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.

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Health |
11,000 |
Prejump |
4F |
Backdash |
22F (1~5F Inv All, 2~15 airborne) |
Forward Dash |
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 |
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 all Fatal Counters
- Level 3 moves often blow the opponent away
- All of Makoto's Drive moves automatically become Level 3, giving 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
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. | 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 DPsDragon 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
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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 100 | 89 | 3 |
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. | 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
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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5C | Long | 100 | 89 | 3 | ||||||||||||||||||||||||||||||||||||
5CC | Long | 100 | 82 | 4 |
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. | 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 abareAn 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
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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 100 | 80 | 1 |
- Values in [] are for followup 2As
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. | 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 OTGThe 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
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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 90 | 85 | 2 |
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. | 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
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
|
On ODR | |||||||||||||||||||||||||||||||||||
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Long | 90 | 92 | 4 |
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. | 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
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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 90 | 89 | 3 |
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. | 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
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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 80 | 89 | 3 |
- Bonus Proration 110%
- Forces crouching on hit
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. | 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
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
|
On ODR | |||||||||||||||||||||||||||||||||||
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Long | 100 | 89 | 3 |
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. | 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
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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
3C | Long | 80 | 89 | 3 | ||||||||||||||||||||||||||||||||||||
3[C] |
3C:
- Bonus Proration 110%
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. | 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 |
Her basic air jab. The hitbox on it is decent and goes mostly horizontal, making it somewhat useful at interrupting air approaches. Useful, but nothing to write home about.
Gatling options: j.A, j.B, j.C, j.D
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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 80 | 80 | 1 |
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. | 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 |
This is one of Makoto's trademark attacks. It covers the area straight above Makoto and stuns for a very long time on counter hit. Helps tremendously in match-ups against floaty airborne characters like Arakune.
Gatling options: j.A, j.C, j.D
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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 80 | 85 | 2 |
j.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. | 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 | High/Air | 13 | 6 | 11 | H | ||
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.
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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 80 | 89 | 3 | ||||||||||||||||||||||||||||||||||||
Long | 80 | 89 | 3 |
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. | 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.
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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 80 | 85 | 2 |
- On hit/block, Makoto bounces upwards with recovery 10F
- Crumple Duration 24F, Crumple Fall 57F
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. | 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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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. | 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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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. | 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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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. | 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.
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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 100 | 50 | 0, 4 |
- Minimum Damage 100%: 1500
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. | 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 |
- Causes hard knockdown
Makoto flips and lands on the opponent, then gets up on the other side. You can combo after it with 2B or 41236C. The special cancel is a little later than expected.
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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 100 | 50 | 0, 4 |
- Minimum Damage 100%: 1500
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. | 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 |
Makoto does a flip kick sending the opponent to ground then follows up with a headbutt. Consistent at all air heights because Makoto and her opponent will always be in the same position. Can combo afterward with 2B.
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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 100 | 50 | 0, 4×2 |
- Minimum Damage 100%: 1500
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. | 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 |
Makoto's counter assault has the same animation as her 6C and launches the opponent a good distance away. It's decent as a counter assault, but nothing special.
Can be low profiled
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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Very Short | 50 | 92 | 4 |
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. | 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.
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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5A+B | Normal | 80 | 60 | |||||||||||||||||||||||||||||||||||||
5[A+B] | Long | 80 | 100 |
5A+B:
- Crumple Duration 50F, Crumple Fall 83F
5[A+B]:
- Crumple Duration 50F, Crumple Fall 83F
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. | 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.
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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 100 | 85 | 2 |
- Can cancel into Break Shot frames 22~34
- Projectile re-hits every 6 frames
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. | 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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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. | 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.
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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
623C | Very Short | 60 | 92 | 4 | ||||||||||||||||||||||||||||||||||||
j.623C | Very Short | 60 | 92 | 4 |
623C:
- Airborne from frame 11
- On hit, cancellable into 623C~D frames 23~39
- reversal
j.623C:
- On hit, cancellable into 623C~D frames 14~30
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. | 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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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. | 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.
A - Break
B - Eclipse Turn
C - Infinite Rush
D - Cosmic Ray
236B - Shooting Star
A - Mars Chopper
B - Stargazer
D - Lander Blow
236B - Shooting Star
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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- Can cancel into 214A~C from frame 6
- Can cancel into 214A~D or 236B from frame 8
- Can cancel into 214A~B from frame 10
- Can cancel into 214A~A from frame 12, or automatically cancels after 35 frames (listed recovery includes automatic cancel)
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. | 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.
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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- Fastest possible 214A~A is 11+11 (22F total)
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. | 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.
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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- Can pass through opponent frames 1~17
- Fastest possible 214A~B is 9+21 (30F total)
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. | 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
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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 100 | 97×3 | 3 |
- Followups occur after the second hit (frame 21)
- Fastest possible 214A~C startup is 5+9 (14)
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. | 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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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. | 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.
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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 90 | 89 | 3 |
- Forces crouching on hit
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. | 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.
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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 90 | 89 | 3 |
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. | 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.
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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 100 | 97×5 | 3 |
- Technically part of 214A~C (additional hits occur if C is held)
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. | 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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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. | 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.
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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 70 | 92 | 4 |
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. | 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 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 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.
D - Lightning Arrow
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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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. | 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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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. | 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.
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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 80 | 92 (94) | 4 (5) |
- Values in () are when hitting standing opponent
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. | 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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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. | 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
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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
632146D Lv1 / 2 / 3 | Normal | 80 | 79 | 3 / 4 / 5 | ||||||||||||||||||||||||||||||||||||
632146D LvG | Normal | 80 | 84 | 5 |
632146D Lv1 / 2 / 3:
- Values are Lv 1 / Lv 2 / Lv 3
- Minimum Damage 25%: 450 / 550 / 650
632146D LvG:
- Minimum Damage 25%: 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. | 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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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. | 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] |
- Behaves the same as every other Exceed Accel.
- 310/666 Minimum Damage
- Great pushback
- Sends the opponent fullscreen.
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.
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
|
On ODR | |||||||||||||||||||||||||||||||||||
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Long | 125 | 80 |
Astral Heat
Planet Crusher
2363214D
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. | 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
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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2363214D Lv1 | Long | 5 | ||||||||||||||||||||||||||||||||||||||
2363214D Lv2 | Long | 5 | ||||||||||||||||||||||||||||||||||||||
2363214D Lv3 | Long | 5 | ||||||||||||||||||||||||||||||||||||||
2363214D LvG | Long | 5 |
Colors
