BBTag/Makoto Nanaya: Difference between revisions

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*Long Active frames for a {{clr|1|5A}}
*Long Active frames for a {{clr|1|5A}}
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Primarily combo filler but can be used as a frame trap and when done so, is an even better combo starter than {{clr|1|5A}}.
Primarily combo filler but can be used as a {{keyword|frame trap}} and when done so, is an even better combo starter than {{clr|1|5A}}.
*Jump cancellable on hit
*Jump cancellable on hit
*Throw cancellable
*Throw cancellable
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|versioned=input
|versioned=input
|description=
|description=
* Very reliable Anti-Air with a good amount of vertical reach
A very reliable {{keyword|antiair}} 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.
* 5-14f head invulnerable
* No longer launches on hit like past versions


Because the head invuln kicks in pretty early, Makoto's 5B is a very reliable Anti-Air to use on reaction to punish attempts to jump in on her. You convert from this button with 5BBB air combo, 5BB comet. Another route is 5BB > 214AAB , 5AAA... but it requires that the opponent is not grounded (e.g.: with 5B anti-air) because 5BB > 214AAB , 5A doesn't work on grounded opponent.
{{clr|2|5B}} is important for combos thanks to its followups.


This button has a lot of recovery on whiff and the opponent will bait you in using it on block and punish you for it with pushblock into buttons.
Can reverse beat into {{clr|1|5A}} making it decent for pressure if you're in range.
*Can be canceled into {{clr|2|2B}} and back into {{clr|2|5B}}
----
Important combo and pressure tool.  


5B has a great stagger window to cancel into 5BB on block, making it an ok active switch button for a left-right mixup: 5B~B+D where 5BB is delayed so there's a gap so the crossup protection doesn't kick in because 5B~B is not a true blockstring. Then the opponent has to actually switch guard direction to block it.
In combos, it slams airborne opponent into an {{keyword|OTG}} state allowing for {{clr|1|214AA}}{{clr|2|B}} loops. However, when {{clr|2|5B}} is used as an anti-air or burst punish, you might have to delay {{clr|2|5BB}} to get them low enough.


Can reverse beat into {{clr|1|5A}}.
On block, you can do a high/low mixup with {{clr|2|5BB}}>{{clr|3|5C}}/{{clr|3|236C}} and if you think the opponent will use a reversal, you can use a backwards air dash to avoid it.
----
*Jump Cancelable
*Slams the opponent onto the ground.
*If the second hit of {{clr|2|5B}} is delayed on grounded opponents, it will not be a true blockstring/combo
*Depending on how high your opponent is you will have to delay the second hit of {{clr|2|5B}}


----
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* Launches on hit
Makoto's primary launcher for staircase combos.
* Not jump-cancellable on block
*Jump cancelable on hit.
* 5BBB > 236C is a 5 frame trap although not worth going for since your'll just be pushblocked


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|input=5C
|input=5C
|description=
|description=
* Safe on block
Unlike most Blazblue {{clr|3|5C}}, Makoto's is in the "Slow but Safe" category. It has decent range and is a good mixup tool when combined with {{clr|3|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.
 
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|input=2A
|input=2A
|description=
|description=
* Good for stagger pressure
Makoto's primary jab for {{keyword|abare}} as although {{clr|1|4A}} is faster, {{clr|1|2A}} hits all crouching characters with is a fair trade-off.
* Chains into itself up to 3 times
 
* Not a low
It's also a great pressure starter thanks to its cancel options. It's good for staggers and for tick throws.
* Throw cancellable
 
{{clr|1|2A}} is mostly used as a way to start your pressure. Stagger your 2As to catch people trying to mash out of pressure resets
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|input=2B
|input=2B
|description=
|description=
One of only two moves in her toolkit that hits low. Can cancel into {{clr|2|5B}}.
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 {{clr|1|5B}} and back into {{clr|2|2B}}
Any move that is pushblocked can be made safe by rebeating into 2B because of it's good recovery. This way, you don't die to pushblock super/button all the time because you decided to use 5B on block. Be happy you didn't die, they used one meter to get back to neutral and go again after they did whatever they did after pushblock (assist cooldown, whiffed move, dp because they mashed pushblock, super...).
*Reverse beats into {{clr|1|5A}}
 
{{clr|2|2B}} reverse beats into {{clr|1|5A}}
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|versioned=input
|versioned=input
|description=
|description=
* [https://twitter.com/Brassens4/status/1258539422640779269?s=20 Funny roundstart]
{{clr|2|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.
* Good Counter Poke
* Has invuln against Body and Head Attribute Strikes, which means you can invuln through distortions and dp's
* The invulnerability doesn't last until the leg hits
* Launches on hit.  
* Works with Happy birthdays
 
Makoto advances with a low profile and ends with a leg sweep.


Some moves are too active to bypass them with the invuln.
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.
 
Roundstart {{clr|3|2C}} is definitely a thing that will force the opponent not to autopilot {{clr|1|5A}} roundstart. At higher level, roundstart {{clr|1|5A}} is less of a thing since the opponent is more likely to catch you with assist so don't overuse it.
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* Advances without the legsweep.
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.
Useful for faking out your opponent.  
*Has a shorter duration than the normal version.
 
One basic mix is to use it on incoming (to invuln) and throw them. Because of the startup, this move is reactable so don't overuse it.
----
* Instead of the legsweep, you can hold {{clr|3|2C}} and you will have no recovery after the low profile.
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|versioned=input
|versioned=input
|description=
|description=
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 {{clr|1|j.AA}}
*Whiff cancellable to {{clr|1|j.AA}}
Use preemptively to avoid losing to other air moves
----
----
{{clr|1|j.AA}} is mostly used in combos, mix, or to hit confirm a jump in.  
{{clr|1|j.AA}} is mostly used in combos, either as filler or to hit confirm of {{clr|1|j.A}}. If {{clr|1|j.A}} is blocked and you are high enough in the air, you can mix between {{clr|1|j.A}}. and empty jump {{clr|2|2B}}.
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|input=j.B
|input=j.B
|description=
|description=
* unique Air to Air normal because of it's hitbox
A unique air-to-air attack. It's great for characters like  {{Character Label|BBTag|Yosuke Hanamura|label=Yosuke}} who like to be in the air often. If the opponent keeps double and super jumping, a rising {{clr|2|j.B}} can stop them.
* On an air to air Counter Hit, it has enough untech time to land and convert it into a combo
*On air {{keyword|counterhit}}, it has very long untech time, enough to land and combo.
 
It's one of the few air normals in the game that has a hitbox above the character, making it really good at hitting people higher up in the air than Makoto. If you're having trouble with a character trying to do stuff at super jump height, try using a rising {{clr|2|j.B}} to hit them out of it.  
 
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|input=j.C
|input=j.C
|description=
|description=
* You can convert it into a combo by linking {{clr|1|j.AA}} as you're falling
A anti-anti-air. Makoto bounces upwards in the air letting it avoid attacks. On block, it'punishable when used on its own but you can use {{clr|1|j.A}} to deter punish attempts as long as the attack is slower than 14 frames.
* This move is punishable on block by any non-counter dp. The consequence is that you will only use this move as an air-to-air or a matchup knowledge check
 
During the startup of {{clr|3|j.C}}, Makoto will be lifted upwards before she comes down on the opponent. This lift upwards can be very useful for dodging well timed anti-airs from your opponent and then punish their recovery.
 
This move is punishable on block by most dps used on its own, you
can fast-fall using J.AA to avoid getting punished by frame 14 dps and above (DOES NOT APPLY TO COUNTER-REVERSALS)
 
Anti-airs below 14 frames of start-up will beat J.C and J.C > J.AA
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|input=BC
|input=BC
|description=
|description=
*In the corner you can do {{clr|1|214A}}[B] after throw for better damage
Thanks to her access to plus frames, Makoto has strong trike/throw mixups. Forward throw can be combed off of with {{clr|1|5A}} midscreen and with {{clr|1|214A}}{{clr|2|[B]}} in the corner. Back throw can be converted with {{clr|2|2B}}.
 
*{{clr|2|4B}}+{{clr|3|C}} > {{clr|2|2B}} > {{clr|1|5AAA}} is what you want if you use backthrow.  
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|versioned=input
|versioned=input
|description=
|description=
* An uppercut attack. Probably the most DP-like of the universal Reversal moves.
A basic and mediocre {{keyword|DP}}. It's the fastest Reversal Action in the game allowing it to beat some {{keyword|safejump}}s.
 
* It's the fastest non-counter dp in the game, as a result you CAN get out of bad/fake/poorly executed safejumps.
 
* Alternatively, there is a gap in active frames so opponents may avoid the first hitbox and land during the gap (thus being able to block this move).
 
* No backwards hitbox period.
 
* Ground Counter-hit Corona Upper can be combo'd into {{clr|1|4A}} but it is very percise, leniency is granted
depending on how far you were from the opponent on the intial dp hit
 
* Air & Ground Counter-hit Corona Upper in resonance can be resonance cancelled into Particle Flare
if the follow-up is hit right before landing


However It has a short range making it easily outspaced by disjoint, it can be {{keyword|low profile}} 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.
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* Air Corona Upper is the way Makoto can convert off of air hits and bring your opponents back to the
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.
ground for combos, this can be done by pushing your opponent up high in the air (usually
done by J.B) then using Air Corona Upper while your opponent is a considerable amount
above you, and delaying your follow-up until you're about to land to convert into {{clr|1|4A}}/{{clr|1|5A}}
depending on how high your opponent is. EX. {{clr|1|5AAA}} > {{clr|2|5BBB}} > J.A > J.B > AD(A) > {{clr|1|5AAA}} > {{clr|2|5BBB}} 


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|input=AD > X
|input=AD > X
|description=
|description=
Downward punch that sends them to the floor.
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.
* Chargeable
* Only available on hit
 
Get more Reversal for your Reversal with this. No reason not to. Holding {{clr|1|A}}+{{clr|4|D}} and releasing instead of hitting A or D separately after the attack may prove easier for some people.


You can perform the follow-up in two ways:
There are two ways you can input this move:
* hold A and D ([{{clr|1|A}}+{{clr|4|D}}])
* hold A and D ([{{clr|1|A}}+{{clr|4|D}}])
* tap {{clr|1|A}}+{{clr|4|D}}, press A again and hold ({{clr|1|A}}+{{clr|4|D}}~[A])
* tap {{clr|1|A}}+{{clr|4|D}}, press A again and hold ({{clr|1|A}}+{{clr|4|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 first method performs the follow-up ASAP, rarely a necessity (except when you have no meter and could get a kill with dp follow-up, which is rarely the case)
The second 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
The second method leads to advantageous oki if you are not too far in your combo and the hitstun decay isn't too high. Why? Because you delay the follow-up since you have a window to perfom the follow-up.
The oki you get from this is that you reach the ground at the same time as the opponent perfoms an automatic ground tech, which gives you the opportunity to run forward and meaty with {{clr|1|5A}} on opponent back tech, or backdash and still get meaty {{clr|1|5A}} or throw (even on 5f mash!) on opponent forward tech. It's not the best but it's there for you to use.
 
I recommend using the second method because oki is better than niche scenarios.
 
Note: you can dp active switch but the drive follow-up (which is this move) will not come out.
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|input=236A
|input=236A
|description=
|description=
* Good for controlling space defensively
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.
 
* doesn't happy birthday unless the opponent is on top of orb
 
* Absorbs 3 projectiles before deactivating
 
* Last 2 seconds
 
A very interesting part of Makoto's neutral game. Makoto places a projectile orb in front of her. The projectile is multi hitting and active for a good amount of time, allowing it to hit people out of both ground and air approaches, unless they use a very disjointed normal. Strategically using to stop approaches is going to force your opponent to be more cautious and slow down the pace of their approach, allowing you to play your spacing and footsies game more comfortably.
 
Orb loses to all hit-scan projectiles but Susanoo {{clr|5|6P}}


Wallbounce in corner isn't consistent amongst all characters:
It's also important for combos thanks to the follow up, Break Shot
(P.S This is done by running into the corner and doing {{clr|1|5AAA}} > {{clr|2|5BB}} > {{clr|1|236[A]}}, other factors like doing less or more buttons will affect results!)
*Wont Happy Birthday unless the opponent is on top of the orb.
 
Never sends out of corner: Nu, Hakumen, Platnium, Celica, Akihiko, Aegis, Hyde, Waldstein, Carmine, Gordeau, Orie, Hilda, Weiss, Blake, Heart, Yumi
 
Need to delay inputs: Hazama, Nine, Susanoo, Naoto K, Yosuke, Chie, Ruby, Neo
 
Always Sends out of corner: Ragna, Jin, Noel, Rachel, Tager, Makoto, Izayoi, Azrael, Es, Mai, Jubei, Yukiko, Kanji, Teddie, Mitsuru, Adachi, Labrys, Linne, Vatista, Merkava, Mika, Akatsuki, Blitztank, Yosuke, Naoto S
 
Sends out of corner if delayed: Elizabeth, Yuzuriha, Seth, Yu


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|versioned=input
|versioned=input
|description=
|description=
* Level 1 blows back
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.
* Level 2 wallbounces
*If the opponent pushblock the orb, Break Shot will still push it despite being away from it.
* The charge part ({{clr|1|236A}}) will not happy birthday
----
* A launcher
;Level 1
* Can cause you to accidentally lose you the corner
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.
* Can convert from fullscreen
*Launches the opponent away
* minus on block and punishable if not spaced right (with level 2) [https://twitter.com/Brassens4/status/1228973273230315520?s=20 Video example]
----
* most likely unintended [https://youtu.be/BHmf0Wl-pWc?t=71 you can punch ball while being away from it] after getting pushblocked
;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.
Oki wise, this move is a pretty good ender. You can auto chase when air dashing low to create sameside/sandvich
* [https://twitter.com/RetroMonkeySage/status/1312852389381181442?s=19 video]
* [https://twitter.com/USP_BlackJet/status/1196638025180041217 video]
 
You can always create a sandvich situation when air dashing high (although it won't safejump everything) and it's pretty good
* [https://youtu.be/50CfjTdUT4I?t=3291 video, watch it all btw]
 
This move is crucial in getting juggle oki (from {{clr|2|5BB}} juggle), where you can setup an AS left/right ([https://twitter.com/Brassens4/status/1228672452869459969?s=20 video])
 
To avoid losing the corner, it might be more wise to go for an air route with {{clr|2|5BBB}}.


You can use this move to active switch out even though the startup is lengthy. Hold down A while active switching with D and level 2 will come out.
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 {{clr|2|5BBB}}.
*Wallbounces the opponent.


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|input=236B
|input=236B
|description=
|description=
* Invulnerable on startup but not frame 1 ([https://twitter.com/Brassens4/status/1223968204420263939?s=20 in CF], she was low invuln from frame one then all invuln around frame 6-7). Do not use it as a reversal because it isn't one.
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 {{clr|1|214A}} or  the first two hits of {{clr|1|214AA}}


Makoto slides back and then forward, delivering a powerful gut punch.
* use it as an active switch move when running sandvich mix ({{clr|2|236B}}+{{clr|4|D}}) as the pickup on hit is easy ({{clr|1|5A}}/{{clr|1|2A}} pickup usually)
* has some invuln but I advise against challenging moves that have lots of active frames or good range. It's possible to invuln through Jin Touga super and some other things but do not deliberately try it.




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|versioned=input
|versioned=input
|description=
|description=
You will either use the A follow-up for combos, {{clr|2|B}}/{{clr|3|C}} for a gap close.
;{{clr|1|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 ([https://twitter.com/Brassens4/status/1229857732095889408?s=20 video])
* one mix with it can be trying to sideswap unexpectedly by forcing a ground tech ([https://twitter.com/Brassens4/status/1229857732095889408?s=20 video])
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{{clr|2|214B}} is the most useful asteroid vision of the 3 in neutral.
;{{clr|2|214B}}
* blockstring > {{clr|2|214B}} + {{clr|5|4P}} so downbacking habbit is punished since assist will hit after you have crossed up. This is the most unreactable unfair thing Makoto has, she can cancel into this from any button but she needs to call assist. It's not as dumb as IOH with a solo confirm like Merkava/Rachel have but it's pretty close.
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, {{clr|2|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.
* run up {{clr|2|214B}} > {{clr|1|j.A}} is an option. If you are lucky enough, CH {{clr|1|j.A}} into {{clr|1|5AAA}} and combo from there.
* it can happen that {{clr|2|214B}} > j.AAB can give you the setup for an unblockable ground dp if you {{clr|1|j.A}} on block an aerial opponent
* whiffing {{clr|1|j.A}} makes you lower to the ground, which can be used to perfom setups such as juggle combo into {{clr|2|5BB}} knockdown > {{clr|2|214B}} > {{clr|1|j.AA}} whiff > {{clr|3|5C}} cross-up on (auto pilot) back tech that beats 8f mash (Nine fastest normal), which is definitely gimmicky but hey, if you can land that juicy extra assault, it can give you the edge and is spooky enough to hit opponent at least once. If they mash to stuff your {{clr|3|5C}}, remember you can stuff their {{clr|3|5C}} stuff attempt with {{clr|1|5A}} since {{clr|1|5A}} has much better startup!
 
Do not attempt at using this special (nor C version) in combos, it's not worth it. I've wasted enough time myself so don't do the same.


Note: you can perform [https://twitter.com/yasusfl/status/1048352165193043968?s=21 {{clr|3|j.C}}] at the far end of {{clr|2|214B}} (and {{clr|3|214C}})
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 [https://twitter.com/yasusfl/status/1048352165193043968?s=21 {{clr|3|j.C}}] at the far end of {{clr|2|214B}} (and {{clr|3|214C}})
----
----
If you are feeling yourself, you can call out ES pushblock touga super and punish him on the way down with lightning arrow.
;{{clr|3|214C}}
 
A occasional mixup tool. It's the least used version due to the arc it goes at but it can trick an opponent expecting a cross up with {{clr|2|214B}} + assist although this is somewhat gimmicky.
When the opponent doesn't delay incoming and after killing with 214[B+{{clr|3|C}}], you can setup {{clr|1|5A}} {{clr|2|5B}} whiff {{clr|3|214C}} > [C] for an ambiguous hit that safejumps. Won't work on all character but it is spooky. [https://twitter.com/Brassens4/status/1158455066355015680?s=20 Video Example]


It can also set up a pseudo-safejump on the opponent's partner's incoming attack. By whiffing {{clr|1|5A}}>{{clr|2|5B}} to get the right timing, do {{clr|3|214C}}>{{clr|3|[C]}}. It's not universal and be negated through delay incoming but it can help maintain momentum. [https://twitter.com/Brassens4/status/1158455066355015680?s=20 Video Example]
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|input=214A > A
|input=214A > A
|description=
|description=
*sometimes you get pushblocked right when you cancel into this special but accidentally beat their button with it. You can sometimes convert with {{clr|1|5A}} from such scramble
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 {{clr|1|5A}} from such scramble
<del>It may be possible that it is still possible to change side with the opponent from an air pickup using a [https://twitter.com/Brassens4/status/1179531203927511040?s=20 high juggle]</del> (outdated pre 2.0 tech)
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|input=214A > A > A
|input=214A > A > A
|description=
|description=
* Good for ending combos on the ground  
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.
 
Very very good to call assist there because of Makoto's A's and infinite rush proration: {{clr|1|5A}}(AA){{clr|1|214AAA}} > assist > 5AAA5B[B] > PF is 9k minimum. Very burstable though unless you use Mai {{clr|5|4P}}.


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|input=214A > A > B
|input=214A > A > B
|description=
|description=
* Level 1 can be used as a combo extender on airborne opponents
;Level 1
* Level 2 is + on block but mashing will win against it so don't try it
A strong combo extension tool. When done on an airborne opponent, Makoto has enough time to {{keyword|link}} {{clr|1|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.
Referred as 214AAB because {{clr|1|214A}} > A > B is too verbose even if right
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;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 {{clr|1|214AA}}{{clr|3|C}} and even then it's usually not worth it.


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|input=214A > B
|input=214A > B
|description=
|description=
* <span style="color:green">It's + on block from afar</span> ([https://twitter.com/Brassens4/status/1317965928097865729?s=20 proof])
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 can link {{clr|1|2A}} to convert the Level 2 version into a combo
 
* The charging part has leg attribute invuln which means you can stuff lows if you are feeling yourself.
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.


It's a gap closer.


}}
}}
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|input=214B/C > C
|input=214B/C > C
|description=
|description=
* On hit on a grounded opponent, you can link {{clr|1|5A}} to convert it into a combo
Mainly used as a jump-in after {{clr|2|214B}} as it has a better vertical hitbox than {{clr|1|j.A}}.
 
*Frame advantage depends on how high you are when it lands and whether or not the opponent is on the ground or not.
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.


}}
}}
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|input=236C
|input=236C
|description=
|description=
* (Standing hit only) Wall bounces. Wall splats in the corner.
A glorified low that is mainly used when combined with {{clr|3|5C}}. They both have the same startup, cause a sound effect and make Makoto flash which makes it easy to confuse the two.
 
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.
Outside of that, it can be situationally used as a reset or a mixup tool when combined with an Active Switch.


Relatively poor in combos due to it's scaling.
Serves no use in combos as the damage is never worth it and it can be hard to combo into in the first place.
*Can not be blocked by a standing opponent, Crounching and airborne opponents can block normally.
}}
}}


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|versioned=input
|versioned=input
|description=
|description=
* plus on block
An amazing pressure tool thanks to its frame advantage. Makoto can use it to completely reset and extend her pressure which can also lead to strong strike/throw mixups. By intentionally delaying the move you can make a 5f frame trap which makes it a decent mixup tool.  
* throw mix available behind it
* true string into {{clr|1|2A}} for extremly long blockstring depending on how much meter you have. [https://twitter.com/Brassens4/status/1168655305372262400?s=20 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 {{clr|1|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 > {{clr|2|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 , {{clr|1|2AAA}}... as long as you use 214AAC , {{clr|1|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.
Makoto can also use it for a standing reset in combos by either stalling the hitstun scaling or by delaying the attack. Outside of that, it's never used in combos as usually the damage isn't worth the meter.


You can charge the final punch for a frametrap ({{clr|1|214AA}}~{{clr|3|C}}). Unlike {{clr|1|214AA}}[B], you can make it a 5f frametrap. Charging the punch has no particular effect other than creating a gap in the string.
Finally, in Resonance Blaze, Makoto can create an "infinite" blockstring that the opponent can't escape without push blocking or until Makoto runs out of meter. You can also do it during your opponent's Resonance to stall the timer.
*Charging the punch has no particular effect outside of creating a gap in the blockstring.


}}
}}
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|input=214A > C
|input=214A > C
|description=
|description=
* Great neutral tool for closing the gap
A great neutral tool and one of Makoto's main uses of meter. It has faster startup than even the uncharged version, is always plus regardless of distance and leads into a damaging combo with {{clr|1|5A}}. This version is just an enhanced version of the meterless one and can be used in most of the same situations. However it still lose to the same things like projectiles and jumping so just like the normal one, don't get reckless with it.
* 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 {{clr|1|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.  
It can also be used after a counter hit {{clr|1|5A}} as a high damage starter, usually leading to a 8-9K combo.
}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>
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|input=5P
|input=5P
|description=
|description=
* Great lockdown and pressure assist
A good combo and lockdown assist thanks to its multiple hits. It can lockdown the opponent for one good mixup and because of how far Makoto will go, it's also resilient against pushblock.
* 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.
It also keeps the opponent in hitstun for a long time giving your point time to follow up. However, it can whiff against opponents higher in the air, in those cases use {{clr|5|4P}}.
 
*Makoto will use {{clr|1|214A}} until she gets close to the opponent or reach its maximum range before performing the actual attack.
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 {{clr|5|6P}} or Chie and Kanji's {{clr|5|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 {{clr|5|4P}} instead.
}}
===<big>{{clr|5|6P}}</big>===
===<big>{{clr|5|6P}}</big>===
{{InputBadge|Cosmic Ray}}
{{InputBadge|Cosmic Ray}}
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|input=6P
|input=6P
|description=
|description=
* Wall bounces, allowing you to convert it into a combo or extend a combo
Makoto's longest-range assist. It can be used in combos in cases where {{clr|5|5P}} would take too long or where {{clr|5|4P}} would reach. When combined with projectiles like {{Character Label|BBTag|Vatista|label=Vatista's}} {{MiniMoveCard|game=BBTag|chara=Vatista|input=236A|label={{clr|1|236A}}}} it allows Makoto to safely get in and start her offensive.
* good frame advantage on block
*Wallbounces
* is not fullscreen anymore since wall bounce change
 
{{clr|5|6P}} > CC > {{clr|5|5P}} is a frametrap when it doesn't outright true blockstring


You could active switch into this move on hit and convert with {{clr|1|5AAA}}...


}}
}}
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|input=4P
|input=4P
|description=
|description=
* <span style="color:blue">'''This move is illegal'''</span> since no assist is allowed to loop into itself with 2.0 patch change [https://twitter.com/Brassens4/status/1227371980976017417?s=20 (proof)]
{{clr|5|4P}} is a good combo extender assist as it causes a ground bounce and puts the opponent into an OTG state, giving your point plenty of time to follow up.
* Very few char can make use of this outside of unsafe to burst combos, like [https://twitter.com/Brassens4/status/1213881798381461505?s=20 healing 3/4 of your health] or [https://twitter.com/Brassens4/status/1213952333148819461?s=20 getting fire levels]
It's also good for catching opponents trying to {{keyword|chicken block}}. However unlike most {{clr|5|4P}}'s it can't be used as an anti-air.
* 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 {{clr|5|4P}} sometimes


Except Mai who can make use of this assist
Makoto's {{clr|5|4P}} is very unique as it can combo into itself during Cross Combo without any help from your point. This lets your point perform completely burst-safe combos by holding down back and spamming {{clr|5|4P}} and when Cross Combo is about to end, finish it off with an enhanced super. When they're in low health, this can put your opponent in a lose-lose scenario. Either they let their point die or they use burst to save them only to get punished with a high damage combo.


Here are 2 characters specific ways {{clr|5|4P}} can be used.
*[https://twitter.com/Brassens4/status/1213881798381461505?s=20 Elizabeth]
*[https://twitter.com/Brassens4/status/1213952333148819461?s=20 Yukiko]
}}
}}


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|versioned=input
|versioned=input
|description=
|description=
*Startup is big so don't expect to punish everything
Fullscreen punish tool, occasional combo ender and surprisingly, a combo extender.
*Can be used as an anti-air
 
*Is the only distortion Makoto can happy birthday with
Level 2 version hits almost fullscreen and is invul from frame 1 which makes it good as an anti-zoning tool and vital in certain matchups like against {{Character Label|BBTag|Nu-13|label=Nu-13}}.
 
It can also be used as a reversal in cases where DP and {{clr|2|214B}}+ {{clr|3|C}} would whiff although its slow startup makes these scenarios niche.


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.
It can be used as a combo ender in Happy Birthdays and as a combo extender in the corner as when cancelled into from {{clr|2|5BBB}} or {{clr|1|214AAA}}, the opponent is high enough for Makoto to recover and link {{clr|1|4A}} to continue the combo. Outside of Resonance, this is mainly done when your assist is dead and it will kill. However, in Resonance Blaze you can do {{clr|2|236B}}+{{clr|3|C}} multiple times letting Makoto get 10-14k combos in the corner.
* 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:
*Charging the move doesn't actually increase the startup so you have no reason to ever use the level 1 version.
*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 [https://twitter.com/Brassens4/status/1183156560693993477?s=20 Video example] You can technically you can do this to more characters if you hit them high in the air.
*Can be used as a starter to punish Linne dp since she goes so high up in the air [https://twitter.com/Brassens4/status/1183156560693993477?s=20 Video example]You can technically you can do this to more characters if you hit them high in the air.
}}
}}


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|versioned=input
|versioned=input
|description=
|description=
* Makoto's main combo ender and reversal super
Makoto's primary reversal and combo ender super. The level 1 version has five frames of startup which like her DP can let Makoto get out of certain safejumps. It also can't be low-profiled like her DP. It still has short range so it is pretty risky.
* Can be looped if you don't do the 3rd part. Doesn't add that much damage but can stall time
* 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 [https://twitter.com/Brassens4/status/1204203494690959361?s=20 Video Example]
* If you hold the button, all three parts will come out as level 2 [https://twitter.com/Brassens4/status/1204203494690959361?s=20 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.
}}
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==Astral Heat==
==Astral Heat==
===<big>Planet Crusher</big>===
===<big>Planet Crusher</big>===
{{InputBadge|{{clr|2|222B}}+{{clr|3|C}}}}
{{InputBadge|{{clr|2|222B}}+{{clr|3|C}} when [[BBTag/Mechanics#Astral Heat|Astral Conditions]] are met}}
{{BBTag Move Card|game=BBTag
{{BBTag Move Card|game=BBTag
|input=222BC
|input=222BC
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==Navigation==
==Navigation==
<center>{{Character Label|BBTag|Makoto Nanaya|36px|BBTag_Makoto_Icon.png}}</center>
<center>{{Character Label|BBTag|Makoto Nanaya|size=36px}}</center>
{{BBTag/CharacterLinks}}
{{BBTag/CharacterLinks}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}


{{BBTag/Navigation}}
{{BBTag/Navigation}}

Latest revision as of 20:22, 26 December 2023


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Overview

Overview
Makoto is a rushdown character that uses her fast normals and forward moving specials to enforce her will. Once in, she makes use of frame traps and tricky special moves to maintain pressure and eventually open up the opponent.
Makoto Nanaya
BBTag Makoto Portrait.png
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])
Pros
Cons
  • 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.


Drive: Impact

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

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
2C 1700 Low 30 4 12 +3 F 6~23 HB
2[C] 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 counterhit Hitting someone while they are in the startup of an attack. In some games counter hits get enhanced by dealing more damage and giving more frame advantage, which can open up new combo possibilities., 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 occasional mixup tool. 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 2ABBTag Neo 2A.pngGuardLowStartup6Recovery14Advantage-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

Mainly used as a jump-in after 214B as it has a better vertical hitbox than j.A.

  • Frame advantage depends on how high you are when it lands and whether or not the opponent is on the ground or not.
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

A glorified low that is mainly used when combined with 5C. They both have the same startup, cause a sound effect and make Makoto flash which makes it easy to confuse the two.

Outside of that, it can be situationally used as a reset or a mixup tool when combined with an Active Switch.

Serves no use in combos as the damage is never worth it and it can be hard to combo into in the first place.

  • Can not be blocked by a standing opponent, Crounching and airborne opponents can block normally.
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

An amazing pressure tool thanks to its frame advantage. Makoto can use it to completely reset and extend her pressure which can also lead to strong strike/throw mixups. By intentionally delaying the move you can make a 5f frame trap which makes it a decent mixup tool.

Makoto can also use it for a standing reset in combos by either stalling the hitstun scaling or by delaying the attack. Outside of that, it's never used in combos as usually the damage isn't worth the meter.

Finally, in Resonance Blaze, Makoto can create an "infinite" blockstring that the opponent can't escape without push blocking or until Makoto runs out of meter. You can also do it during your opponent's Resonance to stall the timer.

  • Charging the punch has no particular effect outside of creating a gap in the blockstring.
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

A great neutral tool and one of Makoto's main uses of meter. It has faster startup than even the uncharged version, is always plus regardless of distance and leads into a damaging combo with 5A. This version is just an enhanced version of the meterless one and can be used in most of the same situations. However it still lose to the same things like projectiles and jumping so just like the normal one, don't get reckless with it.

It can also be used after a counter hit 5A as a high damage starter, usually leading to a 8-9K combo.

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

A good combo and lockdown assist thanks to its multiple hits. It can lockdown the opponent for one good mixup and because of how far Makoto will go, it's also resilient against pushblock.

It also keeps the opponent in hitstun for a long time giving your point time to follow up. However, it can whiff against opponents higher in the air, in those cases use 4P.

  • Makoto will use 214A until she gets close to the opponent or reach its maximum range before performing the actual attack.
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

Makoto's longest-range assist. It can be used in combos in cases where 5P would take too long or where 4P would reach. When combined with projectiles like Vatista's 236ABBTag Vatista MicoRuceo.pngGuardAllStartup17RecoveryTotal 65Advantage-14 it allows Makoto to safely get in and start her offensive.

  • Wallbounces
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

4P is a good combo extender assist as it causes a ground bounce and puts the opponent into an OTG state, giving your point plenty of time to follow up. It's also good for catching opponents trying to chicken block Jumping into the air and blocking rather than standing on the ground and being forced to guess a high-low mixup. Loses to air unblockable attacks such as BBTAG's Reversal Actions.. However unlike most 4P's it can't be used as an anti-air.

Makoto's 4P is very unique as it can combo into itself during Cross Combo without any help from your point. This lets your point perform completely burst-safe combos by holding down back and spamming 4P and when Cross Combo is about to end, finish it off with an enhanced super. When they're in low health, this can put your opponent in a lose-lose scenario. Either they let their point die or they use burst to save them only to get punished with a high damage combo.

Here are 2 characters specific ways 4P can be used.

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

Fullscreen punish tool, occasional combo ender and surprisingly, a combo extender.

Level 2 version hits almost fullscreen and is invul from frame 1 which makes it good as an anti-zoning tool and vital in certain matchups like against Nu-13.

It can also be used as a reversal in cases where DP and 214B+ C would whiff although its slow startup makes these scenarios niche.

It can be used as a combo ender in Happy Birthdays and as a combo extender in the corner as when cancelled into from 5BBB or 214AAA, the opponent is high enough for Makoto to recover and link 4A to continue the combo. Outside of Resonance, this is mainly done when your assist is dead and it will kill. However, in Resonance Blaze you can do 236B+C multiple times letting Makoto get 10-14k combos in the corner.

  • Charging the move doesn't actually increase the startup so you have no reason to ever use the level 1 version.
  • Can be used as a starter to punish Linne dp since she goes so high up in the air Video example You 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 primary reversal and combo ender super. The level 1 version has five frames of startup which like her DP can let Makoto get out of certain safejumps. It also can't be low-profiled like her DP. It still has short range so it is pretty risky.

  • 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
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


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