< BBCF | Makoto Nanaya
System Data
Normal Moves
Drive Moves
Universal Mechanics
Specials
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | 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, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln | |||||||||
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Comet Cannon 236A | |||||||||||||||||
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Break Shot Lv1 (strike) 236A > D | |||||||||||||||||
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Break Shot Lv1 (projectile) 236A > D | |||||||||||||||||
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Break Shot Lv2 (strike) 236A > D | |||||||||||||||||
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Break Shot Lv2 (projectile) 236A > D | |||||||||||||||||
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Break Shot Lv3 (strike) 236A > D | |||||||||||||||||
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Break Shot Lv3 (projectile) 236A > D | |||||||||||||||||
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Break Shot LvG (strike) 236A > D | |||||||||||||||||
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Break Shot LvG (projectile) 236A > D | |||||||||||||||||
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Corona Upper 623C | |||||||||||||||||
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Air Corona Upper j.623C | |||||||||||||||||
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Meteor Dive Lv1 623C > D | |||||||||||||||||
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Meteor Dive Lv2 623C > D | |||||||||||||||||
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Meteor Dive Lv3 623C > D | |||||||||||||||||
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Meteor Dive LvG 623C > D | |||||||||||||||||
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Shooting Star 236B | |||||||||||||||||
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Sirius Jolt 41236C | |||||||||||||||||
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Space Counter 214D | |||||||||||||||||
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Space Counter > Attack Lv1 214D > D | |||||||||||||||||
30F Hitstun | |||||||||||||||||
Space Counter > Attack Lv2 214D > D | |||||||||||||||||
33F Hitstun | |||||||||||||||||
Space Counter > Attack Lv3 214D > D | |||||||||||||||||
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Space Counter > Attack LvG 214D > D | |||||||||||||||||
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A Asteroid Vision 214A | |||||||||||||||||
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B Asteroid Vision 214B | |||||||||||||||||
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C Asteroid Vision 214C | |||||||||||||||||
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Break 214A > A | |||||||||||||||||
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Eclipse Turn 214A > B | |||||||||||||||||
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Rush 214A > C | |||||||||||||||||
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Infinite Rush 214A > C > C | |||||||||||||||||
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Mars Chopper 214A > C > A | |||||||||||||||||
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Star Gazer 214A > C > B | |||||||||||||||||
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Lander Blow Lv1 214A > C > D | |||||||||||||||||
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Lander Blow Lv2 214A > C > D | |||||||||||||||||
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Lander Blow Lv3 214A > C > D | |||||||||||||||||
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Lander Blow LvG 214A > C > D | |||||||||||||||||
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Cosmic Ray Lv1 214A > D | |||||||||||||||||
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Cosmic Ray Lv2 214A > D | |||||||||||||||||
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Cosmic Ray Lv3 214A > D | |||||||||||||||||
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Cosmic Ray LvG 214A > D | |||||||||||||||||
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Lightning Arrow Lv1 214B/C > D | |||||||||||||||||
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Lightning Arrow Lv2 214B/C > D | |||||||||||||||||
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Lightning Arrow Lv3 214B/C > D | |||||||||||||||||
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Lightning Arrow LvG 214B/C > D | |||||||||||||||||
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Acorn Taunt | |||||||||||||||||
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Distortion Drives
- All Distortion Drives have the following properties unless otherwise stated:
- Cost 50 Heat
- Heat Gauge Cooldown 180F
Exceed Accel
Astral Heat
Revolver Action Table
A | B | C | D | Cancels | |
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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 |
A | B | C | D | Cancels | |
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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
To edit frame data, edit values in BBCF/Makoto Nanaya/Data. Be sure to update both the
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- Amane Nishiki [★]
- Arakune [★]
- Azrael [★]
- Bang Shishigami [★]
- Bullet [★]
- Carl Clover [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Hibiki Kohaku [★]
- Iron Tager [★]
- Izanami [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Kagura Mutsuki [★]
- Kokonoe [★]
- Lambda-11 [★]
- Litchi Faye Ling [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Mu-12[★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Relius Clover [★]
- Susano'o [★]
- Taokaka [★]
- Tsubaki Yayoi[★]
- Valkenhayn R. Hellsing [★]
- Yuuki Terumi [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
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Attack Attributes •
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Misc •