BBCP/Makoto Nanaya

From Dustloop Wiki
< BBCP
Revision as of 23:28, 23 October 2013 by Hicchan (talk | contribs) (→‎Specials)
Makoto Nanaya

Overview

Now a ex-NOL member working with Sector Seven, Makoto sets on a journey to Ikaruga with her best friend Noel to save Tsubaki. During the events of Continuum Shift, Makoto found out the truth regarding Noel and the Murakumo Units, giving her the resolution to protect her most important and cherished friend, Noel, with her own life - even if it means going against her dear friend Tsubaki.

Health: 11000
Play-style: Offensive, Rushdown
Movement Options: 1 Double Jump/Air Dash; Run-type Dash

Drive: Impact
Makoto concentrates a large amount of energy in her fists, allowing for extremely powerful punches with a large amount of untechable time.

  • All of her Drive moves have 3 different levels - holding down the D button charges the move from Level 1 to Level 3 and back down to Level 1, while releasing the button executes her Drive for that particular level.
  • Charging a Drive move to level 3 is usually preferred since they do the most damage and are usually better for continuing combos. However, lower level drives can exhibit some interesting and useful properties.

Overdrive: Galaxian Impact

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


Pros/Strengths:

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


Cons/Weaknesses:

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


External References:

  • Japanese Name:
  • Japanese Wiki:
  • Japanese BBS:
  • Arcade Profile Dan Rankings:
  • Character Video Thread:


Move List

See also: Makoto Full Frame Data

Normal Moves

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

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

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

One of Makoto's all-around best normals. It has good range, quick start-up and propels her forward. It's great for spacing, pressure and as a combo filler. Also, note that 5B > 6A > 5B works as a gatling to add more damage in midscreen combos, but can not be performed if 2B was already used in the gatling.

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
BBCS Makoto 5C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
450 SO(J)R HL 8 7 16 -6 B - -

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

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).

5CC
BBCS Makoto 5CC.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
620 SO(J)R HL 7 6 16 -3 B - -

One of Makoto's options 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.

2A
BBCS Makoto 2A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
300 CSOR all 6 3 8 -1 F - -

Its fast speed and relatively long hitbox make it a decent normal for punishing whiffed moves that opponents try to space her with. Since it's her 2nd fastest jab but has much less chance of whiffing, it is one of her best moves to mash out of instant blocked and/or unsafe moves.

2B
BBCS Makoto 2B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
480 SOR L 9 3 12 -1 F - -

This is Makoto's only viable low for mix-up, although it sadly has fairly bad proration. However, she can cancel a blocked string (EX: 2B > 5C[C]) with 214AA and use 2B again. Many players will expect her high, 6B, after the blocked 5C[C] and will get caught by the second low. She can also OTG (AKA pick up opponents "off the ground") with this normal - use it to punish people who don't emergency tech after moves such as Infinite Rush or Corona Upper and add on more damage while carrying closer to the corner. Also a good point to reset pressure during block strings.

2C
BBCS Makoto 2C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
780 SOR L 24 7 26 -14 F 28-30H -

Unlike 2B, this low attack is one of her worst options for mix-up. Although it has great P1 proration, it has very slow start-up and a very obvious animation, making it incredibly easy to react to. However, it is extremely useful in combos since it will OTG and floats the opponent, allowing for many moves to follow it up.

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


6A
BBCS Makoto 6A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
560 SOJR HL 11 4 23 -10 B 5-14H -

This is Makoto's go-to anti-air. The animation propels her forward slightly, which can be either good or bad - it's bad when it results in 6A whiffing. However it performs decently for this function and beats or trades with a lot of strong air attacks. It has some surprising usefulness in other roles as well. 5B > 6A > 5B is a decent block string and can be staggered at any point. It can also gatling into her overhead, 6B, which many players are not used to seeing or reacting to. It is one of her few normals that can be jump canceled on block, however its horizontal hitbox is short and it tends to whiff after barrier blocks.

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).
Use this space to explain anything that the previous section cannot. In this part, you have some subjective freedom to what you write, but don't go crazy.

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

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


6B > C
BBCS Makoto 5CC.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
620 SO(J)R HL 7 6 16 -3 B - -

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

6C
BBCS Makoto 6C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
640 SOR HL 14 8 20 -11 B - -
  • This is one of Makoto's most interesting normals. The animation moves her forward quite far and, although it is very disadvantageous on block, it can be special canceled into lunatic upper for a decent frame trap that will catch jabs on normal block. It's best to use it this way by staggering it after a blocked 5B.

It's a great move for combos against floating opponents since it can carry them much closer to the corner, and for grounded opponents it also gives some interesting options. It can also OTG sliding opponents, no matter the character.

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

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

j.A
BBCS Makoto jA.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
300 CSOJR HA 6 3 5 - H - -

Her basic air jab. The hitbox on it is decent and goes mostly horizontal, making it somewhat useful at interrupting air approaches. Useful, but nothing to write home about.
Could also be used for aerial TRM (throw reject miss) attempts.

j.B
BBCS Makoto jB.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
480 SOJR HA 8 4 12 - H - -

This is one of Makoto's trademark attacks - it covers an area that very many characters can't replicate (mostly straight above her) and stuns for a very long time on counter hit.

  • Can combo into itself.


j.C
BBCS Makoto jC.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
440 SOJR HA 13 6 11 - H - -

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

j.CC
BBCS Makoto jCC.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
460 SOJR HA 5 3 22 - H - -

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

j.2C
BBCS Makoto j2C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
560 SOR HA 18 30 6L - H - -

Another one of Makoto's trademark moves, Extend hit it pretty hard with the nerf bat. 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
6A+B
BBCS Makoto 6C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
0 R all 15 4 28 -13 B 1-20 All -

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

  • Can be low profiled


Crush Trigger
5A+B
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
1000 R B 30~60 1 23 0 B - -

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


Drive Moves

5D
BBCS Makoto 5D.png
Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
Level 1 500 180 80 77 10 3 33 -19 Click!
Level 2 750 270 75 85 15 3 33 -17 Click!
Level 3 1000 360 80 89 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
BBCS Makoto 2D.png
Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
Level 1 600 216 80 77 17 5 32 -20 Click!
Level 2 800 288 75 85 19 5 32 -18 Click!
Level 3 1000 360 80 89 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 2 can be used in combos when the starter was at 5B strength or better. Level 1 2D has it's uses in combos, if your opponent is a bit off the ground you can send him up with level 1 2D and recover before he hits the ground.


Note: 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
BBCS Makoto jD.png
Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
Level 1 500 180 80 77 19 9 5F landing -- Click!
Level 2 750 270 75 85 21 9 5F landing -- Click!
Level 3 1000 360 80 89 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
BBCS Makoto FThrow.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
1300 468 90, 100 100, 60 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
BBCS Makoto BThrow.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
1300 268 90, 100 100, 60 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
BBCS Makoto AThrow.png
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
800, 1200 288, 432 90, 100 100, 60 7 3 15 -- Click!

Makoto do a flip kick sending the opponent to ground then following it up with a headbutt.


Specials

Comet Cannon
236A
BBCS Makoto CometCannon.png
Projectile.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
100x4 R all 27 81 Total 60F +3 HBFP - -

Makoto lays a ball of energy in front of her. It's a projectile that's used to setup your okizeme after a corner knockdown, forcing the opponent to either block or risk a reversal.

Break Shot
D during Comet Cannon
BBCS Makoto BreakShot.png
Projectile.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Level 1 480, 450 R all 9, 13 4, 18 23 -8 B, HBFP - -
Level 2 630, 650 R all 19, 23 4, 23 23 -8 B, HBFP - -
Level 3 730, 850 R all 25, 29 4, 28 23 -8 B, HBFP - -
Overdrive 730, 850 R all 9, 13 4, 23 17 -5 B, HBFP - -

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


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

Corona Upper
623C
BBCS Makoto CoronaUpper.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
820 R HL 9 2(2)12 28+17L -42 B 1-10 All -

Makoto's meterless reversal. It has very short range and relatively little invulnerability. It can also be low profiled, making it one of the riskiest reversals in the game. However, it can be very useful - especially when used in combination with Instant Blocking. Other than as a reversal, it's used as combo filler for combo routes that prioritize damage and/or heat over okizeme or corner carry and in Overdrive combos.


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

Meteor Dive
D during Corona Upper
BBCS Makoto MeteorDive.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Level 1 750 R all 30 2 L+9 - H - -
Level 2 820 R all 26 2 L+9 - H - -
Level 3 1100 R all 24 2 L+9 - H - -
Overdrive 1100 R all 24 2 L+9 - H - -

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


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

Corona Upper (air)
j.623C
BBCS Makoto CoronaUpper.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
620 R all 8 12 L+17 - H 1-9 All -

Makoto's air version of Corona Upper.

Meteor Dive (air)
D during Corona Upper (air)
BBCS Makoto MeteorDive.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Level 1 750 R all 30 2 L+9 - H - -
Level 2 850 R all 26 2 L+9 - H - -
Level 3 1100 R all 24 2 L+9 - H - -
Overdrive 1100 R all 24 2 L+9 - H - -

Follow up after air Corona Upper.

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

Makoto poses herself to parry high and mid attacks, stunning the opponent after a successful parry and leading to a Space Counter. It loses to throws, low hits and unblockable attacks. Additionally, it should be noted that the catch has a bit of short range and can be blocked, leaving you vulnerable to punishes even after a successful parry.


Space Parry can only combo into Space Counter and you need a Rapid Cancel to combo after Space Counter. If your opponent is in the air when caught by the parry it's possible to pick your opponent up with a normal, such as 5A or 5B, after the catch's recovery.


  • Startup based on earliest possible charge
  • 100% minimum damage (1200)
  • Fatal counter
Asteroid Vision A
214A
BBCS Makoto AsteroidVision.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - - - - 36T - - - -

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


Cancels into:

  • A = Break
  • B = Eclipse Turn
  • C = Lunatic Upper
  • D = Cosmic Ray
Asteroid Vision B
214B
BBCS Makoto AsteroidVision.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - - - - 45+6L - - - -

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


Cancels into:

  • Aerial normals
  • D = Lightning Arrow
Asteroid Vision C
214C
BBCS Makoto AsteroidVision.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - - - - 43+6L - - - -

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


Cancels into:

  • Aerial normals
  • D = Lightning Arrow
Break
A after Asteroid Vision A
BBCS Makoto Break.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - - - - 11T - - - -

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

Eclipse Turn
B after Asteroid Vision A
BBCS Makoto Turn.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - - - - 21T - - - -

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

Lunatic Upper
C after Asteroid Vision A
BBCS Makoto LunaticUpper.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
550 R HL 13 4 19 -4 B - -

This move is a follow up to Asetroid Vision A. Makoto reveals herself and hits the opponent with a fast swinging move. Leads to many follow ups.


Cancels into:

  • A = Mars Chopper
  • B = Stargazer
  • CCCCC = Infinite Rush
  • D = Lander Blow
Cosmic Ray
D during Asteroid Vision A
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Level 1 700 R all 14 4 17 -4 B - -
  • Startup based on earliest possible charge
Level 2 800 R all 15 3 17 -1 B - -
  • Startup based on earliest possible charge
Level 3 1000 R all 20 4 17 0 B - -
  • Startup based on earliest possible charge
  • Fatal counter
Overdrive 1000 R all 10 4 12 +5 B - -

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


  • Startup based on earliest possible charge
  • Fatal counter
Mars Chopper
A after Lunatic Upper
BBCS Makoto MarsChopper.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
600 R H 23 4 18 -5 B - -

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

Stargazer
B after Lunatic Upper
BBCS Makoto StarGazer.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
730 R LA 20 6 25 -14 F - -

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


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

Infinite Rush
CCCC after Lunatic Upper
BBCS Makoto InfiniteRush.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
250*4, 920 R all 11 3[(9)3]*(0~3)(12)6 33 -20 B - -
  • Possible to reach max 5 attacks by repeatedly pressing C
Lander Blow
D during Lunatic Upper
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Level 1 400 R all 31 4 13 0 B - -
  • Startup based on earliest possible charge
Level 2 450 R all 19 4 18 -3 B - -
  • Startup based on earliest possible charge
Level 3 500 R all 27 4 12 +5 B - -
  • Startup based on earliest possible charge
  • Fatal counter
Overdrive 500 R all 19 4 8 +9 B - -

Follow up after Lunatic Upper. Makoto hits the opponent with a powered up punch. Level 1 and 2 are used as frame traps while 3 can safely reset pressure if blocked. However, there's a huge gap for the opponent to mash out of it, making of it a rather risky move.


  • Startup based on earliest possible charge
  • Fatal counter
Lightning Arrow
D during Asteroid Vision B or C
BBCS Makoto MeteorDive.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Level 1 750 R all 22 19 8L - H - -
  • Startup based on earliest possible charge
Level 2 900 R all 21 19 8L - H - -
  • Startup based on earliest possible charge
Level 3 1200 R all 21 19 8L - H - -
  • Startup based on earliest possible charge
  • Fatal counter
Overdrive 1200 R all 17 19 8L - H - -

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


  • Startup based on earliest possible charge
  • Fatal counter
Shooting Star
236D
BBCS Makoto BreakShot.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Level 1 680 R all 22 5 28 -16 B 5-12 All -
  • Startup based on earliest possible charge
Level 2 880 R all 24 7 28 -16 B 5-12 All -
  • Startup based on earliest possible charge
Level 3 1080 R all 22 10 29 -18 B 5-12 All -
  • Startup based on earliest possible charge
  • Fatal counter
Overdrive 1080 R all 22 10 18 -7 B 5-12 All -

Makoto slides back and forth with a strong punch to the guts. One of Makoto's most important combo tools in BBCP for both her regular and Overdrive combos - amazing corner carry and a lot of wallsticking leading to her main corner combo route. Other than a combo tool, it can be used in certain situations to avoid getting hit by certain moves and hard punishing them, given its moving hurtbox and invulnerability that can be used well now that it's not a Asteroid Vision follow up.


  • Startup based on earliest possible charge
  • Fatal counter

Distortion Drives


Overdrive


Astral Heat


Strategy

Offense

In this part, you can talk about anything you feel like beginner players should know.

Split up your topics like this

  • And even further split it up
  • Like this.

Add more asterisks to further indent your text as necessary.

The categories are split into Offense, Defense, and Neutral, but you can change these categories as you see fit for your character.


Defense


Neutral

Combos

Combo Notation Guide:
> = cancel into the next attack
, = link the next attack after preceding move's recovery
jc = jump cancel
hjc = high jump cancel
dc = dash cancel
(N) = only use the Nth attack of the move (for example, if 5D(1) is written, you only use the first hit of 5D)
(move) = whatever's listed in the parentheses is optional
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.

Midscreen

This combo section is designed on a "move starter" basis. However, you can use whatever kind of organization you prefer, as long as it is readable and efficient.

*insert move name* Starter
Notes: In case these combos need notes. If they do not, you can remove this line.
Point 1

  • move > move > special >> special NOTE: this is only a base. your combos do not have to follow this format.
Requirements: -- (ex: 50 heat, Overdrive, crouching opponent. if no requirements, leave as is)
Damage: ----, Heat Gain: --
+ move = Damage: ----, Heat Gain: -- NOTE: if a necessary combo is very similar to a previous one, you can add options like this.
Notes: Write notes for the combo if necessary.

Point 2

Copy and paste the code from Point 1 to Point 2 as many times as you need to.

Midscreen to Corner

Corner Only


BlazBlue: Chrono Phantasmae
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc