BBTag/Makoto Nanaya/Frame Data

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System Data[edit]

Health:17,000
Prejump:4F
Backdash:22F (1~7F Inv All)
Unique Movements:


Normal Moves[edit]

Name Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
4A 1000 All 5 2 11 -1 B - 100 70 - 1 11 12 12 16 23 9 +0 +0 -
5A 1500 All 8 6 16 -5 B - 100 80 - 3 16 17 17 22 31 11 +0 +2 -
5AA 1700 All 8 7 16 -4 B - 100 85 - 4 18 19 19 24 34 12 +0 +5 -
5AAA 1700 - 7 6 24 -11 B - 100 85 - 4 18 21 24 26 39 12 +0 +5 -
5AAAA 2000 All 11 3 31 -13 B - 100 90 - 5 20 Launch 60 Launch 76 15 +0 +8 -
  • Values in [] are for Level 2 version
2A 1000 All 6 3 10 -1 F - 100 70 - 1 11 12 12 16 23 9 +0 +0 -
5B 1500 All 11 4 23 -10 B 5~14 H 90 80 - 3 16 17 26 22 40 11 +0 +2 -
5BB 1700 All 14 3 28 -12 B - 100 85 - 4 18 21 27 + Down 23 26 42 + Down 23 12 +0 +5 -
5BBB 2000 All 17 5 32 -16 B - 100 80 - 5 20 Launch 28 Launch 44 15 +0 +8 -
  • Values in [] are for Level 2 version
2B 1500 Low 9 3 15 -1 F - 90 80 - 3 16 17 17 22 31 11 +0 +2 -
5C 800 High 26 3 18 -4 B - 100 100 - 3 16 - 17 + Down 23 - 31 + Down 23 11 +0 +2 -
2C 1700 Low 30 4 12 +3 F 6~23 HB 90 85 - 4 18 Launch 40 Launch 55 12 +0 +5 -
2[C] - - - - 35 - - 6~23 HB - - - - - - - - - - - - -
j.A 1500 High 10 6 11 - H - 100 80 - 3 16 17 17 22 31 11 +0 +2 -
j.AA 1500 High 5 3 22 - H - 80 80 - 3 16 17 17 22 31 11 +0 +2 -
j.B 1700 High 11 4 12 - H - 80 85 - 4 18 19 26 24 41 12 +0 +5 -
j.C 1500 High 14 Until L 9 - H - 80 70 - 3 16 Crumple 27 30 Crumple 54 44 11 +0 +2 -

Universal Mechanics[edit]

Name Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Forward Throw 0*10, 2000 Throw 7~30 3 23 - T - 100 50 (Once) - 0*10, 4 - Launch 42 - - - 0*10, 3 +0 -
  • Minimum Damage 100% (2000)
Back Throw 0, 2000 Throw 7~30 3 23 - T - 100 50 (Once) - 0, 4 - Launch 60 + Down 37 - - - 0, 12 - -
  • Minimum Damage 100% (2000)
Corona Upper
Reversal Action
1500 Air Unblockable 9 4(2)12 27+17L -44 B 1~16 All 80 60 - 4 18 Launch 50 Launch 65 12 +0 +5 -
Air Corona Upper
Reversal Action
1500 All 8 8 Until L+17 - H 1~9 All 80 60 - 4 18 Launch 50 Launch 65 12 +0 +5 -
Meteor Dive
Corona Upper > A/B/C
2000 [2500] All - 6 Until L+10 - H - 48 100 - 4 [5] 18 [20] Launch 60 Launch 75 [76] 12 [20] +0 +5 [+8] -
  • Values in [] are for Level 2 version
  • Considered part of preceding attack, no additional damage scaling applied

Skills[edit]

Name Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Comet Cannon
236A
700*3 All 14 69 Total: 44 -3 P - 80 75 (Once) - 2 13 14 14 18 26 0/+5 +5 +6 -
Break Shot
Comet > A
700, 1500
[1000, 1700]
All 20 [24] 8 15 - B, P1 - 100, 80 85, 75
[90, 75]
- 4, 3 [5, 4] 18 [20] Launch 60, 40 [60, 60 + WBounce] Launch 75, 54 [76, 75 + WBounce] 9, 0/+1 +0, +13 +5, +19 [+8, +19] -
  • Values in [] are for Level 2 version
Shooting Star
236B
1700 All 20 3 25 -9 B - 80 85 - 4 18 Launch 40 Launch 55 12 - +5 -
A Asteroid Vision
214A
- - - - Total: 35 - - - - - - - - - - - - - - - -
  • Earliest possible cancel at Frame 6 for A Followups, Frame 8 for B/C Followups
B Asteroid Vision
214B
- - - - Total: 36+6L - - - - - - - - - - - - - - - -
  • Earliest possible cancel at Frame 15
C Asteroid Vision
214C
- - - - Total: 45+6L - - - - - - - - - - - - - - - -
Rush
A Vision > A
500*2, 1500 All 9 3(6)3(8)4 36 -23 B - 80 80 (Once) - 3 16 17*2, Launch 22*2, 50 22*2, Launch 36*2, 64 11, 3, 11 +0 +2 -
  • Earliest possible cancel at Frame 20 for A followup, Frame 20-22 for B/C Followup
Infinite Rush
Rush > A
500*6,1500 All 9 3(6)3{(3)2}*4(8)4 36 -23 B - 80 80 (Once) - 3 16 17*6, Launch 22*6, 50 22*6, Launch 36*6, 64 11*2, 3*4, 11 +0 +2 -
  • Considered part of preceding attack, no additional damage scaling applied
Lander Blow
Rush > B
1700 [2000] All 13 [23] 3 20 [11] -4 [+7] B - 80 75 [80] - 4 [5] 18 [20] 19 [21] 30 [36] 24 [27] 45 [52] 8 +3 +8 [+11] -
  • Values in [] are for Level 2 version
Cosmic Ray
A Vision > B
1700 [2000] All 17 [20] 8 29 [14] -4 [-1] B 8~24 F
[8~27 F]
70 85 [90] - 4 [5] 18 [20] 25 [27] 30 [40] 30 [33] 45 [56] 9 +0 +5 [+8] -
  • Values in [] are for Level 2 version
Lightning Arrow
B/C Vision > C
1700 [2000] High - Until L 9L - H - 80 85 [90] - 4 [5] 18 [20] 19 60 24 75 [76] 12 [20] +0 +5 [+8] -
  • Values in [] are for Level 2 version

Extra Skills[edit]

  • All Extra Skills have the following properties unless otherwise stated:
    • Cost 1 Skill Gauge on 4F
    • Skill Gauge Cooldown 180F (starting on 5F)
Name Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Sirius Jolt
236C
1500 [2000] All [Unblockable] 26 3 26 -10 B - 90 80 [90] - 4 [5] 20 19 [Launch] 19 [50 + WStick 30 + WBounce 40] 25 [Launch] [66 + WStick 30 + WBounce 40] 13 [22] +0 +5 [+8] -
  • Values in [] when hit standing opponent
EX Lander Blow
Rush > C
2200 All 12~36 3 11 +7 B - 100 80 - 5 20 21 36 27 52 6 +3 +11 -
EX Cosmic Ray
A Vision > C
2200 All 16~32 8 12 +1 B 8~(23~39) F 70 90 - 5 20 27 60 33 76 9 +0 +8 -

Partner Skills[edit]

  • Startup includes the 18F needed to come onscreen. The character is invincible 1-18F.
  • During Cross Combo, startup is reduced by 18F and this invincibility is removed.
Name Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
5P
Infinite Rush
1000*2, 2000 All (18)+13~32 2(6)2(8)4 36 -28 B - 70 80 (Once) - 3 11 17*2, Launch 22*2, 40 - - 4*2, 7 +0 - -
6P
Cosmic Ray
2500 All (18)+26 8 14 +6 B - 70 85 - 5 20 Launch 60 + WBounce - - 13 +0 - -
  • Makoto immediately enters recovery animation on hit/block
4P
Lightning Arrow
2000 All (18)+26 20 15L - H - 70 90 - 5 20 Launch 50 + GBounce - - 13 +0 - -

Distortion Skills[edit]

  • All Distortion Skills have the following properties unless otherwise stated:
    • Cost 2 Skill Gauge at the beginning of superflash
    • Skill Gauge Cooldown 180F (starts frame after superflash starts)
Name Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Big Bang Smash
236B+C
4500 [5000] All 5+(192 Flash)+13 18 Total: 74 -38 [-36] P2 1~23 All 80 60 - 4 [5] 18 [20] Launch 100 Launch 115 [116] 0 +20 +20 -
  • Values in [] are for Level 2 version
  • Minimum damage 1350 [1536]
Enhanced Big Bang Smash
236B+C
5800 All 5+(201 Flash)+13 18 Total: 74 -36 P2 1~23 All 80 60 - 5 20 Launch 100 Launch 116 0 +20 +20 -
  • Minimum damage 1914
Particle Flare (1st Hit)
214B+C
1500 [2000] All 1+(42 Flash)+4
[1+(42 Flash)+7]
4 58 -40 [-38] B 1~8 All
1~11 All
80 100 - 4 [5] 18 [20] Launch 60 Launch 75 [76] 30 +0 +5 [+8] -
  • Values in [] are for Level 2 version
  • Makoto immediately enters recovery on hit/block
  • On whiff, recovery is 78F
  • Minimum damage 300 [400]
Particle Flare (2nd Hit)
Particile Flare > A/B/C
1500 [2000] All 11+(43 Flash)+2
[11+(43 Flash)+6]
4 51 -36 B 1~18 All 100 60 - 4 [5] 18 Launch 150 Launch 165 30 +4 +4 -
  • Values in [] are for Level 2 version
  • Minimum damage 300 [400]
Particle Flare (3rd Hit)
Particile Flare 2nd > A/B/C
5000 [7900] All 28+12 6 Until L+12 - H 1~End All 100 60 - 4 [5] 18 [20] Launch 100 + Down 33 Launch 115 + Down 33 [116 + Down 33] 35 +0 +5 [+8] -
  • Values in [] are for Level 2 version
  • Minimum damage 1000 [1580]
  • Total minimum damage after all hits of Particle Flare: 1600 [2380]
Enhanced Particle Flare (1st Hit)
214B+C
2000 All 1+4 4 58 -38 B 1~8 All 80 100 - 5 20 Launch 60 Launch 76 30 +0 +8 -
  • Makoto immediately enters recovery on hit/block
  • On whiff, recovery is 78F
  • Minimum damage 300
Enhanced Particle Flare (2nd Hit)
Particile Flare > A/B/C
30*28, 1200 All 1+(43 Flash)+8 2*28(7)4 56 - B - 100 100*28, 60 - 3*29, 5 16*28, 20 17, Launch Stand*28, 150 22, Launch Stand*28, 166 1*28, 30 +4 +4 -
  • Minimum damage 4*28, 180 (292)
Enhanced Particle Flare (3rd Hit)
Particile Flare 2nd > A/B/C
10500 All 28+(50 Flash)+12 6 Until L+12 - H 1~End All 100 60 - 5 20 21 100 27 116 35 +0 +8 -
  • Minimum damage 2100
  • Total minimum damage after all hits of Particle Flare: 2692
Big Bang Smash
Distortion Skill Duo
2000 [2500] All 1+(134 Flash)+1 18 Total: 61 -39 P2 1~6 All 100 100 - 5 20 Launch 100 Launch 116 0 +20 +20 -
  • Values in [] are for Enhanced version
  • Minimum Damage 2000 [2500]

Astral Heat[edit]

Name Damage GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Planet Crusher
222B+C
- All 5+(90 Flash)+21
[1+(90 Flash)+11]
4 28 -18 B 1~29 All
[1~15 All]
- - - 5 20 - - - - 13/-6 - - -
  • Values in [] are for Level 2
  • Only attacks if opponent is close to Makoto.
  • When opponent is too far, total duration is 5+(90 Flash)+40 [5+(90 Flash)+28], invincible from 1F until last 12F

Revolver Action Table[edit]

Ground Revolver Action Table
A B C Cancel
4A[3] 4A[+], 5A, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5A[1] 5AA 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AA 5AAA 5B, 2B 5C, 2C Throw, Jump[-], Special, Super
5AAA 5AAAA 5B, 2B 5C, 2C Jump[-], Special, Super
5AAAA - - - -
2A[3] 5A, 2A[+] 5B, 2B 5C, 2C Throw, Special, Super
5B[3*] - 5BB, 2B 5C, 2C Jump, Special, Super
5BB - 5BBB 5C, 2C Jump, Special, Super
5BBB - - - Special, Super
2B[3*] 5A 5B 5C, 2C Special, Super
5C - - - -
2C - - - Special, Super
Air Revolver Action Table
A B C Cancel
j.A j.AA[+] j.B j.C Jump, Special, Super
j.AA - j.B j.C Jump, Special, Super
j.B - - j.C Jump, Special, Super
j.C j.A j.B - Special, Super
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on whiff
X[#] = X can be used only # times per string
  • 5B and 2B can be used a combined total of 3 times per string

Sources[edit]


Early Proration Data from Hima based on the Beta
Link

Partial Frame Data from Tari
Link

Navigation[edit]

Ambox notice.png To edit frame data, edit values in BBTag/Makoto Nanaya/Data.