Difference between revisions of "BBTag/Makoto Nanaya/Strategy"

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Revision as of 00:46, 23 June 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data    

Team Synergy

If you want a better idea of what Makoto teams can do, check out video footage from bbtag.keeponrock.in

What Makoto can provide

  • 214B crossup
  • If some move has enough blockstun, you can run 5C/236C high/low mix
  • Put herself in the opponent’s face with 5P/6P, AS into her with laser move and let her start pressure
  • Air unblockable dp that can crosses up for dp assist mix
  • Blockstun with 5P (44f)
  • Sandvich AS 236B, best if assist is far away after providing blockstun
  • Vacuum normal into sandvich with 4P, kinda bad since there exists assists that crosses up on block without need to set it up

Recommended Partners

We will list noteworthy partners


  • BFF team, top tier intro
  • spear combos with 4P
  • Blockstun to run IAD j.A crossup
  • scary active switch from Mai to Makoto (2C) and Makoto to Mai (5BB 5P 236A~D crossunder)
  • some vacuum sandvich

A standout player is stone.

Naoto S.

  • 236A can let Makoto in but since Makoto 6P isn’t fullscreen, it doesn’t matter in this case
  • you can still pickup by activating CC but this is risky
  • 236B+C super and BBS dhc can lead to a true string, also, Makoto is “in” for 4 bars

old footage


  • Standing mix off Seth 214C is pretty tricky Video example
  • comet sideswitch with Seth 5P (there's also other type of mix with 5P) Video Example


There's some assist-dp synergy.

other things:

Ok partner


  • AUB setups Video example
  • laser AS
  • some vacuum sandvich
  • forbidden 4P loops into Liz healing ¾ of her life, I believe this is the only setup where Liz can do that: Video example

I really want to believe Makoto has a stronger synergy with this character than with Mai but nothing has been proved yet.

Yang Big bias because I play this team sometimes

  • Yang j.236B+6P is a play and you get a pickup. IAD back fireball is smth you could think of at roundstart
  • j.C + 5P converts on hit and is pretty safe on block
  • 5BB back tech 5P 236A active switch cross under is rare mix
  • Makoto 236B+C+6P is a very funny pickup and can swing games because it can happy birthday for 11k smth
  • Yang 236B+C+6P is also a gimmick that may fuck up some brains on block

some combo synergy

  • Yang 6P semblance can be looped. Although it’s rare that the dmg comes from assist in combos (you want Yumi scaling, Akihiko wind levels or Az Valiant combos for that...), it’s there. However there are other characters that just do it better in term of dmg.
  • almost 20k TOD with 5AAA ~ A frametrap with 214A > B loops in the corner
  • can get 12-14k from most hits and 16k combos with semblance.

However this team has a lot of bad MU: Hilda, Merk, Yosuke… you may wing with MU inexperience and Yang armor but that’s not a good gameplan if you want to beat good players


The usual idea about defending against a rushdown character is that you want to create as much distance to play keep away, letting the rushdown character kill himself while trying to get in.

Most of this section will focus on back tech.

juggle 5BB

You get this situation from air pickup with optionnal 214AAB loops or comet launcher.

From the air pickup, you can adjust the height with 2B in 214AAB , 2B5AAA5BB

Corner all tech safejump

- high juggle 5BB > 9jc airdash jA

9f safejump only if the juggle is high enough.

harder to get with comet loops, which is why 214AAB loops are prefered

- BBS (236B+C) safejump

Video example

Although unusual, you can get this oki with (5AAA >) 5BBB > 236[B+C] , 4A > 5AAA > 5BB with more dmg because of super

Cross-under back tech chase

  • 214A > B , 5A/2B/throw

Video example

Cross-up 214B > j.AA whiff

This is a gimmicky setup. It's not supposed to work often.

by default, 214B makes an arc, you can reduce the air time by whiffing j.A so you recover faster and increase frame advantage. Before landing, you can buffer a special/5C and run your mix

- 5C 8f frametrap

Video example

Sometimes, spooky setup is spooky enough to make your opponent block.

Reward can be 6.5k with extra assault and unburstable.

- 5A/2B/throw meaty

The other options are 2B/5A to meaty properly

j.C oki

- Auto-tech chase

  • 5AAA > 5BBB > 9 high jump cancel > j.AABC > j.B whiff > airdash macro (A+B) > j.A 12f safejump

Video example

is one setup to perform auto-tech chase

The setup was explained in the bnb's section.

You can start to snowball from this setup. You can get creative by calling assists to try baiting some dp or enforcing a sandvich. At least, it works well on its own.

Dp oki

dp oki is not trivial to perform (more explanations needed)

leads to 50/50 tech chase situation at frame advantage

  • 5AAA > 5BBB > 9jc.AB > 9jc.ABA+D~[A]~]A[

is one combo for dp oki. You should be able to keep the same side with backdash when the opponent forward techs and meaty.

- run up back tech chase

into a meaty 5A/2B (I'm not sure about throw working out)

- backdash meaty

into 5A/2B/throw

2C oki

If you correctly read back/forward tech with the following options, you will be at frame advantage.

- 214B back tech chase

meaty 5A/2B/throw

- backdash forward tech chase

meaty 5A/2B/throw

Grounded 5BB

Like Mitsuru, you can also go for a grounded reset and 5BB is one such setup.

- 5C reset

5C beats 5f mash clean. I would say this is layer 1

- 236C reset

236C trades advantageously against 5f mash. I would say this is theorical layer 2 although I have very few expectation a player can condition someone successfully to hit him with sirius jolt. I wouldn't be surprised if there's more Makoto main than instances of sirius jolt that hit the opponent

- jump cancel IAD back

5BB is jump cancellable so maybe you can bait dp for theorical layer 3?

PF (214B+C)

There is no real oki after this super. You wish there was safejump like Hyde or Narukami but there's not.

- 214A > B

uncharged is meaty, doesn’t catch jump startup EXCEPT merkava, wald, tager because 6f jump startup instead of 4f

- 214A > C

is meaty and catches jump startup

Throw mix

easiest is with 5C juggle, there are some others like juggle 5AAA (ground tech) > 214A. Harder with 2C or dp

video example


Keeping your string safe

  • 2B is -1 on block, which means you could think of doing 2B > 5AAA > 2B and 5A/2A again
  • 4A/2A/5A string/2B are safe won't get you blown up by pushblock > Black Hawk Stinger (Azrael distortion)
  • the 5A and 5B string are jump cancellable at all points except 5AAAA and 5BBB

Baiting pushblock

Any setups that involve meaty 5A can also be a tick throw setup to bait pushblock or just catch them blocking

- 2A(AA) > tick throw

Use 2A because 4A whiffs against crouching opponents. Don't cancel too early or throw will whiff. You can space yourself with 2A gatling so throw connects because of the run animation delaying when the throw happens.

- 2A/j.A dp baiting failed pushblock

I don't advocate using specifically this but more often than not, at the end of the round, using a very low recovery move into blocking gave me the match. Usually, when under pressure, some opponent tend to pushblock the first hit because they need to breath so they can reassess the situation.

Auto-pilot pushblock from the opponent can come out as dp because at the timing pushblock should have come out, the opponent has already recovered from blockstun and therefore, 4A+D is dp.

Forcing mix

214B + 4P

This is one of the most unfair mixup Makoto has.

The goal is to punish downback blocking by enforcing sideswitch crossup with assist.

Note: sometimes, your partner has a bad 4P and you want to use 5P. One trick to get 214P + 5P is to input 2145B + P by returning the stick in a neutral position since 214 input is buffered.

5BB > 5C

Sure it's not safe but for whatever reason this mix in particular tends to work?

214C > [C] crossup

Video example

I have not tested this thoroughly but it does indeed force you to switch block direction or at least not downback

The longest true blockstring in the game, resonance version

Video example

You can do a true string which means the only way you prevent Makoto from chipping you down is pushblock, which is VERY annoying if you were in resonance because of meter gain penalty after pushblock. If your execution is on point, your opponent has to literally pushblock you out. This is really beneficial for you because if he was in resonance, he will be affected meter penalty, effectively cancelling his resonance meter gain for the remainder of the resonance timer.

As long as she has meter, she can continue looping her string with 214AAC , 2A

Tips and Tricks

Makoto is both a straightforward fighter and a trickster. While her attacks are relatively strong and she has outstanding combo potential, her kit is hampered by a lack of approach options.

  • Practice. Your. Fundamentals. Makoto's kit contains a lot of options for tripping up your opponent, but those options are only as useful as the rest of your fundamentals are. So more than her charge gimmick and more than her combos, practice your fundamentals and make sure that they are rock solid before you attempt to use her against real world opponents.
    • This also includes being precise with your inputs and only hitting as many buttons as absolutely necessary. Having clean inputs is crucial when learning to work her gimmick into your combos and overall gameplan.
  • Once your fundamentals are solid, practice the art of the charge. Makoto's combos do way more damage when certain attacks are fully charged, so learning to be precise with your timings and when to hold and release is an absolutely essential skill to have. Button mashing is your sworn enemy so plop yourself in Training mode, put on your favorite workout beats, and practice her auto combos until you can nail those chargeable attacks every single time.
  • Float like a butterfly, swarm like a squirrel. Makoto's overall fighting style seems to be inspired by real world boxing styles, something between a swarmer (think Julio Cesar Chavez or Henry Armstrong) and an out-boxer (think Muhammad Ali and Naseem Hamed). Adopting a boxer's mindset in your playstyle can help in understanding what her kit is all about. Keep your movements fast and loose and look to bait out punishable moves. Then once you're in do not let up.
    • Seriously, watch her hands as she dashes forward; that is literally a boxer's guard.
  • Learn to condition your opponent. Train them to expect a full 2C leg-sweep, only to use the charged version and cancel into a Clash. Use j.C for a bit and then switch up to an empty jump low. Vary your approaches as much as you can.
  • Learn the tail. Love the tail. Worship the tail. Her j.C is one of the most trolltastic moves in the game and is phenomenal for dodging anti-airs and giving yourself time while they're stunned. Even on block, her j.C can let you get an easy blockstring and an opportunity to either reset or mix them up. Always follow up the j.C with something, even on block.
  • Never be predictable.
  • Never be predictable.
  • Never be predictable.

General Tactics

Never be predictable. Makoto's gameplan involves getting in, dishing out as much damage as she can, and staying on them. This is often easier said than done since her kit is hampered by a lack of approach options and Reject Guard sends you across the screen, well outside of punching range.

Comet Cannon and Break Shot

Video Tutorial

Fighting Makoto

Makoto spits out damage like it's going out of style, but she has huge holes in her kit that keep her firmly in the mid to low tiers. Without a good assist to help her get in, a Makoto player has to rely on raw fundamentals and conditioning to win the match. The overall key to fighting Makoto is to know the holes in her kit, recognize which holes her tag partner fills, and punishing any sloppiness in neutral.

  • Makoto is very easy to zone out; zoners like Rachel and Yukiko eat inexperienced Makoto players for lunch. If you have a projectile, use it.
    • If they're at 30% health and start tossing out Asteroid Vision or Sirius Jolt randomly, they're tilted. Go in for the kill.
  • Never. Standing. Guard. If. They. Have. Meter. To. Spend.
    • While Makoto's options for getting in are relatively limited, her options for messing you up when she gets in are not. If you do block high, make sure you know what the Makoto is going to do, because the threat of Sirius Jolt is always real if they have meter and will render your standing guard useless. Nine times out of ten, you are better off playing it safe and blocking low, then punishing when they try to go for the Clash Assault.
      • Though if they're really good, they will have already conditioned you to not expect the Jolt, so R.I.P.