BBCF/Makoto Nanaya/Combos

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 Makoto Nanaya


Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+A becomes 236A.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
RC = Rapid Cancel
OD = Overdrive
ODc / cOD / ODC / OD Cancel = Overdrive Cancel
EA = Exceed Accel
AM =  Amane
AR =  Arakune
AZ =  Azrael
BG =  Bang
BU =  Bullet
CR =  Carl
CE =  Celica
ES =  Es
HK =  Hakumen
HZ =  Hazama
HI =  Hibiki
TG =  Tager
IN =  Izanami
IZ =  Izayoi
JI =  Jin
JU =  Jubei
KG =  Kagura
KO =  Kokonoe
LA =  Λ-No.11-
LI =  Litchi
MA =  Mai
MK =  Makoto
MU =  Mu-12
NA =  Naoto
NI =  Nine
NO =  Noel
NU =  ν-No.13-
PL =  Platinum
RC =  Rachel
RG =  Ragna
RE =  Relius
SU =  Susano'o
TK =  Taokaka
TS =  Tsubaki
VK =  Valkenhayn
TE =  Terumi


Combo List

For more combos, check this Dustloop forum

All Drive moves are assumed Level 3 (e.g 5D refers to level 3 5D). Otherwise, drives with parentheses specify the level drive attacks e.g 2D(lv2) refers to 2D level 2.

Midscreen

... > 5C > 5CC > 214A~C ...If nobody got me, I know 5CC 214A~C got me
Easy


[

The most basic combo that will never fail you, as long as you dont ask too much of it. Gives good okizeme and can be pushed a little for damage. However, because of its limited followups outside the corner, its usually better to only do this combo from 2A starters, especially if you did a long gatling chain before hitconfirming like 2A 2A 2B 5B 5C 5CC.

  • On ground hit it is just always better to do 214A~C~C for the extra damage and heat gain.
  • Works on air hit, but 214A~C~C will drop depending on the character.
  • Can be followed up up with 5C in the corner.
Combo Condition Damage Heat Gain Works on: Difficulty Notes Video
2A > 2B > 5B > 5CC > 5D(lv2) > 214A~C~C Normal starter 2011 - Everyone Universal 2A combo.


... > 5CC > 2D(lv2) > 236A > 6A > 2D(lv3) > ...*slaps squirrel* this baby can fit so many optimizations
Easy to Hard


[

This is one combo that can be adjusted to be as hard or easy as you want it to be.

5CC > 2D(lv2) > 236A > 6A > 2D(lv3) is Makoto's foundational launcher package and is mandatory to learn and hit every time. 236A > 6A is a link; 236A has a bit of recovery thus the 6A has to be delayed. The link is relatively lenient and can be mashed. After this it is possible to go into an air combo by linking 5CC or 6A and jump cancelling for an easy combo, or by linking 6B for an intermediate or hard combo.

  • Beginner-to-intermediate players can cut the combo slightly short and not lose out on much damage. The expandable table below lists the variations.
  • This combo does NOT work on air hit.
Combo Condition Damage Heat Gain Works on: Difficulty Notes Video
2A > 2B > 5C > 5CC > 2D(lv2) > 236A > 6A > 2D(lv3) > 6B > 6A > jCB > dl.j.623C ~ dl.D Normal starter 2403 - Everyone Medium Higher damage 2A that needs a faster confirmation into 5CC. Does not work on standing characters if more than 2 normals are used before 5C. The delays are needed to set up more advantageous okizeme. Can replace 6B with a simple 6A jB j623C to make it even easier.
5B > 5C > 5CC > 2D(lv2) > 236A > 6A > 2D(lv3) > 6B > 214A~C 66 5B 5CC j.B dl.j.623C ~ dl.D Normal starter 3204 - Everyone Hard Slightly higher damage for a significant increase in difficulty. The microdash cannot be longer than 3f. The microdash cannot be delayed. On a long starter this combo is very practical because the microdash is significantly more lenient(=<3f).
2A > 2B > 5C > 5CC > 2D(lv2) > 236A > 6A > 2D(lv3) > 6B > 214A~C 66 5B 5CC j.B dl.j.623C ~ dl.D Normal starter 2554 - Everyone Very Hard Slightly higher damage for a significant increase in difficulty. The microdash cannot be longer than 1f. The microdash cannot be delayed.


...(air hit) > 5CC > 2D(lv3) > 66B~C > 2C > 2D(lv3) > ...For catching backdashes, moves airborne in startup, hovers, rolls, downtech, ...
Easy to Hard


[

The basic BnB drops on air hit, but this combo uses the same confirmation string and works on airborne hits instead. For non-attribute antiairs like 5A, routing into 6A 2D(lv3) is also an option; that choice is better for hitting opponents higher up but worse for damage and ease of hitconfirm.

Just like the basic BnB, it can be adjusted to reduce the level of difficulty by removing the 214AC 665B package.

  • Does NOT work on ground hit.
  • The first microdash can be omitted based on character and distance. If the first microdash 66B is skipped, any later 6Bs must have a microdash.

Full Combo Table

Combo Condition Damage Heat Gain Works on: Difficulty Notes Video
2A > 2B > 5B > 5CC > 5D(lv2) > 214A~C~C Normal starter 2011 - Everyone Universal 2A combo.
6B~C > 2C > 214A~A > 66 > 5CC > 2C > 2D(lv3) > 66 > 6B > 6A > j.CB > dj.CB > j.623C~D(lv3) Crouching opponent 3275 - Everyone Overhead starter crouch confirm. If opponent is too far for the 2C to connect, the combo can be ended early with 6B~C > 5D(lv2) > 214A~C~C.
214A~C~A > RC > 2B > 5CC > 2D(Lv2) > 236A > 6A > 2D(lv3) > 66 > 6B > 6A > j.CB > dj.CB > j.623C~D(lv3) 3196 - Everyone Mars Chopper overhead confirm.
6A AA > j.(C)B > dj.CB > j.623C~D(lv3) 2164 - Everyone Basic 6A Anti-Air combo.
5B+C > 214A~A > 5B > 6A > 2D > 6B > 214A~C~B 2510 - Everyone Forward throw starter. For additional damage, 6B > 6A > Air Combo can be substituted at the cost of weaker oki.
4B+C > 41236C > 6A > 6B > 214A~C~C > 66 > 5B > 6A > j.CB > dj.CB > j.623C~D(lv3) 3499 +25 Heat Midscreen back throw combo

Corner

For Orb Oki, a microdash before the 236A is needed for proper spacing. This can be input with 2366A, but will be notated with 66 > 236A in the combos below.

Combo Condition Damage Heat Gain Works on: Difficulty Notes Video
2A > 5B > 5C > 6C > 5D(lv3) > 66 > 2B > 6A > 2D(lv3) > 2C > 214A~D(lv3) > 66 > 236A Normal starter 2405 - Everyone Corner BnB
2A > 5B > 5C > 6C > 5D(lv2) > 236A~D(lvl3) > 66 > 5CC > 2C > 214A~D(lv3) > 66 > 236A Normal starter 2596 - Everyone Alternative corner bnb.
2A > 5B > 5C > 6C > 236A~D(lv2) > 5CC > 2C > 236A~D(lv3) > 6A > 5D(lv3) > 2C > 214A~D(lv3) > 66 > 236A Normal starter 3020 - Another alternative corner bnb. Possibly missing microdashes and other information.
5B > 5C > 6C > 5D(lv3) > 214A~C > 5CC > 2C > 2D(lv3) > 5D(lv3) > 2C > 214A~D > 66 > 214A Long starter 3486 - 5B corner combo.
2B > 5C > 6C > 5D(lv3) > 66 > 2B > 6A > 2D(lv3) > 2C > 236A~D(lv3) > 66 > 6A > {{clr|D|5D(lv3)} > 66 > 236A 2322 - Corner 2B starter. Also available after a 214a~c~A > RC starter.
6B > 6A > 6C > 236A~D(lv2) > 66 > 5CC > 2C > 2D(lv3) > 2C > 5D(lv3) > 2C > 214A~D(lv3) > 66 > 214A 3573 +25 Heat Corner 6B overhead starter.
41236C > 6A > 6B~C > 2C > 236A~D(lv3) > 6A > 5D(lv3) > 66 > 2B > 5CC > j.B > j.623C~D(lv3) 3644 - Standing unblockable starter. For orb oki, end the combo early with 6A > 5D(lv3) > 66 > 214A.
5B+C > 214A~D(lv3) > 5CC > 2C > 2D(lv3 > 6B > 6A > 5D(lv3) > 66 > 236A 2968 - Corner throw combo.
6A AA > j.BD(lv3) > (land) 66 > j.B > dj.B > j.623C~D(lv3) 2272 - Anti-Air combo for when you're close enough to the corner to make use of j.D's wall splat to extend your combo.

Combo Theory

Variations on combo enders

Air Combos

During any combo that goes into the air, instead of ending with a j.623CD ender, you can use Overdrive (A+B+C+D) to tack on a 236236D to the end.
Example - j.C > j.B > jc > j.C > j.B > A+B+C+D > OD j.623C~D > OD 236236D
You usually only want to do this if it will kill your opponent.

Corner Combos

In most corner combos that end with 6A > 5D > 236A oki, you can instead dash 2B the opponent to pick up more damage if your opponent is close to death.
Example: Stuff > 6A > 5D > dash 2B > 5CC > j.B > jc > j.B > j.623CD
You can also add a super to the end of the combo if you have 50 meter...
Example: Stuff > 6A > 5D > dash 2B > 5CC > 236236D (lvl2 for first hit only)

Video Examples

Midscreen

Corner


Counter Hits


Midscreen crouching confirm


Corner crouching confirm


External References

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