BBCP/Makoto Nanaya

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Makoto Nanaya
BBCP Makoto Portrait.png

Health: 11,000

Combo Rate: 70%

Jump Startup: 4

Backdash Time: 20

Backdash Invincibility: 1-5

Movement Options
Double Jump, 1 Airdash, Dash type: Run
Play-style
Offensive, Rushdown
Full Frame Data
BBCP/Makoto Nanaya/Frame Data

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. However, lower level drives can exhibit some interesting and useful properties.

Overdrive: Galaxian Impact

  • All of Makoto's Drive moves automatically become Level G, giving them increased damage and faster startup.
  • New additional properties are added to her special moves, such as wallbounce properties.
  • Big Bang Smash deals increased damage and has less recoevry time.
  • Particle Flare has a changed animation on its second hit and increased overall damage.


Pros/Strengths:

  • Very straightforward character; fit for beginners.
  • Fairly good damage output.
  • Guaranteed okizeme on corner combos.
  • Decent defensive options.


Cons/Weaknesses:

  • Heavily reliant on a solid neutral game.
  • Reliable mix-up options are very limited.
  • No reliable long range moves.
  • Struggles against very mobile characters and zoners.


External References:


Move List

Normal Moves

5A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
300 CSOJR all 5 2 8 +2 B - -

Makoto's standard jab. It hits very high and will whiff on most crouching characters (exception given to Tager and Hakumen). While not very good, it can be used as a situational anti-air move. Because of its fast start-up it is a good move to interrupt your opponent's moves.

5B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
550 SO(J)R HL 9 6 16 -5 B - -

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 as a combo filler. Also, note that 5B > 6A > 5B works as a gatling to add more damage in midscreen combos, but can not be performed if 2B was already used in the gatling. It's also important to note that, at max range, 5B will only combo into 6C or 5D, because 5C will whiff.

5C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
450 SO(J)R HL 8 7 16 -6 B - -

Because of its P1 proration and fast speed, it turns out to be a good counter-hit combo starter. Use it to punish whiffed or blocked dragon punches, or other moves with very long recovery. Note its disadvantage on block and that it can not be jump canceled on block - once she has committed to this normal in block strings, her follow-up options become significantly more risky.

5CC

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
620 SO(J)R HL 7 6 16 -3 B - -

Not as good of a frame trap as it once was due to the late-chain nerf in CSEX. However, with proper timing a small gap can be left to punish mashers. Other than that, this move is used as combo filler.

2A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
300 CSOR all 6 3 8 -1 F - -

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. 2A is also one of Makoto's best mixup options because it allows her to do 2B (low), 6B (overhead), B+C (throw), 5B/5C/2A (frametrap), or 66 2A (reset pressure).

2B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
480 SOR L 9 3 12 -1 F - -

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. Also a good point to reset pressure during block strings.

2C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
780 SOR L 24 7 26 -14 F 28-30H -

Unlike 2B, this low attack is one of her worst options for mix-up. Although it has great P1 proration, it 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.

6A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
560 SOJR HL 11 4 23 -10 B 5-14H -

This is Makoto's go-to anti-air. 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. It is one of her few normals that can be jump canceled on block, however its horizontal hitbox is short and it tends to whiff after barrier blocks.

6B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
570 SOR HL 22 3 20 -6 B - -

Makoto's first and most important ground overhead. Although the startup has been increased from CS2, it's still one of the fastest ground overheads out of the Blazblue cast. Do note, however, that this does prevent 5CC from combing into 6B on standing opponents. 6B also no longer forces crouch on hit - the main problem with this is that, if the opponent is too far away after 6B hits to follow up with 6B > C, then there is literally no way to follow up.

  • Ground bounces on air hit

6B > C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
620 SO(J)R HL 7 6 16 -3 B - -

This is functionally identical to 5C > C. Except that it can't go to 6B again.

6C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
640 SOR HL 14 8 20 -11 B - -

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 special canceled into lunatic upper 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 5B.

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. It can also OTG sliding opponents, no matter the character.

3C

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal 700 R L 37 4 10 +3 F 6-27HB -
Feint - - - - - 39T - - 6-27HB -

This move has both head and body attribute invincibility, along with a fairly low hitbox. This allows it to go under many attacks that other characters cannot avoid. However, this move is a double-edged sword - its long start-up makes it very difficult to land on reaction, while using it on prediction makes it incredibly unsafe. Although it can be devastating, it should definitely be used wisely and with caution. Also note that a blocked 3C is at +0 at worst (instant block), making it very safe or very good for frame traps.

j.A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
300 CSOJR HA 6 3 5 - H - -

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.
Could also be used for aerial TRM (throw reject miss) attempts.

j.B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
480 SOJR HA 8 4 12 - H - -

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.

  • Can combo into itself.


j.C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
440 SOJR HA 13 6 11 - H - -

This attack's diagonally downward hitbox makes this her go-to air-to-ground attack. The hitbox is pretty piddly and will lose to pretty much every anti-air, so use it wisely.

j.CC

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
460 SOJR HA 5 3 22 - H - -

Her "target combo" out of jC. Although not useful for neutral, this move has a niche purpose in combos. Canceling into this from a blocked jC or landing and using 2B creates a somewhat useful 50-50 mixup.

j.2C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
560 SOR HA 18 30 6L - H - -

Another one of Makoto's trademark moves, extend hit it pretty hard with the nerf bat. Its altered momentum can be used to bait anti-airs. It now bounces Makoto up allowing her to combo into j.C/j.B. Can be punished on block if your opponent 5As or anti-airs afterwards. It's also her only aerial normal with landing recovery, so whiffing it could lead to a punish as well.



Drive Moves

5D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Level 1 500 R HL 10 3 33 -19 B - Click!
Level 2 750 R HL 15 3 33 -17 B - Click!
Level 3 1000 R HL 18 3 33 -15 B - Click!
Level G 1100 R HL 8 2 23 -4 B - Click!

Strong straight forward punch. Level 3 and G is a fatal counter. 5D moves Makoto forward quite a distance which gives it a very long range in spite of the actual hitbox size of the move. 5D is best kept as a combo tool as it is slow, has a lot of recovery frames, and puts you at a scary disadvantage if blocked.


You can't combo after 5D unless you are close to the corner, but after 5D in the corner you can start your corner combo that varies based on how good your combo proration is. On Fatal Counter 5D leaves your opponent in an untechable sliding state for a LOT of time, so that you can pick him up with 2B from anywhere.

On Kara Cancel, 5D gives you a step back effect.

Note: Levels 1, 2, and 3 share repeat proration, so you can only do one of them in a combo.

2D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Level 1 600 R HL 17 5 32 -20 B - Click!
Level 2 800 R HL 19 5 32 -18 B - Click!
Level 3 1000 R HL 24 5 32 -16 B - Click!
Level G 1100 R HL 17 5 17 -1 B - Click!

Makoto does a step forward then delivers a strong uppercut. Causes a fatal counter at level 3. 2D is a combo tool, and should be avoided in the neutral game.


Level 3 2D launches the opponent high enough that you can combo after it with stuff lke 2C or a well timed Luantic upper > Stargazer or just an aerial combo. Level 2 can be used in combos when the starter was at 5B strength or better. Level 1 2D has it's uses in combos, if your opponent is a bit off the ground you can send him up with level 1 2D and recover before he hits the ground.


Note: Levels 1, 2, and 3 share repeat proration, so you can only do one of them in a combo.

j.D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Level 1 500 R HA 19 9 till L+5 - H - Click!
Level 2 750 R HA 21 9 till L+5 - H - Click!
Level 3 1000 R HA 23 9 till L+5 - H - Click!
Level G 1000 R HA 20 7 till L+5 - H - Click!

Makoto propels herself forward using her tail to do a strong punch in the air. Level 3 of j.D will fatal counter. j.D is a combo tool with no real use in neutral.


You can combo into j.D from j.B thanks to j.B's great untechable time. j.D starts corner combos near the corner just like 5D.


Universal Mechanics

Forward Throw

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
0*10, 1300 --*10, SOR T (70) 7 3 16 - T - Click!

Makoto hits the opponent with her tail a couple of times then follow it up with an uppercut that send them flying in front of her. Combo after it with 214AA or 214B > j.B for easier combos. In Corner you can combo into 236D or 6A to bait bursts.

Back Throw

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
0, 1300 -- , R T (70) 7 3 16 - T - Click!

Makoto do a flip then land on the opponent causing them to be smacked to the ground, then Makoto wakes up in the other side. Combo after it with 2B.

Air Throw

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
0, 600, 800 --*2, R T (90) 7 3 15+3L - T - Click!

Makoto do a flip kick sending the opponent to ground then following it up with a headbutt. Can combo afterward with 2B.

Counter Assault

6A+B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
0 R all 15 4 28 -13 B 1-20 All -

Makoto's counter assault has the same animation as her 6C and launches the opponent a good distance away. It's decent as a counter assault, but nothing special.

  • Can be low profiled


Crush Trigger

5A+B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
1000 R B 30~60 1 23 0 B - -

Standard guard break, possible to charge. Very useful during Over Drive combos.


Specials

Comet Cannon

236A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
100x4 R all 27 81 Total 60F +3 HBFP - -

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.

Break Shot

D during Comet Cannon

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Level 1 480, 450 R all 9, 13 4, 18 23 -8 B, HBFP - -
Level 2 630, 650 R all 19, 23 4, 23 23 -8 B, HBFP - -
Level 3 730, 850 R all 25, 29 4, 28 23 -8 B, HBFP - -
Level G 730, 850 R all 9, 13 4, 23 17 -5 B, HBFP - -

Follow up after Comet Cannon. Makoto punches the orb launching it straight forward. Level 3 and OD are Fatal Counters.


Useful as a combo filler to add up damage in combos with strong starters and in Overdrive combos. It's not very good as a zoning tool because of how slow its startup and recovery frames are.

Corona Upper

623C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
820 R HL 9 2(2)12 28+17L -42 B 1-10 All -

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.


Be careful of moves with disjointed hitboxes, however, as these can hit you from a distance outside of Corona Upper's range.

Meteor Dive

D during Corona Upper

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Level 1 750 R all 30 2 L+9 - H - -
Level 2 820 R all 26 2 L+9 - H - -
Level 3 1100 R all 24 2 L+9 - H - -
Overdrive 1100 R all 24 2 L+9 - H - -

Follow up after Corona Upper. Makoto punches the opponent sending them to the ground.


Overdrive version ground bounces the opponent, being one of Makoto's core moves for Overdrive combos.

Corona Upper (air)

j.623C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
620 R all 8 12 L+17 - H 1-9 All -

Makoto's air version of Corona Upper.

Meteor Dive (air)

D during Corona Upper (air)

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Level 1 750 R all 30 2 L+9 - H - -
Level 2 850 R all 26 2 L+9 - H - -
Level 3 1100 R all 24 2 L+9 - H - -
Level G 1100 R all 24 2 L+9 - H - -

Follow up after air Corona Upper.

Space Counter

214D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Parry - Dr - - - 23T - - 1-7C -
Catch 0 - all 5 15 28 -13 B 1-39 All -
Level 1 800 R all 18 5 43 -31 B - -
Level 2 1000 R all 18 6 43 -30 B - -
Level 3 1200 R all 22 7 43 -29 B - -
Overdrive 1200 R all 18 7 27 -13 B - -
  • Catches everything except throws, lows, air, and unblockable attacks
  • Startup listed based on earliest possible charge
  • 100% minimum damage (Lv1: 800 Lv2: 1000 Lv3: 1200 OD: 1200)
  • Fatal counter

Makoto poses herself 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.

Asteroid Vision

214A/B/C

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
214A - - - - - 36T - - - -
214B - - - - - 45+6L - - - -
214C - - - - - 43+6L - - - -

Makoto creates two illusion to confuse the enemy. Depending on which button is used to execute the move, the real Makoto will be hiding in one of these copies. The picture shows each one of the possibilities.


Cancels into:

  • Aerial normals
  • D = Lightning Arrow

Break

A after Asteroid Vision A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - - - - 11T - - - -

This move is a follow up to Asetroid Vision A. Makoto stops running and halt in place. Useful for resetting pressure or baiting bursts and reversals, but you must be careful as it does put you in a disadvantageous situation.

Eclipse Turn

B after Asteroid Vision A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - - - - 21T - - - -

This move is a follow up to Asetroid Vision A. Makoto steps through the opponent, appearing behind it. Can be used as a gimmicky mix up, but you must be careful as it's not safe.

Lunatic Upper

C after Asteroid Vision A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
550 R HL 13 4 19 -4 B - -

This move is a follow up to Asetroid Vision A. Makoto reveals herself and hits the opponent with a fast swinging move. Leads to many follow ups. Can be used as a frame-trap and is safe on block unless IB'd.


Cancels into:

  • A = Mars Chopper
  • B = Stargazer
  • CCCCC = Infinite Rush
  • D = Lander Blow

Cosmic Ray

D during Asteroid Vision A

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Level 1 700 R all 14 4 17 -4 B - -
Level 2 800 R all 15 3 17 -1 B - -
Level 3 1000 R all 20 4 17 0 B - -
Level G 1000 R all 10 4 12 +5 B - -
  • Startup based on earliest possible charge
  • Lv3 and LvG versions Fatal Counter

This move is a follow up to Asetroid Vision A. Makoto rushes forward in high speed and strikes the opponent with a punch. Useful as a neutral tool to approach the opponent in certain situations and in Overdrive combos.

Mars Chopper

A after Lunatic Upper

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
600 R H 23 4 18 -5 B - -

Follow up to Lunatic Upper. A gimmicky overhead punch that leaves you in a slight disadvantage if blocked; can't be combo'ed after it on normal conditions - you need either a Rapid Cancel or a counter hit to combo after it.

Stargazer

B after Lunatic Upper

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
730 R LA 20 6 25 -14 F - -

Follow up to Lunatic Upper. Slightly low sweep that floats the opponent on hit. Be careful as it'll get punished if blocked unless you're ready to spend meter on a Rapid Cancel.


You can combo into it from Lunatic Upper if your opponent is in crouching state or if he/she is airborne. Can be followed up with 5B or 5C.

Infinite Rush

CCCC after Lunatic Upper

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
250*4, 920 R all 11 3[(9)3]*(0~3)(12)6 33 -20 B - -
  • Possible to reach max 5 attacks by repeatedly pressing C.

Combo ender for standing opponents after Lunatic Upper.

Lander Blow

D during Lunatic Upper

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Level 1 400 R all 31 4 13 0 B - -
Level 2 450 R all 19 4 18 -3 B - -
Level 3 500 R all 27 4 12 +5 B - -
Level G 500 R all 19 4 8 +9 B - -
  • Startup based on earliest possible charge
  • Lv3 and LvG versions Fatal Counter

Follow up after Lunatic Upper. Makoto hits the opponent with a powered up punch. Level 2 is used as a frame trap while 3 can safely reset pressure if blocked. However, there's a huge gap for the opponent to mash out of it, making of it a rather risky move.

Lightning Arrow

D during Asteroid Vision B or C

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Level 1 750 R all 22 19 8L - H - -
Level 2 900 R all 21 19 8L - H - -
Level 3 1200 R all 21 19 8L - H - -
Level G 1200 R all 17 19 8L - H - -
  • Startup based on earliest possible charge
  • Lv3 and LvG versions Fatal Counter

Follow up to Asteroid Vision B and C. The frame advantage of this move is unstable, being advantageous or not depending on how late you hit with it, how close are you to the ground and whether your opponent is on the air or ground. Can be used as a neutral tool and to reset pressure/bait a Fatal Counter. One of Makoto's best moves for Overdrive combos.

Shooting Star

236D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Level 1 680 R all 22 5 28 -16 B 5-12 All -
Level 2 880 R all 24 7 28 -16 B 5-12 All -
Level 3 1080 R all 22 10 29 -18 B 5-12 All -
Level G 1080 R all 22 10 18 -7 B 5-12 All -
  • Startup based on earliest possible charge
  • Lv3 and LvG versions Fatal Counter

Makoto slides back and forth with a strong punch to the guts. One of Makoto's most important combo tools in BBCP for both her regular and Overdrive combos - amazing corner carry and a lot of wallsticking leading to her main corner combo route. Other than a combo tool, 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.

Distortion Drives

Big Bang Smash

632146D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Level 1 800, 1500 R HL, all 5+4 2(16), 14 61 -59 H, HBFP - -
Level 2 1100, 1800 R HL, all 5+8 3(17), 14 56 -55 H, HBFP - -
Level 3 1400, 2200 R HL, all 5+10 3(18), 15 56 -57 H, HBFP - -
Level G 1400, 3000 R HL, all 5+10 3(18), 15 32 -33 H, HBFP - -
  • 180F Heat Gauge Cooldown
  • Startup based on earliest possible charge
  • 1st attack has 40% minimum damage, 2nd attack 20% (Lv1: 620 total Lv2: 800 total Lv3: 1000 LvG: 1160)

Note that Makoto's arm and the big fist projectile each count as separate hits. Not safe if blocked; can be used for full screen punishes. Used primarily in Overdrive combos.

Particle Flare

236236D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
1st Hit, Level 1 750 R HL 1+7 4 100 -60 B 1-11 All -
1st Hit, Level 2 850 R HL 1+4 4 100 -58 B 1-8 All -
1st Hit, Level 3 1000 R HL 1+4 4 100 -56 B 1-11 All -
1st Hit, Level G 1000 R HL 1+7 4 100 -56 B 1-11 All -
2nd Hit, Level 1 750 R HL 1+4 4 56 - B 1-18 All -
2nd Hit, Level 2 850 R HL 1+1 4 56 - B 1-13 All -
2nd Hit, Level 3 1000 R HL 1+1 4 56 - B 1-18 All -
2nd Hit, Level G 20*28, 1000 R HL 1+5 2*28(7)4 56 - B 1-82 All -
3rd Hit, Level 1 1000 - all 28+35 28 till L+11 - H 1-landing All -
3rd Hit, Level 2 1800 - all 28+35 9 till L+11 - H 1-landing All -
3rd Hit, Level 3 2800 - all 28+35 6 till L+11 - H 1-landing All -
3rd Hit, Level G 3000 - all 28+35 6 till L+11 - H 1-landing All -

Makoto's super reversal and combo finisher. Used mainly at the end of regular and Overdrive combos to finish off opponents. It isn't recommended to finish a combo with it in case the opponent isn't dying, as it doesn't give you knockdown advatange.


Astral Heat

Planet Crusher

236214D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Level 1 DESTROY - all 5+10 4 29 -18 B 1-19 All Click!
Level 2 DESTROY - all 5+2 4 29 -18 B 1-9 All Click!
Level 3 DESTROY - all 5+4 4 29 -18 B 1-13 All Click!
Level G DESTROY - all 5+2 4 29 -18 B 1-13 All Click!

You need the to satisfy the following conditions to use this move:

  • 100 Heat
  • You are in the last round you to win the match

Note: Makoto portrait in the HUD will be shinning if all the conditions are satisfied


Invu for like until Makoto lands her punch. Combo into it after StarGazer/5D/2D/j.D/B+C/4B+C/Wallbounces/Groundbounces/6A CH Can be used on neutral to beat a lot of stuff. Great Astral when compared with other characters Astrals (Also, the animation of the move is amazing <3)




Strategy

Makoto has many decently strong tools at her disposal in every area. However, she definitely does have exploitable weaknesses in certain areas or situations that Makoto players have to recognize in order to do well. For the most part, Makoto wants to be close to her opponent where she can use her decent frame traps and versatile mix-up to carry them to the corner and blow them up. She has trouble dealing with zoning characters who can keep her well out of threatening range while staying relatively safe (EX: Hazama, Lambda), or strong poking characters who easily stuff her footsies (EX: Ragna, Hakumen).

Neutral

What is neutral? Long story short, it's when neither of you are in each other's faces but you want to be. Capcom fans refer to this as "footsies" - both players will intelligently and safely use their attacks while blocking or avoiding the other's, until one of them makes a wrong move and gets knocked down. Naturally, Makoto likes the knockdown part a lot more, but she still has to deal with this in order to win. Some characters have very good zoning, which is a lot like footsies except further apart (worse for you). So how does she deal with this?

  • Dash barrier: by inputting 66 > 2AB, you can immediately cancel out of a dash with barrier block. This carries some of the momentum of the dash to get you closer while still keeping you safe from eating an unexpected attack. This is a fundamental tactic for every character with a dash but EXTREMELY important for Makoto players to master - most characters outrange her and force her to risk approaching.
  • Footsies: 5B and 2A have the best reach of all of her pokes while being relatively fast. Dash in with these attacks after your opponent whiffs a move with a lot of recovery.
  • Anti-air/Air-to-air: Makoto has surprisingly strong options to deal with players trying to jump in on her. 6A will trade at worst with a lot of attacks, though it lacks a bit in horizontal range. jA is very fast and can stuff jump-ins or airdashes with ease - it's almost as good as Carl's jA, and that's saying something. jB is a nightmare for characters that like to float above their opponents, like Arakune.
  • Zoning: This one is tricky. Comet Cannon can reach full screen or cancel out projectiles, but no longer penetrates through Nirvana. This made Carl a lot easier to deal with in the past. It also has a ton of recovery now, making it very unsafe if used shortsightedly. Asteroid Vision B and C can be used to approach quickly through the air - cancel their recovery with a jA and you can immediately barrier after it too. This is very important for approaching Lambda. 3C can avoid some stuff but got a lot worse from previous games, so do NOT abuse it.

Offense

There will be more generalized words here soon.


KNOCKDOWN MATRICES: Okay, so you landed a hit and executed some combo and now it's done. What do you do now? If you were midscreen then even her most damaging enders will net average damage off most starters. On top of that, many of them will send her opponent flying far away from Makoto, possibly reseting them back to neutral positioning where she has inherent disadvantage in many match-ups. Generally, you do not want that. The following is a comparison of all of her combo enders and the best times to use them both midscreen and cornered:

  • j623CD: This is one of her most common combo enders since it almost always leads to the most damage. However, unless it's used low to the ground it also gives Makoto the least amount of frame advantage for wake-up pressure which limits her options. The opponent at least stays within Makoto's preferred range, so it's a decent option. If the combo is not highly prorated, then she can OTG with 2B if they don't emergency tech and squeeze in a bit more damage.
  • 214ACC: This is definitely one of her strongest enders. While it does send them pretty far, Makoto is left at enough advantage to immediately get back on top of them. If the opponent does not emergency tech, she can immediately OTG with 2B and send the person closer to the corner. Once the person is trained to emergency tech, she has two distinct options. The first is to simply run up and pressure normally, which has the obvious weakness of losing to invincible reversals without baiting it and possibly losing pressure. The second is to buffer a dash into a forward jump and execute a falling jC while holding back. When timed correctly, this creates a safe jump and ensures that she will get her Okizeme.
  • 214ACA: This is an all-around "meh" ender. The recovery is so long that Makoto is left at little frame advantage, making it hard to punish roll techs from midscreen and limiting her options greatly on emergency tech. It doesn't get much stronger in the corner, either. Use sparingly.
  • 5D/jD Lv3: These are some of her worst midscreen combo enders. If the opponent will be sent close to corner then it can be worth it; in every other situation it just sends them to the opposite side of the screen and resets neutral positioning, where most characters have an advantage over Makoto. In the corner, they can be followed with a 6B to force an emergency tech setup or a meaty Comet Cannon to eat roll tech or force blocking on neutral tech, making them strong choices.

So what's the verdict? Midscreen, most combos on standing opponents end with 214ACC for the best damage and wake-up Okizeme. Crouching opponents should be juggled with 214ACB since it drastically increases damage. Midscreen air combos should almost always end with j623CD for the highest damage and passable Okizeme. In the corner, her Okizeme becomes MUCH stronger and pretty much anything goes. Mixing up her enders for different setups will keep opponents on their toes and make it easier to land mix-ups.


Defense

Makoto's most notable defensive options are Space Counter (214D), Corona Upper (623C), and her backdash. 5A used intelligently can also be a strong defensive option for interrupting unsafe strings and mix-up. It is extremely important for Makoto players to recognize the strengths of all of her options, as well as their weaknesses, in order to identify when to use them and when to block.

As an example, lets take Valkenhyn. After Makoto neutral or emergency techs from a knockdown, Valkenhyn can use 2B to option select out of every defensive option except blocking. Why does this work?

1. Valkenhyn has frame advantage, which prevents makoto from using 5A or 2A to mash out of wake-up pressure.

2. His 2B has a very low hurtbox, while corona upper lacks a hitbox in the front-low area. If Makoto tries to DP, it will completely whiff and give him a free fatal counter combo.

3. His 2B hits low, while Space Counter can only parry mid and high attacks.

4. Makoto's backdash only has 5 invincible frames while his 2B has 4 active frames. Timed correctly, 2B will beat it and give him another combo.

Now, not every character has options this insanely good after a knockdown, but it does illustrate an important point - Makoto's defensive options are useful but ONLY WHEN USED WISELY. If you like to press buttons on wake-up, this is not the character for you.

Combos

Combo Notation Guide:
> = cancel into the next attack
j. = jumping attack
hjc = high jump cancel
66 = dash
CH = Counter-Hit (Hit the opponent during one of their attacks)
FC = Fatal Counter (Counter-Hit with 2C or a level 3 Drive move)
5D(N) = Indicates what level you need to charge Drive to continue combo
~ = Denotes Asteroid Vision followup inputs (Ex: 214A~A is Asteroid Vision canceled into Break)

Midscreen

Weak Starter

  • 2A > 5B > 6A > 5B > 5CC > 5D(2) > 214A~CCCC
[2249 dmg/17 meter]
Simple corner carry combo off of 2A, builds quite a bit of meter.
  • 2A > 5B > 5CC > 2D(2) > 236A~D > 66 5B > 6A > j.CB > j.CB > j.623C~D
[2392 dmg/17 meter]
More carry, more damage.
  • 2A > 5B > 5CC > 2D(2) > 236A~D > 66 5C > 6C > 5D
[2027 dmg/14 meter]
This allow an 236A on their wake up if done close enough to corner.

Strong Starter

  • 2B > 5B > 5CC > 2D(2) > 236A~D > 66 5C > 214A~C~D > 5CC > j.CB > j.CB j.623C~D
[2735/19 meter]
One of the many possible examples of what could be done with a non-weak starter.
  • CH 5B > 2C > 214A~A > 5B > 6A > 2D > 2C > 214A~A > 5B > 6A > j.CB > j.B j.D(2) > j.623C~D
[3632 dmg/26 meter]
  • 214D~D > 66 5B > 5CC > 5D(2) > 214A~C~CxN
[2449 dmg/24]
Parry confirm combo, recommended version
  • 214D~D > 66 5B > 5CC > 2D(2) > 236A~D > 66 5B > 6A > j.CB > j.CB > j.623C~D
[2804 dmg/25 meter]
2D(2) needs to be really early or drop
  • FC 214D~D > 66 5B > 5CC > 2D(2) > 236A~D > 66 5C > 214A~C~D > 5CC > j.CB > j.CB j.D(2) j.623C~D
[4142/30 meter]
When the snap effect doesn't hit the opponent the space counter is actually her strongest starter, even without FC.
  • FC 214D~D > CT > 2C > 214A~A > 5B > 6A > 2D > 2C > 214A~A > 5B > 6A > j.CB > j.B j.D(2) > j.623C~D
[5397 dmg/25 meter]
Just an another example, combo can be made better.
  • FC 236D > 6A > j.D > 66 5B > 6A > 2D > 2C > 214A~A > 5B > 6A > j.CB > j.CB > j.623C~D
[3726 dmg/26 meter]


Grab Starter

  • B+C > 214A~A > 66 5B > 6A > 2D > 2C > 214A~A > 5B > 6A > j.CB > j.CB > j.623C~D
[3262 dmg/23 meter]
  • 4B+C > 2B > 6A > 2D > 2C > 214A~A > 5B > 6A j.CB > j.CB > j.623C~D
[3169 dmg/22 meter]
  • j.B+C > 2B > 6A > 2D > 2C > 214A~A > 5B > 6A > j.CB > j.CB > j.623C~D
[3155 dmg/22 meter]


Anti-Air Starter

  • 6A > j.CB > j.CB > j.623C~D
[2026 dmg/14 meter]
  • 6A > 2D > 2C > 214A~A > 5B > 6A > j.CB > j.CB > j.623C~D
[2957 dmg/21 meter]
  • CH 6A > j.D > 66 5B > 6A > 2D > 2C > 214A~A > 5B > 6A > j.CB > j.CB > j.623C~D
[3354 dmg/24 meter]

Midscreen to Corner

Weak Starter

  • 2A > 5B > 5CC > 2D(2) > 236A~D > 66 5C > 6C > 5D > 2B > 5CC > j.B > j.B > j.623C~D
[2584 dmg/18 meter]
  • 2A > 5B > 5CC > 2D(2) > 236A~D > 66 5C > 6C > 5D
[2027 dmg/14 meter]
This allows for 236A oki


Strong Starter

  • 2B > 5B > 5CC > 2D(2) > 236A~D > 66 5C > 214A~C~236D > 66 6C > 5D > 2C > 214A~D > 5CC > j.B > j.B > j.623C~D
[3238 dmg/23 meter]


Grab Starter

  • B+C > 214A~A > 66 5B > 6A > 2D > 2C 214A~236D > 5B > 5CC > j.B > j.B > j.623C~D
[3492 dmg/25 meter]


Anti-Air Starter

  • 6A > j.C > slight delay j.B > delay j.623C~D(1) (whiff) 5C > 6C > 66 214A~C~236D > 5CC > 623C~D
[3123 dmg/22 meter]
Timing depends on height of 6A, use at own risk. lol
  • Anti-Air 5B > 5C > sj j.B > falling j.B > delay j.623C~D(1) (whiff) > 5C > 214A~C~236D > 6C > 5D > 2C > 214A~D > 5CC > 623C~D
[3628 dmg/26 meter]
Works with just AA 5B as well if their high enough. Less difficult than the combo above but more situational.
  • CH 6A > j.D > 66 5B > 6A > 2D > 236D > 6C > 2D > 2C > 214A~D > 5CC > j.B > j.B > j.623C~D
[3136 dmg/29 meter]

Corner Only

Weak Starter

  • 2A > 5B > 6C > 5D > 214A~C~236D > 5B > 5CC > j.CB > j.CB > j.623C~D
[3033 dmg/21 meter]
If you add 5C, end the combo with 5CC > j.B > j.B > j.623C~D instead.
  • 2A > 5B > 6C > 236D > 6A > 5D > 2C > 214A~D > 5CC > j.B > j.B > j.623C~D
[3286/23 meter]
"Classy" OmniSScythe - 2015

Strong Starter

  • 2B > 5B > 6C > 5D > 214A~C~236D > 6A > 2D > 2C > 214A~D > 5CC > j.CB > j.CB > j.623C~D
[3734 dmg/26 meter]
Standard corner combo, plenty of places to either super, parry reset or OD.
  • 5B > 6C > delay 214A~C~D > 6A > 2D > 2C > 5D > 2C > 214A~D > 5CC > j.CB > j.B > j.623C~D
[4564 dmg/32 meter]
Optimum
  • CH 5B > 2C > 236D > 6A > 2D > 2C > 5D > 2C > 214A~D > 5CC > j.CB > j.CB > j.623C~D
[4736 dmg/34 meter]

Grab Starter

  • B+C > 236D > 2C > 5D > 2C > 214A~D > 5CC > j.B > j.623C~D
[3844 dmg/27 meter]

Navigation

BlazBlue: Chrono Phantasmae
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Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc