BBCPE/Makoto Nanaya

From Dustloop Wiki

Overview

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

BBCP Makoto Portrait.png

Health: 11,000

Combo Rate: 70%

Jump Startup: 4

Backdash Time: 20

Backdash Invincibility: 1-5

Movement Options
Double Jump, 1 Airdash, Dash type: Run
Drive: Impact

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

  • All of her Drive moves have 3 different levels - holding down the D button charges the move from Level 1 to Level 3 and back down to Level 1, while releasing the button executes her Drive for that particular level.
  • Charging a Drive move to level 3 is usually preferred since they do the most damage and are usually better for continuing combos.
  • Level 2 Drive moves can cancel into specials now, allowing different combo routes and increasing usefulness in blockstrings.
    Overdrive: Galaxian Impact
  • All of Makoto's Drive moves automatically become Level G, giving them increased damage and faster startup.
  • New additional properties are added to her special moves, such as wallbounce properties.
  • Big Bang Smash deals increased damage and has less recovery time.
  • Particle Flare has a changed animation on its second hit and increased overall damage.
Pros
Cons
  • Very straightforward character; fit for beginners.
  • Fairly good damage output.
  • Guaranteed okizeme on corner combos.
  • Decent defensive options.
  • Heavily reliant on a solid neutral game.
  • Reliable mix-up options are very limited.
  • No reliable long range moves.
  • Struggles against very mobile characters and zoners.


Remaining Health vs. Overdrive Duration (in Frames)
Health 100 - 90% 89 - 80% 79 - 70% 69 - 60% 59 - 50% 49 - 40% 39 - 30% 29 - 20% 19 - 10% 9 - 0%
Overdrive 180F 210F 240F 270F 300F 330F 360F 420F 480F 600F

Normal Moves

5A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOJR all 5 2 8 +2 B -

Makoto's Standard jab. It hits very high and will whiff on many crouching characters. Not very good as an anti-air, but with 5 frames of start-up it is very fast move interrupting your opponent's moves.

5B

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

One of Makoto's all-around best normals. It has good range, quick start-up, and propels her forward. It's great for spacing, pressure, and combo filler. Because of its P1 proration, fast speed, and reach, this is Makoto's unequivocally 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 6C or 5D; 5C will sometimes whiff.

5C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
450 SO(J)R HL 8 7 16 -6 B -

Useful in blockstrings to frametrap after 5B, leading to good damage; also lets you chain into 6B for an overhead. Note its disadvantage on block and that it can not be jump canceled on block - once she has committed to this normal in block strings, her follow-up options become significantly more risky.

5CC

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
620 SO(J)R HL 7 6 16 -3 B -

Followup move after 5C. Useful for hit-confirming. It is also safe on block unless IB'd, so you can use it to end blockstrings. Puts the opponent in more blockstun than 5C, which lets you do airtight 214A~C mixup if you have meter.

2A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOR all 6 3 10 -1 F -

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

BBCPEX Changes

  • Recovery is now 8 -> 10

2B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
480 SOR L 9 3 12 -1 F -

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

2C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
780 SOR L 24 7 26 -14 F 28-30H

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

BBCPEX Changes

  • no longer fatal counters
  • 2C>5D cancel is now possible.

6A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
560 SOJR HL 11 4 23 -10 B 5-14H

This is Makoto's go-to anti-air (becomes invulnerable to aerial moves very quickly). 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.

  • Head invul f5-14

6B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
570 SOR HL 22 3 20 -6 B -

Makoto's first and most important ground overhead. One of the fastest ground overheads out of the Blazblue cast. Can combo after 5CC on crouching opponents. Can cancel into its followup 6BC, 6A, or 214A~C in order to combo. Bounces opponent on aerial hit, allowing you to combo.

In BBCPEX, 6B>2D is now possible.

6B > C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
620 SO(J)R HL 7 6 16 -3 B -

Followup mover after 6B. Works almost exactly like 5CC, except you can stagger this move much longer in order to frame trap your opponent, leading to huge damage. And it doesn't let you chain into 6B again.

6C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
640 SOR HL 14 8 20 -11 B -

This is one of Makoto's most interesting normals. The animation moves her forward quite far and, although it is very disadvantageous on block, it can be 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 5B

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

In BBCPEX, 6C is now Drive Cancelable.

3C

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

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

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

j.A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOJR HA 6 3 5 - H -

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

j.B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
480 SOJR HA 8 4 12 - H -

This is one of Makoto's trademark attacks - it covers an area that very many characters can't replicate (mostly straight above her) and stuns for a very long time on counter hit. Helps tremendously in match-ups against floaty airborne characters like Arakune.

j.C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
440 SOJR HA 13 6 11 - H -

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

j.CC

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
460 SOJR HA 5 3 22 - H -

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

j.2C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
560 SOR HA 18 30 6L - H -

Another one of Makoto's trademark moves. Its altered momentum can be used to bait anti-airs. You bounce up slightly and can cancel into j.C or j.B to combo. You can be punished on block if the opponent 5A or anti airs.


Drive Moves

5D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Level 1 500 R HL 10 3 33 -19 B -
Level 2 750 R HL 15 3 33 -17 B -
Level 3 1000 R HL 18 3 33 -15 B -
Level G 1100 R HL 8 2 23 -4 B -

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

You can't combo after 5D unless you are close to the corner, but after 5D in the corner you can start your corner combo that varies based on how good your combo proration is.

Damage is increased by 100 if the D button release is perfectly timed when the bar is full.

2D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Level 1 600 R HL 17 5 32 -20 B -
Level 2 800 R HL 19 5 32 -18 B -
Level 3 1000 R HL 24 5 32 -16 B -
Level G 1100 R HL 17 5 17 -1 B -

Makoto does a step forward then delivers a strong uppercut. Causes a fatal counter at level 3. 2D is a combo tool, and should be avoided in the neutral game.


Level 3 2D launches the opponent high enough that you can combo after it with 2C or just an aerial combo. Level 2 can be used in combos when the starter was at 5B strength or better.

Note: Levels 1, 2, and 3 share repeat proration, so you can only do one of them in a combo.

j.D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Level 1 500 R HA 19 9 till L+5 - H -
Level 2 750 R HA 21 9 till L+5 - H -
Level 3 1000 R HA 23 9 till L+5 - H -
Level G 1000 R HA 20 7 till L+5 - H -

Makoto propels herself forward using her tail to do a strong punch in the air. You can combo into j.D from j.B. Level 3 of j.D will fatal counter. j.D is a combo tool with no real use in neutral.


BBCPEX Changes

  • j.D will now wall-bounce midscreen or corner
  • Level 2 version is now Special Cancelable


Universal Mechanics

Forward Throw

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0×10, 1300 --*10, SOR T (70) 7 3 16 - T -

Makoto hits the opponent with her tail a couple of times then follow it up with an uppercut that send them flying in front of her. Combo after it with 214AA or 214B > j.B for easier combos. In Corner you can combo into 236D or 6A to bait bursts.


Back Throw

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 1300 -- , R T (70) 7 3 16 - T -

Makoto do a flip then land on the opponent causing them to be smacked to the ground, then Makoto wakes up in the other side. Combo after it with 2B.

Air Throw

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 600, 800 --*2, R T (90) 7 3 15+3L - T -

Makoto do a flip kick sending the opponent to ground then following it up with a headbutt. Can combo afterward with 2B.

Counter Assault

6A+B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0 R all 15 4 28 -13 B 1-20 All

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

Can be low profiled

Crush Trigger

5A+B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 R B 30~60 1 23 0 B -

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


Specials

Comet Cannon

236A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
100×4 R all 27 81 Total 60F +3 HBFP -

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

Break Shot

D during Comet Cannon

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Level 1 480, 450 R all 9, 13 4, 18 23 -8 B, HBFP -
Level 2 630, 650 R all 19, 23 4, 23 23 -8 B, HBFP -
Level 3 730, 850 R all 25, 29 4, 28 23 -8 B, HBFP -
Level G 730, 850 R all 9, 13 4, 23 17 -5 B, HBFP -

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


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


In BBCPEX, you can now combo off of level 1 Break shot on air hit if close enough with a microdash 5B or 5C.

Corona Upper

623C (Air OK)

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Ground 820 R HL 9 2(2)12 28+17L -42 B 1-14 All

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


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


BBCPEX Changes

  • invul frames extended. Invul frames are now 1-10 All -> 1-14 All

Meteor Dive

D during Corona Upper

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Level 1 750 R all 30 2 L+9 - H -
Level 2 820 R all 26 2 L+9 - H -
Level 3 1100 R all 24 2 L+9 - H -
Overdrive 1100 R all 24 2 L+9 - H -

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


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

Corona Upper (air)

j.623C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
620 R all 8 12 L+17 - H 1-9 All

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.

Meteor Dive (air)

D during Corona Upper (air)

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Level 1 750 R all 30 2 L+9 - H -
Level 2 850 R all 26 2 L+9 - H -
Level 3 1100 R all 24 2 L+9 - H -
Level G 1100 R all 24 2 L+9 - H -

Follow up after air Corona Upper.

Space Counter

214D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Parry - Dr - - - 23T - - 1-7C
Catch 0 - all 5 15 28 -13 B 1-39 All
Level 1 800 R all 18 5 43 -31 B -
Level 2 1000 R all 18 6 43 -30 B -
Level 3 1200 R all 22 7 43 -29 B -
Overdrive 1200 R all 18 7 27 -13 B -
  • Catches everything except throws, lows, and unblockable attacks.
  • Startup listed based on earliest possible charge
  • 100% minimum damage (Lv1: 800 Lv2: 1000 Lv3: 1200 OD: 1200)
  • Fatal counter

Makoto will to parry high and mid attacks, stunning the opponent after a successful parry and leading to a Space Counter. It loses to throws, low hits, aerial moves, and unblockable attacks. Additionally, it should be noted that the catch has a bit of short range and can be blocked, leaving you vulnerable to punishes even after a successful parry. On a successful parry you can now combo into 5B for a short combo.

you can now restand your opponent during a combo due to Parry becoming a "Strike" Move.


BBCPEX Changes

  • Command change. Command is now 46 -> 214D
  • Parry is now a "Strike" Move

Asteroid Vision

214A/B/C

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
214A - - - - - 36T - - -
214B - - - - - 45+6L - - -
214C - - - - - 43+6L - - -

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


Cancels into:

  • Aerial normals
  • D = Lightning Arrow

Break

A after Asteroid Vision A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - 11T - - -

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

Eclipse Turn

B after Asteroid Vision A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - 21T - - -

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

Lunatic Upper

C after Asteroid Vision A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
550 R HL 13 4 19 -4 B -

This move is a follow up to Asetroid Vision A. Makoto reveals herself and hits the opponent with a fast swinging move. Leads to many follow ups. Can be used as a frame-trap and is safe on block unless IB'd.


Cancels into:

A = Mars Chopper B = Stargazer CCCCC = Infinite Rush D = Lander Blow

Cosmic Ray

D during Asteroid Vision A

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Level 1 700 R all 14 4 17 -4 B -
Level 2 800 R all 15 3 17 -1 B -
Level 3 1000 R all 20 4 17 +1 B -
Level G 1000 R all 10 4 12 +4 B -

Startup based on earliest possible charge Lv3 and LvG versions Fatal Counter This move is a follow up to Asetroid Vision A. Makoto rushes forward in high speed and strikes the opponent with a punch. Useful as a neutral tool to approach the opponent in certain situations and in Overdrive combos.

BBCPEX Changes

  • Level 3 and G frame advantages have been changed.
    • Level 3 is now ±0→+1
    • Level G is now +5→+4
  • Can now combo off of Air Hit in corner

Mars Chopper

A after Lunatic Upper

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
600 R H 23 4 18 -5 B -

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

BBCPEX Changes

  • Now causes Hard Knockdown on hit.

Stargazer

B after Lunatic Upper

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
730 R LA 20 6 25 -14 F -

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


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

Infinite Rush

CCCC after Lunatic Upper

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
250×4, 920 R all 11 3[(9)3]*(0~3)(12)6 33 -20 B -

Possible to reach max 5 attacks by repeatedly pressing C. Combo ender for standing opponents after Lunatic Upper.

In BBCPEX, infinite rush now has a faster animation and will land all hits on opponents in the air.

Lander Blow

D during Lunatic Upper

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Level 1 400 R all 20 4 13 0 B -
Level 2 450 R all 17 4 18 -2 B -
Level 3 500 R all 25 4 12 +5 B -
Level G 500 R all 17 4 8 +5 B -
  • Startup based on earliest possible charge
  • Lv3 and LvG versions Fatal Counter

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

BBCPEX Changes

  • All Levels have faster startup.
    • Level 1 Ver is 30F→20F
    • Level 2 Ver is 19F→17F
    • Level 3 Ver is 27F→25F
    • Level G Ver is 19F→17F
  • Level 2 and G frame advantages have been changed
    • Level 2 Frame Adv is now -4→-2
    • Level G Frame Adv is now +9→+5
  • Can now combo off of Level 3 version air hit.

Lightning Arrow

D during Asteroid Vision B or C

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Level 1 750 R all 22 19 8L - H -
Level 2 900 R all 21 19 8L - H -
Level 3 1200 R all 21 19 8L - H -
Level G 1200 R all 17 19 8L - H -
  • Startup based on earliest possible charge
  • Lv3 and LvG versions Fatal Counter

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

Shooting Star

236D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Level 1 680 R all 22 5 28 -16 B 3-12 All
Level 2 880 R all 24 7 28 -16 B 3-12 All
Level 3 1080 R all 22 10 29 -18 B 3-12 All
Level G 1080 R all 22 10 18 -7 B 3-12 All
  • Startup based on earliest possible charge
  • Lv3 and LvG versions Fatal Counter

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

BBCPEX Changes

  • invul now starts on frame 3. 5-12 All -> 3-12 All
  • On CH Hit in midscreen, opponent will wallbounce (they will return back to Makoto where she can follow it up.)

Distortion Drives

Big Bang Smash

632146D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Level 1 800, 1500 R HL, all 5+4 2(16), 14 61 -59 H, HBFP -
Level 2 1100, 1800 R HL, all 5+8 3(17), 14 56 -55 H, HBFP -
Level 3 1400, 2200 R HL, all 5+10 3(18), 15 56 -57 H, HBFP -
Level G 1400, 3000 R HL, all 5+10 3(18), 15 32 -33 H, HBFP -
  • 180F Heat Gauge Cooldown
  • Startup based on earliest possible charge
  • 1st attack has 40% minimum damage, 2nd attack 20% (Lv1: 620 total Lv2: 800 total Lv3: 1000 LvG: 1160)

Not safe if blocked; can be used for full screen punishes. Used primarily in Overdrive combos.

BBCPEX Changes

  • Super now does one hit only. (Makoto herself no longer has a separate hitbox)
  • Range has been increased.

Particle Flare

236236D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1st Hit, Level 1 750 R HL 1+7 4 100 -60 B 1-11 All
1st Hit, Level 2 850 R HL 1+4 4 100 -58 B 1-8 All
1st Hit, Level 3 1000 R HL 1+4 4 100 -56 B 1-11 All
1st Hit, Level G 1000 R HL 1+7 4 100 -56 B 1-11 All
2nd Hit, Level 1 750 R HL 1+4 4 56 - B 1-18 All
2nd Hit, Level 2 850 R HL 1+1 4 56 - B 1-13 All
2nd Hit, Level 3 1000 R HL 1+1 4 56 - B 1-18 All
2nd Hit, Level G 20×28, 1000 R HL 1+5 2×28(7)4 56 - B 1-82 All
3rd Hit, Level 1 1000 - all 28+35 28 till L+11 - H 1-landing All
3rd Hit, Level 2 1800 - all 28+35 9 till L+11 - H 1-landing All
3rd Hit, Level 3 2800 - all 28+35 6 till L+11 - H 1-landing All
3rd Hit, Level G 3000 - all 28+35 6 till L+11 - H 1-landing All

Makoto's super reversal and combo finisher. Used mainly at the end of regular and Overdrive combos to finish off opponents. It isn't recommended to finish a combo with it in case the opponent isn't dying, as it doesn't give you knockdown advatange.


Astral Heat

Planet Crusher

236214D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Level 1 death - all 5+10 4 29 -18 B 1-19 All
Level 2 death - all 5+2 4 29 -18 B 1-9 All
Level 3 death - all 5+4 4 29 -18 B 1-13 All
Level G death - all 5+2 4 29 -18 B 1-13 All

You need the to satisfy the following conditions to use this move:

100 Heat You are in the last round you to win the match Note: Makoto portrait in the HUD will be shinning if all the conditions are satisfied


Invu for like until Makoto lands her punch. Combo into it after StarGazer/5D/2D/j.D/B+C/4B+C/Wallbounces/Groundbounces/6A CH Can be used on neutral to beat a lot of stuff. Great Astral when compared with other characters Astrals (Also, the animation of the move is amazing <3)


External References


Navigation

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

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