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Makoto is Blazblue's resident boxer. She's a beginner friendly rushdown character with relatively basic tools for getting in and dealing damage. She has a standing overhead, a crossup tool, frame traps, and several lows to back up her pressure. She has a unique fireball that she can set for oki, or punch to propel it across the screen. Makoto's Drive is primarily a combo tool. She charges punches of increasing strength. Each level has a different utility. Her Overdrive cranks it up a notch to improve her damage. Makoto also has many callout tools in her kit. Her specials allow her to make hard reads for good reward. Coupled with a fast run speed, solid air dashes, and a few tricky tools, she can close the gap quickly from mid range to get up close and personal.
Unfortunately, Makoto is not without her weaknesses. Many of Makoto's attacks lack the range most of the cast has. 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.
|Lore:||Now a ex-NOL member working with Sector Seven, Makoto sets on a journey to Ikaruga with her best friend Noel to save Tsubaki. During the events of Continuum Shift, Makoto found out the truth regarding Noel and the Murakumo Units, giving her the resolution to protect her most important and cherished friend, Noel, with her own life - even if it means going against her dear friend Tsubaki.|
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. Releasing the button executes her Drive for that particular level. Makoto's drive is primarily an offensive tool. It's useful for combos and threatening strong frame traps.
- 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
- Additional properties are added to her special moves, such as wallbounce properties (noted below).
Makoto's jab. It hits very high and will whiff on many crouching characters. Not very good as an anti-air, but faster than the average jab. You can interrupt certain moves with the speed, but you'll still lose to stagger pressure. Can cancel into itself. Each hit has a slightly different animation, but the frame data and hitboxes remain the same.
- Shifts Makoto forward
- Poke tool and combo filler
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 unequivocally best counter-hit combo starter. Use it to punish whiffed or blocked dragon punches, or other moves with very long recovery.
- Note: If you land a 5B at max range it will only combo into 5D or 214A~C
5C Useful in blockstrings to frametrap after 5B, leading to good damage; also lets you chain into 6B for an overhead. Note its disadvantage on block and that it can not be jump canceled on block - once she has committed to this normal in block strings, her follow-up options become significantly more risky.
5CC is only accessible if 5C landed on a hit or guard. Useful for hit-confirming. It is also safe on block unless IB'd, so you can use it to end blockstrings. Puts the opponent in more blockstun than 5C, which lets you do airtight 214A~C mixup if you have meter.
If you delay this move enough, this move also functions as a powerful frame trap. It's extremely fast and hard to spot.
Its fast speed and relatively long hitbox make it a decent normal for punishing whiffed moves that opponents try to space her with. Since it's her 2nd fastest jab but has much less chance of whiffing, it is one of her best moves to mash out of instant blocked and/or unsafe moves. It's also useful for basic stagger pressure. Cancels into almost all of her moves including throw. If mashed, Makoto uses a different animation for the followup attacks that has a slightly faster startup than the first hit.
This is Makoto's only viable low for mix-up, although it sadly has fairly bad proration. However, she can cancel a blocked string (EX: 2B > 5C[C]) with 214AA and use 2B again. Many players will expect her high, 6B, after the blocked 5C[C] and will get caught by the second low.
She can also OTG (AKA pick up opponents "off the ground") with this normal to punish people who don't emergency tech after knockdown. Depending on the combo, you can get more corner carry or cancel into 236236D lvl2 to add some damage.
- Hits Mid
2C has great P1 proration, but has very slow start-up and a very obvious animation, making it incredibly easy to react to. However, it is extremely useful in combos since it will OTG and floats the opponent, allowing for many moves to follow it up. this move also has head invul that goes active on the 12th frame. useful for certain situations where 6A would get baited/meatied
- Fast H invuln
This is Makoto's go-to anti-air. 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.
- Forces crouch state on hit
- 110% Bonus Proration
Makoto's first and most important ground overhead. One of the fastest ground overheads out of the Blazblue cast. Can combo after 5CC on crouching opponents. Can cancel into 5CC, 6A, or 214A~C in order to combo. Ground bounces opponent on aerial hit, allowing you to combo.
- Slides Makoto forwards.
- Knocks opponent back and into the air.
This is one of Makoto's most interesting normals. The animation moves her forward quite far and, although it is very disadvantageous on block, it can be canceled into 5Dlvl2, or 214A~C for a decent frame trap that will catch jabs on normal block. It's best to use it this way by staggering it after a blocked 5C.
It's a great move for combos against floating opponents since it can carry them much closer to the corner, and for grounded opponents it also gives some interesting options.
- Can be feinted by inputting 3[C]
- Hard knockdown on CH
- Built in low profile/Call out tool
This move has both head and body attribute invincibility, along with a fairly low hitbox. This allows it to go under many attacks that other characters cannot avoid. However, this move is a double-edged sword - its long start-up makes it very difficult to land on reaction, while using it on prediction makes it incredibly unsafe. Although it can be devastating, it should definitely be used wisely and with caution. Also note that a blocked 3C is at +0, letting you catch the opponents who mash and jump by doing 2A afterwards, but its also vulnerable to instant block.
3C's invulnerability can also be used to call out almost any invincible reversal, even supers.
On normal hit, you can combo into 214A~C~B > 2A > etc.
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.
- Air to air for people above you
- Reverse gatlings to j.A
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.
- Reverse gatlings into j.A and j.B
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.
- Whiff cancels from j.C
j.CC has a niche purpose in combos. Canceling into this from a blocked jC or landing and using 2B creates a somewhat useful 50-50 mixup. Unlike 5CC, you can cancel into this from a whiffed j.C.
- Halts all air momentum
- Hops forward and then falls straight down.
Another one of Makoto's trademark moves. Makoto bounces in the air and falls on her opponent with her tail. Its altered momentum can be used to bait anti-airs. You bounce up slightly and can cancel into j.C or j.B to combo. You can be punished on block if the opponent 5As or anti airs.
- Level 1/2: essentially operate the same way
- Level 3: Blows the opponent away, Fatal Counters.
- Level G works essentially the same as Level 3.
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).
- Launches opponent
- Level 3 Fatal Counters
- In OD, has much longer untech time
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).
- Halts air momentum.
- 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.
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.
- 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.
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.
When blocking 6A+B
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
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.
- Oki tool
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.
D during Comet Cannon
- 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.
623C (Air OK)
- Meterless reversal
- Low profilable
Makoto's meterless reversal. It has very short range and relatively little invulnerability. It can also be low profiled, making it one of the riskiest reversals in the game. However, it can be very useful - especially when used in combination with Instant Blocking. Other than as a reversal, it's used as combo filler for combo routes that prioritize damage and/or heat over okizeme or corner carry and in Overdrive combos.
Be careful of moves with disjointed hitboxes, however, as these can hit you from a distance outside of Corona Upper's range.
Corona Upper (air)
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.
D during Corona Upper
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.
Space Counter - Parry
- Catches Head and Body property attacks
- Still loses to most 2As
- Can actually hit the opponent
- Can followup with 5A on CH
- Makoto cannot special cancel her normals into the parry
Makoto parries B and H attacks stunning the opponent after a successful parry and leading to a Space Counter. You can also go into the Strike if the catch hits the opponent. It loses to throws, most low hits, aerial moves, and unblockable attacks. Additionally, it should be noted that the catch has a bit of short range and can be blocked, leaving you vulnerable to punishes even after a successful parry. Because the parry is a strike, you can actually use it to set up restands.
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.
Makoto dashes with 2 illusions with 3 different arcs to confuse the enemy. The button pressed determines which arc the real Makoto will take. The picture shows each one of the different arcs. After a certain period of time the illusions will disappear. Using an attack or followup will immediately dispel the illusions.
The B and C versions let Makoto cancel into air normals. Pressing D during the B and C versions cancel into Lightning Arrow. The A version has different followups by pressing A/B/C, while pressing D cancels into Cosmic Ray. Makoto can also cancel into Shooting Star from the A version.
This is a useful special for neutral situations and helps Makoto approach.
A after Asteroid Vision A
Makoto stops running and halts in place. Useful for resetting pressure or baiting bursts and reversals, but you must be careful as you can get called out for it. Balance this with other followups in order to trip up opponents.
B after Asteroid Vision A
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.
C after Asteroid Vision A
This move is a new follow up to Asteroid Vision A in CF. Makoto reveals herself and does two punches, then an uppercut. Leads to many follow ups, but you can only cancel into them from the second punch. Can be used as a frame-trap and is not safe on block.
Can also cancel into Shooting Star.
Cancels into the following on block, hit, and whiff:
- A = Mars Chopper
- B = Stargazer
- C = Infinite Rush
- D = Lander Blow
D during Asteroid Vision A
- Startup based on earliest possible charge
- Level 3 and Level G versions Fatal Counter
- Fatal Counter causes ground slide on air hit
- Level 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 Asetroid 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.
A after Rush
- Forces crouching on hit
Follow up to Rush. A gimmicky overhead punch that leaves you at a slight disadvantage if blocked; can't be combo'd after on normal conditions - you need to Rapid Cancel or get a counter hit. Even then, on CH it only links into 2A. Thankfully it's a natural frame trap from rush.
B after Rush
- Causes untech on CH
Follow up to Rush. Low sweep that trips the opponent on hit. Only -1 on block. Use it to create high/low mixup from rush, or to end pressure if it's blocked.
You can combo into it on CH with 5B, 5C, etc.
C after Rush
- Combo ender
Combo ender for standing opponents after Rush.
D during Rush
- 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.
D during Asteroid Vision B or C
- 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
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.
- Frame 1 Foot and Projectile invuln. Can punish people using meaty lows to beat your DP.
- CH wallbounce midscreen and wall splats in corner.
Makoto slides back and forth with a strong punch to the guts. Has amazing corner carry. It can be used in certain situations to avoid getting hit by certain moves and hard punishing them, given its moving hurtbox and invulnerability. You can also punish mashing attempts by using its Foot invuln.
- Unblockable while standing
- Wall bounces at midscreen, wall splats in corner
Makoto's new special in CF that mysteriously needs to be blocked low. You'll typically see it used in situations where you would expect the opponent to stand up to block 6B. It has a slow startup though and can be mashed out of so be careful.
Big Bang Smash
- 180F Heat Gauge Cooldown
- Startup based on earliest possible charge
- Fatal Counter
Unsafe if blocked up close; can be used for full screen punishes. Used primarily in Overdrive combos. Terrible as a reversal super because it still has startup after super flash.
- Press and hold D to charge each hit in the sequence.
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.
ABCD during Overdrive
- Does not cost Heat, but immediately ends Overdrive if used.
- Behaves like all other [[BBCF/Offense#Exceed_Accel] Exceed Accels].
- 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.
- Level Determines speed and distance.
- Level G behaves like Level 3 version.
- Screen freeze ends once Gauge begins decreasing.
Practically invuln until Makoto lands her punch. Can be used in neutral to beat out certain things. Average Astral in the grand scheme of things. Has decent confirms so it sees some use to close out games.
- 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
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