BBCF/Makoto Nanaya/Frame Data

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System Data

Health:11,000
Prejump:4F
Backdash:22F (1~5F Inv All)
Unique Movements:Asteroid Vision


Normal Moves

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. 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. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
5ABBCS Makoto 5A.png 300 All 5 2 11 -1 B - CSJR 100 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
5BBBCS Makoto 5B.png 600 Mid 9 6 16 -5 B - S(J)R 100 89 Long 3 16 17 17 22 31 11 +0 +2 Click!
5CBBCS Makoto 5C.png 700 Mid 8 7 16 -6 B - S(J)R 100 89 Long 3 16 17 17 22 31 11 +0 +2 Click!
5CCBBCS Makoto 5CC.png 800 Mid 7 6 16 -3 B - S(J)R 100 82 Long 4 18 21 24 26 39 12 +0 +5 Click!
  • 21F hitstun
2ABBCS Makoto 2A.png 300 All 6 [5] 3 10 -1 F - CSR 100 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
  • Values in [] are for followup 2As
2BBBCS Makoto 2B.png 550 Low 9 3 12 -1 F - SR 90 85 Long 2 13 14 14 18 26 10 +0 +1 Click!
2CBBCS Makoto 2C.png 1000 Mid 22 6 26 -13 B 12~27 H SR 90 92 Long 4 18 Launch 35 Launch 50 12 +0 +5 Click!
6ABBCS Makoto 6A.png 700 Mid 11 4 23 -10 B 5~14 H SJR 90 89 Long 3 16 17 26 22 40 11 +0 +2 Click!
6BBBCS Makoto 6B.png 750 High 22 3 20 -6 B - SR 80 89 Normal 3 16 17 24 + GBounce 22 38 + GBounce 11 +0 +2 Click!
  • Bonus Proration 110%
6CBBCS Makoto 6C.png 900 Mid 14 8 20 -11 B - SR 100 89 Long 3 16 Launch 24 Launch 35 11 +0 +2 Click!
3CBBCS Makoto 3C.png 900 Low 30 4 12 0 F 6~23 HB SR 80 89 Long 3 16 Launch 40 Launch 54 + Down 16 11 +0 +2 Click!
  • Bonus Proration 110%
3C FeintBBCS Makoto 3C.png
3[C]
- - - - 35 - - 6~23 HB - - - - - - - - - - - - - Click!
j.ABBCS Makoto jA.png 300 High/Air 6 3 8 - H - CSJR 80 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
j.BBBCS Makoto jB.png 600 High/Air 8 4 12 - H - CSJR 80 85 Long 2 13 14 26 18 40 10 +0 +1 Click!
j.CBBCS Makoto jC.png 700 High/Air 13 6 11 - H - CSJR 80 89 Long 3 16 17 17 22 31 11 +0 +2 Click!
j.CCBBCS Makoto jCC.png 800 High/Air 5 3 22 - H - CSJR 80 89 Long 3 16 17 17 22 31 11 +0 +2 Click!
j.2CBBCS Makoto j2C.png 800 High/Air 20 Until L 9 - H - SR 80 85 Long 2 13 Crumple 24 17 Crumple 48 29 10 +0 +1 Click!
  • On hit/block, Makoto bounces upwards with recovery 10F

Drive Moves

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. 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. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
5DBBCS Makoto 5D.png
Lv 1/2/3/G
700 Mid 13 3 31 -17 B - SR 90 70 Long 3 16 17 24 Crumple 54 38 11 +0 +2 Click!
850 Mid 17 3 31 -15 B - SR 90 80 Long 4 18 179 30 Crumple 58 45 12 +0 +5 Click!
1000 Mid 20 3 31 -13 B - SR 90 80 Long 5 20 Launch 60 + Slide 12 + Down 26 Launch 79 + Slide 12 + Down 26 13 +0 +8 Click!
1000 Mid 10 2 31 -12 B - SR 90 80 Long 5 20 Launch 60 + Slide 15 Launch 79 + Slide 15 13 +0 +8 Click!
  • Level 3/G have Fatal Counter
2DBBCS Makoto 2D.png
Lv 1/2/3/G
700 Mid 18 5 32 -21 B - SR 90 70 Long 3 16 Launch 30 Launch 44 11 +0 +2 Click!
850 Mid 21 5 32 -19 B - SR 90 80 Long 4 18 Launch 40 Launch 55 12 +0 +5 Click!
1000 Mid 24 5 32 -17 B - SR 90 80 Long 5 20 Launch 62 Launch 81 13 +0 +8 Click!
1000 Mid 18 5 32 -17 B - SR 90 80 Long 5 20 Launch 62 Launch 81 13 +0 +8 Click!
j.DBBCS Makoto jD.png
Lv 1/2/3/G
700 High/Air 20 6 Until L+5 - H - SR 90 70 Long 3 16 Launch 24 Launch 36 11 +0 +2 Click!
850 High/Air 21 6 Until L+5 - H - SR 90 80 Long 4 18 Launch 40 + WBounce Launch 55 + WBounce + Slide 10 12 +0 +5 Click!
1000 High/Air 23 6 Until L+5 - H - SR 90 80 Long 5 20 Launch 56 + WBounce Launch 75 + WBounce 13 +0 +8 Click!
1000 High/Air 20 6 Until L+5 - H - SR 90 80 Long 5 20 Launch 56 + WBounce Launch 75 + WBounce 13 +0 +8 Click!
  • Level 3/G Fatal Counter

Universal Mechanics

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. 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. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Forward ThrowBBCS Makoto FThrow.png 0, 1500 Throw(70) 7 3 23 - T - SR 100 50 (Once) Normal 0, 4 - Launch 42 - - - 0, 3 +0 Click!
  • Minimum Damage 100%
Back ThrowBBCS Makoto BThrow.png 0, 1500 Throw(70) 7 3 23 - T - SR 100 50 (Once) Normal 0, 4 - Launch 60 + Down 29 - - - 0, 12/+15 +0, +15 Click!
  • Minimum Damage 100%
Air ThrowBBCS Makoto AThrow.png 0, 700, 800 Throw(120) 7 3 23+3L - T - SR 100 50 (Once) Normal 0, 4*2 - Launch 60 + Down 49 - - - 0*2, 16 +0 Click!
  • Minimum Damage 100%
Counter AssaultBBCS Makoto 6C.png 0 All 15 4 28 - B 1~20 All R 50 92 Very Short 4 18 Launch 19 Launch 34 12 +0 +5 Click!
CrushTriggerBBCP Makoto CrushTrigger.png
Uncharged/Charged
1000 Guard Break 32/Barrier 20 1 25 0 B - R 80 60 Normal - 24 Crumple 50 60 + GBounce + Down 23 Crumple 100 74 + GBounce + Down 23 11 +0 +2 Click!
1000 Guard Break 60/Barrier 30~61 1 25 0 B - R 80 100 Long - 24 Crumple 50 60 + GBounce + Down 23 Crumple 100 74 + GBounce + Down 23 11 +0 +2 Click!

Specials

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. 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. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Comet CannonBBCS Makoto CometCannon.png
236A
350*3 All 16 72 Total: 49 -5 P1 - R 100 85 (Once) Normal 2 13 14 14 18 26 0/+3 +3 +4 Click!
  • Can cancel into Shot 22-34
Break Shot (strike)BBCS Makoto BreakShot.png
236A > D
Lv 1/2/3/G
800 Mid - 3 18 -11 B - R 100 89 Long 3 16 17 17 22 31 9 +0 +2 Click!
950 Mid - 3 18 -9 B - R 100 92 Long 4 18 19 19 24 39 9 +0 +5 Click!
1100 Mid - 3 18 -7 B - R 100 94 Long 5 20 21 21 27 37 9 +0 +8 Click!
1100 Mid - 3 18 5 B - R 100 94 Long 5 20 21 21 30 40 9 +0 +8 Click!
  • Fatal Counter
  • Frame Adv Listed assumes opponent blocks both the strike and projectile
  • Level 3/G have Fatal Counter
Break Shot (projectile)BBCS Makoto BreakShot.png
236A > D
Lv 1/2/3/G
700 All - 26 - - P1 - - 90 89 Normal 3 16 17 25 22 39 0/+1 +12 +19 Click!
800 All - 26 - - P1 - - 90 92 Normal 4 18 19 25 24 40 0/+1 +12 +18 Click!
900 All - 26 - - P1* - - 90 94 Normal 5 18 21 35 Launch 54 + WBounce 50 0/+1 +12 +18 Click!
900 All - 26 - - P1 - - 90 94 Normal 5 20 Launch 35 + WBounce 50 Launch 54 + WBounce 0/+1 +12 +18 Click!
  • Level G has Fatal Counter
Corona UpperBBCS Makoto CoronaUpper.png
623C
900 Mid 9 2 (2) 12 28+17L -42 B 1~14 All R 60 92 Very Short 4 18 Launch 50 Launch 65 12 +0 +5 Click!
Air Corona UpperBBCS Makoto CoronaUpper.png
j.623C
900 All 8 8 Until L+20 - H 1~9 All R 60 92 Very Short 4 18 Launch 50 Launch 65 12 +0 +5 Click!
Meteor DiveBBCS Makoto MeteorDive.png
623C > D
Lv 1/2/3/G
800 - - 6 Until L+9 - H - R 100 89 Long 3 16 Launch 60 Launch 74 11 +0 +2 Click!
1000 - - 6 Until L+9 - H - R 100 92 Long 4 18 Launch 60 Launch 75 12 +0 +5 Click!
1400 - - 6 Until L+9 - H - R 100 94 Long 5 20 Launch 60 Launch 79 20 +0 +8 Click!
1400 - - 6 Until L+9 - H - R 100 94 Long 5 20 Launch 60 + GBounce Launch 79 + GBounce 20 +0 +8 Click!
  • Level 3/G have Fatal Counter
Shooting StarBBCS Makoto ShootingStar.png
236B
1200 All 22 3 25 -9 B 1~7 FP
8~17 All
R 70 92 Normal 4 18 Launch 40 Launch 55 + WBounce 60 + WStick 35 12 +0 +5 Click!
Sirius JoltBBCF Makoto SiriusJolt.png
41236C
1000 Low [Unblockable] 26 3 28 -10 B - R 80 94 Normal 5 20 21 [Launch] 50 [50 + WBounce 40 + WStick 30] 27 [Launch] 66 [66 + WBounce 40 + WStick 30] 13 [22] +0 +8 Click!
  • Values in [] are when hitting standing opponent
Space CounterBBCS Makoto SpaceCounter.png
214D
0 All 9 5 25 -10 B 1~13 Guard B - 100 80 Normal 0 9 Guard Break 25 Guard Break 25 Guard Break 25 Guard Break 25 8/+10 +0 +10 Click!
  • On Guard Point, hitstop for Makoto is 0F. Opponent hitstop unchanged
Space Counter > AttackBBCS Makoto SpaceCounter.png
214D > D
Lv 1/2/3/G
1000 - - 8 45 -36 B 1-?? HB R 100 89 Long 3 16 Spin Fall 46 30 Spin Fall 51 44 0 +0 +2 Click!
1200 - - 8 45 -34 B 1-?? HB R 100 92 Long 4 18 Spin Fall 49 45 Spin Fall 54 60 0 +0 +5 Click!
1400 - - 8 45 -32 B 1-?? HB R 100 94 Long 5 20 Spin Fall 52 60 Spin Fall 61 79 0 +0 +8 Click!
1600 - - 8 45 -32 B 1-?? HB R 100 94 Long 5 20 Spin Fall 52 60 Spin Fall 61 79 0 +0 +8 Click!
  • Level 3/G have Fatal Counter
A Asteroid VisionBBCS Makoto AsteroidVision.png
214A
- - - - 35 - - - - - - - - - - - - - - - - Click!
  • Can cancel into followups at various times
  • Starups for followups include the startups of this.
B Asteroid VisionBBCS Makoto AsteroidVision.png
214B
- - - - 37+6L - - - - - - - - - - - - - - - - Click!
  • Can cancel into air normals and followups 13 until landing
C Asteroid VisionBBCS Makoto AsteroidVision.png
214C
- - - - 46+6L - - - - - - - - - - - - - - - - Click!
  • Can cancel into air normals and followups 13 until landing
BreakBBCS Makoto Break.png
214A > A
- - - - 12+11 - - - - - - - - - - - - - - - - Click!
Eclipse TurnBBCS Makoto Turn.png
214A > B
- - - - 10+21 - - - - - - - - - - - - - - - - Click!
  • Can pass through opponent 1-17
RushBBCS Makoto InfiniteRush.png
214A > C
250*2, 1000 All 6+7 3(6)3(8)4 33 -20 B - R 100 89 Long 3 16 17*2, Launch 22*2, 50 22*2, Launch 36*2, 64 3*2, 11 +0 +2 Click!
  • Followups occur after the second hit
Infinite RushBBCS Makoto InfiniteRush.png
214A > C > C
250*4, 1000 All 3 2(3)2(3)2(3)2(8)4 33 -20 B - R 100 89 Long 3 16 17*4, Launch 22*4, 50 22*4, Launch 36*4, 64 3*4, 11 +0 +2 Click!
Mars ChopperBBCS Makoto MarsChopper.png
214A > C > A
1000 High 15 3 16 -2 B - R 90 89 Normal 3 16 17 40 22 54 11 +0 +2 Click!
Star GazerBBCS Makoto StarGazer.png
214A > C > B
1000 Low/Air 11 4 14 -1 F - R 90 89 Long 3 16 Launch 40 Launch 54 + Down 16 11 +0 +2 Click!
Lander Blow200x200px
214A > C > D
Lv 1/2/3/G
700 All ??+5 3 15 -1 B - R 80 89 Normal 3 16 17 20 22 34 11 +0 +2 Click!
850 All ??+3 3 17 -1 B - R 80 92 Normal 4 18 19 22 Crumple 29 37 8 +0 +5 Click!
1000 All ??+8 3 11 +7 B - R 80 94 Normal 5 20 21 24 Crumple 34 43 6 +0 +8 Click!
1000 All ??+5 3 11 +7 B - R 80 94 Normal 5 20 21 30 Crumple 34 49 6 +0 +8 Click!
  • Level 3/G have Fatal Counter
Cosmic RayBBCP Makoto CosmicRay.png
214A > D
Lv 1/2/3/G
850 All 8+?? 6 14 -5 B 8~End of Active F R 100 89 Long 3 16 17 20 22 34 11/-2 +0 +2 Click!
950 All 8+?? 6 14 -3 B 8~End of Active F R 100 92 Long 4 18 19 30 24 45 11/-2 +0 +5 Click!
1100 All 8+?? 6 14 -1 B 8~End of Active F R 100 94 Long 5 20 21 40 30 59 11/-2 +0 +8 Click!
1100 All 8+?? 6 14 1 B 8~End of Active F R 100 94 Long 5 20 26 60 35 79 11/-2 +0 +8 Click!
  • Level 3/G have Fatal Counter
Lightning ArrowBBCS Makoto MeteorDive.png
214B/C > D
Lv 1/2/3/G
800 All 12+?? 20 Until L+8 - H - R 80 89 Normal 3 16 17 60 22 74 11 +0 +2 Click!
1000 All 12+?? 20 Until L+8 - H - R 80 92 Normal 4 18 19 60 Launch 75 + GBounce + Down 23 12 +0 +5 Click!
1200 All 12+?? 20 Until L+8 - H - R 80 94 Normal 5 20 21 60 Launch 79 + GBounce + Down 23 20 +0 +8 Click!
1200 All 12+?? 20 Until L+8 - H - R 80 94 Normal 5 20 21 60 + GBounce + Down 23 Launch 79 + GBounce + Down 23 20 +0 +8 Click!
  • Level 3/G have Fatal Counter
Acorn
Taunt
100 All 21 Until Hit Total: 82 - P1 - - 100 75 Long 0 9 10 12 14 31 0/+8 +8 8 Click!

Distortion Drives

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. 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. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Big Bang SmashBBCS Makoto BigBangSmash.png
632146D
Lv 1/2/3/G
1800 All 5+(192 Flash)+9 14 Total: 70 -40 P2 1~5 All R 80 79 Normal 3 16 Launch 100 Launch 114 0 +20 +20 Click!
2200 All 5+(192 Flash)+9 14 Total: 70 -38 P2 1~5 All R 80 82 Normal 4 18 Launch 100 Launch 115 0 +20 +20 Click!
2600 All 5+(192 Flash)+9 15 Total: 70 -36 P2 1~5 All R 80 84 Normal 5 20 Launch 100 Launch 119 0 +20 +20 Click!
3000 All 5+(192 Flash)+9 15 Total: 70 -36 P2 1~5 All R 80 84 Normal 5 20 Launch 100 Launch 119 0 +20 +20 Click!
  • Minimum Damage 25%: 450 / 550 / 650 / 750
Particle Flare (1)BBCS Makoto ParticleFlare.png
236236D
Lv 1/2/3/G
900 Mid 1+(42 Flash)+7 4 78 -60 B 1-?? All R 75 85 Normal 3 16 Crumple 64 60 Crumple 84 74 30 +0 +2 Click!
900 Mid 1+(42 Flash)+4 4 78 -58 B 1~End of Active All R 75 85 Normal 4 18 Crumple 64 60 Crumple 84 74 30 +0 +5 Click!
1100 Mid 1+(42 Flash)+4 4 78 -56 B 1~End of Active All R 75 89 Normal 5 20 Crumple 64 60 Crumple 84 74 30 +0 +8 Click!
1200 Mid 1+(42 Flash)+7 4 78 -56 B 1~End of Active All R 75 94 Normal 5 20 Crumple 64 60 Crumple 87 79 30 +0 +8 Click!
  • Minimum Damage 20%: 180 / 180 / 220 / 240
Particle Flare (2)BBCS Makoto ParticleFlare.png
236236D > D
Lv 1/2/3/G
900 - 1+(43 Flash)+?? 4 59 -46 B 1~10 after Active All R 75 100 Long 3 16 Launch 150 Launch 164 30 +4 +4 Click!
1000 - 1+(43 Flash)+?? 4 59 -44 B 1~10 after Active All R 75 100 Long 4 18 Launch 150 Launch 164 30 +0 +4 Click!
1100 - 1+(43 Flash)+?? 4 59 -42 B 1~10 after Active All R 75 100 Long 5 20 Launch 150 Launch 164 30 +0 +4 Click!
20*28, 600 - 1+(43 Flash)+?? 2*28 (7) 4 59 -42 B 1~10 after Active All R 75 100 Long 3*28, 5 16*28, 20 30*28, Launch 150 38*28, Launch 169 - 1/+4*23, 30/+4 +4 Click!
  • Fatal Counter
  • Minimum Damage 20%: 180 / 200 /220 /232
Particle Flare (3)BBCS Makoto ParticleFlare2.png
236236D > D > D
Lv 1/2/3/G
1800 - 28+(50 Flash)+?? 6 Until L+11 - H 1~End All - 100 85 Long 3 - - 100 + Down 33 - 114 + Down 33 - 35 +2 Click!
2200 - 28+(50 Flash)+?? 6 Until L+11 - H 1~End All - 100 89 Long 4 - - 100 + Down 33 - 114 + Down 33 - 35 +2 Click!
3000 - 28+(50 Flash)+?? 6 Until L+11 - H 1~End All - 100 92 Long 5 - - 100 + Down 33 - 114 + Down 33 - 35 +2 Click!
4000 - 28+(50 Flash)+?? 6 Until L+11 - H 1~End All - 100 94 Long 5 - - 100 + Down 33 - 117 + Down 33 - 35 +2 Click!
  • Fatal Counter
  • Minimum Damage 20%: 360 / 440 / 600 /800

Exceed Accel

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. 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. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Cygnus CombinationBBCF Makoto CygnusCombination.png
ABCD during OD
600, 800*2, 900
{600, 800*3, 1530*2}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]
- 100 100 Long - 26 Launch 100 - - 20 20, 13*2, 15
[20, 13*2, 0, 15, 26]
+0 Click!
  • Values in [] are when canceled into or immediately after activating Overdrive
  • Values in {} are during Active Flow
  • Minimum Damage 10%: 310 {606+60}

Astral Heat

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. 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. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Planet CrusherBBCS Makoto PlanetCrusher2.png
236214D
Lv1/2/3/G
0, 300*35, 5000 All 5+(90 Flash)+ 4 - - B 1~End of Active All - - - Long 5 20 - - - - 30 - - Click!
0, 300*35, 5000 All 5+(90 Flash)+?? 4 28 -11 B 1~End of Active All - - - Long 5 20 - - - - 30 - - Click!
0, 300*35, 5000 All 5+(90 Flash)+?? 4 28 -11 B 1~End of Active All - - - Long 5 20 - - - - 30 - - Click!
0, 300*35, 5000 All 5+(90 Flash)+?? 4 28 -11 B 1~End of Active All - - - Long 5 20 - - - - 30 - - Click!

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5A[3] 5A[+], 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D Throw, Jump, Special
5B[1] 6A 2B 5C, 2C, 3C 5D, 2D Jump[-], Special
5C - - 5CC 5D, 2D Special
5CC - 6B - 5D, 2D Special
5D - - - - Special (Lv1,2)
2A[3] 6A, 2A, 6A 5B, 2B, 6B 5C, 2C, 3C 5D, 2D Throw, Jump, Special
2B[1] 6A - 5C, 2C, 3C 5D, 2D Special
2C - - - 5D, 2D Special
2D - - - - Special (Lv1,2)
6A - 5B, 6B 6C, 3C 5D, 2D Jump, Special
6B 6A - 5CC 5D, 2D Special
6C - - - 5D, 2D Special
3C - - - - Special
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.C j.D Throw, Jump, Special
j.B j.A - j.C j.D Jump, Special
j.C - - j.CC - Jump, Special
j.CC - - - - Jump, Special
j.D - - - - Special (Lv1,2)
j.2C - - - - Special
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on whiff
X[#] = X can be used only # times per string
Special = Specials and Supers
Super = Supers only

Navigation

Ambox notice.png To edit frame data, edit values in BBCF/Makoto Nanaya/Data.