BBCSE/Makoto Nanaya

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Overview

Placeholder
Drive: Impact
Makoto's Drive is called "Impact". 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.
Makoto Nanaya

BBCSE Makoto Portrait.png

Health: 11,000
Guard Primers: 5
Movement Options: 1 Double Jump/Airdash, Run-type Dash

 Makoto Nanaya is an Offensive, Rushdown character. With a focus on frame traps

Pros
Cons

Move List

See also: Makoto Full Frame Data

Normal Moves

5A

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
300 108 80 82 5 2 8 +2 Click!

Makoto's Standard jab. It hits very high and will whiff on many crouching characters. Not very good as an anti-air, but with 5 frames of start-up it is very fast move interrupting your opponent's moves.

5B

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
550 198 85 90 9 6 16 -5 Click!

One of Makoto's all-around best normals. It has good range, quick start-up, propels her forward, and unlike most of her normals can be jump canceled on block. It's great for spacing, pressure, combo filler, and safely ending block strings by jumping away. 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.

In a corner, 5B can pick up many sliding opponents (for example, after a 5D LV3) and can be followed up. Note that this will whiff against certain characters with low sliding hurtboxes (such as Jin and Valkenhyn).

5C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
450 162 100 89 8 7 16 -6 Click!

Because of its P1 proration and fast speed, this is Makoto's unequivocally best 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.

In a corner, 5C can pick up many sliding opponents (for example, after a jD LV3) and can be followed up. Note that this will whiff against certain characters with low sliding hurtboxes (such as Jin and Valkenhyn).

5C > C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
630 223 80 95 7 6 16 -3 Click!

One of Makoto's best normals for frame traps, she can stagger the gatling into this move from 5C for a considerably long time. Let's say that your opponent instant blocked your 5C and wants to punish it as early as possible with a 5 frame normal now that it's -9 on block. From the 9th to the 20th frame of 5C, she can gatling into 5CC. If she executes the gatling on frame 16-20, she will counter-hit the normal. This general idea is the basis of much of Makoto's mix-up at high levels of play.

2A

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
300 108 80 82 6[5] 3 8 -1 Click!

The [5] represents the start-up for canceling 2A into itself. 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.

2B

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
480 172 75 84 9 3 12 -1 Click!

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.

2C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
780 280 100 92* 24 7 26 -14 Click!

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.

  • 2C has awful repeat move proration. Using it twice in a combo will almost instantly end it, and therefore should not be done.

6A

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
560 201 70 89 11 4 23 -10 Click!

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. Like 5B 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.

In the corner, 6A has some use for its ability to OTG sliding opponents (for example, after a jD LV3) and can be followed up. Note that this whiffs on certain characters with low sliding hurtboxes (such as Jin and Valkenhyn).

6B

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
580 208 80 89 20 3 20 -6 Click!

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.

Also, note that 6B forces an emergency tech when hitting grounded opponents. In older games this was followed by Comet Cannon to force blocking, but Comet Cannon was nerfed such that it is no longer as reliable. 6B forced tech still creates other good wake-up situations, but they're simply not as good as before.

6B > C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
620 223 80 95 7 6 16 -3 Click!

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

6C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
640 230 90 89 14 8 20 -11 Click!

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

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
700 252 80 89 37 4 10 +3 Click!

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.

  • Notable moves 3C can punish: Tager's 5D, Tsubaki's Sanctus Aequum, Lambda's Spike Chaser, Jin's Rehhyou, Gold Bursts

3[C]

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
-- -- -- -- -- -- total 39F -- Click!

By holding down the "C" button after pressing 3C, the move's total animation time is shortened in exchange for losing its hitbox. This option is better for approaching zoners and safer when there's nothing to hit. Although it retains the same attribute invincibility, the second part of the roll has a slightly worse hurt box than in previous games to and can be hit in more situations.

  • Notable situations to use 3[C]: Lambda's 5D, Tager's Spark Bolt, Green Bursts

j.A

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
300 108 90 82 6[5] 3 5 -- Click!

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.

j.B

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
480 172 100 84 8 4 12 -- Click!

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. In Extend, getting a counterhit with this sends the opponent very high in to the air, effectively nerfing its hitconfirm damage when far from a corner. However this does not eliminate its usefulness and it helps tremendously in match-ups against floaty airborne characters like Arakune.

j.C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
440 158 100 89 13 6 11 -- Click!

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.C > C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
460 165 90 89 5 3 22 -- Click!

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 Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
560 201 70 84 18 30 7 -- Click!

Another one of Makoto's trademark moves, Extend hit it pretty hard with the nerf bat. Although its altered momentum can bait anti-airs, its lack of hit stun makes it incredibly hard to follow up, even on counterhit. Combined with the high risk of getting punished on block, this move should be used sparingly. It's also her only aerial normal with landing recovery.

Counter Assault

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0 0 50 92 15 4 28 -13 Click!

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.

Drive Moves

5D

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
Level 1 500 180 80 89 10 3 33 -19 Click!
Level 2 750 270 75 92 15 3 33 -17 Click!
Level 3 1000 360 80 90 18 3 33 -15 Click!

Strong straight forward punch. Level 3 of 5D breaks a guard primer and 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 still use it in neutral or pressure if you have enough heat to Rapid cancel to safety while breaking your opponent's guard primers.


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.

2D

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
Level 1 600 216 90 89 17 5 33 -20 Click!
Level 2 800 288 80 92 19 5 32 -18 Click!
Level 3 1000 360 80 90 24 5 32 -16 Click!

Makoto does a step forward then delivers a strong uppercut. Causes a fatal counter and breaks a guard primer 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 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: Level 3 2D and Level 1 2D share the repeat proration penalty, so you can't do both of em in one combo.

j.D

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
Level 1 500 180 70 89 19 9 5F landing -- Click!
Level 2 750 270 85 89 21 9 5F landing -- Click!
Level 3 1000 360 70 90 23 9 5F landing -- Click!

Makoto propels herself forward using her tail to do a strong punch in the air. Level 3 of j.D breaks a guard primer and 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.

Throws

Forward Throw

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
1300 468 90, 100 100, 55 7 3 16 -- 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 214ACB for easier combos. in Corner you can combo into 6A 5D after it without the need for 214AA.

Back Throw

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
1300 268 90, 100 100, 55 7 3 16 -- 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 Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
800, 1200 288, 432 90, 100 100, 55 7 3 15 -- Click!

Makoto do a flip kick sending the opponent to ground then following it up with a headbutt. You can't combo after it without Rapid Cancel. After Rapid Cancel its advised to combo with either 2D or 2C.

Special Moves

Comet Cannon

236A

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
100×4 36×4 100 82(once) 27 81 Total of 60F +3 Click!

Makoto creates an orb of energy in front of her that hurts on contact. Can be used as an oki since it catches rolls and it's +3 on block, but it shouldn't be used like that if your opponent have a reversal ready, because Makoto will still be in her recovery by the time your opponent fully wakes up making you vulnerable for clean punishes. Can be used in neutral to gain some control or catch some incautious pokes and jump ins, but this is highly unadvised, as Comet Cannon have horrible start up and recovery.

Break Shot

D during Comet Cannon

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
Level 1 172, 162 216 100 89, 86 9 4, 14 35 -8 Click!
Level 2 630, 650 226, 234 100 92, 89 19 4, 19 45 -6 Click!
Level 3 730, 850 262, 306 100 94, 92 25 4, 24 51 -8 Click!

Follow up after Comet Cannon. Makoto punches the orb launching it straight forward. Level 3 is fatal on counter and breaks primer (only Makoto's fist breaks the primer not the orb).


In corner you can combo after it with 5A/5B/5C, On counter hit, Break Shot causes a wall bounce anywhere in screen. Note that Break Shot carries the counter hit from Comet Cannon, which means if you got a counter hit with Comet Cannon, your Break Shot will cause a wall bounce.

Corona Upper

623C

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
Ground 820 296 70 80 9 2(2)12 28+17F landing -42 Click!
Air 620 223 70 80 8 12 17F landing -- Click!

Makoto's Reversal. It has very short range and relatively little invulnerability (the invulnerability ends right after the first active frame). Also it can be low profiled, making it one of the weaker reversals in the game. However, it can be very useful especially when used in combination with Instant Blocking. Be careful of moves with disjointed hitboxes however, as these can hit you from a distance outside of Corona Upper's range.


On Hit, Corona combos into its follow up Meteor Dive, on counter hit you can combo into Particle Upper (236236D). On counter hit against a jumping opponent, you can whiff Meteor Dive into 5A/5B > Combo. In air combos, Corona Upper > Meteor Dive serves as a decent combo ender.


Notes: The Air Version of Corona Upper have NO INVULNERABILITY.

Meteor Dive

D during Corona Upper

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
Level 1 750 270 70 70 30 3 9F landing -- Click!
Level 2 850 306 70 70 26 3 9F landing -- Click!
Level 3 1100 396 70 95 24 3 9F landing -- Click!

Follow up after Corona Upper. Makoto punches the opponent sending them to the ground. Controlling the timing of this move gives you a better oki, Level 2 send the opponent to the ground at a slower velocity compared to Level 3, which means it will give you better oki. But Level 2 have less untechable time, which may result in your opponent air teching before he hit the ground.

Space Counter

46 > D

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
Catch -- -- -- -- 1 7 16 -- Click!
Parry 0 0 100 60 3 17 28 -15 Click!
Attack Level 1 800 288 60 120 18 5 43 -31 Click!
Attack Level 2 1000 360 60 130 18 6 43 -30 Click!
Attack Level 3 1200 432 60 150 22 7 43 -29 Click!

Space Parry: In the next 7 Frames, Makoto poses herself to parry high and mid attacks and stuns the opponent after she a successful parry and make you able to cancel into Space Counter.


This move loses to throws, low hits and unblockable attacks. Also the catch of Parry have a bit of short range and it can be blocked leaving you free for punishes even after a successful parry. However, Parry have a short recover and can be canceled with and dashes which makes it a bit safer than most reversals, and lead to GREAT rewards when you combo after it's follow up Space Counter as it have a positive proration. Also, note that the parry has 1f startup, which means you cannot use it to counter meaties.


Space Parry can only combo to Space Counter and you need to Rapid Cancel to combo after Space Counter (But in rare scenarios you can combo after it without Rapid Cancel). If your opponent is in the air then you can either combo into Space Counter or wait until you recover from Space Parry then combo into 5A/5B/5C etc...

Asteroid Vision A

214A

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
-- -- -- -- -- -- 36 -- Click!

Asteroid Vision: Makoto creates two illusion images to confuse the enemy, so there will be three furry Makoto's advancing towards the enemy. Based on which button you used to execute the move, the real Makoto will be hiding in one of these copies. The picture shows each version pathway.


(A) Asteroid Vision:

  • Cancel's into: (A)Break, (B)Eclipse Turn, (D)Shooting Star, (C)Lunatic Upper

Asteroid Vision B

214B

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
-- -- -- -- -- -- 51 -- Click!

(B) Asteroid Vision:

  • Makoto is Airborne during this move
  • Cancel's into: (A)j.A, (B)j.B, (C)j.C, (2C)furry tail, (D) Lightning Arrow
  • If you were dashing before doing (B) Asteroid Vision, then the dash momentum will be carried over to your Vision resulting in a (B) Asteroid Vision but with more range.
  • You can cancel into a jump/barrier by canceling (B) Asteroid Vision into j.A first. Because it have a very short recovery.

Asteroid Vision C

214C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
-- -- -- -- -- -- 46 -- Click!

(C) Asteroid Vision:

  • Makoto is Airborne during this move
  • Cancel's into: (A)j.A, (B)j.B, (C)j.C, (2C)furry tail, (D) Lightning Arrow
  • If you were dashing before doing (C) Asteroid Vision, then the dash momentum will be carried over to your Vision resulting in a (C) Asteroid Vision but with more range.
  • You can cancel into a jump/barrier by canceling (C) Asteroid Vision into j.A first. Because it have a very short recovery.

Break

A after A Asteroid Vision

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
-- -- -- -- -- -- 11 -- Click!

This move is a follow up to (A) Asetroid Vision. Makoto Stops the (A) Asteroid Vision and halt in here place. Useful for resetting the pressure but you must be careful as it does put you in a disadvantage situation.

Eclipse Turn

B after A Asteroid Vision

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
-- -- -- -- -- -- 21 -- Click!

This move is a follow up to (A) Asetroid Vision. Makoto ends her (A) Asteroid Vision with an elegant step, during this move Makoto can move cross through her enemies. Can be used as a decent mix up, but you must be careful as its not safe.

Lunatic Upper

C after A Asteroid Vision

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
500 198 80 89 13 4 19 -4 Click!

This move is a follow up to (A) Asetroid Vision. Straight forward hit nothing special in it, opens up the way for its own follow ups:

  • (A) Mars Chopper
  • (B) StarGazer
  • (CCCC) Infinite Rush
  • (D) Shooting Star

Shooting Star

D after A Asteroid Vision or Lunatic Upper

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
Level 1 680 244 70 89 22 5 28 -16 Click!
Level 2 880 316 75 92 24 7 28 -16 Click!
Level 3 1080 388 80 90 22 10 29 -18 Click!

Follow up to both (A) Asteroid Vision and Lunatic Upper. Makoto takes a step to the back then come with a strong punch to the guts. This move have invulnerability during the juke and can cancel into her Distortion Drives . Level 3 of this move breaks a primer and causes a fatal counter. Used Best as a combo tool but it can be used in neutral and pressure if you have 50 Heat to make it safe with Rapid Cancel.

Can be combo'ed after in the corner. On Counter hit it causes a wallbounce so you can combo from it anywhere for a good reward.

Mars Chopper

A after Lunatic Upper

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
600 216 100 98 20 4 18 -5 Click!

Follow up to Lunatic Upper. Overhead punch, puts you in a bad situations on block, can't be combo'ed after it on normal conditions. You need to either a Rapid Cancel or a counter hit to combo after it. Mars Chopper have an insane proration whihc makes able to dish out tons of damage when you combo after it.

Star Gazer

A after Lunatic Upper or Mars Chopper

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
730 262 80 89 20 6 25 -14 Click!

Follow up to Lunatic Upper. Low sweep, floats the opponent on hit. Will get you punished if it is blocked so be careful.


You can combo into it from Lunatic Upper if your opponent is in crouching state or if he/she is airborne. Combo after it with 2A if your opponent was grounded (Standing on his legs) or 5C/5B if he was airborne.

Infinite Rush

C after Lunatic Upper

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
C 250, 920 90, 331 75 80 11 3(16)6 33 -20 Click!
CC 250×2, 920 90×2, 331 75 80 11 3(9)3(12)6 33 -20 Click!
CCC 250×3, 920 90×3, 331 75 80 11 3(9)3(9)3(15)6 33 -20 Click!
CCCC 250×4, 920 90×4, 331 75 80 11 3(9)3(9)3(9)3(12)6 33 -20 Click!

Follow up to Lunatic Upper. Should be used only in combos, Rapid Cancel it to combo after it.

Lightning Arrow

D during B/C Asteroid Vision

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
Level 1 750 270 70 89 21 11 8F landing -- Click!
Level 2 900 324 70 89 21 11 8F landing -- Click!
Level 3 1200 432 70 89 21 11 8F landing -- Click!

Follow up to (B)&(C) Asteroid Vision. Breaks primer and causes a Fatal Counter on Level 3. The frame advantage of this move is unstable, sometimes its + on block and sometimes it - depending on how late you hit with it, how close are you to the ground, whether if your opponent is on the air or on the ground. Can be used to fish for Fatal's and break your opponent primers in a safe way.


There is no viable way to combo into this move, and you can't combo after it unless it was a counter. on Counter hit it causes a groundbounce so you can have your time to combo after it.

Distortion Drives

Big Bang Smash

632146D

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
Physical Hit Level 1 800 0 75 100 5+4 16 61 -- Click!
Physical Hit Level 2 1100 0 75 100 5+8 17 56 -- Click!
Physical Hit Level 3 1400 0 75 100 5+10 18 56 -- Click!
Projectile Level 1 1500 0 100 92 5+6 14 -- -61 Click!
Projectile Level 2 1800 0 100 92 5+11 14 -- -56 Click!
Projectile Level 3 2200 0 100 92 5+13 15 -- -57 Click!

Note that Makoto's arm and the big fist projectile each counts as separate hit. On Level 3 it fatal's and Makoto's fist breaks 1 guard primer. Not safe if it is blocked, can still be used to punish some stuff from full screen like when Lambda is charging her spike chaser. Used in advanced combos.

Particle Flare

236236D

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
1st Hit, Level 1 750 0 75 100 1+7 4 100 -60 Click!
1st Hit, Level 2 850 0 75 100 1+4 4 100 -60 Click!
1st Hit, Level 3 1000 0 75 100 1+7 4 100 -60 Click!
2nd Hit, Level 1 750 0 75 90 1+4 4 56 -- Click!
2nd Hit, Level 2 850 0 75 90 1+1 4 56 -- Click!
2nd Hit, Level 3 1000 0 75 90 1+4 4 56 -- Click!
3rd Hit, Level 1 1000 0 75 5 34+35 28 11F Landing -- Click!
3rd Hit, Level 2 1800 0 75 5 34+35 28 11F Landing -- Click!
2nd Hit, Level 3 2800 0 75 5 34+35 28 11F Landing -- Click!

A standard reversal Distortion Drive used to add big damage at the end of some combos. Particle Flare is rarely used as a reversal because of it's very short range and can be beaten by well timed meaty attacks and safe jumps, also, even on hit you are not likely assured to combo of it duo to how bad the range is. Level 3 of Particle Flare breaks 1 guard primer and Fatal's on counter hit.

Particle Flare is a very common move in Makoto combos. Can be used as a match ender, and also in mid combos to switch sides or to turn BnB's into better combos giving Makoto some flexibility in her combos. You can combo after the second hit of Particle Flare with 2D/j.D.

Astral Heat

Planet Crusher

236214D

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
Level 1 Death 0 -- -- 5+10 9 29 -18 Click!
Level 2 Death 0 -- -- 5+7 9 29 -18 Click!
Level 3 Death 0 -- -- 5+3 9 29 -18 Click!

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

  • 100 Heat
  • 1 Burst Icon
  • 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 stuffs. 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.
  • 2D Lv1: This was nerfed pretty badly in Extend. Using it means that you sacrificed a lot of damage, and its follow-up setups are not very good. However, ending a corner combo with 2D Lv1 on a sliding opponent puts her at very significant frame advantage and can set up another safe jump. Terrible midscreen ender, but strong corner ender.
  • 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.
  • 6B > Meaty Comet Cannon: This is specifically mentioned to address the nerfs to Comet Cannon in Extend. In previous iterations, this guaranteed very strong corner okizeme versus almost the entire cast and ended the vast majority of combos. In extend, the start-up animation on Comet Cannon was nerfed very hard and now most characters have reliable options to shut it down on reaction. Do not use it against good players.

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 (46), 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

Midscreen

Corner

Navigation

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