BBTag/Makoto Nanaya

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Overview

Overview

Makoto is a rushdown character that thrives on fast normals to stuff you, along with a spooky moveset.

There are not many positives things to say about Makoto in general. A good TLDR is that you will see other characters doing oppressive things that you can't.
Playstyle
Makoto Nanaya
Pros Cons
  • mashable normal (5A) that leads into very good damage
  • 5B is an effective anti-air.
  • unusually narrow hurtbox that filters out some combos.
  • 9f dp that is the fastest (except one counter dp being faster)
  • The best voice line to deconcentrate your opponent
  • assists that have very very niche uses and are mostly combo tools. 4P is not Ruby 4P, 6P is not Akihiko 6P, 5P is ok but there are so many other interesting assists Makoto doesn't have
  • stubby/t-rex normals are crippling against zoners and top tiers, as well as prohibit Makoto from protecting assist calls from a distance.
  • Her strong moves have many flaws, including her Reversal, 236C, 236A, and 2C underperform or outright fail in many cases.

Drive: Impact

Makoto's Impact Drive allows Makoto to charge up some of her punches. When charged, the attack will be buffed, trading increased startup for better combo-ability and frame advantage.

You can hold the button all the way and it will come out level 2, even if you don't stop holding. Although you cannot overcharge anymore, this allows to active switch out of a drive move.


Normal Moves

4A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 All 5 2 11 -1 B
  • Whiffs on crouching opponents. (Besideds Mika, Tank, Hakumen, Tager)
  • Can be canceled into itself up to 3 times.
  • Jump cancellable.
  • Whiff cancelled into itself
  • Throw cancellable
Level P1 P2
1 100 70

5A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5A 1500 All 7 6 16 -5 B
5AA 1700 All 8 7 16 -4 B
5AAA 1700 7 6 24 -11 B
5AAAA 2000 All 11 3 31 -13 B
  • Very active, great startup and good range
  • Jump Cancellable
  • Moves Makoto forward
  • Throw cancellable
  • Very Active

5A is Makoto's best poke. It already has decent range on its own but combine the fact that it moves you forward with the momentum of a dash and this button will hit further than it looks at first glance.Because it moves Makoto forward, it's best to do this when you are starting to get pushed out further from 2A range when an opponent will most expect an attempt to reset pressure and try to mash or jump out.

Just to note, this move is great but it's not a disjointed hitbox so be careful when using i


  • Moves Makoto forward
  • Jump cancellable
  • Throw cancellable
  • Has pushback
  • Can be used as a frame trap

  • Jump cancellable
  • Has less range then the other 2 prior, meaning that it can whiff due to 5A/AA pushback
  • Just like 5AA,can be used as a frame trap

  • Has knockback
  • Best starter but not worth going for
Version Level P1 P2
5A 3 100 80
5AA 4 100 85
5AAA 4 100 85
5AAAA 5 100 90

5A:
5AA:
5AAA:
5AAAA:

  • Values in [] are for Level 2 version

5B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5B 1500 All 11 4 23 -10 B 5~14 H
5BB 1700 All 14 3 28 -12 B
5BBB 2000 All 17 5 32 -16 B
  • Very reliable Anti-Air with a good amount of vertical reach
  • 5-14f head invulnerable
  • No longer launches on hit like past versions

Because the head invuln kicks in pretty early, Makoto's 5B is a very reliable Anti-Air to use on reaction to punish attempts to jump in on her. You convert from this button with 5BBB air combo, 5BB comet. Another route is 5BB > 214AAB , 5AAA... but it requires that the opponent is not grounded (e.g.: with 5B anti-air) because 5BB > 214AAB , 5A doesn't work on grounded opponent.

This button has a lot of recovery on whiff and the opponent will bait you in using it on block and punish you for it with pushblock into buttons.

5B has a great stagger window to cancel into 5BB on block, making it an ok active switch button for a left-right mixup: 5B~B+D where 5BB is delayed so there's a gap so the crossup protection doesn't kick in because 5B~B is not a true blockstring. Then the opponent has to actually switch guard direction to block it.

Can reverse beat into 5A.


  • Slams the opponent onto the ground.
  • If the second hit of 5B is delayed on grounded opponents, it will not be a true blockstring/combo
  • Depending on how high your opponent is you will have to delay the second hit of 5B

  • Launches on hit
  • Not jump-cancellable on block
  • 5BBB > 236C is a 5 frame trap although not worth going for since your'll just be pushblocked
Version Level P1 P2
5B 3 90 80
5BB 4 100 85
5BBB 5 100 80

5B:
5BB:
5BBB:

5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800 High 26 3 18 -4 B
  • Safe on block
Level P1 P2
3 100 100

2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 All 6 3 10 -1 F
  • Good for stagger pressure
  • Chains into itself up to 3 times
  • Not a low
  • Throw cancellable

2A is mostly used as a way to start your pressure. Stagger your 2As to catch people trying to mash out of pressure resets

Level P1 P2
1 100 70

2B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 Low 9 3 15 -1 F

One of only two moves in her toolkit that hits low. Can cancel into 5B.

Any move that is pushblocked can be made safe by rebeating into 2B because of it's good recovery. This way, you don't die to pushblock super/button all the time because you decided to use 5B on block. Be happy you didn't die, they used one meter to get back to neutral and go again after they did whatever they did after pushblock (assist cooldown, whiffed move, dp because they mashed pushblock, super...).

2B reverse beats into 5A

Level P1 P2
3 90 80

2C

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
2C 1700 Low 30 4 12 +3 F 6~23 HB
2[C] 35 6~23 HB
  • Funny roundstart
  • Good Counter Poke
  • Has invuln against Body and Head Attribute Strikes, which means you can invuln through distortions and dp's
  • The invulnerability doesn't last until the leg hits
  • Launches on hit.
  • Works with Happy birthdays

Makoto advances with a low profile and ends with a leg sweep.

Some moves are too active to bypass them with the invuln.

Roundstart 2C is definitely a thing that will force the opponent not to autopilot 5A roundstart. At higher level, roundstart 5A is less of a thing since the opponent is more likely to catch you with assist so don't overuse it.


  • Advances without the legsweep.

Useful for faking out your opponent.

One basic mix is to use it on incoming (to invuln) and throw them. Because of the startup, this move is reactable so don't overuse it.


  • Instead of the legsweep, you can hold 2C and you will have no recovery after the low profile.
Version Level P1 P2
2C 4 90 85
2[C]

2C:
2[C]:

j.A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.A 1500 High 10 6 11 H
j.AA 1500 High 5 3 22 H
  • Whiff cancellable to j.AA

Use preemptively to avoid losing to other air moves


j.AA is mostly used in combos, mix, or to hit confirm a jump in.

Version Level P1 P2
j.A 3 100 80
j.AA 3 80 80

j.A:
j.AA:

j.B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 High 11 4 12 H
  • unique Air to Air normal because of it's hitbox
  • On an air to air Counter Hit, it has enough untech time to land and convert it into a combo

It's one of the few air normals in the game that has a hitbox above the character, making it really good at hitting people higher up in the air than Makoto. If you're having trouble with a character trying to do stuff at super jump height, try using a rising j.B to hit them out of it.

Level P1 P2
4 80 85

j.C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 High 14 Until L 9 H
  • You can convert it into a combo by linking j.AA as you're falling
  • This move is punishable on block by any non-counter dp. The consequence is that you will only use this move as an air-to-air or a matchup knowledge check

During the startup of j.C, Makoto will be lifted upwards before she comes down on the opponent. This lift upwards can be very useful for dodging well timed anti-airs from your opponent and then punish their recovery.

This move is punishable on block by most dps used on its own, you can fast-fall using J.AA to avoid getting punished by frame 14 dps and above (DOES NOT APPLY TO COUNTER-REVERSALS)

Anti-airs below 14 frames of start-up will beat J.C and J.C > J.AA

Level P1 P2
3 80 70


Universal Mechanics

Ground Throw

5B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0×10, 2000 Throw 7~30 3 23 T
  • In the corner you can do 214A[B] after throw for better damage
  • 4B+C > 2B > 5AAA is what you want if you use backthrow.
Level P1 P2
0×10, 4 100 50
  • Minimum Damage 2000

Corona Upper

5A+D (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
AD 1500 Air Unblockable 9 4(2)12 27+17L -44 B 1~16 All
j.AD 1500 All 8 8 Until L+17 H 1~9 All
  • An uppercut attack. Probably the most DP-like of the universal Reversal moves.
  • It's the fastest non-counter dp in the game, as a result you CAN get out of bad/fake/poorly executed safejumps.
  • Alternatively, there is a gap in active frames so opponents may avoid the first hitbox and land during the gap (thus being able to block this move).
  • No backwards hitbox period.
  • Ground Counter-hit Corona Upper can be combo'd into 4A but it is very percise, leniency is granted

depending on how far you were from the opponent on the intial dp hit

  • Air & Ground Counter-hit Corona Upper in resonance can be resonance cancelled into Particle Flare

if the follow-up is hit right before landing


  • Air Corona Upper is the way Makoto can convert off of air hits and bring your opponents back to the

ground for combos, this can be done by pushing your opponent up high in the air (usually done by J.B) then using Air Corona Upper while your opponent is a considerable amount above you, and delaying your follow-up until you're about to land to convert into 4A/5A depending on how high your opponent is. EX. 5AAA > 5BBB > J.A > J.B > AD(A) > 5AAA > 5BBB

Version Level P1 P2
AD 4 80 60
j.AD 4 80 60

AD:

  • Minimum Damage 75


j.AD:

  • Minimum Damage 75

Meteor Dive

Corona Upper -> A/B/C (Chargeable)

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000 [2500] All 6 Until L+10 H

Downward punch that sends them to the floor.

  • Chargeable
  • Only available on hit

Get more Reversal for your Reversal with this. No reason not to. Holding A+D and releasing instead of hitting A or D separately after the attack may prove easier for some people.

You can perform the follow-up in two ways:

  • hold A and D ([A+D])
  • tap A+D, press A again and hold (A+D~[A])

The first method performs the follow-up ASAP, rarely a necessity (except when you have no meter and could get a kill with dp follow-up, which is rarely the case)

The second method leads to advantageous oki if you are not too far in your combo and the hitstun decay isn't too high. Why? Because you delay the follow-up since you have a window to perfom the follow-up. The oki you get from this is that you reach the ground at the same time as the opponent perfoms an automatic ground tech, which gives you the opportunity to run forward and meaty with 5A on opponent back tech, or backdash and still get meaty 5A or throw (even on 5f mash!) on opponent forward tech. It's not the best but it's there for you to use.

I recommend using the second method because oki is better than niche scenarios.

Note: you can dp active switch but the drive follow-up (which is this move) will not come out.

Level P1 P2
4 [5] 48 100
  • Values in [] are for Level 2 version
  • Considered part of preceding attack, no additional damage scaling applied
  • Minimum Damage 100 [125]


Skills

Comet Cannon

236A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
700×3 All 14 69 Total: 44 -3 P
  • Good for controlling space defensively
  • doesn't happy birthday unless the opponent is on top of orb
  • Absorbs 3 projectiles before deactivating
  • Last 2 seconds

A very interesting part of Makoto's neutral game. Makoto places a projectile orb in front of her. The projectile is multi hitting and active for a good amount of time, allowing it to hit people out of both ground and air approaches, unless they use a very disjointed normal. Strategically using to stop approaches is going to force your opponent to be more cautious and slow down the pace of their approach, allowing you to play your spacing and footsies game more comfortably.

Orb loses to all hit-scan projectiles but Susanoo 6P

Wallbounce in corner isn't consistent amongst all characters: (P.S This is done by running into the corner and doing 5AAA > 5BB > 236[A], other factors like doing less or more buttons will affect results!)

Never sends out of corner: Nu, Hakumen, Platnium, Celica, Akihiko, Aegis, Hyde, Waldstein, Carmine, Gordeau, Orie, Hilda, Weiss, Blake, Heart, Yumi

Need to delay inputs: Hazama, Nine, Susanoo, Naoto K, Yosuke, Chie, Ruby, Neo

Always Sends out of corner: Ragna, Jin, Noel, Rachel, Tager, Makoto, Izayoi, Azrael, Es, Mai, Jubei, Yukiko, Kanji, Teddie, Mitsuru, Adachi, Labrys, Linne, Vatista, Merkava, Mika, Akatsuki, Blitztank, Yosuke, Naoto S

Sends out of corner if delayed: Elizabeth, Yuzuriha, Seth, Yu

Level P1 P2
2 80 75
  • Minimum Damage 35×3 (105)

Break Shot

Comet Cannon -> A (Chargeable)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236A > A 700, 1500
[1000, 1700]
All 20 [24] X,8 15 B, P1
  • Level 1 blows back
  • Level 2 wallbounces
  • The charge part (236A) will not happy birthday
  • A launcher
  • Can cause you to accidentally lose you the corner
  • Can convert from fullscreen
  • minus on block and punishable if not spaced right (with level 2) Video example
  • most likely unintended you can punch ball while being away from it after getting pushblocked

Oki wise, this move is a pretty good ender. You can auto chase when air dashing low to create sameside/sandvich

You can always create a sandvich situation when air dashing high (although it won't safejump everything) and it's pretty good

This move is crucial in getting juggle oki (from 5BB juggle), where you can setup an AS left/right (video)

To avoid losing the corner, it might be more wise to go for an air route with 5BBB.

You can use this move to active switch out even though the startup is lengthy. Hold down A while active switching with D and level 2 will come out.

Version Level P1 P2
236A > A 4, 3 [5, 4] 100, 80 85, 75
[90, 75]

236A > A:

  • Values in [] are for Level 2 version
  • Minimum Damage 35, 75 (105) [50, 85 (135)]

Shooting Star

236B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 All 20 3 25 -9 B
  • Invulnerable on startup but not frame 1 (in CF, she was low invuln from frame one then all invuln around frame 6-7). Do not use it as a reversal because it isn't one.

Makoto slides back and then forward, delivering a powerful gut punch.

  • use it as an active switch move when running sandvich mix (236B+D) as the pickup on hit is easy (5A/2A pickup usually)
  • has some invuln but I advise against challenging moves that have lots of active frames or good range. It's possible to invuln through Jin Touga super and some other things but do not deliberately try it.
Level P1 P2
4 80 85
  • Minimum Damage 85

Asteroid Vision

214A/B/C

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214A Total: 35
214B Total: 36+6L
214C Total: 45+6L

You will either use the A follow-up for combos, B/C for a gap close.

  • one mix with it can be trying to sideswap unexpectedly by forcing a ground tech (video)

214B is the most useful asteroid vision of the 3 in neutral.

  • blockstring > 214B + 4P so downbacking habbit is punished since assist will hit after you have crossed up. This is the most unreactable unfair thing Makoto has, she can cancel into this from any button but she needs to call assist. It's not as dumb as IOH with a solo confirm like Merkava/Rachel have but it's pretty close.
  • run up 214B > j.A is an option. If you are lucky enough, CH j.A into 5AAA and combo from there.
  • it can happen that 214B > j.AAB can give you the setup for an unblockable ground dp if you j.A on block an aerial opponent
  • whiffing j.A makes you lower to the ground, which can be used to perfom setups such as juggle combo into 5BB knockdown > 214B > j.AA whiff > 5C cross-up on (auto pilot) back tech that beats 8f mash (Nine fastest normal), which is definitely gimmicky but hey, if you can land that juicy extra assault, it can give you the edge and is spooky enough to hit opponent at least once. If they mash to stuff your 5C, remember you can stuff their 5C stuff attempt with 5A since 5A has much better startup!

Do not attempt at using this special (nor C version) in combos, it's not worth it. I've wasted enough time myself so don't do the same.

Note: you can perform j.C at the far end of 214B (and 214C)


If you are feeling yourself, you can call out ES pushblock touga super and punish him on the way down with lightning arrow.

When the opponent doesn't delay incoming and after killing with 214[B+C], you can setup 5A 5B whiff 214C > [C] for an ambiguous hit that safejumps. Won't work on all character but it is spooky. Video Example

Version Level P1 P2
214A
214B
214C

214A:

  • Earliest possible cancel at Frame 6 for A Followups, Frame 8 for B/C Followups


214B:

  • Earliest possible cancel at Frame 15


214C:

Rush

A Asteroid Vision -> A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
500×2, 1500 All 9 3(6)3(8)4 36 -23 B
  • sometimes you get pushblocked right when you cancel into this special but accidentally beat their button with it. You can sometimes convert with 5A from such scramble

It may be possible that it is still possible to change side with the opponent from an air pickup using a high juggle (outdated pre 2.0 tech)

Level P1 P2
3 80 80
  • Earliest possible cancel at Frame 20 for A followup, Frame 20-22 for B/C Followup
  • Minimum Damage 25×2, 75 (125)

Infinite Rush

Rush -> A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
500×6,1500 All 9 3(6)3{(3)2}×4(8)4 36 -23 B
  • Good for ending combos on the ground

Very very good to call assist there because of Makoto's A's and infinite rush proration: 5A(AA)214AAA > assist > 5AAA5B[B] > PF is 9k minimum. Very burstable though unless you use Mai 4P.

Level P1 P2
3 80 80
  • Considered part of preceding attack, no additional damage scaling applied
  • Minimum Damage 25×6, 75 (225)

Lander Blow

Rush -> B (Chargeable)

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 [2000] All 13 [23] 3 20 [11] -4 [+7] B
  • Level 1 can be used as a combo extender on airborne opponents
  • Level 2 is + on block but mashing will win against it so don't try it

Referred as 214AAB because 214A > A > B is too verbose even if right

Level P1 P2
4 [5] 80 75 [80]
  • Values in [] are for Level 2 version
  • Minimum Damage 85 [100]

Cosmic Ray

A Asteroid Vision -> B (Chargeable)

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 [2000] All 17 [20] 8 29 [14] -4 [-1] B 8~24 F
[8~27 F]
  • It's + on block from afar (proof)
  • On hit, you can link 2A to convert the Level 2 version into a combo
  • The charging part has leg attribute invuln which means you can stuff lows if you are feeling yourself.

It's a gap closer.

Level P1 P2
4 [5] 70 85 [90]
  • Values in [] are for Level 2 version
  • Minimum Damage 85 [100]

Lightning Arrow

B/C Asteroid Vision -> C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 [2000] High Until L 9L H
  • On hit on a grounded opponent, you can link 5A to convert it into a combo

You cannot convert from it as an air-to-air without assist. Obviously, the assist version has a ground bounce that has enough untech time to AS into it and convert from it but the non-assist version doesn't.

Level P1 P2
4 [5] 80 85 [90]
  • Values in [] are for Level 2 version
  • Minimum Damage 85 [100]


Extra Skills

Sirius Jolt

236C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 [2000] All [Unblockable] 26 3 26 -10 B
  • (Standing hit only) Wall bounces. Wall splats in the corner.

An accurate description of this move is that it is a glorified low.

Sirius Jolt is a strong, unblockable wallbounce/wallsplat hit ONLY on a standing opponent, and will be fairly weak blockable ordinary hit in all other cases (crouching, airborne). Unlike jumping attacks, you cannot "fuzzy" with the standing unblockable hit against blockstun because if the opponent is considered to be switching guard during blockstun (either crouch-to-stand or stand-to-crouch), Sirius Jolt simply whiffs completely instead.

You want to use this move only after conditionning with non-juggle 5BB > 5C standing reset as a layer 2 (layer 3 being jump cancelling out of 5BB to bait dp). 5BB > 236C is a 5f trade in your favor since the wall bounce still occurs.

Note: this special is trash in combos as it scales everything and can mostly only be used as a low starter that is unsafe on block.

Full (technical) explanation:

  1. There's something that causes the lv5 unblockable hit to only happen when opponent is in standing (or transitioning to/from standing) state, and if it's satisfied, then the lv4 weak hit doesn't happen
  2. The Lv5 hit also follows the rule of Unknown11061, which prevents the hit from connecting if opponent is in crouching state or if opponent is transitioning from crouch to stand or vice versa during blockstun (this flag is also seen on Ragna's GH followup, Noel/Es command grabs, and Yukiko 6P, among others, and behaves the same there)
  3. Unfortunately in the case that both 1 and 2 are satisfied, the weak hit still doesn't happen, so Sirius Jolt just outright whiffs due to the rules of 2.
Level P1 P2
4 [5] 90 80 [90]
  • Values in [] when hit standing opponent
  • Minimum Damage 150 [200]

EX Lander Blow

Rush -> C

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214A > A > C 2200 All 12~36 3 11 +7 B
  • plus on block
  • throw mix available behind it
  • true string into 2A for extremly long blockstring depending on how much meter you have. Try it with resonnance for forcing pushblock or eating a ton of cheap dmg.

It's a poor combo filler unless used at the very beginning, for combos such as 5AAA > 214AAC , 5AAA5BB (leading into standing reset) where it adds 500 dmg.

You can loop this move up to 2 times for a standing reset.

Avoid at all cost using this move for combos unless you need an "emergency" link with 5BB21AAB > 5AAA5BB214AAC > 5BB because of hitstun decay that might mess up your combo (too specific, just forget this move in combos outside of standing resets).

On block, you can reset your blockstring with 214AAC , 2AAA5AAA5BB214AAC , 2AAA... as long as you use 214AAC , 2A, you can true string until you are out of meter.

With resonance, you can potentially chip the whole health bar and the opponent HAS to pushblock you out if he doesn't want to be in lethal range.

When the opponent is in resonance, he also has to pushblock you out because you will stall all of his resonance time by blocking you. One very good aspect is that he either pushblocks you and has meter gain penalty (which is a huge mitigation of resonance regen) or he wastes resonance time.

You can charge the final punch for a frametrap (214AA~C). Unlike 214AA[B], you can make it a 5f frametrap. Charging the punch has no particular effect other than creating a gap in the string.

Version Level P1 P2
214A > A > C 5 100 80

214A > A > C:

  • Minimum Damage 220

EX Cosmic Ray

A Asteroid Vision -> C (Chargeable)

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2200 All 16~32 8 12 +1 B 8~(23~39) F
  • Great neutral tool for closing the gap
  • throw when blocking this move is pretty common

The extra skill version of Cosmic Ray is the old Level G Cosmic Ray from BlazBlue. It's plus on block like Level 2 Cosmic Ray but it's startup is a lot faster compared to Level 2 Cosmic Ray since there's no charge time. When well spaced, it's a great way to close the gap in neutral. On hit, you can link 5A to convert it into a full combo. On block, you can start pressure instead.

Much like the other versions of Cosmic Ray, EX Cosmic Ray is vulnerable to people jumping so make sure to time this for when your opponent is playing more grounded or when they're landing from jumping around.

Level P1 P2
5 70 90
  • Minimum Damage 220


Partner Skills

5P

Infinite Rush

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000×2, 2000 All (18)+13~32 2(6)2(8)4 36 -28 B
  • Great lockdown and pressure assist
  • Good for extending combos against grounded and low to the ground airborne opponents
  • Final punch launches on hit

Her best assist. Infinite Rush does multiple hits on block or whiff, moves Makoto forward as she does it and travels 80% of the screen. These are really good for multiple reasons. In neutral, the multiple hits are very good for either confirming into a combo or locking down an opponent so you can dash up and starter pressure, especially when used in combination with tactics your point character can use.

In pressure, the multiple hits are useful for locking down an opponent to allow you to go for one good mixup. Because Makoto moves forward such a great distance during the skill, it's both resilient against pushblock and good for keeping an opponent locked down so you can dash back in after being pushblocked out. Unlike other lockdown assists like Jin 6P or Chie and Kanji's 4P, it doesn't pushback the opponent when they pushblock it midscreen either so it's pretty useful anywhere on the screen for your pressure.

It's also nice for combos since the final punch of Infinite Rush is untechable until the opponent touches ground. Combined with the multiple hits, you'll have plenty of time to follow up your combo with whatever you desire. However, it only hits closer to the ground so keep that in mind. For opponents that are more airborne when you need to extend your combo, consider doing Makoto 4P instead.

Level P1 P2
3 70 80
  • Minimum Damage 50×2, 100 (200)

6P

Cosmic Ray

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2500 All (18)+26 8 14 +6 B
  • Wall bounces, allowing you to convert it into a combo or extend a combo
  • good frame advantage on block
  • is not fullscreen anymore since wall bounce change

6P > CC > 5P is a frametrap when it doesn't outright true blockstring

You could active switch into this move on hit and convert with 5AAA...

Level P1 P2
5 70 85
  • Minimum Damage 125

4P

Lightning Arrow

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000 All (18)+26 20 15L H
  • This move is illegal since no assist is allowed to loop into itself with 2.0 patch change (proof)
  • Very few char can make use of this outside of unsafe to burst combos, like healing 3/4 of your health or getting fire levels
  • Good for extending combos on airborne opponents and active change combos
  • Gives a large ground bounce and an OTGable knockdown
  • You can active switch into this move on hit and combo

You wish it was ruby 4P sometimes

Except Mai who can make use of this assist

Level P1 P2
5 70 90
  • Minimum Damage 100


Distortion Skills

Big Bang Smash

236B+C (Chargeable)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236BC 4500 [5000] All 5+(192 Flash)+13 18 Total: 74 -38 [-36] P2 1~23 All
Enhanced 236BC 5800 All 5+(201 Flash)+13 18 Total: 74 -36 P2 1~23 All
  • Startup is big so don't expect to punish everything
  • Can be used as an anti-air
  • Is the only distortion Makoto can happy birthday with

Big Bang Smash(referred as BBS for short) is very important for makoto's neutral as it's one of her few long range tools. Against zoners, BBS is her only antizoing tool.As such,in those matchups, it's best to save meter for BBS.The LV1 version goes halfscreen, LV2 goes 3/4s but since charging doesn't increase the startup while still increasing the damage and range,there no reason to do the LV1 version.In terms of combos, there are 3 scenarios where you use BBS over Particle Flare.

  • Catching burst due to its invul.
  • Cashing out in happy birthdays since Particle Flare can't happy birthday.
  • BBS loops. If you launch the enemy with 5BBB or used a assist to launch them, you can combo after BBS with 4A. It can only be done in the corner due to knockback. It's best to do this when your partner is dead since makoto can't use meter for extending combos unlike most characters.You can get 10K if you end with Particle Flare and with res you can get some really high damage.Check the combo section for more info.

Some character specific tech:

  • You can punish Nine beam super ONLY if you BBS before the second beam because of her extended leg.
  • Can be used as a starter to punish Linne dp since she goes so high up in the air Video exampleYou can technically you can do this to more characters if you hit them high in the air.
Version Level P1 P2
236BC 4 [5] 80 60
Enhanced 236BC 5 80 60

236BC:

  • Values in [] are for Level 2 version
  • Minimum damage 1350 [1536]


Enhanced 236BC:

  • Minimum damage 1914

Particle Flare

214B+C

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214BC 1500 [2000] All 1+(42 Flash)+4
[1+(42 Flash)+7]
4 58 -40 [-38] B 1~8 All
[1~11 All]
214BC > X 1500 [2000] All 1+(43 Flash)+2
[1+(43 Flash)+4]
4 51 -36 [-34] B 1~16 All
[1~18 All]
214BC > X > X 5000 [7900] All 28+(50 Flash)+12 6 Until L+12 H 1~End All
Enhanced 214BC 2000 All 1+(42 Flash)+4 4 58 -38 B 1~8 All
Enhanced 214BC > X 30×28, 1200 All 1+(43 Flash)+8 2×28(7)4 56 B 1~85 All
Enhanced 214BC > X > X 10500 All 28+(50 Flash)+12 6 Until L+12 H 1~End All
  • Makoto's main combo ender and reversal super
  • Can be looped if you don't do the 3rd part. Doesn't add that much damage but can stall time
  • If you hold the button, all three parts will come out as level 2 Video Example

Particle Flare (referred as PF for short) is makoto main combo ender due to it's high minimum damage. It has short range so make sure your close since it's mega minus. The LV1 version has 5f startup so you can use it for catching bad safejumps. PF is great for DSD due to its long duration.

Version Level P1 P2
214BC 4 [5] 80 100
214BC > X 4 [5] 100 60
214BC > X > X 4 [5] 100 60
Enhanced 214BC 5 80 100
Enhanced 214BC > X 3×29, 5 100 100×28, 60
Enhanced 214BC > X > X 5 100 60

214BC:

  • Values in [] are for Level 2 version
  • Makoto immediately enters recovery on hit/block
  • On whiff, recovery is 78F
  • Minimum damage 300 [400]


214BC > X:

  • Values in [] are for Level 2 version
  • Minimum damage 300 [400]


214BC > X > X:

  • Values in [] are for Level 2 version
  • Minimum damage 1000 [1580]
  • Total minimum damage after all hits of Particle Flare: 1600 [2380]


Enhanced 214BC:

  • Makoto immediately enters recovery on hit/block
  • On whiff, recovery is 78F
  • Minimum damage 300


Enhanced 214BC > X:

  • Minimum damage 4×28, 180 (292)


Enhanced 214BC > X > X:

  • Minimum damage 2100
  • Total minimum damage after all hits of Particle Flare: 2692


Distortion Skill Duo

Big Bang Smash

P during Partner's Distortion Skill

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000 [2500] All 1+(134 Flash)+1 18 Total: 61 -39 P2 1~6 All
  • unlike 236[B+C], it can pick up from the ground
  • although UNINTENDED (because of the punch animation glitching), you can charge this by holding B for a delayed hit
  • Can be used for double super setups and can make unsafe supers safe. A good DSD all year round
Level P1 P2
5 100 100
  • Values in [] are for Enhanced version
  • Minimum Damage 2000 [2500]


Astral Heat

Planet Crusher

222B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
All 5+(90 Flash)+21
[5+(90 Flash)+11]
4 28 -18 B 1~29 All
[1~19 All]
  • Invincibility ends before active, so this can trade. Will not KO in that case
  • notice the increased startup when not charging, which is counter-intuitive

Makoto's astral.Flashy but not the most practical since makoto's assists aren't very good plus her meter it better spent on EX cosmic ray to help her in. Best way to combo into is 5BB and 214AAB. I recommend the second since the cancel window is better.Always do the LV2 version though.

Level P1 P2
5
  • Values in [] are for Level 2
  • Only attacks if opponent is close to Makoto
  • When opponent is too far, total duration is 5+(90 Flash)+40 [5+(90 Flash)+28], invincible from 1F until last 12F


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