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|input=214A > B | |input=214A > B | ||
|description= | |description= | ||
A good neutral tool for closing the gap and approaching the opponent. Its speed and range make it good for starting your offensive. However, it will lose to projectiles and long range pokes and can be dodged simply by jumping. As such, don't throw it out recklessly. | |||
* On hit, | |||
You'll mostly want to use the level 2 version as the extra damage, distance and frame advantage make the longer startup worth it. | |||
The foot invuln makes it good against characters whose main poke are lows( like {{Character Label|BBTag|Neo Politan|label=Neo's}} {{MiniMoveCard|game=BBTag|chara=Neo Politan|input=2A|label=2A}}) and it can also be used to counter pushblock and get back in. | |||
*Frame advantage changes depending on distance. Can be plus on block when spaced. | |||
*On hit, level 2 can be converted by linking {{clr|1|2A}} anywhere, can be followed up with {{clr|1|5A}} when spaced. | |||
}} | }} |
Revision as of 20:16, 21 October 2023
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Health |
17,000 |
Prejump |
4F |
Backdash |
22F (1~7F Inv All) |
Unique Movement Options |
Asteroid Vision |
Fastest Attack |
4A (5F) |
Reversals |
A+D (9F) 236B+C (18F) 214B+C (5F [8F]) |
- Strong poke (5A) that leads into very good damage
- 5B is an effective anti-air.
- Unusually narrow hurtbox which causes her to drop out of some combos
- 9f dp that is the fastest in the game.
- Relatively lackluster assists.
- Poor ways to contest at long ranges.
- Her strong moves have many flaws, including her Reversal, 236C, 236A, and 2C underperform or outright fail in many cases.
Makoto's Impact Drive allows Makoto to charge up some of her punches. When charged, the attack will be buffed, trading increased startup for better combo-ability and frame advantage.
You can hold the button all the way and it will come out level 2, even if you don't stop holding. This allows Makoto to active switch and still use a level 2 Drive attack.
Normal Moves
4A
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1000 | All | 5 | 2 | 11 | -1 | B |
4A is Makoto's fastest normal making it decent for mashing out of blockstrings. However, due to its short range and it whiffing on crouching opponents make it outclassed by 2A in most situations.
Will hit crounching Mika, Tank, Hakumen, Tager)
- Can be canceled into itself up to 3 times.
- Jump cancellable.
- Whiff cancelled into itself
- Throw cancellable
Level | P1 | P2 |
---|---|---|
1 | 100 | 70 |
5A
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
5A | 1500 | All | 7 | 6 | 16 | -5 | B | |
5AA | 1700 | All | 8 | 7 | 16 | -4 | B | |
5AAA | 1700 | 7 | 6 | 24 | -11 | B | ||
5AAAA | 2000 | All | 11 | 3 | 31 | -13 | B |
5A is one of if not, Makoto's best normals. It's a good poke in neutral, a great combo starter leading to strong damage and it's decent for starting pressure due to its cancel options.
- Jump Cancellable
- Moves Makoto forward
- Throw cancellable
- Long Active frames for a 5A
Primarily combo filler but can be used as a frame trap An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own. and when done so, is an even better combo starter than 5A.
- Jump cancellable on hit
- Throw cancellable
Mostly the same as 5AA and can be used in the same situations.
Like most auto combo enders, 5AAAA is mostly used for Cross Raid. It's technically Makoto's best combo starter but due to its telegraphed nature and needing an assist to combo off of it, it's not worth going for.
Version | Level | P1 | P2 |
---|---|---|---|
5A | 3 | 100 | 80 |
5AA | 4 | 100 | 85 |
5AAA | 4 | 100 | 85 |
5AAAA | 5 | 100 | 90 |
5A:
5AA:
5AAA:
5AAAA:
- Values in [] are for Level 2 version
5B
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
5B | 1500 | All | 11 | 4 | 23 | -10 | B | 5~14 H |
5BB | 1700 | All | 14 | 3 | 28 | -12 | B | |
5BBB | 2000 | All | 17 | 5 | 32 | -16 | B |
A very reliable antiair This keyword does not have an entry in the Glossary thanks to its early head invulnerability and good vertical range. However, it has high recovery making it punishable on whiff and when pushblocked. It also moves Makoto forward which gives it more horizontal range but can also cause it to whiff.
5B is important for combos thanks to its followups.
Can reverse beat into 5A making it decent for pressure if you're in range.
- Can be canceled into 2B and back into 5B
Important combo and pressure tool.
In combos, it slams airborne opponent into an OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." state allowing for 214AAB loops. However, when 5B is used as an anti-air or burst punish, you might have to delay 5BB to get them low enough.
On block, you can do a high/low mixup with 5BB>5C/236C and if you think the opponent will use a reversal, you can use a backwards air dash to avoid it.
- Jump Cancelable
Makoto's primary launcher for staircase combos.
- Jump cancelable on hit.
Version | Level | P1 | P2 |
---|---|---|---|
5B | 3 | 90 | 80 |
5BB | 4 | 100 | 85 |
5BBB | 5 | 100 | 80 |
5B:
5BB:
5BBB:
5C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
800 | High | 26 | 3 | 18 | -4 | B |
Unlike most Blazblue 5C, Makoto's is in the "Slow but Safe" category. It has decent range and is a good mixup tool when combined with 236C since they both have 26 frames of startup, make a sound effect and make Makoto flash making it easy for the opponent to confused the 2.
Level | P1 | P2 |
---|---|---|
3 | 100 | 100 |
2A
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1000 | All | 6 | 3 | 10 | -1 | F |
Makoto's primary jab for abare An attack during the opponent's pressure, intended to interrupt it. as although 4A is faster, 2A hits all crouching characters with is a fair trade-off.
It's also a great pressure starter thanks to its cancel options. It's good for staggers and for tick throws.
Level | P1 | P2 |
---|---|---|
1 | 100 | 70 |
2B
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1500 | Low | 9 | 3 | 15 | -1 | F |
One of only two moves in her toolkit that hits low making it essential to mixups. Even outside of mixups, it's a good pressure tool as its low recovery makes it safe on pushblock, letting you make moves that normally aren't safer.
- Cancels into 5B and back into 2B
- Reverse beats into 5A
Level | P1 | P2 |
---|---|---|
3 | 90 | 80 |
2C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1700 | Low | 30 | 4 | 12 | +3 | F | 6~23 HB |
35 | 6~23 HB |
2C is a decent bait-and-punish tool letting you go right through attacks. However, its long startup makes it high-risk/high-reward so be careful when using it.
It's a decent roundstart tool against people who don't know Makoto can do this but against experienced opponents, it's not worth the risk so don't overuse it.
A good fakeout for opponents expecting the normal version. A basic but effective mixup is to do the feint version on the opponent's incoming attack and then do a strike/throw mixup. The startup makes it reachable so like with the normal version, don't overuse it.
- Has a shorter duration than the normal version.
Version | Level | P1 | P2 |
---|---|---|---|
2C | 4 | 90 | 85 |
2[C] |
2C:
2[C]:
j.A
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
j.A | 1500 | High | 10 | 6 | 11 | H | ||
j.AA | 1500 | High | 5 | 3 | 22 | H |
Your primary jump-in. However, its short range and mediocre startup means it will lose to other airs buttons and anti airs. Use it preemptively to avoid this.
- Whiff cancellable to j.AA
j.AA is mostly used in combos, either as filler or to hit confirm of j.A. If j.A is blocked and you are high enough in the air, you can mix between j.A. and empty jump 2B.
Version | Level | P1 | P2 |
---|---|---|---|
j.A | 3 | 100 | 80 |
j.AA | 3 | 80 | 80 |
j.A:
j.AA:
j.B
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1700 | High | 11 | 4 | 12 | H |
A unique air-to-air attack. It's great for characters like Yosuke who like to be in the air often. If the opponent keeps double and super jumping, a rising j.B can stop them.
- On air counter hit, it has very long untech time, enough to land and combo.
Level | P1 | P2 |
---|---|---|
4 | 80 | 85 |
j.C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1500 | High | 14 | Until L | 9 | H |
A anti-anti-air. Makoto bounces upwards in the air letting it avoid attacks. On block, it's punishable when used on its own but you can use j.A to deter punish attempts as long as the attack is slower than 14 frames.
Level | P1 | P2 |
---|---|---|
3 | 80 | 70 |
- Crumple Duration 27F, Crumple Fall 60F
Universal Mechanics
Ground Throw
5B+C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
0×10, 2000 | Throw | 7~30 | 3 | 23 | T |
Thanks to her access to plus frames, Makoto has strong trike/throw mixups. Forward throw can be combed off of with 5A midscreen and with 214A[B] in the corner. Back throw can be converted with 2B.
Level | P1 | P2 |
---|---|---|
0×10, 4 | 100 | 50 |
- Minimum Damage 2000
Corona Upper
5A+D (Air OK)
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
AD | 1500 | Air Unblockable | 9 | 4(2)12 | 27+17L | -44 | B | 1~16 All |
j.AD | 1500 | All | 8 | 8 | Until L+17 | H | 1~9 All |
A basic and mediocre DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion.. It's the fastest Reversal Action in the game allowing it to beat some safejump A very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening.s.
However It has a short range making it easily outspaced by disjoint, it can be low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. and there is a glitch in the active frames where the hitbox disappears and reappears which can allow the opponent to land and block it. All of these combined make it very risky to use so be extremely careful when using this DP.
The version is mostly used as a combo ender to Makoto's air combos. Although it is invincible, it should never be used as a air-to-air due to the risk/reward.
Version | Level | P1 | P2 |
---|---|---|---|
AD | 4 | 80 | 60 |
j.AD | 4 | 80 | 60 |
AD:
- Minimum Damage 75
j.AD:
- Minimum Damage 75
Meteor Dive
Corona Upper -> A/B/C (Chargeable)
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
2000 [2500] | All | 6 | Until L+10 | H |
A combo ender used to get a knockdown after Corona Upper. There's pretty much no reason not to use it and no reason not to use the level 2 version either.
There are two ways you can input this move:
- hold A and D ([A+D])
- tap A+D, press A again and hold (A+D~[A])
The first one is faster and easier to perform but gives worse oki and should only be done if you're worried about the follow up whiffing.
The second one gives you better oki since Makoto is lower to the ground and should be the go-to method.
- Only available if Corona Upper hits
Level | P1 | P2 |
---|---|---|
4 [5] | 48 | 100 |
- Values in [] are for Level 2 version
- Considered part of preceding attack, no additional damage scaling applied
- Minimum Damage 100 [125]
Skills
Comet Cannon
236A
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
700×3 | All | 14 | 69 | Total: 44 | -3 | P |
Comet Cannon plays an important part in Makoto's neutral. She can use the orb to hinder the opponent's approach, forcing them to be more cautious and letting you play your footies game more comfortably.
It's also important for combos thanks to the follow up, Break Shot
- Wont Happy Birthday unless the opponent is on top of the orb.
Level | P1 | P2 |
---|---|---|
2 | 80 | 75 |
- Minimum Damage 35×3 (105)
Break Shot
Comet Cannon -> A (Chargeable)
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
236A > A | 700, 1500 [1000, 1700] |
All | 20 [24] | X,8 | 15 | B, P1 |
Break Shot is a crucial part of Makoto's combos as it allows her to launch grounded opponents and lets her perform combos that could only be done on airborne ones. It's also one of Makoto's few fullscreen options.
- If the opponent pushblock the orb, Break Shot will still push it despite being away from it.
- Level 1
This version is mostly used in specific corner combos in order to not lose the corner. Outside of that, it is mostly outclassed by the level 2 version.
- Launches the opponent away
- Level 2
This version is an amazing combo tool as it allows Makoto to perform Comet loops which do great damage. This move is also a great combo ender as it lets you perform a safejump which can catch all tech directions and even setup a sandwich with an assist.
The main problem with the level 2 version is that depending on multiple factors, it can result in you losing the corner when done there. As such, it is typically preferred to do an air combo with 5BBB.
- Wallbounces the opponent.
Version | Level | P1 | P2 |
---|---|---|---|
236A > A | 4, 3 [5, 4] | 100, 80 | 85, 75 [90, 75] |
236A > A:
- Values in [] are for Level 2 version
- Minimum Damage 35, 75 (105) [50, 85 (135)]
Shooting Star
236B
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1700 | All | 20 | 3 | 25 | -9 | B |
Primarily a mixup tool during a sandwich when combined with Active Switch as the start is almost always long enough to have a gap. Outside of that, this is Makoto's least used special and for a good reason as it has little utility.
- Has invuln during the move but it is not frame 1, don't use it as a reversal
- Can be into from 214A or the first two hits of 214AA
Level | P1 | P2 |
---|---|---|
4 | 80 | 85 |
- Minimum Damage 85
Asteroid Vision
214A/B/C
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
214A | Total: 35 | |||||||
214B | Total: 36+6L | |||||||
214C | Total: 45+6L |
- 214A
A key move for Makoto's combos and pressure thanks to the follow ups. This version sees little use in neutral on its own as you're usually better off just running at them.
- one mix with it can be trying to sideswap unexpectedly by forcing a ground tech (video)
- 214B
An additional movement option that's useful for neutral. It goes further than her normal forward jump but is lower to the ground than her super forward jump. When combined with her normal movement, 214B is a good way of mixing up your approach. However, it still carries risk as Makoto can't block during the move so it may best to cover it with an assist.
It's also good for pressure as when combined with an assist, it can easily set up a sandwich and also punishes a down backing opponent as the assist will hit cross up when timed right.
- Useless in combos
- you can perform j.C at the far end of 214B (and 214C)
- 214C
A ocansion mixup too. It's the least used version due to the arc it goes at but it can trick an opponent expecting a cross up with 214B + assist although this is somewhat gimmicky.
It can also set up a pseudo-safejump on the opponent's partner's incoming attack. By whiffing 5A>5B to get the right timing, do 214C>[C]. It's not universal and be negated through delay incoming but it can help maintain momentum. Video Example
Version | Level | P1 | P2 |
---|---|---|---|
214A | |||
214B | |||
214C |
214A:
- Earliest possible cancel at Frame 6 for A Followups, Frame 8 for B/C Followups
214B:
- Earliest possible cancel at Frame 15
214C:
Rush
A Asteroid Vision -> A
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
500×2, 1500 | All | 9 | 3(6)3(8)4 | 36 | -23 | B |
An important combo and pressure tool thanks to the follow ups. Sees little use on its own. It can be used during a sandwich when combined with an Active Switch due to hitting thrice but this is somewhat niche.
- 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
Level | P1 | P2 |
---|---|---|
3 | 80 | 80 |
- Earliest possible cancel at Frame 20 for A followup, Frame 20-22 for B/C Followup
- Minimum Damage 25×2, 75 (125)
Infinite Rush
Rush -> A
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
500×6,1500 | All | 9 | 3(6)3{(3)2}×4(8)4 | 36 | -23 | B |
Makoto's primary combo ender when on the ground. It has great scaling which when combined with an assist can lead to high damage combos.
Level | P1 | P2 |
---|---|---|
3 | 80 | 80 |
- Considered part of preceding attack, no additional damage scaling applied
- Minimum Damage 25×6, 75 (225)
Lander Blow
Rush -> B (Chargeable)
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1700 [2000] | All | 13 [23] | 3 | 20 [11] | -4 [+7] | B |
- Level 1
A strong combo extension tool. When done on an airborne opponent, Makoto has enough time to link To perform a second action after the first action completely finishes its animation. 5A. This lets her get good damage, has better corner carry than Comet Canon loops and can be done anywhere regardless of screen position. However, since they can only be done on airborne opponents, this limits how often you can do them.
- Level 2
This version can lead to a damaging combo on hit and completely reset pressure on block. However, it will always have a large gap which makes it very risky and should only be done once you've built respect by doing frame traps with 214AAC and even then it's usually not worth it.
Level | P1 | P2 |
---|---|---|
4 [5] | 80 | 75 [80] |
- Values in [] are for Level 2 version
- Minimum Damage 85 [100]
Cosmic Ray
A Asteroid Vision -> B (Chargeable)
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1700 [2000] | All | 17 [20] | 8 | 29 [14] | -4 [-1] | B | 8~24 F [8~27 F] |
A good neutral tool for closing the gap and approaching the opponent. Its speed and range make it good for starting your offensive. However, it will lose to projectiles and long range pokes and can be dodged simply by jumping. As such, don't throw it out recklessly.
You'll mostly want to use the level 2 version as the extra damage, distance and frame advantage make the longer startup worth it.
The foot invuln makes it good against characters whose main poke are lows( like Neo's 2AGuardLowStartup6Recovery14Advantage-2) and it can also be used to counter pushblock and get back in.
- Frame advantage changes depending on distance. Can be plus on block when spaced.
- On hit, level 2 can be converted by linking 2A anywhere, can be followed up with 5A when spaced.
Level | P1 | P2 |
---|---|---|
4 [5] | 70 | 85 [90] |
- Values in [] are for Level 2 version
- Minimum Damage 85 [100]
Lightning Arrow
B/C Asteroid Vision -> C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1700 [2000] | High | Until L | 9L | H |
- 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.
Level | P1 | P2 |
---|---|---|
4 [5] | 80 | 85 [90] |
- Values in [] are for Level 2 version
- Minimum Damage 85 [100]
Extra Skills
Sirius Jolt
236C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1500 [2000] | All [Unblockable] | 26 | 3 | 26 | -10 | B |
- (Standing hit only) Wall bounces. Wall splats in the corner.
An accurate description of this move is that it is a glorified low.
Sirius Jolt is a strong, unblockable wallbounce/wallsplat hit ONLY on a standing opponent, and will be fairly weak blockable ordinary hit in all other cases (crouching, airborne). Unlike jumping attacks, you cannot "fuzzy" with the standing unblockable hit against blockstun because if the opponent is considered to be switching guard during blockstun (either crouch-to-stand or stand-to-crouch), Sirius Jolt simply whiffs completely instead.
Mostly only usable as a standing reset or as an expensive attack to pair with an active switch.
Relatively poor in combos due to it's scaling.
Level | P1 | P2 |
---|---|---|
4 [5] | 90 | 80 [90] |
- Values in [] when hit standing opponent
- Minimum Damage 150 [200]
EX Lander Blow
Rush -> C
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
214A > A > C | 2200 | All | 12~36 | 3 | 11 | +7 | B |
- plus on block
- throw mix available behind it
- true string into 2A for extremly long blockstring depending on how much meter you have. Try it with resonnance for forcing pushblock or eating a ton of cheap dmg.
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 mess up 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.
Version | Level | P1 | P2 |
---|---|---|---|
214A > A > C | 5 | 100 | 80 |
214A > A > C:
- Minimum Damage 220
EX Cosmic Ray
A Asteroid Vision -> C (Chargeable)
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
2200 | All | 16~32 | 8 | 12 | +1 | B | 8~(23~39) F |
- Great neutral tool for closing the gap
- throw when blocking this move is pretty common
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.
Level | P1 | P2 |
---|---|---|
5 | 70 | 90 |
- Minimum Damage 220
Partner Skills
5P
Infinite Rush
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1000×2, 2000 | All | (18)+13~32 | 2(6)2(8)4 | 36 | -28 | B |
- 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.
Level | P1 | P2 |
---|---|---|
3 | 70 | 80 |
- Minimum Damage 50×2, 100 (200)
6P
Cosmic Ray
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
2500 | All | (18)+26 | 8 | 14 | +6 | B |
- Wall bounces, allowing you to convert it into a combo or extend a combo
- good frame advantage on block
- is not fullscreen anymore since wall bounce change
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...
Level | P1 | P2 |
---|---|---|
5 | 70 | 85 |
- Minimum Damage 125
4P
Lightning Arrow
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
2000 | All | (18)+26 | 20 | 15L | H |
- This move is illegal since no assist is allowed to loop into itself with 2.0 patch change (proof)
- Very few char can make use of this outside of unsafe to burst combos, like healing 3/4 of your health or getting fire levels
- 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
Level | P1 | P2 |
---|---|---|
5 | 70 | 90 |
- Minimum Damage 100
Distortion Skills
Big Bang Smash
236B+C (Chargeable)
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
236BC | 4500 [5000] | All | 5+(192 Flash)+13 | 18 | Total: 74 | -38 [-36] | P2 | 1~23 All |
Enhanced 236BC | 5800 | All | 5+(201 Flash)+13 | 18 | Total: 74 | -36 | P2 | 1~23 All |
- 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(referred as BBS for short) is very important for makoto's neutral as it's one of her few long range tools. Against zoners, BBS is her only antizoing tool.As such,in those matchups, it's best to save meter for BBS.The LV1 version goes halfscreen, LV2 goes 3/4s but since charging doesn't increase the startup while still increasing the damage and range,there no reason to do the LV1 version.In terms of combos, there are 3 scenarios where you use BBS over Particle Flare.
- Catching burst due to its invul.
- Cashing out in happy birthdays since Particle Flare can't happy birthday.
- BBS loops. If you launch the enemy with 5BBB or used a assist to launch them, you can combo after BBS with 4A. It can only be done in the corner due to knockback. It's best to do this when your partner is dead since makoto can't use meter for extending combos unlike most characters.You can get 10K if you end with Particle Flare and with res you can get some really high damage.Check the combo section for more info.
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 exampleYou can technically you can do this to more characters if you hit them high in the air.
Version | Level | P1 | P2 |
---|---|---|---|
236BC | 4 [5] | 80 | 60 |
Enhanced 236BC | 5 | 80 | 60 |
236BC:
- Values in [] are for Level 2 version
- Minimum damage 1350 [1536]
Enhanced 236BC:
- Minimum damage 1914
Particle Flare
214B+C
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
214BC | 1500 [2000] | All | 1+(42 Flash)+4 [1+(42 Flash)+7] |
4 | 58 | -40 [-38] | B | 1~8 All [1~11 All] |
214BC > X | 1500 [2000] | All | 1+(43 Flash)+2 [1+(43 Flash)+4] |
4 | 51 | -36 [-34] | B | 1~16 All [1~18 All] |
214BC > X > X | 5000 [7900] | All | 28+(50 Flash)+12 | 6 | Until L+12 | H | 1~End All | |
Enhanced 214BC | 2000 | All | 1+(42 Flash)+4 | 4 | 58 | -38 | B | 1~8 All |
Enhanced 214BC > X | 30×28, 1200 | All | 1+(43 Flash)+8 | 2×28(7)4 | 56 | B | 1~85 All | |
Enhanced 214BC > X > X | 10500 | All | 28+(50 Flash)+12 | 6 | Until L+12 | H | 1~End All |
- Makoto's main combo ender and reversal super
- Can be looped if you don't do the 3rd part. Doesn't add that much damage but can stall time
- If you hold the button, all three parts will come out as level 2 Video Example
Particle Flare (referred as PF for short) is makoto main combo ender due to it's high minimum damage. It has short range so make sure your close since it's mega minus. The LV1 version has 5f startup so you can use it for catching bad safejumps. PF is great for DSD due to its long duration.
Version | Level | P1 | P2 |
---|---|---|---|
214BC | 4 [5] | 80 | 100 |
214BC > X | 4 [5] | 100 | 60 |
214BC > X > X | 4 [5] | 100 | 60 |
Enhanced 214BC | 5 | 80 | 100 |
Enhanced 214BC > X | 3×29, 5 | 100 | 100×28, 60 |
Enhanced 214BC > X > X | 5 | 100 | 60 |
214BC:
- Values in [] are for Level 2 version
- Makoto immediately enters recovery on hit/block
- On whiff, recovery is 78F
- Minimum damage 300 [400]
214BC > X:
- Values in [] are for Level 2 version
- Minimum damage 300 [400]
214BC > X > X:
- Values in [] are for Level 2 version
- Minimum damage 1000 [1580]
- Total minimum damage after all hits of Particle Flare: 1600 [2380]
Enhanced 214BC:
- Makoto immediately enters recovery on hit/block
- On whiff, recovery is 78F
- Minimum damage 300
Enhanced 214BC > X:
- Minimum damage 4×28, 180 (292)
Enhanced 214BC > X > X:
- Minimum damage 2100
- Total minimum damage after all hits of Particle Flare: 2692
Distortion Skill Duo
Big Bang Smash
P during Partner's Distortion Skill
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
2000 [2500] | All | 1+(134 Flash)+1 | 18 | Total: 61 | -39 | P2 | 1~6 All |
- unlike 236[B+C], it can pick up from the ground
- although UNINTENDED (because of the punch animation glitching), you can charge this by holding B for a delayed hit
- Can be used for double super setups and can make unsafe supers safe. A good DSD all year round
Level | P1 | P2 |
---|---|---|
5 | 100 | 100 |
- Values in [] are for Enhanced version
- Minimum Damage 2000 [2500]
Astral Heat
Planet Crusher
222B+C when Astral Conditions are met
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
All | 5+(90 Flash)+21 [5+(90 Flash)+11] |
4 | 28 | -18 | B | 1~29 All [1~19 All] |
- Invincibility ends before active, so this can trade. Will not KO in that case
- notice the increased startup when not charging, which is counter-intuitive
Makoto's astral.Flashy but not the most practical since makoto's assists aren't very good plus her meter it better spent on EX cosmic ray to help her in. Best way to combo into is 5BB and 214AAB. I recommend the second since the cancel window is better.Always do the LV2 version though.
Level | P1 | P2 |
---|---|---|
5 |
- 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
Colors