BBCF/Makoto Nanaya/Frame Data

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 Makoto Nanaya


Glossary

How do I read frame data?

System Data Glossary  
Health The amount of damage that characters can take before losing a round.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
Frame Data Glossary  
Guard How this attack can be guarded. All non-throws can be air Barrier Blocked unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Attribute Some attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
Attributes
H Head
B Body
F Foot
P Projectile. Independent projectiles will have their Clash level listed. For example a projectile that is Clash level 2 will show P2
T Throw
D Doll move such as Nirvana and Ignis
Invuln Attribute and Hitbox invincibility for this attack
P1 Proration value that is applied only when this attack is used as a starter. See here for more info on P1 and P2.
P2 Proration value that is applied to the combo proration value when this attack is used.
Starter Combo time modifier when this attack is used as the starting hit of a combo.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
C self cancellable
S special/distortion cancellable
Dr drive cancellable
O overdrive cancellable
J jump cancellable
R rapid cancellable
Da dash cancellable
(X) X cancellable on hit only
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.
GroundCH When Counter Hitting a grounded opponent, how many frames of hitstun they experience.
AirCH When Counter Hitting an airborne opponent, how many frames for which they cannot air tech.
Blockstop When an opponent blocks the attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
Hitstop When an opponent gets hit by this attack, how many frames 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.
CHstop When an opponent gets Counter Hit by this attack, how many frames of additional hitstop the opponent experiences.
Attack Level Values
Default Values for Attack Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4 Lvl 5
Hitstop/Blockstop 8 9 10 11 12 13
Hitstop (Counter Hit) +0 +0 +1 +2 +5 +8
Hitstun (Standing) 10 12 14 17 19 21
Hitstun (Ground Counter Hit) +4 +4 +4 +5 +5 +6
Crumple Duration 20 22 24 27 29 31
Crumple Fall 53 55 57 60 62 64
Crumple Fall (Counter Hit) 67 70 73 78 81 84
Untechable (Air Hit) 12 12 14 17 19 21
Untechable (Air Counter Hit) +11 +12 +12 +14 +15 +16
Blockstun (Ground) 9 11 13 16 18 20
P1 100 100 100 100 100 100
P2 75 80 85 89 92 94
  • Blockstun (Air) = Ground Blockstun + 2
  • Hitstun (Crouching) = Standing Hit Stun + 2
  • Crumple Duration (Counter Hit) = Crumple Duration × 2
  • Crumple Fall (Counter Hit) = (Crumple Fall - 24) × 1.5 + 24
    • The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F.
  • Spin Fall = Standing Hit Stun + 16F Fall animation
  • Fatal Counter = Hitstun / Untechable + 3
  • Instant Block Blockstun (Ground) = Blockstun - 3
  • Instant Block Blockstun (Air) = Air Blockstun - 6
  • Barrier Guard Blockstun = Blockstun + 1
  • Additional hitstop on Counter Hit only applies to the person being hit
  • Jumping moves almost universally have an override of 80% P1 from the default.

Example: Blockstun when Air Instant Blocking + Barrier Blocking a Level 4 attack = 18 + 2 + 1 - 6 = 15

For more values, see BBCF/Frame Data


System Data

name health prejump backdash forwarddash Unique Movement Options
Makoto Nanaya 11,000 4F 22F (1~5F Inv All, 2~15 airborne) Asteroid Vision

Normal Moves

input damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5A 300 All 5 2 11 -1 B 100 80 Normal CSJR 1 11 12 12 16 23 9 +0 +0
5B 600 Mid 9 6 16 -5 B 100 89 Long S(J)R 3 16 17 17 22 31 11 +0 +2
5C 700 Mid 8 7 16 -6 B 100 89 Long S(J)R 3 16 17 17 22 31 11 +0 +2
5CC 800 Mid 7 6 16 -3 B 100 82 Long S(J)R 4 18 21 24 26 39 12 +0 +5
2A 300 All 6 [5] 3 10 -1 F 100 80 Normal CSR 1 11 12 12 16 23 9 +0 +0
2B 550 Low 9 3 12 -1 F 90 85 Long SR 2 13 14 14 18 26 10 +0 +1
2C 1000 Mid 22 6 26 -13 B 12~27 H 90 92 Long SR 4 18 Launch 35 Launch 50 12 +0 +5
6A 700 Mid 11 4 23 -10 B 5~14 H 90 89 Long SJR 3 16 17 26 22 40 11 +0 +2
6B 750 High 22 3 20 -6 B 80 89 Normal SR 3 16 17 24 + GBounce 22 38 + GBounce 11 +0 +2
6C 900 Mid 14 8 20 -11 B 100 89 Long SR 3 16 Launch 24 Launch 35 11 +0 +2
3C 900 Low 30 4 13 0 F 6~23 HB 80 89 Long SR 3 16 Launch 40 Launch 54 + Down 16 11 +0 +2
3[C] 36 6~24 HB
j.A 300 High/Air 6 3 9 H 80 80 Normal CSJR 1 11 12 12 16 23 9 +0 +0
j.B 600 High/Air 8 4 12 H 80 85 Long CSJR 2 13 14 26 18 40 10 +0 +1
j.C 700 High/Air 13 6 11 H 80 89 Long CSJR 3 16 17 17 22 31 11 +0 +2
j.CC 800 High/Air 5 3 22 H 80 89 Long CSJR 3 16 17 17 22 31 11 +0 +2
j.2C 800 High/Air 20 Until L 9 H 80 85 Long SR 2 13 Crumple 17 Crumple 29 10 +0 +1

Drive Moves

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5D Lv1 700 Mid 13 3 31 -17 B 90 70 Long SR 3 16 17 24 Crumple 54 38 11 +0 +2
5D Lv2 850 Mid 17 3 31 -15 B 90 80 Long SR 4 18 19 30 Crumple 58 45 12 +0 +5
5D Lv3 1000 Mid 20~23 3 31 -13 B 90 80 Long R 5 20 Launch 60 + Slide + Down 13 Launch 79 + Slide + Down 13 13 +0 +8
5D LvG 1000 Mid 9~?? 2 31 -12 B 90 80 Long SR 5 20 Launch 60 + Slide Launch 79 + Slide 13 +0 +8
2D Lv1 700 Mid 18 5 32 -21 B 90 70 Long SR 3 16 Launch 30 Launch 44 11 +0 +2
2D Lv2 850 Mid 21 5 32 -19 B 90 80 Long SR 4 18 Launch 40 Launch 55 12 +0 +5
2D Lv3 1000 Mid 24~27 5 32 -17 B 90 80 Long R 5 20 Launch 62 Launch 81 13 +0 +8
2D LvG 1000 Mid 18~?? 5 32 -17 B 90 80 Long SR 5 20 Launch 62 Launch 81 13 +0 +8
j.D Lv1 700 High/Air 19 6 Until L+5L H 80 70 Long SR 3 16 Launch 24 Launch 36 11 +0 +2
j.D Lv2 850 High/Air 21 6 Until L+5L H 80 80 Long SR 4 18 Launch 40 + WBounce Launch 55 + Slide + WBounce 12 +0 +5
j.D Lv3 1000 High/Air 23~26 6 Until L+5L H 80 80 Long R 5 20 Launch 56 + WBounce Launch 75 + WBounce 13 +0 +8
j.D LvG 1000 High/Air 20~?? 6 Until L+5 H 90 80 Long SR 5 20 Launch 56 + WBounce Launch 75 + WBounce 13 +0 +8

Universal Mechanics

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
B+C Forward Throw 0, 1500 Throw(70) 7 3 23 T 100 50 Normal SR 0, 4 Launch 42 0, 3 +0
4B+C Back Throw 0, 1500 Throw(70) 7 3 23 T 100 50 Normal SR 0, 4 Launch 60 + Down 29 0, 12/+15 +0, +15
j.B+C Air Throw 0, 700, 800 Throw(120) 7 3 23+3L T 100 50 Normal SR 0, 4×2 60 + Down 49 0×2, 16 +0
6A+B Counter Assault 0 All 15 4 28 -13 B 1~20 All 50 92 Very Short R 4 18 Launch 19 Launch 34 12 +0 +5
5A+B Crush Trigger 1000 Guard Break 32/Barrier 20 1 25 0 B 80 60 Normal R 24 Crumple + Down 10 60 + GBounce + Down 23 Crumple + Down 10 74 + GBounce + Down 23 11 +0 +2
5[A+B] Crush Trigger 1000 Guard Break 60/Barrier 30~61 1 25 0 B 80 100 Long R 24 Crumple + Down 10 60 + GBounce + Down 23 Crumple + Down 10 74 + GBounce + Down 23 11 +0 +2

Special Moves

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236A Comet Cannon 350×3 All 16 72 Total: 49 -5 P1 100 85 Normal R 2 13 14 14 18 26 0/+3 +3 +4
236A~D Lv1 Break Shot 800 / 700 Mid / All 11 / 12 3 / 25 18 / Total: 31 -11 B / P1 100 / 90 89 / 89 Long / Normal R 3 16 17 17 / 25 22 31 / 39 9 / 0/+1 +0 / +12 +2 / +18
236A~D Lv2 Break Shot 950 / 800 Mid / All 18 / 19 3 / 25 18 / Total: 38 -9 B / P1 100 / 90 92 / 92 Long / Normal R 4 18 19 19 / 25 24 34 / 40 9 / 0/+1 +0 / +12 +5 / +18
236A~D Lv3 Break Shot 1100 / 900 Mid / All 25 / 26 3 / 25 18 / Total: 45 -7 B / P1 100 / 90 94 / 94 Long / Normal R 5 20 21 21 / 35 27 / Launch 37 / 54 + WBounce 50 9 / 0/+1 +0 / +12 +8 / +18
236A~D LvG Break Shot 1100 / 900 Mid / All 9 / 13 3 / 25 18 / Total: 29 +5 B / P1 100 / 90 94 / 94 Long / Normal R 5 20 21 / Launch 21 / 35 27 / Launch 37 / 54 + WBounce 50 9 / 0/+1 +0 / +12 +8 / +18
623C Corona Upper 900 Mid 9 2 (2) 12 28+17 -42 B 1~14 All 60 92 Very Short R 4 18 Launch 50 Launch 65 12 +0 +5
j.623C Air Corona Upper 900 All 8 8 Until L+20 H 1~9 All 60 92 Very Short R 4 18 Launch 50 Launch 65 12 +0 +5
623C~D Lv1 Meteor Dive 800 30 6 Until L+9L H 100 89 Long R 3 16 Launch 60 Launch 74 11 +0 +2
623C~D Lv2 Meteor Dive 1000 26 6 Until L+9L H 100 92 Long R 4 18 Launch 60 Launch 75 12 +0 +5
623C~D Lv3 Meteor Dive 1400 26 6 Until L+9L H 100 94 Long R 5 20 Launch 60 Launch 79 20 +0 +8
623C~D LvG Meteor Dive 1400 24~46 6 Until L+9L H 100 94 Long R 5 20 Launch 60 + GBounce Launch 79 + GBounce 20 +0 +8
214A A Asteroid Vision 35+11
214B B Asteroid Vision 37+6
214C C Asteroid Vision 46+6
214A~A Break 11
214A~B Eclipse Turn 21
214A~C Rush 250×2, 1000 All 9 3(6)3(8)4 33 -20 B 100 97×3 Long R 3 16 17×2, Launch 22×2, 50 22×2, Launch 36×2, 64 3×2, 11 +0 +2
214A~D Lv1 Cosmic Ray 850 All 15 6 14 -5 B 8~(End of Active) F 80 89 Long R 3 16 17 20 22 34 11/-2 +0 +2
214A~D Lv2 Cosmic Ray 950 All 17 6 14 -3 B 8~(End of Active) F 80 92 Long R 4 18 19 30 24 45 11/-2 +0 +5
214A~D Lv3 Cosmic Ray 1100 All 20~23 6 14 -1 B 8~(End of Active) F 80 94 Long R 5 20 21 40 30 59 11/-2 +0 +8
214A~D LvG Cosmic Ray 1100 All 10~33 6 14 -1 B 8~(End of Active) F 80 94 Long R 5 20 26 60 35 79 11/-2 +0 +8
214A~C~A Mars Chopper 1000 High 15 3 16 -2 B 90 89 Normal R 3 16 17 40 22 54 11 +0 +2
214A~C~B Star Gazer 1000 Low/Air 11 4 14 -1 F 90 89 Long R 3 16 Launch 40 Launch 54 + Down 16 11 +0 +2
214A~C~C Infinite Rush 250×4, 1000 All 3 2(3)2(3)2(3)2(8)4 33 -20 B 100 97×5 Long R 3 16 17×4, Launch 22×4, 50 22×4, Launch 36×4, 64 3×4, 11 +0 +2
214A~C~D Lv1 Lander Blow 700 All 11 3 15 -1 B 80 89 Normal R 3 16 17 20 22 34 11 +0 +2
214A~C~D Lv2 Lander Blow 850 All 16 3 17 -1 B 80 92 Normal R 4 18 19 22 Crumple 37 8 +0 +5
214A~C~D Lv3 Lander Blow 1000 All 24~28 3 11 +7 B 80 94 Normal R 5 20 21 24 Crumple 43 6 +0 +8
214A~C~D LvG Lander Blow 1000 All 10~35 3 11 +7 B 80 94 Normal R 5 20 21 30 Crumple 49 6 +0 +8
214B/C~D Lv1 Lightning Arrow 800 All 22 20 Until L+8L H 80 89 Normal R 3 16 17 60 22 74 11 +0 +2
214B/C~D Lv2 Lightning Arrow 1000 All 22 20 Until L+8L H 80 92 Normal R 4 18 19 60 Launch 75 + GBounce + Down 23 12 +0 +5
214B/C~D Lv3 Lightning Arrow 1200 All 22~24 20 Until L+8L H 80 94 Normal R 5 20 21 60 Launch 79 + GBounce + Down 23 20 +0 +8
214B/C~D LvG Lightning Arrow 1200 All 17~- 20 Until L+8L H 80 94 Normal R 5 20 21 60 + GBounce + Down 23 Launch 79 + GBounce + Down 23 20 +0 +8
41236C Sirius Jolt 500 (1000) All (Unblockable) 26 3 26 -10 B 80 92 (94) Normal R 4 (5) 18 19 (Launch) 22 (50 + WBounce 40 + WStick 30) 24 (Launch) 37 (66 + WBounce 40 + WStick 30) 12 (22) +0 +5 (+8)
236B Shooting Star 1200 All 22 3 25 -9 B 1~7 FT
8~17 All
70 92 Normal R 4 18 Launch 40 Launch 55 + WBounce 60 + WStick 35 12 +0 +5
214D Space Counter 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
214D~D Lv1 Space Counter~Attack 1000 18 8 42 -26 B 1~(End of Active) HB 100 89 Long R 3 16 Spin Fall 46 30 Spin Fall 51 44 0 +0 +2
214D~D Lv2 Space Counter~Attack 1200 20 8 42 -24 B 1~(End of Active) HB 100 92 Long R 4 18 Spin Fall 49 45 Spin Fall 54 60 0 +0 +5
214D~D Lv3 Space Counter~Attack 1400 22~23 8 42 -22 B 1~(End of Active) HB 100 94 Long R 5 20 Spin Fall 55 60 Spin Fall 63 79 0 +0 +8
214D~D LvG Space Counter~Attack 1600 18~41 8 42 -22 B 1~(End of Active) HB 100 94 Long R 5 20 Spin Fall 55 60 Spin Fall 63 79 0 +0 +8
Taunt Acorn 100 All 21 Until Hit Total: 82 P1 100 75 Long 0 9 10 12 14 31 0/+8 +8 8

Distortion Drives

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
632146D Lv1 / 2 / 3 Big Bang Smash 1800 / 2200 / 2600 All 4+(193 Flash)+13 14 Total: 73 -40 / -38 / -36 P2 1~Flash All 80 79 Normal R 3 / 4 / 5 16 Launch 100 Launch 114 0 +20 +20
632146D LvG Big Bang Smash 3000 All 5+(192 Flash)+8 15 Total: 68 -36 P2 1~Flash All 80 84 Normal R 5 20 Launch 100 Launch 119 0 +20 +20
236236D 1st Hit Lv1 / 2 / 3 900 / 1000 / 1100 Mid 1+(42 Flash)+7 / 4 / 4 4 58 -42 / -40 / -38 B 1~10 / 7 / 7 All 75 89 / 92 / 94 Normal R 3 / 4 / 5 16 / 18 / 20 Crumple 60 Crumple 74 30 +0 +2 / +5 / +8
236236D LvG 1st Hit LvG 1200 Mid 1+(42 Flash)+7 4 58 -38 B 1~10 All 75 94 Normal R 5 20 Crumple 60 Crumple 79 30 +0 +8
236236D~D 2nd Hit Lv1 / 2 / 3 900 / 1000 / 1100 1+(43 Flash)+?? 4 51 B 1~10 after Active All 75 100 Long R 3 16 Launch 150 Launch 164 30 +0 +4
236236D~D LvG 2nd Hit LvG 20×28, 600 1+(43 Flash)+?? 2×28 (7) 4 59 B 1~10 after Active All 75 100 Long R 3×28, 5 16×28, 20 30×28, Launch 150 38×28, Launch 169 1/+4×23, 30/+4 +4
236236D~D~D 3rd Hit Lv1 / 2 / 3 1800 / 2200 / 3000 28+(50 Flash)+?? 6 Until L+11 H 1~End All 100 85 Long 3 100 + Down 33 114 + Down 33 35 +2
236236D~D~D LvG 3rd Hit Lv G 4000 28+(50 Flash)+?? 6 Until L+11 H 1~End All 100 94 Long 5 100 + Down 33 117 + Down 33 35 +2

Exceed Accel

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
A+B+C+D Cygnus Combination 600, 800×2, 900
{600, 800×3, 1530×2}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]
125 80 Long 26 Launch 100 20 20, 13×2, 15
[20, 13×2, 0, 15, 26]
+0

Astral Heat

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
2363214D Lv1 Planet Crusher 0, 300×35, 5000 All 5+(90 Flash)+16~34 4 28 -11 B 1~End of Active All Long 5 20 30
2363214D Lv2 Planet Crusher 0, 300×35, 5000 All 5+(90 Flash)+6~?? 4 28 -11 B 1~End of Active All Long 5 20 30
2363214D Lv3 Planet Crusher 0, 300×35, 5000 All 5+(90 Flash)+3+?? 4 28 -11 B 1~End of Active All Long 5 20 30
2363214D LvG Planet Crusher 0, 300×35, 5000 All 5+(90 Flash)+2~?? 4 28 -11 B 1~End of Active All Long 5 20 30

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5ABBCF Makoto Nanaya 5A.pngGuardAllStartup5Recovery11Advantage-1[3] 5A[+], 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D Throw, Jump, Special/Super
5BBBCF Makoto Nanaya 5B.pngGuardMidStartup9Recovery16Advantage-5[2*] 6A 2B 5C, 2C, 3C 5D, 2D Jump[-], Special/Super
5CBBCF Makoto Nanaya 5C.pngGuardMidStartup8Recovery16Advantage-6 - 6B 5CC, 2C, 6C, 3C 5D, 2D Jump[-], Special/Super
5CCBBCF Makoto Nanaya 5CC.pngGuardMidStartup7Recovery16Advantage-3 - 6B 2C, 3C 5D, 2D Jump[-], Special/Super
5DBBCF Makoto Nanaya 5D.pngGuardMidStartup13Recovery31Advantage-17 - - - - Special/Super (Lv1/2/G)
2ABBCF Makoto Nanaya 2A.pngGuardAllStartup6 [5]Recovery10Advantage-1[3] 5A, 2A[+], 6A 5B, 2B, 6B 5C, 2C, 3C 5D, 2D Throw, Special/Super
2BBBCF Makoto Nanaya 2B.pngGuardLowStartup9Recovery12Advantage-1[2*] 6A 5B 5C, 2C, 3C 5D, 2D Special/Super
2CBBCF Makoto Nanaya 2C.pngGuardMidStartup22Recovery26Advantage-13 - - - 5D[-], 2D[-] Special/Super
2DBBCF Makoto Nanaya 2D.pngGuardMidStartup18Recovery32Advantage-21 - - - - Special/Super (Lv1/2/G)
6ABBCF Makoto Nanaya 6A.pngGuardMidStartup11Recovery23Advantage-10[1] - 5B, 6B 6C, 3C 5D, 2D Jump, Special/Super
6BBBCF Makoto Nanaya 6B.pngGuardHighStartup22Recovery20Advantage-6[1] 6A - 5CC 5D, 2D Special/Super
6CBBCF Makoto Nanaya 6C.pngGuardMidStartup14Recovery20Advantage-11 - - - 5D, 2D Special/Super
3CBBCF Makoto Nanaya 3C.pngGuardLowStartup30Recovery13Advantage0 - - - - Special/Super
Air Revolver Action Table
A B C D Cancels
j.ABBCF Makoto Nanaya jA.pngGuardHigh/AirStartup6Recovery9Advantage- j.A j.B j.C j.D Throw, Jump, Special
j.BBBCF Makoto Nanaya jB.pngGuardHigh/AirStartup8Recovery12Advantage- j.A - j.C j.D Jump, Special
j.CBBCF Makoto Nanaya jC.pngGuardHigh/AirStartup13Recovery11Advantage- - j.B j.CC - Jump, Special
j.CCBBCF Makoto Nanaya jCC.pngGuardHigh/AirStartup5Recovery22Advantage- - - - - Jump, Special
j.DBBCF Makoto Nanaya jD.pngGuardHigh/AirStartup19RecoveryUntil L+5LAdvantage- - - - - Special (Lv1/2/G)
j.2CBBCF Makoto Nanaya j2C.pngGuardHigh/AirStartup20Recovery9Advantage- - - - - Special
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on hit, block, or whiff
X[#] = X can be used only # times per string
  • 5B and 2B are tied together - they can be used a combined total of 2 times per string

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 Makoto Nanaya


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