Makoto Nanaya |
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Overview
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.
Drive: Impact
Makoto concentrates a large amount of energy in her fists, allowing for extremely powerful punches with a large amount of untechable time.
- All of her Drive moves have 3 different levels - holding down the D button charges the move from Level 1 to Level 3 and back down to Level 1, while releasing the button executes her Drive for that particular level.
- Charging a Drive move to level 3 is usually preferred since they do the most damage and are usually better for continuing combos.
- Level 1 and 2 Drive moves can cancel into specials now, allowing different combo routes and increasing usefulness in blockstrings.
Overdrive: Galaxian Impact
- All of Makoto's Drive moves automatically become Level G, giving them increased damage and histun and removes the need to charge them up (Although Charging is still possible), allowing for some new combos.
- New additional properties are added to her special moves, such as wallbounce properties.
- Big Bang Smash deals increased damage and has less recovery time.
- Particle Flare has a changed animation on its second hit and increased overall damage.
Strengths/Weaknesses
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Normal Moves
5A
5A |
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Makoto's Standard jab. It hits very high and will whiff on many crouching characters. Not very good as an anti-air, but with 5 frames of start-up it is very fast move interrupting your opponent's moves. Can cancel into itself and these hits all have slightly different animation, but the frame data and hitboxes remain the same. BBCF Changes
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5B
5B |
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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.
BBCF Change
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5C
5C | Template:AttackDataHeader-BBCF |
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2A
2A |
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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. |
2B
2B |
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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 - use it to punish people who don't emergency tech after moves such as Infinite Rush or Corona Upper and add on more damage while carrying closer to the corner (if the opponent is close to death, you can 2B > 236236D lvl2 to add 1220 damage to the end of a combo). |
2C
2C |
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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 BBCF Changes
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6A
6A |
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This is Makoto's go-to anti-air (becomes invulnerable to aerial moves very quickly). 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.
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6B
6B |
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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 its followup 6BC, 6A, or 214A~C in order to combo. Bounces opponent on aerial hit, allowing you to combo. BBCF Change
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6C
6C |
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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. |
3C
3C | Template:AttackDataHeader-BBCF |
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j.A
j.A |
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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. |
j.B
j.B |
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This is one of Makoto's trademark attacks - it covers an area that very many characters can't replicate (mostly straight above her) and stuns for a very long time on counter hit. Helps tremendously in match-ups against floaty airborne characters like Arakune. |
j.C
j.C | Template:AttackDataHeader-BBCF |
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j.2C
j.2C |
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Another one of Makoto's trademark moves. 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 5A or anti airs. |
Drive Moves
In all cases, Holding the drive button charges up the attack, if held for longer than is necessary for level 3, the charge bar will decrease back down to level 1. If held for its full duration then Makoto will use a level 1 attack. The startup values listed show the minimum length the D button must be held to achieve that charge level.
5D
5D | Template:AttackDataHeader-BBCF |
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2D
2D | Template:AttackDataHeader-BBCF |
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j.D
j.D | Template:AttackDataHeader-BBCF |
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Universal Mechanics
Forward Throw
Forward Throw | Template:AttackDataHeader-BBCF |
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Back Throw
Back Throw | Template:AttackDataHeader-BBCF |
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Air Throw
Air Throw | Template:AttackDataHeader-BBCF |
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Counter Assault
Counter Assault 6A+B |
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Crush Trigger
Crush Trigger 5A+B |
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Specials
Comet Cannon
Comet Cannon 236A |
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Makoto lays a ball of energy in front of her. It's a projectile that's used to setup your okizeme after a corner knockdown, forcing the opponent to either block or risk a reversal. BBCF Changes
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Break Shot
Break Shot D during Comet Cannon |
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Corona Upper
Corona Upper 623C (Air OK) |
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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.
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Corona Upper (air)
Corona Upper (air) j.623C |
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Makoto's air version of Corona Upper. Although it has invul, this move is mainly used as her Air combo ender or during Overdrive combos. |
Meteor Dive
Meteor Dive D during Corona Upper |
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Space Counter
Space Counter 214D |
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Lv1 | |||||||
Lv2 | |||||||
Lv3 | |||||||
LvG | |||||||
Makoto will to parry high and mid attacks, stunning the opponent after a successful parry and leading to a Space Counter. It loses to throws, 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. On a successful parry you can now combo into 5B for a short combo. you can now restand your opponent during a combo due to Parry becoming a "Strike" Move. |
Asteroid Vision
Asteroid Vision 214A/B/C |
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Break
Break A after Asteroid Vision A |
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Eclipse Turn
Eclipse Turn B after Asteroid Vision A |
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Rush (Infinite Rush)
Rush C after Asteroid Vision A |
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Cosmic Ray
Cosmic Ray D during Asteroid Vision A |
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Mars Chopper
Mars Chopper A after Rush |
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Stargazer
Stargazer B after Rush |
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Infinite Rush
Infinite Rush C after Rush |
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Lander Blow
Lander Blow D during Rush |
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Lightning Arrow
Lightning Arrow D during Asteroid Vision B or C |
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Shooting Star
Shooting Star 236B |
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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 that can be used well now that it's not a Asteroid Vision follow up. BBCF Changes
BBCF 2.0 Changes
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Sirius Jolt
Sirius Jolt 41236C |
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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. |
Distortion Drives
Big Bang Smash
Big Bang Smash 632146D |
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Particle Flare
Particle Flare 236236D |
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Exceed Accel
Cygnus Combination ABCD during Overdrive |
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Astral Heat
Planet Crusher 2363214D |
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External References
- Japanese Name:マコト=ナナヤ
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
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Click [★] for character's full frame data
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Frame Data & System Data •
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