BBCF/Makoto Nanaya

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Overview

Overview

Makoto is Blazblue's resident boxer. She's a beginner friendly rushdown character with relatively basic tools for getting in and dealing damage. She has a standing overhead, a crossup tool, frame traps, and several lows to back up her pressure. She has a unique fireball that she can set for oki, or punch to propel it across the screen. Makoto's Drive is primarily a combo tool. She charges punches of increasing strength. Each level has a different utility. Her Overdrive cranks it up a notch to improve her damage. Makoto also has many callout tools in her kit. Her specials allow her to make hard reads for good reward. Coupled with a fast run speed, solid air dashes, and a few tricky tools, she can close the gap quickly from mid range to get up close and personal.

Unfortunately, Makoto is not without her weaknesses. Many of Makoto's attacks lack the range most of the cast has. Additionally, she doesn't have very strong options to approach zoners and mobile characters. While Makoto has several mixup options, they're not entirely reliable due to range or lack of strong risk/reward. Despite these struggles, Makoto is a solid character that's easy to pick up and enjoy.
Playstyle
Makoto Nanaya
Pros Cons
  • Speedy Movement: A fast run speed and very good dash slide momentum lets makoto zip around on the ground and enhance the range on her normals.
  • Strong Defense: With both a meterless reversal in 623C and a counter in 214D, fast mash normals, solid jump hurtboxes and a good Counter Assault, makoto can hold her own on defense.
  • Scary Pressure: Has many ways to reset pressure and catch the opponent trying to escape. In the corner, Makoto gets guaranteed okizeme from any hit with 236A.
  • Easy Access to Damage: Unlike many legacy characters, Makoto does not rely on crouch-confirms, meter, or good spacing to do workable damage. You can learn one combo and get started.
  • Very Short Range: None of Makoto's pokes have significant range, meaning that movement such as dash blocking, jump barrier, and risky options like 214A/214B are crucial to get into an optimal range.
  • Difficulty Controlling Space: Struggles against zoners and characters more mobile than her.
  • Meter-Gated Mixup Options: Makoto lacks a quick, noncommital low outside of 2B, and her Rush high and low followups only combo with meter or counterhit.

Drive: Impact

Makoto concentrates a large amount of energy in her fists for extremely powerful punches. All of her Drive moves have 3 levels - holding down the D button charges the move from Level 1 to Level 3 and back down to Level 1 if held too long before cancelling the move entirely. Releasing the button executes her Drive for that particular level, although Makoto will always wait until the end of that charge level before attacking. For example, a level 1 5D will always have the same startup no matter how early or late you release D during the level 1 window. The length of time you need to hold varies with each move, so you'll need to learn to feel how long to hold each one when learning Makoto's combos

  • Level 1 drive moves are the weakest, however they come out the quickest, meaning some combos need to use this level.
  • Level 1 and 2 Drive moves can cancel into specials, allowing different combo routes and increasing usefulness in blockstrings.
  • All Level 3 Moves are all Fatal Counters
  • Level 3 moves often blow the opponent away

Charging a Drive move to level 3 is preferred since they do the most damage and are usually better for continuing combos.

Overdrive: Galaxian Impact

  • All of Makoto's Drive moves automatically become Level G, giving them increased damage and histun and removes the need to charge them up (although charging is still possible), allowing for some new combos.
  • Additional properties are added to her special moves, such as wallbounce properties (noted below).

Normal Moves

5A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300 All 5 2 11 -1 B

Makoto's jab.

  • Among the fastest startup normals in the game.
  • It hits very high and will whiff on many crouching characters,
  • 2A 5A whiff is useful for setting up TRM or throwing off IB rhythm.
  • Can cancel into itself on hit and whiff. Each hit has a slightly different animation, but the frame data and hitboxes remain the same.
  • Niche antiair: has no attribute invulnerability but reaches farther than 6A, so can be used in specific antiair situations (e.g. IB 5A vs Hazama chains) or after dashing under an IAD.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 1 100 80

5B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
600 Mid 9 6 16 -5 B
  • Moves Makoto forward
  • Poke tool
  • Combo filler
  • Default Exceed Accel punish tool
  • Air unblockable: 6A 5B is a strong antiair string that hits people who only barrier one hit of a blocked antiair

One of Makoto's all-around best normals. It has good range, quick start-up, and propels her forward. It's great for spacing, pressure, and combo filler. Because of its P1 proration, fast speed, and reach, this is Makoto's best counter-hit combo starter. Use it to punish whiffed or blocked dragon punches, or other moves with very long recovery.

  • Note: If you land a 5B at max range it will only combo into 5D or 214A~C.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 100 89

5C

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5C 700 Mid 8 7 16 -6 B
5CC 800 Mid 7 6 16 -3 B

A powerful move that in any other game would be a proximity normal.

  • Minus on block but has an extremely long delay cancel window.
  • Very fast startup for a 5C and the initial hitbox is fully disjointed, which allows it to beat many jabs in close range situations.
  • Air unblockable.
  • Makoto is +3 if opponent guard cancel overdrives on block.

Once makoto uses 5C in pressure her mixup options become significantly weaker; as her access to lows drops dramatically.


5CC

An autocombo style normal designed to provide easy and safe hitconfirms, and also discourage mashing on 5C on block. 5CC is only accessible if 5C landed on a hit or guard.

  • Chains into 6B for an overhead, but does NOT chain into her mixup lows. 5CC 6B is a 4f gap (7f on IB), so it becomes a strong frametrap choice instead as it gives a combo even if it trades with a jab.
  • Can be special cancelled into 3C or 41236C for low options.
  • Makoto is +3 if opponent guard cancel overdrives on block. However many of the gatling options after 5CC are weak to overdrive activation (5D, 2D, 214A>C, 6B, 41236C).
  • Useful for hit-confirming. Puts the opponent in more blockstun than 5C, which lets you do airtight 214A~C mixup if you have meter.
  • Somewhat weak to instant block: it becomes -6 on IB which many characters can punish, and chaining into 6B and 214A > C becomes more vulnerable to reversals.

If you delay this move enough, this move also functions as a powerful frame trap. It's extremely fast and hard to spot.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
5C Long 3 100 89
5CC Long 4 100 82

5C: 5CC:

2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300 All 6 [5] 3 10 -1 F

Makotos actual jab.

  • The only point in pressure where Makoto has access to both 6B(overhead) and 2B(low).
  • One frame faster than many characters default mashing jabs. This lets Makoto scramble or be at advantage when she is -1 or neutral on block vs a surprisingly large number of characters.
  • Solid for whiff punishing extended hurtboxes but poor reward on long range hits.
  • Cancels into almost all of her moves including throw; default TRM option.
  • Useful for basic stagger pressure.
  • Default mash option.

If mashed, Makoto uses a different animation for the followup attacks that has a slightly faster startup than the first hit.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 1 100 80
  • Values in [] are for followup 2As

2B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
550 Low 9 3 12 -1 F

Makoto's only viable low for mix-up.

  • Chains into 5C for hitconfirms, which can be a problem as 2B > 5C[C]) does not work at absolute maximum range.
  • Makoto can cancel a blocked string (EX: 2B > 5C[C]) with 214AA and use 2B again. Many players will expect her high, 6B, after the blocked 5CC and will get caught by the second low. This is however mashable and weak to good pattern-blocking/fuzzy guarding.
  • her default option for picking up opponents off the ground(OTG) with this normal to punish people who don't emergency tech after knockdown.
  • Depending on the combo, you can get more corner carry or cancel into 236236D lvl2 to add some damage. If set up well, can start a new combo altogether.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 2 90 85

2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 Mid 20 8 26 -13 B 12~27 H
  • Hits Mid
  • Launcher
  • Air unblockable, but way risky.

2C has great P1 proration, but has very slow start-up and a very obvious animation, making it incredibly easy to react to. However, it is extremely useful in combos since it will OTG and floats the opponent, allowing for many moves to follow it up. this move also has head invul that goes active on the 12th frame. useful for certain situations where 6A would get baited/meatied.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 90 92

6A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
700 Mid 11 4 23 -10 B 5~14 H
  • Anti-air
  • Fast H invuln
  • Air unblockable

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

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 90 89

6B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
750 High 22 3 20 -6 B

Makoto's first and most important ground overhead. One of the fastest ground overheads out of the Blazblue cast and can be done quite late into blockstrings, but is hamstrung by Makoto's poor access to lows.

  • Can cancel into 5CC, 6A, or 214A~C in order to combo.
  • Forces crouch state on hit
  • 110% Bonus Proration and ground bounces opponent on aerial hit, allowing you to combo.
  • Can combo after 5CC on crouching opponents.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 3 80 89
  • Bonus Proration 110%

6C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
900 Mid 14 8 20 -11 B
  • Slides Makoto forwards.
  • Knocks opponent back and into the air.

This is one of Makoto's most interesting normals. The animation moves her forward quite far and, although it is very disadvantageous on block, it can be canceled into 5Dlvl2, or 214A~C for a decent frame trap that will catch jabs on normal block. It's best to use it this way by staggering it after a blocked 5C. These are both weak to ODR, and uncancelled 6C still leaves makoto -2 on ODR.

It's a great move for combos against floating opponents since it can carry them much closer to the corner, and for grounded opponents it also gives some interesting options.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 100 89

3C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
900 Low 30 4 12 0 F 6~23 HB
  • Can be feinted by inputting 3[C]
  • Hard knockdown on CH
  • Built in low profile/Call out tool

This move has both head and body attribute invincibility, along with a fairly low hitbox. This allows it to go under many attacks that other characters cannot avoid. However, this move is a double-edged sword - its long start-up makes it very difficult to land on reaction, while using it on prediction makes it incredibly unsafe. Although it can be devastating, it should definitely be used wisely and with caution. Also note that a blocked 3C is at +0, letting you catch the opponents who mash and jump by doing 2A afterwards, but its also vulnerable to instant block.

3C's invulnerability can also be used to call out almost any invincible reversal, even supers.

On normal hit, you can combo into 214A~C~B > 2A > etc.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 80 89
  • Bonus Proration 110%

j.A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300 High/Air 6 3 8 H

Her basic air jab. The hitbox on it is decent and goes mostly horizontal, making it somewhat useful at interrupting air approaches. Useful, but nothing to write home about.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 1 80 80

j.B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
600 High/Air 8 4 12 H
  • Air to air for people above you
  • Reverse gatlings to j.A

This is one of Makoto's trademark attacks. It covers the area straight above Makoto and stuns for a very long time on counter hit. Helps tremendously in match-ups against floaty airborne characters like Arakune.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 2 80 85

j.C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
700 High/Air 13 6 11 H

j.C

  • Reverse gatlings into j.A and j.B

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


j.CC

  • Whiff cancels from j.C, which lets makoto use j.C to check defensive jumps and still land a hit if the opponent did not jump.
  • Canceling into this from a blocked j.C or landing and using 2B creates a tricky but fuzzy-guardable/pattern-blockable mixup.
  • Combo filler.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 80 89

j.2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800 High/Air 20 Until L 9 H
  • Halts all air momentum
  • Hops forward and then falls straight down.
  • Extremely long stagger on CH.
  • Bounces up on block and recovers in time to do j.C, but this loses to fast antiairs(9f gap, 13f IB).
  • Falls straight down if instantly Rapid Cancelled, allowing for a tricky but expensive mixup with 2B.

Another one of Makoto's trademark moves. Makoto bounces in the air and falls on her opponent with her tail. Its altered momentum can be used to bait anti-airs.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 2 80 85
  • On hit/block, Makoto bounces upwards with recovery 10F


Drive Moves

5D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5D Lv1 700 Mid 13 3 31 -17 B
5D Lv2 850 Mid 17 3 31 -15 B
5D Lv3 1000 Mid 20 3 31 -13 B
5D LvG 1000 Mid 10 2 31 -12 B
  • Level 1/2: essentially operate the same way
  • Level 3: Blows the opponent away, Fatal Counters, Hard knockdown.
  • Level G works essentially the same as Level 3.
  • Air unblockable

Strong straight forward punch. 5D moves Makoto forward quite a distance which gives it a very long range in spite of the actual hitbox of the move. Level 3 is used in combos a lot. Level 1 and 2 can be special canceled to use in pressure.

You can't combo after Level 3 5D unless you are close to the corner or have meter for a Rapid Cancel, but after a corner hit you can start a corner combo based on combo proration (e.g 2A/2B).

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
5D Lv1 Long 3 90 70
5D Lv2 Long 4 90 80
5D Lv3 Long 5 90 80
5D LvG Long 5 90 80

5D Lv1: 5D Lv2: 5D Lv3:

  • Fatal Counter

5D LvG:

  • Fatal Counter

2D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
2D Lv1 700 Mid 18 5 32 -21 B
2D Lv2 850 Mid 21 5 32 -19 B
2D Lv3 1000 Mid 24 5 32 -17 B
2D LvG 1000 Mid 18 5 32 -17 B
  • Launches opponent
  • Level 3 Fatal Counters
  • In OD, has much longer untech time
  • Air unblockable

Makoto does a step forward then delivers a strong uppercut. Causes a fatal counter at level 3. 2D is a combo tool and can also be used in pressure since Level 1 and 2 are both special cancelable..

Level 3 2D launches the opponent high enough that you can combo after it with 2C or just an aerial combo. Level 1 and 2 can be used in combos with a strong enough starter (e.g 5B).

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
2D Lv1 Long 3 90 70
2D Lv2 Long 4 90 80
2D Lv3 Long 5 90 80
2D LvG Long 5 90 80

2D Lv1: 2D Lv2: 2D Lv3: 2D LvG:

j.D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.D Lv1 700 High/Air 20 6 Until L+5 H
j.D Lv2 850 High/Air 21 6 Until L+5 H
j.D Lv3 1000 High/Air 23 6 Until L+5 H
j.D LvG 1000 High/Air 20 6 Until L+5 H
  • Halts air momentum.
  • Wall bounces at Level 3
  • Level G version works essentially the same as Level 3

Makoto propels herself forward using her tail to do a strong punch in the air. You can combo into j.D from j.B. j.D is a combo tool with no real use in neutral. It also halts air momentum, so if you're desperate to avoid an attack you can use it to stop yourself.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
j.D Lv1 Long 3 90 70
j.D Lv2 Long 4 90 80
j.D Lv3 Long 5 90 80
j.D LvG Long 5 90 80

j.D Lv1: j.D Lv2: j.D Lv3:

  • Fatal Counter

j.D LvG:

  • Fatal Counter


Universal Mechanics

Forward Throw

5B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 1500 Throw(70) 7 3 23 T

Makoto hits the opponent with her tail a couple of times then follows it up with an uppercut to send them flying in front of her. Combo after it with 214AA or 214B > j.B for easier combos. In the corner you can combo into 214AA > 6A > jc > 4A+B to bait bursts.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 0, 4 100 50
  • Minimum Damage 100%: 1500

Back Throw

4B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 1500 Throw(70) 7 3 23 T
  • Causes hard knockdown

Makoto flips and lands on the opponent, then gets up on the other side. You can combo after it with 2B or 41236C. The special cancel is a little later than expected.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 0, 4 100 50
  • Minimum Damage 100%: 1500

Air Throw

j.B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 700, 800 Throw(120) 7 3 23+3L T

Makoto does a flip kick sending the opponent to ground then follows up with a headbutt. Consistent at all air heights because Makoto and her opponent will always be in the same position. Can combo afterward with 2B.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 0, 4×2 100 50
  • Minimum Damage 100%: 1500

Counter Assault

6A+B while Blocking

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0 All 15 4 28 B 1~20 All

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

Can be low profiled

Starter Rating Level P1 P2 On-ODR Cancel Timing
Very Short 4 50 92

Crush Trigger

5A+B (Chargeable)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5A+B 1000 Guard Break 32/Barrier 20 1 25 0 B
5[A+B] 1000 Guard Break 60/Barrier 30~61 1 25 0 B

Moves Makoto forward. CT is very useful for combos, partially because of its vertical hitbox. It also causes hard knockdown on air hit. Overall a solid addition to Makoto's mixup tools.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
5A+B Normal 80 60
5[A+B] Long 80 100

5A+B: 5[A+B]:


Specials

Comet Cannon

236A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
350×3 All 16 72 Total: 49 -5 P1
  • Oki tool
  • Projectile remains active for 38F after recovery

Makoto lays a ball of energy in front of her. Hits three times. It's a projectile that's mostly used to setup your okizeme after a corner knockdown, forcing the opponent to either block or risk a reversal. However, it also has use in some combos that bring the opponent into the air. Comet Cannon also gets bigger after some time.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 2 100 85
  • Can cancel into Break Shot 22-34

Break Shot

D during 236A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236A~D Lv1 800, 700 Mid, All 3, X 18 -11 B, P1
236A~D Lv2 950, 800 Mid, All 3, X 18 -9 B, P1
236A~D Lv3 1100, 900 Mid, All 3, X 18 -7 B, P1
236A~D LvG 1100, 900 Mid, All 3, X 18 +5 B, P1
  • Each level punches the Comet with increasing distance
  • Level G version wall bounces

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

Useful as a combo filler to add up damage in combos with strong starters and in Overdrive combos. It's also one of Makoto's only full screen options.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
236A~D Lv1 Long, Normal 3 100, 90 89×2
236A~D Lv2 Long, Normal 4 100, 90 92×2
236A~D Lv3 Long, Normal 5 100, 90 94×2
236A~D LvG Long, Normal 5 100, 90 94×2

236A~D Lv1:

  • Frame Adv Listed assumes opponent blocks both the strike and projectile
  • Projectile is active for 26F

236A~D Lv2:

  • Frame Adv Listed assumes opponent blocks both the strike and projectile
  • Projectile is active for 26F

236A~D Lv3:

  • Frame Adv Listed assumes opponent blocks both the strike and projectile
  • Fatal Counter
  • Projectile is active for 26F

236A~D LvG:

  • Frame Adv Listed assumes opponent blocks both the strike and projectile
  • Fatal Counter
  • Projectile is active for 26F

Corona Upper

623C (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
623C 900 Mid 9 2 (2) 12 28+17L -42 B 1~14 All
j.623C 900 All 8 8 Until L+20 H 1~9 All
  • Meterless reversal
  • Low profilable
  • Combo tool in overdrive or for high damage weak okizeme routes.

Makoto's meterless reversal. It has very short range and relatively little invulnerability, but it is among the faster meterless DPs. It is also trivially easy to low profile for many characters, making it one of the riskiest reversals in the game. However, it can be very useful when used in combination with Instant Blocking.

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


Air Version Makoto's air version of Corona Upper. Although it has invul, this move is mainly used as her Air combo ender or during Overdrive combos.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
623C Very Short 4 60 92
j.623C Very Short 4 60 92

623C:

  • reversal

j.623C:

Meteor Dive

D during 623C/j.623C

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
623C~D Lv1 800 6 Until L+9 H
623C~D Lv2 1000 6 Until L+9 H
623C~D Lv3 1400 6 Until L+9 H
623C~D LvG 1400 6 Until L+9 H

Follow up after Corona Upper. Only available if Corona Upper hits. Makoto punches the opponent sending them to the ground. Combo ender. Each level does increasing damage, but doesn't gain new properties, so you should almost always go for level 3.

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

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
623C~D Lv1 Long 3 100 89
623C~D Lv2 Long 4 100 92
623C~D Lv3 Long 5 100 94
623C~D LvG Long 5 100 94

623C~D Lv1: 623C~D Lv2: 623C~D Lv3:

  • Fatal Counter

623C~D LvG:

  • Fatal Counter

Asteroid Vision A

214A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
35
  • The A version has different followups by pressing A/B/C/D or 236B.
  • Shares a visual animation with the B/C versions of this move until Makoto does something or the move ends.

A key move for approaching and combos, Makoto dashes with 2 illusions with 3 different arcs to confuse the enemy with no visual difference between the versions until Makoto reveals herself; the button pressed determines which arc the real Makoto will take. The illusions will last for the duration of the move, so using an attack will immediately dispel the illusions. The A version also boasts a very large variety of possible followups and as such is used in pressuring and combos alike, mastering all the possible options and when to use them is key to learning Makoto.

The second hit of Infinite Rush cancels into:
Starter Rating Level P1 P2 On-ODR Cancel Timing
  • Can cancel into followups at various times. Starups for followups include fastest cancel from A Asteroid Vision

Break

214A~A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
12+11

Makoto stops running and halts in place. Useful for resetting pressure or baiting overdrive and reversals, but you must be careful as you can get called out for it or just get mashed on reaction and be forced to block. Balance this with other followups in order to trip up opponents. Useful option if you see an Overdrive Raid after Asteroid Vision.

Starter Rating Level P1 P2 On-ODR Cancel Timing

Eclipse Turn

214A~B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
10+21

Makoto slides forward. This slide can cross up opponents. Can be used as a gimmicky mix up, but you must be careful as it's not safe and has no invulnerability, so some reversal attacks can still hit you as you're passing through.

Starter Rating Level P1 P2 On-ODR Cancel Timing
  • Can pass through opponent 1-17

Infinite Rush

214A~C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
250×2, 1000 All 6+7 3(6)3(8)4 33 -20 B

Makoto reveals herself and does two punches, then an uppercut. Basically forms the first part of a variable Rekka chain; leads to many follow ups, but you can only cancel into them from the second punch. Can be used as a frame-trap but is extremely unsafe on block.

Cancels into the following on block, hit, and whiff from the second hit:

  • A = Mars Chopper
  • B = Stargazer
  • C = Infinite Rush
  • D = Lander Blow
  • 214B = Shooting Star
Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 100 89×3
  • Followups occur after the second hit

Cosmic Ray

214A~D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214A~D Lv1 850 All 8+?? 6 14 -5 B 8~End of Active F
214A~D Lv2 950 All 8+?? 6 14 -3 B 8~End of Active F
214A~D Lv3 1100 All 8+?? 6 14 -1 B 8~End of Active F
214A~D LvG 1100 All 8+?? 6 14 1 B 8~End of Active F
  • Lv 3 can be up to +4 on block depending on how late it connects
  • Startup based on earliest possible charge
  • Lv 3 and Level G versions Fatal Counter
    • Fatal Counter causes ground slide on air hit
  • Lv G version causes ground slide on air hit
  • All Levels have foot invuln on startup.
  • Makoto slows down during the charge

This move is a follow up to Asteroid Vision A. Makoto rushes forward in high speed and strikes the opponent with a punch. Useful as a neutral tool to approach the opponent in certain situations and in Overdrive combos. Makoto also has F invuln while charging from level 1 to 3, but loses it when the gauge starts decreasing.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
214A~D Lv1 Long 3 100 89
214A~D Lv2 Long 4 100 92
214A~D Lv3 Long 5 100 94
214A~D LvG Long 5 100 94

214A~D Lv1: 214A~D Lv2: 214A~D Lv3:

  • Fatal Counter

214A~D LvG:

  • Fatal Counter

Mars Chopper

214A~C~A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 High 15 3 16 -2 B

Follow up to Rush. An extremely fast but telegraphed and low reward overhead punch that leaves you at a slight disadvantage if blocked, but is +2 on hit. Functions very similar to Jin 6A, where it is a harassment tool until Makoto gains 50 meter, at which point it becomes a powerful mixup option.

  • Forces crouching on hit
  • Can't be combo'd after on normal conditions - you need to Rapid Cancel or get a counter hit.
  • On CH it links into 2A 5B.
  • Natural frame trap from rush.
  • Hits 4f later than the low option to rush, so it can be pattern-blocked by a skilled opponent.
  • Punishable by a privileged few members of the cast on IB.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 3 90 89

Star Gazer

214A~C~B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 Low/Air 11 4 14 -1 F

Low followup from rush that complements Mars Chopper. Gives a decent knockdown on normal hit and a combo on RC with RC > 5C.

  • Causes untech on CH. You can combo after it on CH with 5B, 5C, etc.
  • Only -1 on block and is neutral on barrier block. Even on block Makoto can swing 5A vs characters with weak jabs or 5C vs pokes that extend hurtboxes before activating. She can also attempt to re-pressure with j.CC. If it is instant blocked, however, Makoto has to block or try something very high risk.
  • The knockdown is weaker than Infinite rush, so its not really a good choice for hit-confirming long range 5Bs with.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 90 89

Infinite Rush (Continued)

214A~C~C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
250×4, 1000 All 3 2(3)2(3)2(3)2(8)4 33 -20 B
  • Combo ender.
  • Can be performed by simply continuing to hold C after the first part of Infinite Rush.
  • Horribly negative, do not use in pressure without an RC.
  • With an RC, can be cancelled on any hit, making it harder to predict your followup pressure.

Combo ender for standing opponents after Rush. Leaves no gaps between the hits, even on instant block, but is horribly punishable if you don't have an RC.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 100 89×5

Lander Blow

214A~C~D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214A~C~D Lv1 700 All ??+5 3 15 -1 B
214A~C~D Lv2 850 All ??+3 3 17 -1 B
214A~C~D Lv3 1000 All ??+8 3 11 +7 B
214A~C~D LvG 1000 All ??+5 3 11 +7 B
  • Lv3 and LvG versions Fatal Counter
    • Staggers on Fatal
  • Extremely short recovery on Lv3 and LvG

Follow up after Rush. Makoto hits the opponent with a powered up punch. Level 1 is used to reset yourself to neutral (Cannot be used as a frame trap as there is no gap). Level 2 is used as a frame trap while Level 3 can safely reset pressure if blocked with a nice +7 frame advantage. However, Level 3 has a huge gap for the opponent to mash out of it, making it a rather risky move.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
214A~C~D Lv1 Normal 3 80 89
214A~C~D Lv2 Normal 4 80 92
214A~C~D Lv3 Normal 5 80 94
214A~C~D LvG Normal 5 80 94

214A~C~D Lv1: 214A~C~D Lv2: 214A~C~D Lv3:

  • Fatal Counter

214A~C~D LvG:

  • Fatal Counter

Shooting Star

236B or 214A~236B or 214A~C~236B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1200 All 22 3 25 -9 B 1~7 FP
8~17 All

Makoto slides back and forth with a strong punch to the guts. Has amazing corner carry. It looks like an awful move in isolation, since it is unsafe on block and has very long startup, is susceptible to being option-selected against, and lacks the flexibility of the more iconic back-swing blows. However, it synergizes with her other reversals well; many options that low profile or hit low naturally beat 623C and 214D but lose to Shooting star.

  • Unsafe on block, but can be spaced out of punishment range of some characters. In matchups like vs Susanoo or Ragna, however, this move is always an enormous risk.
  • Frame 1 Foot and Projectile invuln. Can punish people using meaty lows to beat your DP.
  • CH wallbounce midscreen and wall splats in corner.
  • Can be used to beat slow reversal supers after the flash, or make Exceel Accels whiff and automatically punish.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 4 70 92

Asteroid Vision B/C

214B/C

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214B 37+6L
214C 46+6L
  • The B and C versions let Makoto cancel into air normals except that Pressing D cancels into Lightning Arrow instead of j.D.
  • Shares a visual animation with the A version of this move until Makoto does something or the move ends.

A key move for approaching and combos, Makoto dashes with 2 illusions with 3 different arcs to confuse the enemy with no visual difference between the versions until Makoto reveals herself; the button pressed determines which arc the real Makoto will take. The illusions will last for the duration of the move, so using an attack will immediately dispel the illusions. The B and C versions are used to do aerial approaches or escapes or to ambiguously approach airborne opponents

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
214B
214C

214B:

  • Can cancel into air normals and followups 13 until landing

214C:

  • Can cancel into air normals and followups 13 until landing

Lightning Arrow

D during 214B/C

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214B/C~D Lv1 800 All 12+?? 20 Until L+8 H
214B/C~D Lv2 1000 All 12+?? 20 Until L+8 H
214B/C~D Lv3 1200 All 12+?? 20 Until L+8 H
214B/C~D LvG 1200 All 12+?? 20 Until L+8 H
  • Startup based on earliest possible charge
  • Lv3 and LvG versions Fatal Counter
    • Lv2, 3, and LvG versions ground bounce on CH
  • Reduces gravity during the charge

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

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
214B/C~D Lv1 Normal 3 80 89
214B/C~D Lv2 Normal 4 80 92
214B/C~D Lv3 Normal 5 80 94
214B/C~D LvG Normal 5 80 94

214B/C~D Lv1: 214B/C~D Lv2: 214B/C~D Lv3:

  • Fatal Counter

214B/C~D LvG:

  • Fatal Counter

Sirius Jolt

41236C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 Low [Unblockable] 26 3 28 -10 B

An unblockable(?) special which can just be thrown out in blockstrings(??) that mysteriously can be blocked(???) low(????) while not technically being a low hit.

This move sounds like absolute nonsense on paper but works similarly to Naoto's Phantom Pain; a mixup choice that is always available but is unsafe and reactable. In practice it is generally just used for combos but it has niche uses in calling out guardpoint reversals.

  • Unblockable while standing, meaning it will penetrate Body guard points unless your opponent is also in a crouching or air state.
  • Body and full invulnerability work as normal
  • Wall bounces at midscreen, wall splats in corner
  • Typically used in situations where you would expect the opponent to stand up to block 6B like after blocked 6A or blocked 5CC. It has a slow startup though and can be mashed out of so be careful.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 5 80 94
  • Values in [] are when hitting standing opponent

Space Counter

214D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214D 0 All 9 5 25 -10 B 1~13 Guard B
214D~D Lv1 1000 8 45 -36 B 1-?? HB
214D~D Lv2 1200 8 45 -34 B 1-?? HB
214D~D Lv3 1400 8 45 -32 B 1-?? HB
214D~D LvG 1600 8 45 -32 B 1-?? HB
Space Counter - Parry
  • Has a hitbox even without parrying a hit
  • Can cancel into followup on hit or successful guard point
  • The hitbox will ignore hurtboxes of opponents that have Body guard point; the attack will not hit or be blocked and no attribute invulnerability effect appears. This causes it not to trigger parries, including itself.
  • Can followup with 5A on CH
  • Makoto cannot special cancel her normals into the parry

Makoto parries Body attribute attacks, stunning the opponent on hit. You can also go into the Strike if the catch hits the opponent. It only guards against Body attacks, meaning it loses to throws, most crouching attacks and aerial moves. It also doesn't stop unblockable attacks. Additionally, it should be noted that the attack is quite small and won't catch even very slight disjoints, leaving you vulnerable to punishes even after a successful parry. The attack restands, and is active even without needing to parry anything, meaning it can be used to set up restands at the end of combos.

Space Counter - Strike
  • Startup listed based on earliest possible charge
  • Level 3 is a Fatal counter
  • Level 1/2 only combo on CH

Makoto punches her opponent, switching sides and putting them into crumple state. On a successful hit you can combo into 5B for a short combo.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
214D Normal 0 100 80
214D~D Lv1 Long 3 100 89
214D~D Lv2 Long 4 100 92
214D~D Lv3 Long 5 100 94
214D~D LvG Long 5 100 94

214D:

  • On Guard Point, hitstop for Makoto is 0F. Opponent hitstop unchanged

214D~D Lv1: 214D~D Lv2: 214D~D Lv3:

  • Fatal Counter

214D~D LvG:

  • Fatal Counter

Distortion Drives

Big Bang Smash

632146D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
632146D Lv1 / 2 / 3 1800 / 2200 / 2600 All 4+(193 Flash)+13 14 Total: 73 -40 / -38 / -36 P2 1~Flash All
632146D LvG 3000 All 5+(192 Flash)+8 15 Total: 68 -36 P2 1~Flash All
  • 180F Heat Gauge Cooldown
  • Startup based on earliest possible charge
  • Fatal Counter
  • Minimum damage: 450, 550, 650 OD: 750

Makotos's huge distortion punch that can connect from basically anywhere is used to finish off overdrive combos. Both Makoto and the giant fist have hitboxes for this move, although only one can hit and Makoto's goes active much earlier. Unsafe if blocked up close; instead use it in neutral for full screen punishes. Terrible as a reversal super because it still has quite a bit of startup after super flash.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
632146D Lv1 / 2 / 3 Normal 3 / 4 / 5 80 79
632146D LvG Normal 5 80 84

632146D Lv1 / 2 / 3:

  • Values are Lv 1 / Lv 2 / Lv 3
  • Minimum Damage 25%: 450 / 550 / 650

632146D LvG:

  • Minimum Damage 25%: 750

Particle Flare

236236D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
1st Hit Lv1 / 2 / 3 900 / 1000 / 1100 Mid 1+(42 Flash)+7 / 4 / 4 4 58 -42 / -40 / -38 B 1~10 / 7 / 7 All
1st Hit LvG 1200 Mid 1+(42 Flash)+7 4 58 -38 B 1~10 All
2nd Hit Lv1 / 2 / 3 900 / 1000 / 1100 1+(43 Flash)+?? 4 51 B 1~10 after Active All
2nd Hit LvG 20×28, 600 1+(43 Flash)+?? 2×28 (7) 4 59 B 1~10 after Active All
3rd Hit Lv1 / 2 / 3 1800 / 2200 / 3000 28+(50 Flash)+?? 6 Until L+11 H 1~End All
3rd Hit Lv G 4000 28+(50 Flash)+?? 6 Until L+11 H 1~End All
  • Press and hold D to charge each hit in the sequence. You can begin holding from the moment the previous punch hits.
  • Minimum damage: 180*2 360 (720), 200*2 400 (800), 220*2 600 (1040) OD: 240, 4x28, 120, 800 (1272)

Makoto's reversal super and super ender. Used mainly at the end of regular and Overdrive combos to finish off opponents. It isn't recommended to finish a combo with it unless it will kill, as it doesn't give you knockdown advantage. Also a questionable reversal due to its extremely short range. It's usually a better idea to go for Corona Upper > Rapid Cancel.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
236236D Normal 3 / 4 / 5 75 85 / 85 / 89
236236D LvG Normal 5 75 94
236236D~D Long 3 75 100
236236D~D LvG Long 3×28, 5 75 100
236236D~D~D Long 3 100 85
236236D~D~D LvG Long 5 100 94

236236D:

  • Values are Lv 1 / Lv 2 / Lv 3
  • Makoto immediately enters recovery on block
  • On Whiff, recovery is 78
  • Minimum Damage 20%: 180
  • reversal

236236D LvG:

  • Makoto immediately enters recovery on block
  • On Whiff, recovery is 78
  • Minimum Damage 20%: 240

236236D~D:

  • Fatal Counter
  • Values are Lv 1 / Lv 2 / Lv 3
  • Minimum Damage 20%: 180/200/220

236236D~D LvG:

  • Fatal Counter
  • Minimum Damage 20%: 232

236236D~D~D:

  • Fatal Counter
  • Values are Lv 1 / Lv 2 / Lv 3
  • Minimum Damage 20%: 360/440/600

236236D~D~D LvG:

  • Fatal Counter
  • Minimum Damage 20%: 800


Exceed Accel

Cygnus Combination

A+B+C+D during Overdrive

Damage Guard Startup Active Recovery On-Block Attribute Invuln
600, 800×2, 900
{600, 800×3, 1530×2}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]

Makoto uppercuts her opponent and smashes them around. The initial hit has a great vertical hitbox that can catch jumps. Makoto also moves forward during the uppercut, meaning it'll hit from farther than expected. The horizontal hitbox itself is lacking, however, so if an opponent jumps it can possibly whiff entirely. The pushback on this EA is great, meaning Makoto is generally safe unless it whiffs or is instant blocked.

On offense, this EA isn't as useful because it'll send them fullscreen. Your opponent also recovers slightly before the animation actually ends. However, on defense this is a great way to get an opponent off of you and send them back into neutral for a breather.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 100 100


Astral Heat

Planet Crusher

2363214D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
2363214D Lv1 0, 300×35, 5000 All 5+(90 Flash)+16~?? 4 28 -11 B 1~End of Active All
2363214D Lv2 0, 300×35, 5000 All 5+(90 Flash)+6~?? 4 28 -11 B 1~End of Active All
2363214D Lv3 0, 300×35, 5000 All 5+(90 Flash)+3+?? 4 28 -11 B 1~End of Active All
2363214D LvG 0, 300×35, 5000 All 5+(90 Flash)+2~?? 4 28 -11 B 1~End of Active All
  • After charging, Makoto rushes forward.
  • Level Determines speed and distance.
  • Level G behaves like Level 3 version.
  • Screen freeze ends once Gauge begins decreasing.
  • If overcharged back down to level 1, Makoto loses her invulnerability.

Practically invuln until Makoto lands her punch. Can be used in neutral to beat out certain things. Average Astral in the grand scheme of things. Has decent confirms so it sees some use to close out games.

Combos from:

  • 2D (Level 3). Requires Level 1/2 Astral at midscreen.
  • j.D (Lv2 and above)
  • Both Ground throws
    • For forward throw, do B+C > 214A~A > 2363214C. The Asteroid Vision cancel is quite strict. In the corner, you can go directly into Astral.
  • 6A air CH
Version Starter Rating Level P1 P2 On-ODR Cancel Timing
2363214D Lv1 Long 5
2363214D Lv2 Long 5
2363214D Lv3 Long 5
2363214D LvG Long 5

2363214D Lv1: 2363214D Lv2: 2363214D Lv3: 2363214D LvG:


Colors

BBCF Makoto color 1.png
BBCF Makoto color 2.png
BBCF Makoto color 3.png
BBCF Makoto color 4.png
BBCF Makoto color 5.png
BBCF Makoto color 6.png
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
BBCF Makoto color 7.png
BBCF Makoto color 8.png
BBCF Makoto color 9.png
BBCF Makoto color 10.png
BBCF Makoto color 11.png
BBCF Makoto color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
BBCF Makoto color 13.png
BBCF Makoto color 14.png
BBCF Makoto color 15.png
BBCF Makoto color 16.png
BBCF Makoto color 17.png
BBCF Makoto color 18.png
Color 13
Color 14
Color 15
Color 16
Color 17
Color 18
BBCF Makoto color 19.png
BBCF Makoto color 20.png
BBCF Makoto color 21.png
BBCF Makoto color 22.png
BBCF Makoto color 23.png
BBCF Makoto color 24.png
Color 19
Color 20
Color 21
Color 22
Color 23
Color 24


External References


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