use in pressure.

You can't combo after Level 3 5D unless you are close to the corner or have meter for a Rapid Cancel, but after a corner hit you can start a corner combo based on combo proration (e.g 2A/2B).

Gatling options: None

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
5D Lv1 Long 90 70 3
5D Lv2 Long 90 80 4
5D Lv3 Long 90 80 5
5D LvG Long 90 80 5

5D Lv1:

  • Startup is fastest possible, can be extended by holding button
  • Slowest possible startup is 35, max hold cancels move without attacking (total animation 42F)
  • On CH Crumple Duration 54F, Crumple Fall 78F


5D Lv2:

  • Startup is fastest possible, can be extended by holding button past Lv3
  • Slowest possible startup is 29
  • On CH Crumple Duration 58F, Crumple Fall 81F


5D Lv3:

  • Fatal Counter
  • Maximum Slide duration 12F


5D LvG:

  • Fatal Counter
  • Maximum Slide duration 15F
  • Max hold ends move without attacking (total animation 42F)

2D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
2D Lv1 700 Mid 18 5 32 -21 B
2D Lv2 850 Mid 21 5 32 -19 B
2D Lv3 1000 Mid 24~27 5 32 -17 B
2D LvG 1000 Mid 18~?? 5 32 -17 B
  • Launches opponent
  • Level 3 Fatal Counters
  • In OD, has much longer untech time
  • Air unblockable

Makoto does a step forward then delivers a strong uppercut. Causes a fatal counter at level 3. 2D is a combo tool and can also be used in pressure since Level 1 and 2 are both special cancelable..

Level 3 2D launches the opponent high enough that you can combo after it with 2C or just an aerial combo. Level 1 and 2 can be used in combos with a strong enough starter (e.g 5B).

Gatling options: None

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
2D Lv1 Long 90 70 3
2D Lv2 Long 90 80 4
2D Lv3 Long 90 80 5
2D LvG Long 90 80 5

2D Lv1:

  • Startup is fastest possible, can be extended by holding button
  • Slowest possible startup is 39, max hold cancels move without attacking (total animation 53F)


2D Lv2:

  • Startup is fastest possible, can be extended by holding button past Lv3
  • Slowest possible startup is 33


2D Lv3:

  • Fatal Counter


2D LvG:

  • Fatal Counter
  • Max hold cancels move without attacking (total animation 53F)

j.D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
j.D Lv1 700 High/Air 19 6 Until L+5L H
j.D Lv2 850 High/Air 21 6 Until L+5L H
j.D Lv3 1000 High/Air 23~26 6 Until L+5L H
j.D LvG 1000 High/Air 20~?? 6 Until L+5 H
  • Halts air momentum until it recovers.
  • Wall bounces at Level 3
  • Level G version works essentially the same as Level 3

Makoto propels herself forward using her tail to do a strong punch in the air. You can combo into j.D from j.B. j.D is a combo tool with no real use in neutral. It also halts air momentum, so if you're desperate to avoid an attack you can use it to stop yourself.

Gatling options: None

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
j.D Lv1 Long 80 70 3
j.D Lv2 Long 80 80 4
j.D Lv3 Long 80 80 5
j.D LvG Long 90 80 5

j.D Lv1:

  • Startup is fastest possible, can be extended by holding button
  • Slowest possible startup is 37, max hold cancels move without attacking (recovers airborne + landing recovery, total animation 52F)
  • Landing recovery applies if move reaches frame 4


j.D Lv2:

  • Startup is fastest possible, can be extended by holding button past Lv3
  • Slowest possible startup is 33
  • Landing recovery applies if move reaches frame 4
  • Maximum Slide duration 10F


j.D Lv3:

  • Fatal Counter
  • Landing recovery applies if move reaches frame 4


j.D LvG:

  • Fatal Counter
  • Max hold cancels move without attacking (recovers airborne + landing recovery, total animation 52F)
  • Landing recovery applies if move reaches frame 4


Universal Mechanics

Forward Throw

5B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 1500 Throw(70) 7 3 23 T

Makoto hits the opponent with her tail a couple of times then follows it up with an uppercut to send them flying in front of her. Combo after it with 214AA or 214B > j.B for easier combos. In the corner you can combo into 214AA > 6A > jc > 4A+B to bait bursts.

Back Throw

4B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 1500 Throw(70) 7 3 23 T

Air Throw

j.B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 700, 800 Throw(120) 7 3 23+3L T

Counter Assault

6A+B while Blocking

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0 All 15 4 28 -13 B 1~20 All

Crush Trigger

5A+B (Chargeable)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
5A+B 1000 Guard Break 32/Barrier 20 1 25 0 B
5[A+B] 1000 Guard Break 60/Barrier 30~61 1 25 0 B

Moves Makoto forward. CT is very useful for combos, partially because of its vertical hitbox. It also causes hard knockdown on air hit. Overall a solid addition to Makoto's mixup tools.


Specials

Comet Cannon

236A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
350×3 All 16 72 Total: 49 -5 P1
  • Oki tool
  • Projectile remains active for 38F after recovery

Makoto lays a ball of energy in front of her. Hits three times. It's a projectile that's mostly used to setup your okizeme after a corner knockdown, forcing the opponent to either block or risk a reversal. However, it also has use in some combos that bring the opponent into the air. Comet Cannon also gets bigger after some time.

Break Shot

D during 236A

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
236A~D Lv1 800 / 700 Mid / All 11 / 12 3 / 25 18 / Total: 31 -11 B / P1
236A~D Lv2 950 / 800 Mid / All 18 / 19 3 / 25 18 / Total: 38 -9 B / P1
236A~D Lv3 1100 / 900 Mid / All 25 / 26 3 / 25 18 / Total: 45 -7 B / P1
236A~D LvG 1100 / 900 Mid / All 9 / 13 3 / 25 18 / Total: 29 +5 B / P1
  • Each level punches the Comet with increasing distance
  • Level G version wall bounces

Follow up after Comet Cannon. Makoto punches the orb launching it straight forward. Level 3 and OD are Fatal Counters.

Useful as a combo filler to add up damage in combos with strong starters and in Overdrive combos. It's also one of Makoto's only full screen options.

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
236A~D Lv1 Long / Normal 100 / 90 89 / 89 3
236A~D Lv2 Long / Normal 100 / 90 92 / 92 4
236A~D Lv3 Long / Normal 100 / 90 94 / 94 5
236A~D LvG Long / Normal 100 / 90 94 / 94 5

236A~D Lv1:

  • Data listed as Strike / Projectile
  • Startup is fastest possible, can be extended by holding button
  • Slowest possible startup (max hold) is 46 / 47, total animation 66F
  • Frame advantage listed assumes opponent blocks both the strike and projectile
  • Frame advantage on-block for projectile only (strike whiffs): -2


236A~D Lv2:

  • Data listed as Strike / Projectile
  • Startup is fastest possible, can be extended by holding button past Lv3
  • Slowest possible startup is 38 / 39, total animation 58F
  • Frame advantage listed assumes opponent blocks both the strike and projectile
  • Frame advantage on-block for projectile only (strike whiffs): 0


236A~D Lv3:

  • Data listed as Strike / Projectile
  • Fatal Counter
  • Startup is fastest possible, can be extended by holding button
  • Slowest possible startup is 31 / 32, total animation 51F
  • Frame advantage listed assumes opponent blocks both the strike and projectile
  • Frame advantage on-block for projectile only (strike whiffs): +2


236A~D LvG:

  • Data listed as Strike / Projectile
  • Fatal Counter
  • Startup is fastest possible, can be extended by holding button
  • Slowest possible startup is 47 / 50, total animation 67F

Corona Upper

623C (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
623C 900 Mid 9 2 (2) 12 28+17 -42 B 1~14 All
j.623C 900 All 8 8 Until L+20 H 1~9 All
  • Meterless reversal
  • Low profilable
  • Combo tool in overdrive or for high damage weak okizeme routes.

Makoto's meterless reversal. It has very short range and relatively little invulnerability, but it is among the faster meterless DPs. It is also trivially easy to low profile for many characters, making it one of the riskiest reversals in the game. However, it can be very useful when used in combination with Instant Blocking.

Be careful of moves with disjointed hitboxes, however, as these can hit you from a distance outside of Corona Upper's range.


Air Version Makoto's air version of Corona Upper. Although it has invul, this move is mainly used as her Air combo ender or during Overdrive combos.

Meteor Dive

D during 623C/j.623C

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
623C~D Lv1 800 30 6 Until L+9L H
623C~D Lv2 1000 26 6 Until L+9L H
623C~D Lv3 1400 26 6 Until L+9L H
623C~D LvG 1400 24~46 6 Until L+9L H

Follow up after Corona Upper. Only available if Corona Upper hits. Makoto punches the opponent sending them to the ground. Combo ender. Each level does increasing damage, but doesn't gain new properties, so you should almost always go for level 3.

Overdrive version ground bounces the opponent, being one of Makoto's core moves for Overdrive combos.

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
623C~D Lv1 Long 100 89 3
623C~D Lv2 Long 100 92 4
623C~D Lv3 Long 100 94 5
623C~D LvG Long 100 94 5

623C~D Lv1:

  • Startup is fastest possible, can be extended by holding button
  • Slowest possible startup (max hold) is 51


623C~D Lv2:

  • Startup is fastest possible, can be extended by holding button past Lv3
  • Slowest possible startup is 35


623C~D Lv3:

  • Fatal Counter


623C~D LvG:

  • Fatal Counter

Asteroid Vision A

214A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
35+11
  • Different followups by pressing A/B/C/D or 236B. All are possible on hit, block or whiff.
  • Shares a visual animation with the B/C versions of this move until Makoto does something or the move ends.
  • The fakes have no collision with the opponent, but Makoto herself does. Your opponent will always try to face the real Makoto for blocking/inputting moves and the camera will track based on the real position of Makoto.

A key move for approaching and combos, Makoto dashes with 2 illusions with 3 different arcs to confuse the enemy with no visual difference between the versions until Makoto reveals herself; the button pressed determines which arc the real Makoto will take. The illusions will last for the duration of the move, so using an attack will immediately dispel the illusions. The A version also boasts a very large variety of possible followups and as such is used in pressuring and combos alike, mastering all the possible options and when to use them is key to learning Makoto.

The second hit of Infinite Rush cancels into:

Break

214A~A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
11

Makoto stops running and halts in place. Useful for resetting pressure or baiting overdrive and reversals, but you must be careful as you can get called out for it or just get mashed on reaction and be forced to block. Balance this with other followups in order to trip up opponents. Useful option if you see an Overdrive Raid after Asteroid Vision.

Eclipse Turn

214A~B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
21

Makoto slides forward. This slide can cross up opponents. Can be used as a gimmicky mix up, but you must be careful as it's not safe and has no invulnerability, so some reversal attacks can still hit you as you're passing through.

Infinite Rush

214A~C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
250×2, 1000 All 9 3(6)3(8)4 33 -20 B

Makoto reveals herself and does two punches, then an uppercut. Basically forms the first part of a variable Rekka chain; leads to many follow ups, but you can only cancel into them from the second punch. Can be used as a frame-trap but is extremely unsafe on block.

Cancels into the following on block, hit, and whiff from the second hit:

  • A = Mars Chopper
  • B = Stargazer
  • C = Infinite Rush
  • D = Lander Blow
  • 236B = Shooting Star

Cosmic Ray

214A~D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
214A~D Lv1 850 All 15 6 14 -5 B 8~(End of Active) F
214A~D Lv2 950 All 17 6 14 -3 B 8~(End of Active) F
214A~D Lv3 1100 All 20~23 6 14 -1 B 8~(End of Active) F
214A~D LvG 1100 All 10~33 6 14 -1 B 8~(End of Active) F
  • Lv 3 can be up to +4 on block depending on how late it connects
  • Startup based on earliest possible charge
  • Lv 3 and Level G versions Fatal Counter
    • Fatal Counter causes ground slide on air hit
  • Lv G version causes ground slide on air hit
  • All Levels have foot invuln on startup.
  • Makoto slows down during the charge

This move is a follow up to Asteroid Vision A. Makoto rushes forward in high speed and strikes the opponent with a punch. Useful as a neutral tool to approach the opponent in certain situations and in Overdrive combos. Makoto also has F invuln while charging from level 1 to 3, but loses it when the gauge starts decreasing. While it is negative on block normally, correct spacing can allow this move to hit late due to its slightly long active time and forward momentum, giving it much more advantage.

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
214A~D Lv1 Long 80 89 3
214A~D Lv2 Long 80 92 4
214A~D Lv3 Long 80 94 5
214A~D LvG Long 80 94 5

214A~D Lv1:

  • Startup is fastest possible not including 214A~D cancel time (fastest startup from start of 214A is 22), can be extended by holding button
  • Slowest possible startup (max hold) is 36


214A~D Lv2:

  • Startup is fastest possible not including 214A~D cancel time (fastest startup from start of 214A is 24), can be extended by holding button past Lv3
  • Slowest possible startup is 29


214A~D Lv3:

  • Startup can be extended by holding button (fastest startup from start of 214A is 27)
  • Fatal Counter


214A~D LvG:

  • Fatal Counter

Mars Chopper

214A~C~A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1000 High 15 3 16 -2 B

Follow up to Rush. An extremely fast but telegraphed and low reward overhead punch that leaves you at a slight disadvantage if blocked, but is +2 on hit. Functions very similar to Jin 6A, where it is a harassment tool until Makoto gains 50 meter, at which point it becomes a powerful mixup option.

  • Forces crouching on hit
  • Can't be combo'd after on normal conditions - you need to Rapid Cancel or get a counter hit.
  • On CH it links into 2A 5B.
  • Natural frame trap from rush.
  • Hits 4f later than the low option to rush, so it can be pattern-blocked by a skilled opponent.
  • Punishable by a privileged few members of the cast on IB.

Star Gazer

214A~C~B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1000 Low/Air 11 4 14 -1 F

Low followup from rush that complements Mars Chopper. Gives a decent knockdown on normal hit and a combo on RC with RC > 5C.

  • Causes untech on CH. You can combo after it on CH with 5B, 5C, etc.
  • Only -1 on block and is neutral on barrier block. Even on block Makoto can swing 5A vs characters with weak jabs or 5C vs pokes that extend hurtboxes before activating. She can also attempt to re-pressure with j.CC. If it is instant blocked, however, Makoto has to block or try something very high risk.
  • The knockdown is weaker than Infinite rush, so its not really a good choice for hit-confirming long range 5Bs with.

Infinite Rush (Continued)

214A~C~C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
250×4, 1000 All 3 2(3)2(3)2(3)2(8)4 33 -20 B
  • Combo ender.
  • After pressing C for the first part of Infinite Rush, the button must be released and pressed again to get this move to come out.
  • With an RC, can be cancelled on any hit, making it harder to predict your followup pressure.

Combo ender for standing opponents after Rush. Leaves no gaps between the hits, even on instant block, but is horribly punishable if you don't have an RC.

Lander Blow

214A~C~D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
214A~C~D Lv1 700 All 11 3 15 -1 B
214A~C~D Lv2 850 All 16 3 17 -1 B
214A~C~D Lv3 1000 All 24~28 3 11 +7 B
214A~C~D LvG 1000 All 10~35 3 11 +7 B
  • Lv3 and LvG versions Fatal Counter
    • Staggers on Fatal
  • Extremely short recovery on Lv3 and LvG

Follow up after Rush. Makoto hits the opponent with a powered up punch. Level 1 is used to reset yourself to neutral (Cannot be used as a frame trap as there is no gap). Level 2 is used as a frame trap while Level 3 can safely reset pressure if blocked with a nice +7 frame advantage. However, Level 3 has a huge gap for the opponent to mash out of it, making it a rather risky move.

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
214A~C~D Lv1 Normal 80 89 3
214A~C~D Lv2 Normal 80 92 4
214A~C~D Lv3 Normal 80 94 5
214A~C~D LvG Normal 80 94 5

214A~C~D Lv1:

  • Startup is fastest possible, can be extended by holding button
  • Slowest possible startup (max hold) is 34


214A~C~D Lv2:

  • Startup is fastest possible, can be extended by holding button past Lv3
  • Slowest possible startup is 30
  • On CH Crumple Duration 58F, Crumple Fall 81F


214A~C~D Lv3:

  • Fatal Counter
  • On CH Crumple Duration 65F, Crumple Fall 84F


214A~C~D LvG:

  • Fatal Counter
  • On CH Crumple Duration 65F, Crumple Fall 84F

Shooting Star

236B or 214A~236B or 214A~C~236B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1200 All 22 3 25 -9 B 1~7 FT
8~17 All

Makoto slides back and forth with a strong punch to the guts. Has amazing corner carry. It looks like an awful move in isolation, since it is unsafe on block and has very long startup, is susceptible to being option-selected against, and lacks the flexibility of the more iconic back-swing blows. However, it synergizes with her other reversals well; many options that low profile or hit low naturally beat 623C and 214D but lose to Shooting star.

  • Unsafe on block, but can be spaced out of punishment range of some characters. In matchups like vs Susanoo or Ragna, however, this move is always an enormous risk.
  • Frame 1 Foot and throw invuln. Can punish low/throw mixups cleanly. Full invuln kicks in early enough to trap DP mashing during Makoto's pressure.
  • CH wallbounce midscreen and wall splats in corner.
  • Can be used to beat slow reversal supers after the flash, or make Exceel Accels whiff and automatically punish.

Asteroid Vision B/C

214B/C

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
214B 37+6
214C 46+6
  • The B and C versions let Makoto cancel into air normals except that Pressing D cancels into Lightning Arrow instead of j.D.
  • Shares a visual animation with the A version of this move until Makoto does something or the move ends.

A key move for approaching, Makoto dashes with 2 illusions with 3 different arcs to confuse the enemy with no visual difference between the versions until Makoto reveals herself; the button pressed determines which arc the real Makoto will take. The illusions will last for the duration of the move, so using an attack will immediately dispel the illusions. The B and C versions are used to do aerial approaches or escapes or to ambiguously approach airborne opponents, for example the B version can set up crossups with j.2C, and occasionally the C version can be used to bait a fake crossup.

During combos this move is only really used during overdrive to set up Lightning Arrow bounces.

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
214B
214C

214B:

  • Can cancel into j.A, j.B, j.C, j.2C or 214B/C~D from frame 13
  • Airborne from frame 5
  • Applies 4 frames of landing recovery to moves used after (that do not have their own landing recovery)


214C:

  • Can cancel into j.A, j.B, j.C, j.2C or 214B/C~D from frame 13
  • Airborne from frame 5
  • Applies 4 frames of landing recovery to moves used after (that do not have their own landing recovery)

Lightning Arrow

D during 214B/C

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
214B/C~D Lv1 800 All 22 20 Until L+8L H
214B/C~D Lv2 1000 All 22 20 Until L+8L H
214B/C~D Lv3 1200 All 22~24 20 Until L+8L H
214B/C~D LvG 1200 All 17~- 20 Until L+8L H
  • Startup based on earliest possible charge
  • Lv3 and LvG versions Fatal Counter
    • Lv2, 3, and LvG versions ground bounce on CH
  • Reduces gravity during the charge
  • Uses the same sprites as Meteor Dive, but with a much smaller hitbox.

Follow up to Asteroid Vision B and C. The frame advantage of this move is unstable, being advantageous or not depending on how late you hit with it, how close are you to the ground and whether your opponent is on the air or ground. Can be used as a neutral tool and to reset pressure/bait a Fatal Counter (especially when baiting Counter Assaults). One of Makoto's best moves for Overdrive combos.

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
214B/C~D Lv1 Normal 80 89 3
214B/C~D Lv2 Normal 80 92 4
214B/C~D Lv3 Normal 80 94 5
214B/C~D LvG Normal 80 94 5

214B/C~D Lv1:

  • Startup is fastest possible not including 214B/C~D cancel time (startup from start of 214B/C is 34), can be extended by holding button
  • Max hold causes Makoto to land before attacking


214B/C~D Lv2:

  • Startup is fastest possible not including 214B/C~D cancel time (startup from start of 214B/C is 34), can be extended by holding button past Lv3
  • Slowest possible startup is 32


214B/C~D Lv3:

  • Fatal Counter


214B/C~D LvG:

  • Fatal Counter
  • Max hold causes Makoto to land before attacking

Sirius Jolt

41236C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
500 (1000) All (Unblockable) 26 3 26 -10 B

An unblockable(?) special which can just be thrown out in blockstrings(??) that mysteriously can be blocked(???) low(????) while not technically being a low hit.

This move sounds like absolute nonsense on paper but works similarly to Naoto's Phantom Pain; a mixup choice that is always available but is unsafe and reactable. In practice it is generally just used for combos but it has niche uses in calling out guardpoint reversals.

  • Unblockable while standing, meaning it will penetrate Body guard points unless your opponent is also in a crouching or air state.
  • Body and full invulnerability work as normal
  • Wall bounces at midscreen, wall splats in corner
  • Typically used in situations where you would expect the opponent to stand up to block 6B like after blocked 6A or blocked 5CC. It has a slow startup though and can be mashed out of so be careful.

Space Counter

214D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
214D 0 All 9 5 25 -10 B 1~13 Guard B
214D~D Lv1 1000 18 8 42 -26 B 1~(End of Active) HB
214D~D Lv2 1200 20 8 42 -24 B 1~(End of Active) HB
214D~D Lv3 1400 22~23 8 42 -22 B 1~(End of Active) HB
214D~D LvG 1600 18~41 8 42 -22 B 1~(End of Active) HB

Space Counter - Parry

  • Has a hitbox even without parrying a hit
  • Can cancel into followup on hit or successful guard point
  • The hitbox will ignore hurtboxes of opponents that have Body guard point; the attack will not hit or be blocked and no attribute invulnerability effect appears. This causes it not to trigger parries, including itself.
  • Can followup with 5A on CH
  • Makoto cannot special cancel her normals into the parry

Makoto parries Body attribute attacks, stunning the opponent on hit. You can also go into the Strike if the catch hits the opponent. It only guards against Body attacks, meaning it loses to throws, most crouching attacks and aerial moves. It also doesn't stop unblockable attacks. Additionally, it should be noted that the attack is quite small and won't catch even very slight disjoints, leaving you vulnerable to punishes even after a successful parry. The attack restands, and is active even without needing to parry anything, meaning it can be used to set up restands at the end of combos.

Space Counter - Strike

  • Startup listed based on earliest possible charge
  • Level 3 is a Fatal counter
  • Level 1/2 only combo on CH

Makoto punches her opponent, switching sides and putting them into crumple state. On a successful hit you can combo into 5B for a short combo.

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
214D Normal 100 80 0
214D~D Lv1 Long 100 89 3
214D~D Lv2 Long 100 92 4
214D~D Lv3 Long 100 94 5
214D~D LvG Long 100 94 5

214D:

  • On Guard Point, hitstop for Makoto is 0F. Opponent hitstop unchanged
  • Cancellable into 214D~D followup on hit, or frames 14~26 after an attack is blocked
  • Hitbox will not interact with guard point


214D~D Lv1:

  • Startup is fastest possible, can be extended by holding button
  • Slowest possible startup is 41
  • Immediately enters recovery on hit/block


214D~D Lv2:

  • Startup is fastest possible, can be extended by holding button past Lv3
  • Slowest possible startup is 27
  • Immediately enters recovery on hit/block


214D~D Lv3:

  • Fatal Counter
  • Immediately enters recovery on hit/block


214D~D LvG:

  • Fatal Counter
  • Immediately enters recovery on hit block

Distortion Drives

Big Bang Smash

632146D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
632146D Lv1 / 2 / 3 1800 / 2200 / 2600 All 4+(193 Flash)+13 14 Total: 73 -40 / -38 / -36 P2 1~Flash All
632146D LvG 3000 All 5+(192 Flash)+8 15 Total: 68 -36 P2 1~Flash All

Makoto's Distortion that's used at the end of Overdrive combos. The range is affected by level, with Level 3/G hitting almost fullscreen. It's unsafe if blocked up close, but it can be used in neutral for fullscreen punishes. It's not good as a reversal due to the long startup after superflash.

Both Makoto and the fist have hitboxes, but only one can hit the opponent. Makoto's hitbox becomes active 4 frames sooner than the fist's hitbox (frame 9 postflash for non-OD, frame 4 postflash for OD).

  • 180F Heat Gauge Cooldown
  • Startup based on earliest possible charge
  • Both Makoto's and the fist's hitboxes are projectile attribute
  • Fatal Counter
  • Minimum damage: 450 / 550 / 650, OD: 750

Particle Flare

236236D > D > D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1st Hit Lv1 / 2 / 3 900 / 1000 / 1100 Mid 1+(42 Flash)+7 / 4 / 4 4 58 -42 / -40 / -38 B 1~10 / 7 / 7 All
1st Hit LvG 1200 Mid 1+(42 Flash)+7 4 58 -38 B 1~10 All
2nd Hit Lv1 / 2 / 3 900 / 1000 / 1100 1+(43 Flash)+?? 4 51 B 1~10 after Active All
2nd Hit LvG 20×28, 600 1+(43 Flash)+?? 2×28 (7) 4 59 B 1~10 after Active All
3rd Hit Lv1 / 2 / 3 1800 / 2200 / 3000 28+(50 Flash)+?? 6 Until L+11 H 1~End All
3rd Hit Lv G 4000 28+(50 Flash)+?? 6 Until L+11 H 1~End All
  • Press and hold D to charge each hit in the sequence. You can begin holding from the moment the previous punch hits.
  • Failing to press D at all in time will prevent the next attack in the sequence starting.
  • First two parts cannot reduce opponent's health below 1hp.
  • Minimum damage: 180*2 360 (720), 200*2 400 (800), 220*2 600 (1040) OD: 240, 4x28, 120, 800 (1272)

Makoto's reversal super and super ender. Used mainly at the end of regular and Overdrive combos to finish off opponents. It isn't recommended to finish a combo with it unless it will kill, as it doesn't give you knockdown advantage. Also a questionable reversal due to its extremely short range. It's usually a better idea to go for Corona Upper > Rapid Cancel. If you do start a combo with it, you can get better damage by not cancelling into the third hit and going for a combo instead, unless you absolutely need burst-safe damage.

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
1st Hit Lv1 / 2 / 3 Normal 75 89 / 92 / 94 3 / 4 / 5
1st Hit LvG Normal 75 94 5
2nd Hit Lv1 / 2 / 3 Long 75 100 3
2nd Hit LvG Long 75 100 3×28, 5
3rd Hit Lv1 / 2 / 3 Long 100 85 3
3rd Hit Lv G Long 100 94 5

1st Hit Lv1 / 2 / 3:

  • Values are Lv 1 / Lv 2 / Lv 3
  • Makoto immediately enters recovery on block
  • On Whiff, recovery is 78
  • Minimum Damage 20%: 180
  • reversal
  • Lv 3 has Fatal Counter
  • Crumple Duration 80F, Crumple Fall 63F


1st Hit LvG:

  • Makoto immediately enters recovery on block
  • On Whiff, recovery is 78
  • Fatal Counter
  • Crumple Duration 80F, Crumple Fall 63F
  • Minimum Damage 20%: 240


2nd Hit Lv1 / 2 / 3:

  • Fatal Counter
  • Values are Lv 1 / Lv 2 / Lv 3
  • Minimum Damage 20%: 180/200/220


2nd Hit LvG:

  • Fatal Counter
  • Minimum Damage 20%: 232


3rd Hit Lv1 / 2 / 3:

  • Fatal Counter
  • Values are Lv 1 / Lv 2 / Lv 3
  • Minimum Damage 20%: 360/440/600


3rd Hit Lv G:

  • Fatal Counter
  • Minimum Damage 20%: 800


Exceed Accel

Cygnus Combination

A+B+C+D during Overdrive

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
600, 800×2, 900
{600, 800×3, 1530×2}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]

Makoto uppercuts her opponent and smashes them around. The initial hit has a great vertical hitbox that can catch jumps. Makoto also moves forward during the uppercut, meaning it'll hit from farther than expected. The horizontal hitbox itself is lacking, however, so if an opponent jumps it can possibly whiff entirely. The pushback on this EA is great, meaning Makoto is generally safe unless it whiffs or is instant blocked.

On offense, this EA isn't as useful because it'll send them fullscreen. Your opponent also recovers slightly before the animation actually ends. However, on defense this is a great way to get an opponent off of you and send them back into neutral for a breather.


Astral Heat

Planet Crusher

2363214D when Astral Conditions are met

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
2363214D Lv1 0, 300×35, 5000 All 5+(90 Flash)+16~34 4 28 -11 B 1~End of Active All
2363214D Lv2 0, 300×35, 5000 All 5+(90 Flash)+6~?? 4 28 -11 B 1~End of Active All
2363214D Lv3 0, 300×35, 5000 All 5+(90 Flash)+3+?? 4 28 -11 B 1~End of Active All
2363214D LvG 0, 300×35, 5000 All 5+(90 Flash)+2~?? 4 28 -11 B 1~End of Active All
  • After charging, Makoto rushes forward. When Makoto gets close to her opponent (300,000 units horizontally) she begins the actual punch which has 5F startup. If this doesn't happen after 28F, Makoto doesn't attack and does a 7F skidding animation to recover.
  • Level Determines speed and therefore maximum distance she will travel.
  • Level G behaves like Level 3 version.
  • Screen freeze ends once Gauge begins decreasing.
  • If overcharged back down to level 1, or if she has to dash more than 10F before starting the attack then Makoto loses her invulnerability. Effectively means it's a reversal at close range, but not otherwise.

Average Astral in the grand scheme of things. Has decent confirms so it sees some use to close out games.

Combos from:

  • 2D (Level 3). Requires Level 1/2 Astral at midscreen.
  • j.D (Lv2 and above)
  • Both Ground throws
    • For forward throw, do B+C > 214A~A > 2363214C. The Asteroid Vision cancel is quite strict. In the corner, you can go directly into Astral.
  • 6A air CH


Colors

BBCF Makoto color 1.png
BBCF Makoto color 2.png
BBCF Makoto color 3.png
BBCF Makoto color 4.png
BBCF Makoto color 5.png
BBCF Makoto color 6.png
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
BBCF Makoto color 7.png
BBCF Makoto color 8.png
BBCF Makoto color 9.png
BBCF Makoto color 10.png
BBCF Makoto color 11.png
BBCF Makoto color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
BBCF Makoto color 13.png
BBCF Makoto color 14.png
BBCF Makoto color 15.png
BBCF Makoto color 16.png
BBCF Makoto color 17.png
BBCF Makoto color 18.png
Color 13
Color 14
Color 15
Color 16
Color 17
Color 18
BBCF Makoto color 19.png
BBCF Makoto color 20.png
BBCF Makoto color 21.png
BBCF Makoto color 22.png
BBCF Makoto color 23.png
BBCF Makoto color 24.png
Color 19
Color 20
Color 21
Color 22
Color 23
Color 24


Navigation

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