BBTag/Makoto Nanaya

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Makoto Nanaya
BBTag Makoto Portrait.png

Health: 17,000
Prejump: 4F
Backdash Time 22F / Invul: 1-7F All

Movement Options
  • Double Jump, 1 Airdash, Dash Type: Run
Aggressive, Pressure, Mixups
Team Role


"My, you're good. Let's keep this pace up and go for the next!"


Makoto is a squirrel beastkin very well known and liked by friends and acquaintences for her cheerful and energetic personality. She is one of Noel and Tsubaki's best friends, who she met during her enrollment in the Military Academy. After graduating, Makoto once worked for the NOL's Intelligence Division under Hazama. However, when she eventually learns the truth behind NOL, Makoto leaves the organization, setting out to find her best friend Noel after finding out about the danger she is in.


Makoto is a rushdown character that thrives on fast normals to stuff you, along with a spooky moveset.


There are not many positives things to say about Makoto in general. A good TLDR is that you will see other characters doing oppressive things that you can't.

Strengths Weaknesses
  • mashable normal (5A) that leads into very good damage
  • an ok anti-air
  • small and weird hurtbox that act as a MU combo proof test to the opponent
  • 9f dp that is the fastest (except one counter dp being faster)
  • slightly better than average runspeed
  • assists that have very very niche uses and are mostly combo tools. 4P is not Ruby 4P, 6P is not Akihiko 6P, 5P is ok but there are so many other interesting assists Makoto doesn't have
  • stubby/t-rex normals that are crippling against zoners and top tier character
  • cannot reliably protect assist call with good normals ala Nine 5B
  • the moves that are “good” with her aren’t as oppressive as they could be when comparing to other moves some other characters have in this game (9f fullscreen specials, sword normals)
  • her dp has many, MANY flaws
  • you need good assists against esport characters to make up for her lack of ways to get in, otherwise it will not even be a fight
  • Makoto doesn’t skip neutral the way other characters do (huge normals into assist blockstun into 50/50 mix and you loop it again)
  • Makoto’s way to get in is to use assist then get in without real threat
    • bad air normals
    • no low/IOH mix
    • action where you cannot block like 214X
    • no IAD crossup normals
    • no fast low (9f is not ruby 2A) to mess up with reaction timing
  • the curse of patch notes taking away important stuff for unimportant dmg improvement (1.5 fullscreen 6P for unreliable comet wall bounce, 2.0 happy birthday meterless route for reliable comet loops)

Drive: Impact[edit]

Makoto's Impact Drive allows Makoto to charge up her punches (EXCEPT for astral), increasing the startup of the punch and dramatically increasing their strength. When charged to their maximum level, the properties of her moves will change, often giving them a lot more untech time or better frame advantage in other cases. There have been a few changes made to the charging mechanic in it's transition from the main BlazBlue series though. The charging on Makoto's Impact drive now only has 2 different levels that it can fall into instead of 3.

The charge mechanic works as following: hold down the button and the move starts charging. If you charge enough (hold long enough), it will be level 2 (max charge), otherwise it will be level 1. Startup for level 1 and 2 are different. Since 2.0, you can hold the button all the way and it will come out level 2, even if you don't stop holding. Although you cannot overcharge anymore, this allows to active switch out of a drive move much more easily than pre 2.0. This effectively added many moves Makoto can think of active switching with instead of previous lvl 1 version which were useless.

Note: some other moves can be charged but the only implication is that it will be delayed, mainly resonance Big Bang Smash and Particle Flare, Cosmic Ray and Lander Blow C variation.

The following moves can be charged to make use of her Impact Drive:

  • Meteor Dive (dp follow-up)
  • Break Shot
  • Lander Blow (B Variation)
  • Cosmic Ray (B Variation)
  • Lightning Arrow
  • Big Bang Smash
  • Particle Flare (All three hits)
  • Astral

Normal Moves[edit]

BBCS Makoto 5A.png
Damage Guard Startup Active Recovery Frame Adv.
1000 All 5 2 11 -1
  • Fastest Normal.
  • Whiffs on crouching opponents.
  • can be canceled into itself up to 3 times.
  • can also be jump canceled meaning push blocking isn’t really a threat when using this.

BBCS Makoto 5B.png
BBCS Makoto 5C.png
BBCS Makoto 5CC.png
BBCS Makoto 5D.png
Version Damage Guard Startup Active Recovery Frame Adv.
5A 1500 All 8 6 16 -5
  • Best poke, great startup and good range
  • Jump Cancelable
  • Moves Makoto forward
  • Throw cancellable

Makoto's best poke. It already has decent range on its own but combine the fact that it moves you forward with the momentum of a dash and this button will hit further than it looks at first glance. In pressure, you can also aim to frame trap with this by delay canceling into it from 2A stagger pressure. Because it moves Makoto forward, it's best to do this when you are starting to get pushed out further from 2A range when an opponent will most expect an attempt to reset pressure and try to mash or jump out.

Just to note, this move is great but it's not a disjointed hitbox so be careful when using it.

5AA 1700 All 8 7 16 -4
  • Moves Makoto forward
  • Jump cancellable
  • Throw cancellable

Mostly used to confirm 5A pokes or frame traps. You can use the jump cancellable property to bait supers, run the 214B+4P mix that will hit downbacking opponent, jump cancel IAD over, 2B... Stop cancelling into 5B from 5AA, to jump cancel out of your string and be safe, jump cancel with 5AA instead of believing you are pre-patch 1.5.

5AAA 1700 - 7 6 24 -11
  • Jump cancellable

At this point of the string, you should have hitconfirm into 5AAA5BB214AAB > 5A... or 5AAA214AAA > assist. The same options of mix as 5AA string are available (jump cancel, 214A...).

5AAAA 2000 All 12 3 29 -21
  • Has knockback

You can also use this as a combo ender in the corner. You'll get less damage than doing an air route but you'll also be able to more comfortably handle forward techs.

It is a frametrap on block (when charged), the reward being the best starter move of Makoto with almost no scaling. She has very VERY spooky damage if you manage to pick up the opponent with a damaging assist like Yang semblance 6P.

BBCS Makoto 6A.png
BBCS Makoto 6B.png
BBCS Makoto 2D.png
Version Damage Guard Startup Active Recovery Frame Adv.
5B 1500 All 11 4 23 -10
  • Very reliable Anti-Air with a good amount of vertical reach
  • 5-14f head invulnerable
  • Launches on hit

Because the head invuln kicks in pretty early, Makoto's 5B is a very reliable Anti-Air to use on reaction to punish attempts to jump in on her. You convert from this button with 5BBB air combo, 5BB comet. Another route is 5BB > 214AAB , 5AAA... but it requires that the opponent is not grounded (e.g.: with 5B anti-air) because 5BB > 214AAB , 5A doesn't work on grounded opponent.

This button has a lot of recovery on whiff and the opponent will bait you in using it on block and punish you for it with pushblock into buttons.

5B has a great stagger window to cancel into 5BB on block, making it an ok active switch button for a left-right mixup: 5B~B+D where 5BB is delayed so there's a gap so the crossup protection doesn't kick in because 5B~B is not a true blockstring. Then the opponent has to actually switch guard direction to block it,

This can reverse beat into 5A.

5BB 1700 All 14 3 28 -12
  • Follow-up to 5B. Slams the opponent onto the ground.
  • Cancels into 5C and 236C for grounded reset. 5C frametraps 5f moves and 236C trades favorably at least with 5f moves.
  • the end point for all tech 9f corner safejump (from a juggle)
  • 214A > [B] crossunder mix on back tech
  • usable with sandivch AS scenarios

Fiew notes for comboing with 5BB: the downward hitting strike makes it possible to combo into Infinite Rush and it's followups. If you're comboing into this from linking 5B on an airborne opponent, make sure you stagger the hits so the opponent is lower to the ground or else 5BB will whiff and they'll drop out of the combo.

5BB+D has good blockstun to active switch out of. You can even active switch out of it and let the partner do a fast low while keeping "5BB+D , fast low" a true blockstring.

5BBB 2000 All 17 5 32 -16
  • launches on hit, allowing for an air combo extension

Opt for the full 5BBB if you want to BnB.

You could think of 236C

BBCP Makoto CrushTrigger1.png
Damage Guard Startup Active Recovery Frame Adv.
800 High 26 3 18 -4
  • safe on block since 2.0

BBCS Makoto 2A.png
Damage Guard Startup Active Recovery Frame Adv.
1000 All 6 3 10 -1
  • Good for stagger pressure
  • Chains into itself up to 3 times
  • Not a low
  • Throw cancellable

2A is mostly used as a way to start your pressure. Stagger your 2As to catch people trying to mash out of pressure resets

BBCS Makoto 2B.png
Damage Guard Startup Active Recovery Frame Adv.
1500 Low 9 3 15 -1
  • A quick Low attack.

One of only two moves in her toolkit that hits low. Can cancel into 5B. 2B reverse beats into 5A just like 5B.

Any move that is pushblocked can be made safe by rebeating into 2B because of it's good recovery. This way, you don't die to pushblock super/button all the time because you decided to use 5B on block. Be happy you didn't die, they used one meter to get back to neutral and go again after they did whatever they did after pushblock (assist cooldown, whiffed move, dp because they mashed pushblock, super...).

  • imagine being safe from pushblock Nu 5B
  • imagine being safe from pusblock Black Hawk Stinger

BBCS Makoto 3C.png
Version Damage Guard Startup Active Recovery Frame Adv.
Uncharged 1700 Low 30 4 12 +3
  • Good Counter Poke
  • Has invuln against Body and Head Attribute Strikes, which means you can invuln through distortions and dp's (not recommended)

Makoto advances with a low profile and ends with a leg sweep.

Some moves are too active to bypass them with the invuln. The invulnerability doesn't last until the leg hits, which means it's not because you invulned the first part that you are safe.

Roundstart 2C is definitely a thing that will force the opponent not to autopilot 5A roundstart. At higher level, roundstart 5A is less of a thing since the opponent is more likely to catch you with assist so don't overuse it.

You can happy birthday from 2C > 214AAB , 5AAA... confirm. This is the only realistic grounded confirm into 214AAB loop happy birthday she has.

Charged - - - - 35 -
  • Advances without the legsweep.

Useful for faking out your opponent.

One basic mix is to use it on incoming (to invuln) and throw them. Because of the startup, this move is reactable so don't overuse it.

BBCS Makoto jC.png
It's a punch...
BBCS Makoto jCC.png
Version Damage Guard Startup Active Recovery Frame Adv.
j.A 1500 High 10 6 11 -
  • Go to jump-in
  • Whiff cancellable to j.AA

This is Makoto's main jump in button so be sure to take the time to go in training mode and learn the spacing for a well spaced IAD j.A. You'll also be using this a lot as a falling button to whiff punish a lot of your opponent's ground pokes when you jump over them.

j.AA 1500 High 5 3 22 -

Mostly just used in combos or to hit confirm a jump in.

BBCS Makoto jB.png
Such a flippant attitude... sheesh.
Damage Guard Startup Active Recovery Frame Adv.
1700 High 11 4 12 -
  • Great all around Air to Air normal
  • On an air to air Counter Hit, it has enough untech time to land and convert it into a combo

A really good air to air normal. It's one of the few air normals in the game that has a hitbox above the character, making it really good at hitting people higher up in the air than Makoto. If you're having trouble with a character trying to do stuff at super jump height, try using a rising j.B to hit them out of it.

BBCS Makoto j2C.png
Damage Guard Startup Active Recovery Frame Adv.
1500 High 14 Until L 9 -
  • Good for beating Anti-Airs
  • You can convert it into a combo by linking j.AA as you're falling
  • This move is punishable on block by any non-counter dp. The consequence is that you will only use this move as an air-to-air or a matchup knowledge check

During the startup of j.C, Makoto will be lifted upwards before she comes down on the opponent. This lift upwards can be very useful for dodging well timed anti-airs from your opponent and then punish their recovery.

Early enough in the combo and low enough to the ground, j.C forces a ground tech which can be exploited with auto chase airdash macro for midscreen chase.

Universal Mechanics[edit]

Ground Throw[edit]
Ground Throw
BBCS Makoto FThrow.png
Damage Guard Startup Active Recovery Frame Adv.
0*10, 2000 Throw 7~30 3 23 -
  • lander blow loop time to the corner
  • 4B+C > 2B > 5AAA... is what you want if you use backthrow

Corona Upper[edit]
Corona Upper
5A+D (Air OK)
BBCS Makoto CoronaUpper.png
I wonder why they've never had Makoto call it "Squirrel-ryuken"? The reference practically writes itself.
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 1500 Air Unblockable 9 4(2)12 27+17L -44
Air 1500 All 8 8 Until L+17 -

An uppercut attack. Probably the most DP-like of the universal Reversal moves.

  • It's her reversal.

Use it as a reversal.

It's the fastest non-counter dp in the game. However it has many faults:

  • using the improvement mod, you can see that dp has a hitbox at f9 near Makoto's knees, which is the definition of a useless anti-air
  • hitbox disappear at around f12 and ...
  • effectively becomes an anti-air reversal at f15 when the hitbox reappears
  • not a big box of "fuck you" like Carmine/Yang... which means you tend to die in sandvich mixups because Makoto dp hitbox is smoll

Rest assured, Heart also suffers from bad dp problems, Makoto is not the only character with a bad dp.

Because it's the fastest dp in the game, you can often get out of bad/fake/poorly executed safejumps, which is nice but be ready to deal with the consequences if your opponent actually is good at safejumps. I don't recommend to try to react to bad safejumps but if you have this gut feeling, maybe why not challenge with dp if you can't with your 5f super?

Trying for air-unblockable is definitely an option with this dp. Run up to be in the position to react to the double jump and dp.

Same as her grounded version. Use this to cap off her air combos.

Meteor Dive[edit]
Meteor Dive
Press A, B or C during Corona Upper (Chargeable)
BBCS Makoto MeteorDive.png
Damage Guard Startup Active Recovery Frame Adv.
2000 [2500] All - 6 Until L+10 -

Downward punch that sends them to the floor.

  • Chargeable
  • Only available on hit

Get more Reversal for your Reversal with this. No reason not to. Holding A+D and releasing instead of hitting A or D separately after the attack may prove easier for some people.

You can perform the follow-up in two ways:

  • hold A and D ([A+D])
  • tap A+D, press A again and hold (A+D~[A])

The first method performs the follow-up ASAP, rarely a necessity (except when you have no meter and could get a kill with dp follow-up, which is rarely the case)

The second method leads to advantageous oki if you are not too far in your combo and the hitstun decay isn't too high. Why? Because you delay the follow-up since you have a window to perfom the follow-up. The oki you get from this is that you reach the ground at the same time as the opponent perfoms an automatic ground tech, which gives you the opportunity to run forward and meaty with 5A on opponent back tech, or backdash and still get meaty 5A or throw (even on 5f mash!) on opponent forward tech. It's not the best but it's there for you to use.

I recommend using the second method because oki is better than niche scenarios.

Note: you can dp active switch but the drive follow-up (which is this move) will not come out.


Comet Cannon[edit]
Comet Cannon
BBCS Makoto CometCannon.png
Damage Guard Startup Active Recovery Frame Adv.
700x3 All 14 69 Total: 44 -3
  • Good for controlling space defensively
  • doesn't happy birthday
  • can absorb multihits projectiles because of its high durability

A very interesting part of Makoto's neutral game. Makoto places a projectile orb in front of her. The projectile is multi hitting and active for a good amount of time, allowing it to hit people out of both ground and air approaches, unless they use a very disjointed normal. Strategically using to stop approaches is going to force your opponent to be more cautious and slow down the pace of their approach, allowing you to play your spacing and footsies game more comfortbaly.

At the same time, the multiple projectile hits are good for negating lower level projectiles and protecting Makoto and can force the not full fledged space control characters to have to approach Makoto instead of trying to keep your out.

Break Shot[edit]
Break Shot
Press A during Comet Cannon (Chargeable)
BBCS Makoto BreakShot.png
Damage Guard Startup Active Recovery Frame Adv.
700, 1500
[1000, 1700]
All 20 [24] 8 15 -
  • Level 1 blows back
  • Level 2 wallbounces
  • The charge part (236A) will not happy birthday
  • A launcher
  • Can cause you to accidentally lose you the corner
  • Can convert from fullscreen
  • minus on block and punishable if not spaced right (with level 2) Video example

This move is crucial in getting juggle oki (from 5BB juggle).

To avoid losing the corner, it might be more wise to go for an air route with 5BBB.

You can use this move to active switch out even though the startup is lengthy. Hold down A while active switching with D and level 2 will come out.

Shooting Star[edit]
Shooting Star
BBCS Makoto ShootingStar.png
Damage Guard Startup Active Recovery Frame Adv.
1700 All 20 3 25 -9
  • Invulnerable on startup

Makoto slides back and then forward, delivering a powerful gut punch.

  • use it as an active switch move when running sandvich mix (236B+D) as the pickup on hit is easy (5A/2A pickup usually)
  • has some invuln but I advise against challenging moves that have lots of active frames or good range.

Asteroid Vision[edit]
Asteroid Vision
BBCS Makoto AsteroidVision.png
Kage Bunshin no Jutsu!
Version Damage Guard Startup Active Recovery Frame Adv.
A - - - - Total: 35 -
  • Makoto creates three afterimages. The real Makoto will be in the bottom one.

You will either use the A follow-up for combos, B/C for a gap close. Raw 214A no practical uses.

B - - - - Total: 36+6L -
  • Makoto creates three afterimages. The real Makoto will be in the middle one.

The most useful asteroid vision of the 3 in neutral.

  • run up 214B > j.A is an option. If you are lucky enough, CH j.A into 5AAA and combo from there
  • blockstring > 214B + 4P so downbacking habbit is punished since assist will hit after you have crossed up
  • it can happen that 214B > j.AAB can give you the setup for an unblockable ground dp if you j.A on block an aerial opponent
  • whiffing j.A makes you lower to the ground, which can be used to perfom setups such as juggle combo into 5BB knockdown > 214B > j.AA whiff > 5C cross-up on (auto pilot) back tech that beats 8f mash (Nine fastest normal), which is definitely gimmicky but hey, if you can land that juicy extra assault, it can give you the edge and is spooky enough to hit opponent at least once. If they mash to stuff you 5C, remember you can stuff their 5C stuff attempt with 5A since 5A has much better startup!

Do not attempt at using this special (nor C version) in combos, it's not worth it. I've wasted enough time myself so don't do the same.

Note: you can perform j.C at the far end of 214B (and 214C)

C - - - - Total: 45+6L -
  • Makoto creates three afterimages. The real Makoto will be in the top one.

If you are feeling yourself, you can call out ES pushblock touga super and punish her on the way down with lightning arrow.

When the opponent doesn't delay incoming and after killing with 214[B+C], you can setup 5A 5B whiff 214C > [C] for an ambiguous hit that safejumps. Won't work on all character but it is spooky. Video Example

A during Asteroid Vision A
BBCS Makoto InfiniteRush.png
Damage Guard Startup Active Recovery Frame Adv.
500*2,1500 All 9 3(6)3(8)4 36 -23
  • sometimes you get pushblocked right when you cancel into this special but accidentally beat their button with it. You can sometimes convert with 5A from such scramble

It may be possible that it is still possible to change side with the opponent from an air pickup using a high juggle

Infinite Rush[edit]
Infinite Rush
A during Rush
BBCS Makoto InfiniteRush.png
Damage Guard Startup Active Recovery Frame Adv.
500*6,1500 All 9 3(6)3{(3)2}*4(8)4 36 -23
  • Good for ending combos on the ground

Very very good to call assist there because of Makoto's A's and infinite rush proration: 5A(AA)214AAA > assist > 5AAA5B[B] > PF is 9k minimum. Very burstable though unless you use Mai 4P.

Lander Blow[edit]
Lander Blow
B during Rush (Chargeable)
BBCP Makoto LanderBlow1.png
Damage Guard Startup Active Recovery Frame Adv.
1700 [2000] All 13 [23] 3 20 [11] -4 [+7]
  • Level 1 can be used as a combo extender on airborne opponents
  • Level 2 is good for resetting pressure

Referred as 214AAB because 214A > A > B is too verbose even if right

Cosmic Ray[edit]
Cosmic Ray
B during Asteroid Vision A (Chargeable)
BBCP Makoto CosmicRay1.png
Damage Guard Startup Active Recovery Frame Adv.
1700 [2000] All 17 [20] 8 15 [14] -4 [-1]
  • On hit, you can link 2A to convert the Level 2 version into a combo

It's a gap closer. Once conditionned, the opponent might start to check this move. The adaptation is to overcharge it to delay it further so you whiff punish their attempt at stuffing you.

The charging part has leg attribute invuln which means you can stuff lows if you feeling yourself.

Lightning Arrow[edit]
Lightning Arrow
C during Asteroid Vision B or C (Chargeable)
BBCS Makoto MeteorDive.png
Damage Guard Startup Active Recovery Frame Adv.
1700 [2000] High - Until L 9L -
  • On hit on a grounded opponent, you can link 5A to convert it into a combo

You cannot convert from it as an air-to-air without assist. Obviously, the assist version has a ground bounce that has enough untech time to AS into it and convert from it but the non-assist version doesn't.

Extra Skills[edit]

Sirius Jolt[edit]
Sirius Jolt
BBCF Makoto SiriusJolt.png
Damage Guard Startup Active Recovery Frame Adv.
1500 [2000] All [Unblockable] 26 3 26 -10
  • Wall bounces. Wall splats in the corner.

An accurate description of this move is that it is a glorified low.

You want to use this move only after conditionning with non-juggle 5BB > 5C standing reset as a layer 2 (layer 3 being jump cancelling out of 5BB to bait dp). 5BB > 236C is a 5f trade in your favor since the wall bounce still occurs.

Note: this special is thrash in combos as it scales everything and can mostly only be used as a low starter that is unsafe on block.

Lander Blow[edit]
EX Lander Blow
C during Rush (Chargeable)
BBCP Makoto LanderBlow1.png
Damage Guard Startup Active Recovery Frame Adv.
2200 All 12~36 3 11 +7

It's a poor combo filler unless used at the very beginning, for combos such as 5AAA > 214AAC , 5AAA5BB (leading into standing reset) where it adds 500 dmg.

You can loop this move up to 2 times for a standing reset.

Avoid at all cost using this move for combos unless you need an "emergency" link with 5BB21AAB > 5AAA5BB214AAC > 5BB because of hitstun decay that might fuck your combo (too specific, just forget this move in combos outside of standing resets).

On block, you can reset your blockstring with 214AAC , 2AAA5AAA5BB214AAC , 2AAA... as long as you use 214AAC , 2A, you can true string until you are out of meter.

With resonance, you can potentially chip the whole health bar and the opponent HAS to pushblock you out if he doesn't want to be in lethal range.

When the opponent is in resonance, he also has to pushblock you out because you will stall all of his resonance time by blocking you. One very good aspect is that he either pushblocks you and has meter gain penalty (which is a huge mitigation of resonance regen) or he wastes resonance time.

You can charge the final punch for a frametrap (214AA~C). Unlike 214AA[B], you can make it a 5f frametrap. Charging the punch has no particular effect other than creating a gap in the string.

Cosmic Ray[edit]
EX Cosmic Ray
C during Asteroid Vision A (Chargeable)
BBCP Makoto CosmicRay1.png
Damage Guard Startup Active Recovery Frame Adv.
2200 All 16~32 8 12 +1
  • Great neutral tool for closing the gap

The extra skill version of Cosmic Ray is the old Level G Cosmic Ray from BlazBlue. It's plus on block like Level 2 Cosmic Ray but it's startup is a lot faster compared to Level 2 Cosmic Ray since there's no charge time. When well spaced, it's a great way to close the gap in neutral. On hit, you can link 5A to convert it into a full combo. On block, you can start pressure instead.

Much like the other versions of Cosmic Ray, EX Cosmic Ray is vulnerable to people jumping so make sure to time this for when your opponent is playing more grounded or when they're landing from jumping around.

Partner Skills[edit]

Infinite Rush
BBCS Makoto InfiniteRush.png
Damage Guard Startup Active Recovery Frame Adv.
1000*2, 2000 All (18)+32 2(6)2(8)4 36 -28
  • Great lockdown and pressure assist
  • Good for extending combos against grounded and low to the ground airborne opponents
  • Final punch launches on hit

Her best assist. Infinite Rush does multiple hits on block or whiff, moves Makoto forward as she does it and travels 80% of the screen. These are really good for multiple reasons. In neutral, the multiple hits are very good for either confirming into a combo or locking down an opponent so you can dash up and starter pressure, especially when used in combination with tactics your point character can use.

In pressure, the multiple hits are useful for locking down an opponent to allow you to go for one good mixup. Because Makoto moves forward such a great distance during the skill, it's both resilient against pushblock and good for keeping an opponent locked down so you can dash back in after being pushblocked out. Unlike other lockdown assists like Jin 6P or Chie and Kanji's 4P, it doesn't pushback the opponent when they pushblock it midscreen either so it's pretty useful anywhere on the screen for your pressure.

It's also nice for combos since the final punch of Infinite Rush is untechable until the opponent touches ground. Combined with the multiple hits, you'll have plenty of time to follow up your combo with whatever you desire. However, it only hits closer to the ground so keep that in mind. For opponents that are more airborne when you need to extend your combo, consider doing Makoto 4P instead.

Cosmic Ray
BBCP Makoto CosmicRay1.png
Damage Guard Startup Active Recovery Frame Adv.
2500 All (18)+26 8 14 +6
  • Wall bounces, allowing you to convert it into a combo or extend a combo
  • good frame advantage on block

6P > CC > 5P is a frametrap when it doesn't outright true blockstring

You could active switch into this move on hit and convert with 5AAA...

Lightning Arrow
BBCS Makoto MeteorDive.png
Damage Guard Startup Active Recovery Frame Adv.
2000 All (18)+26 18 15L -
  • Good for extending combos on airborne opponents and active change combos
  • Gives a large ground bounce and an OTGable knockdown
  • You can active switch into this move on hit and combo

You wish it was ruby 4P sometimes

Except Mai who can make use of this assist

Distortion Skills[edit]

Big Bang Smash[edit]
Big Bang Smash
236B+C (Chargeable)
BBCS Makoto BigBangSmash.png
Version Damage Guard Startup Active Recovery Frame Adv.
Normal 4500 [5000] All 5+13 18 Total: 73 -38 [-36]
Enhanced 5800 All 5+13 18 Total: 73 -36
  • Startup is big so don't expect to punish everything
  • Can be used as an anti-air
  • Is the only distortion Makoto can happy birthday with

Big Bang Smash will go nearly full screen on L2/RB. L1 goes little over halfway.

Some character specific tech:

  • You can punish Nine beam super ONLY if you BBS before the second beam because of her extended leg.
  • Can be used as a starter to punish Linne dp since she goes so high up in the air Video example

Particle Flare[edit]
Particle Flare
214B+C (Chargeable)
BBCS Makoto ParticleFlare.png
Heeeres the wind up...
BBCS Makoto ParticleFlare2.png
Version Damage Guard Startup Active Recovery Frame Adv.
First Hit 1500 [2000] All 1+4 [1+7] 4 58 -40 [-38]
Second Hit 1500 [2000] All 1+2 [1+6] 4 51 -
Finish 5000 [7900] All 28+12 6 Until L+12 -
Enhanced First Hit 2000 All 1+4 4 58 -38
Enhanced Second Hit 30*28, 1200 All 1+8 2*28(7)4 56 -
Enhanced Finish 10500 All 28+12 6 Until L+12 -
  • lvl 1 is 5f startup
  • lvl 2 startup is worse than lvl 1
  • not charging implies less dmg
  • can loop into itself if you don't perfom the third part
  • 5AAA > 214B+C , 5AAA > 5BB > super is a resonance route if you don't perform the third part
  • has short invuln, therefore very bad at stuffing burst with it
  • you can hold B+C all the way and all 3 hits come out max charge Video Example

5f startup super is rare: you can stuff bad safejumps with it.

Distortion Skill Duo[edit]

Big Bang Smash
P during Main Character's Distortion Skill
BBCS Makoto BigBangSmash.png
Damage Guard Startup Active Recovery Frame Adv.
2000 [2500] All 1+1 18 Total: 61 -39
  • unlike 236[B+C], it can pick up from the ground

Astral Heat[edit]

Planet Crusher
BBCS Makoto PlanetCrusher.png
BBCS Makoto PlanetCrusher2.png
Damage Guard Startup Active Recovery Frame Adv.
- All 1+21 [1+11] 4 28 -18
  • notice the increased startup when not charging, which is counter-intuitive
  • trading with Astral results in an unfavorable trade where you don't deal dmg and the opponent is able to recover after 4-5 awkward seconds of the opponent stuck in hitstun but still invulnerable. This bug is known since the CSEX Blazblue game, FIX MAKOTO!


71% complete
Page Status Score
Overview Strength and Weaknesses missing 8/15
Combos Pre 2.0 combos where bad and unoptimized without much explanations. Currently using a document to make it a real thing 3/10
Strategy Might want to rewamp with current knowledge. 10/25
Frame Data Complete, up to date for v2.0 50/50

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