BBCSE/Makoto Nanaya/Frame Data

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System Data

Health: 11000

Combo Rate: 80%

Guard Primers: 5

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

Jump Startup: 4

Backdash Time: 20

Backdash Startup Invincibility: 5

Normals

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
5A CSJR 300 108 80 82 all 1 HB 5 2 8 +2 11 14 Click!
5B SJR 550 198 85 90 HL 3 HB 9 6 16 -5 20 17 Click!
5C S(J)R 450 162 100 89 HL 3 HB 8 7 16 -6 22 17 Click!
  • ~20F can cancel into 5C > C on hit or block
5C > C S(J)R 620 223 80 95 HL 4 HB 7 6 16 -3 19 24 Click!
  • 21F hitstun
2A SR 300 108 80 82 all 0 F 6[5] 3 8 -1 13[12] 12 Click!

[ ] values are for self-cancelled moves

2B SR 480 172 75 84 L 2 F 9 3 12 -1 16 14 Click!
2C SR 780 280 100 92* L 4 F 24 7 26 -14 48 40 Click!
  • 28~30F Head attribute invincible
  • floats opponent on hit
  • fatal possible
  • 20F blockstun
  • active frames 1~4 hit at opponent's feet, active frames 5~ hit above Makoto's head
  • 70% repeat proration
6A SJR 560 201 70 89 HL 3 HB 11 4 23 -10 28 26 Click!
  • 4~10F Head attribute invincible
6B SR 580 208 80 89 H 3 HB 22 3 20 -6 36 17 Click!
  • grounds opponent on air hit
  • can cancel into 6B > C on hit or guard until 36F
6B > C S(J)R 620 223 80 95 HL 4 HB 7 6 16 -3 19 24 Click!
  • 21F hitstun
6C SR 640 230 90 89 HL 3 HB 14 8 20 -11 28 23 Click!
  • Blows opponent back on hit
3C R 700 252 80 89 L 4 F 37 4 10 +3 44 40 Click!
  • 6~27F Head and Body attribute invincible
  • downs opponent on hit
  • cannot emergency tech on ground hit
3[C] - - - - - - - - - - total 39F - 37 - Click!
  • 6F~end of animation Head and Body attribute invincible
j.A CSJR 300 108 90 82 HA 0 H 6[5] 3 5 - 8[7] 12 Click!

[ ] values are for self-cancelled moves

j.B SJR 480 172 100 84 HA 2 H 8 4 12 - 17 30 Click!
j.C SJR 440 158 100 89 HA 3 H 13 6 11 - 27 17 Click!
  • Can cancel into j.C > C 16F~
j.C > C SJR 460 165 90 89 HA 3 H 5 3 22 - 19 17 Click!
j.2C SR 560 201 70 84 HA 1 H 18 30 7 - 51 17 Click!
  • 17F hitstun
  • grounds opponent on air hit
  • 6F landing recovery
Forward Throw -, SR 0, 1300 0, 468 90, 100 100, 55 100 0, 4 ground throw 7 3 16 - during move 12, 60 Click!
  • 2nd attack blows opponent back
  • 100% minimum damage
Back Throw -, R 0, 1300 0, 268 90, 100 100, 55 100 0, 4 ground throw 7 3 16 - during move 12, 60 Click!
  • 2nd attack downs on hit
  • cannot emergency tech
  • 100% minimum damage
Air Throw -x2, R 0, 800, 1200 0, 288, 432 90, 100x2 100, 55, 100 90 0, 4x2 air throw 7 3 15 - during move 12, 60x2 Click!
  • 2nd and 3rd attacks down on hit
  • cannot emergency tech
  • 100% minimum damage
Counter Assault R 0 0 50 92 all 4 HB 15 4 28 -13 24 19 Click!
  • 1~20F fully invincible
  • blows opponent back on hit
  • 180F Heat Gauge Cooldown

Drives

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Impact
  • D normals, specials, and supers can be charged to different Levels by holding D.
  • Once charge meter is full, it drops back down if D is not released.
  • If D is held long enough, Makoto does not perform the attack.
  • Refer to the Impact Charge Table for details on charge times.
5D (Lv 1) R 500 180 80 89 HL 3 HB 10 3 33 -19 40 17 Click!
  • 30F hitstun
  • blows opponent back on air hit
5D (Lv 2) R 750 270 75 92 HL 4 HB 15 3 33 -17 44 19 Click!
  • 35F hitstun
  • blows opponent back on air hit
  • staggers for 30F on ground CH
5D (Lv 3) R 1000 360 80 90* HL 5 HB 18 3 33 -15 47 62 Click!
  • Slides opponent on hit
  • fatal possible
  • breaks 1 guard primer
  • 10% repeat proration
2D (Lv 1) R 600 216 90 89 HL 3 HB 17 5 32 -20 45 45 Click!
  • Floats on hit
  • 10% repeat proration
2D (Lv 2) R 800 288 80 92 HL 4 HB 19 5 32 -18 47 45 Click!
  • Floats on hit
  • 10% repeat proration
2D (Lv 3) R 1000 360 80 90* HL 5 HB 24 5 32 -16 52 66 Click!
  • Floats opponent on hit
  • fatal counter possible
  • breaks 1 guard primer
  • 10% repeat proration
j.D (Lv 1) R 500 180 70 89 HA 3 H 19 9 5F after landing - till landing 30 Click!
  • 20F hitstun
j.D (Lv 2) R 750 270 85 89 HA 3 H 21 9 5F after landing - till landing 30 Click!
  • Slides opponent on hit
j.D (Lv 3) R 1000 360 70 90* HA 5 H 23 9 5F after landing - till landing 65 Click!
  • Floats opponent on hit
  • fatal counter possible
  • breaks 1 guard primer
  • 10% repeat proration

Specials

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Comet Cannon
236A
R 100x4 36x4 100 82(once)* all 0 HBP 27 81 total 60F +3 50 18 Click!
  • 18F hitstun
  • counter carries
  • 12F blockstun
  • 10% repeat proration
  • projectile Lv 1
  • 4F hitstop
  • 23F~ can cancel into Break Shot
  • cannot use again for 60F after projectile disappears
Break Shot (Lv 1)
⇒ D
R 480, 450 172, 162 100 89, 86* all 3, 2 HB, HBP 9 4, 14 total 35F -8 31 17, 30 Click!
  • Blows opponent back on hit
  • CH if Comet Cannon was CH as well
  • 1st attack can fatal
  • 1st attack has 16F blockstun, 2nd attack 10F blockstun
  • 2nd attack has 10% repeat proration (Comet Cannon applies)
  • if Comet Cannot or Break Shot (1) hits, P2 of 2nd attack does not apply
  • 2nd attack is projectile Lv 2
Break Shot (Lv 2)
⇒ D
R 630, 650 226, 234 100 92, 89* all 4, 3 HB, HBP 19 4, 19 total 45F -6 41 19, 30 Click!
  • Blows opponent back on hit
  • CH if Comet Cannon was CH as well
  • 1st attack can fatal
  • 1st attack has 16F blockstun, 2nd attack 10F blockstun
  • 2nd attack has 10% repeat proration (Comet Cannon applies)
  • if Comet Cannot or Break Shot (1) hits, P2 of 2nd attack does not apply
  • 2nd attack is projectile Lv 2
Break Shot (Lv 3)
⇒ D
R 730, 850 262, 306 100 94, 92* all 5, 4 HB, HBP 25 4, 24 total 51F -8 47 21, 40 Click!
  • Blows opponent back on hit
  • CH if Comet Cannon was CH as well
  • 1st attack can fatal
  • 1st attack has 16F blockstun, 2nd attack 10F blockstun
  • 2nd attack has 10% repeat proration (Comet Cannon applies)
  • if Comet Cannot or Break Shot (1) hits, P2 of 2nd attack does not apply
  • 2nd attack is projectile Lv 2
  • both attacks break 1 guard primer, but can only break 1 per use
Corona Upper
623C
R 820 296 70 80 HL 4 HB 9 2(2)12 28+17F landing -42 14F after landing 50 Click!
  • 1~10F fully invincible
  • 11F~ in the air
  • floats opponent on hit
  • 23F~ can cancel into Meteor Dive on hit
Corona Upper (air)
j.623C
R 620 223 70 80 HL 4 HB 8 12 17F after landing - 14F after landing 50 Click!
  • Floats opponent on hit
  • 18F~ can cancel into Meteor Dive on hit
Meteor Dive (Lv 1)
⇒ D
R 750 270 70 70 all 4 H 30 3 9F after landing - till landing 12 Click!
  • Grounds opponent on hit
Meteor Dive (Lv 2)
⇒ D
R 850 306 70 70 all 3 H 26 3 9F after landing - till landing 20 Click!
  • Grounds opponent on hit
Meteor Dive (Lv 3)
⇒ D
R 1100 396 70 95 all 5 H 24 3 9F after landing - till landing 30 Click!
  • Grounds opponent on hit
  • 20F hitstop
Space Counter (catch)
46
- - - - - - - - - 1 7 16 - - Click!
  • 1~7F guard point against Head and Body attribute attacks
  • 10F hitstop on successful parry
  • can cancel into Space Counter after hitstop
  • starts up 2F after command input
  • 3F~ can cancel to dash or jump
Space Counter (parry) - 0 0 100 60 all 0 HB 3 17 28 -15 - 120 Click!
  • 1~39F fully invincible
  • 5~39F can cancel into Space Counter
Space Counter (Lv 1)
⇒ D
R 800 288 60 120 all 3 HB 18 5 43 -31 during move 30 Click!
  • Passes through opponent during animation
  • spins opponent then downing them (duration 46F)
  • floats on air hit
  • fatal possible
  • 100% minimum damage
Space Counter (Lv 2)
⇒ D
R 1000 360 60 130 all 4 HB 18 6 43 -30 during move 45 Click!
  • Passes through opponent during animation
  • spins opponent then downing them (duration 46F)
  • floats on air hit
  • fatal possible
  • 100% minimum damage
Space Counter (attack Lv 3)
⇒ D
R 1200 432 60 150 all 5 HB 22 7 43 -29 during move 80 Click!
  • Passes through opponent during animation
  • spins opponent then downing them (duration 46F)
  • floats on air hit
  • fatal possible
  • breaks 1 guard primer
  • 100% minimum damage
A Asteroid Vision
214A
- - - - - - - - - - total 36F - during move - Click!
  • 13F~ can cancel into Break
  • 9F~ can cancel into Eclipse Turn, Lunatic Upper, or Shooting Star
B Asteroid Vision
214B
- - - - - - - - - - total 51F - during move - Click!
  • 5~37F in the air
  • 13F~ can use followup or any aerial attack
C Asteroid Vision
214C
- - - - - - - - - - total 46F - during move - Click!
  • 5~44F in the air
  • 13F~ can use followup or any aerial attack
Break
⇒ A
- - - - - - - - - - total 11F - 10 - Click!
Eclipse Turn
⇒ B
- - - - - - - - - - total 21F - 20 - Click!
  • 1~16F can pass through opponent
Lunatic Upper
⇒ C
R 500 198 80 89 HL 4 HB 13 4 19 -4 29 26 Click!
  • Can cancel into Infinite Rush(1) or Shooting Star until 29F
Shooting Star (Lv 1)
⇒ D
(D)R 680 244 70 89* all 3 HB 22 5 28 -16 49 25 Click!
  • 1~12F fully invincible
  • blows opponent back on hit
  • wall bounces in corner on hit or on CH; adds 50F untechable time on wallbounce
  • 10% repeat proration (Lv 1~Lv 3 version count)
Shooting Star (Lv 2)
⇒ D
(D)R 880 316 75 92* all 4 HB 24 7 28 -16 53 30 Click!
  • 1~12F fully invincible
  • blows opponent back on hit
  • wall bounces in corner on hit or on CH; adds 50F untechable time on wallbounce
  • 10% repeat proration (Lv 1~Lv 3 version count)
Shooting Star (Lv 3)
⇒ D
(D)R 1080 388 80 94* all 5 HB 22 10 29 -18 55 50 Click!
  • 1~12F fully invincible
  • blows opponent back on hit
  • wall bounces in corner on hit or on CH; adds 50F untechable time on wallbounce
  • breaks 1 guard primer
  • fatal possible
  • 10% repeat proration (Lv 1~Lv 3 version count)
Mars Chopper
⇒ A
R 600 216 100 98 H 3 HB 20 4 18 -5 37 40 Click!
  • 21F hitstun
  • grounds opponent on aerial hit
  • 16F blockstun
  • attack hitbox longer on last two active frames
Star Gazer
⇒ B
R 730 262 80 89 LA 4 F 20 6 25 -14 44 40 Click!
  • floats opponent on hit
Infinite Rush (1)
⇒ C
R 250, 920 90, 331 75 80(once) all 4 HB 11 3(16)6 33 -20 53 19, 50 Click!
  • 2nd attack floats opponent on hit
  • counter carries
Infinite Rush (2)
⇒ CC
R 250x2, 920 90x2, 331 75 80(once) all 4 HB 11 3(9)3(12)6 33 -20 61 19x2, 50 Click!
  • 3rd attack floats opponent on hit
  • counter carries
Infinite Rush (3)
⇒ CC
R 250x3, 920 90x3, 331 75 80(once) all 4 HB 11 3(9)3(9)3(15)6 33 -20 76 19x3, 50 Click!
  • 4th attack floats on hit
  • counter carries
Infinite Rush (4)
⇒ CCC
R 250x4, 920 90x4, 331 75 80(once) all 4 HB 11 3(9)3(9)3(9)3(12)6 33 -20 85 19x4, 50 Click!
  • 5th attack floats on hit
  • counter carries
Lightning Arrow (Lv 1)
⇒ D
R 750 270 70 89 all 3 refer to notes 21 11 8F after landing - till landing 42 Click!
  • Grounds opponent on hit
  • 10% repeat proration
  • attack has Head, Body attribute when performed from Asteroid Vision B
  • attack has Head attribute when performed from Asteroid Vision C
Lightning Arrow (Lv 2)
⇒ D
R 900 324 70 89 all 4 refer to notes 21 11 8F after landing - till landing 42 Click!
  • Grounds opponent on hit
  • ground bounces opponent on CH
  • 10% repeat proration
  • attack has Head, Body attribute when performed from Asteroid Vision B
  • attack has Head attribute when performed from Asteroid Vision C
Lightning Arrow (Lv 3)
⇒ D
R 1200 432 70 92 all 5 refer to notes 21 11 8F after landing - till landing 42 Click!
  • ground bounces opponent on hit
  • fatal counter possible
  • breaks 1 guard primer
  • 10% repeat proration
  • attack has Head, Body attribute when performed from Asteroid Vision B
  • attack has Head attribute when performed from Asteroid Vision C


Distortion Drives

Name Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv Counter Hit Untech Hitbox
Big Bang Smash (attack)
632146D
R 800 / 1100 / 1400 0 75 100 HL 3 HBF 5+4 / 5+8 / 5+10 16 / 17 / 18 61 / 56 / 56 - 81 / 81 / 84 100 Click!
  • Wall bounces on hit
  • 26F blockstun
  • 40% minimum damage
  • Lv 3 version breaks 1 guard primer
  • values are Lv 1 / Lv 2 / Lv 3
Big Bang Smash (projectile) R 1500 / 1800 / 2200 0 100 92 all 4 HBP 5+6 / 5+11 / 5+13 14 / 14 / 15 - -61 / -56 / -57 - 100 Click!
  • Blows back on hit
  • wall bounces in corner; adds 50F untechable time
  • 26F blockstun
  • 20% minimum damage
  • projectile Lv 2
  • 20F hitstop
  • values are Lv 1 / Lv 2 / Lv 3
Particle Flare (1)
236236D
R 750 / 850 / 1000 0 75 100 HL 3 HBF 1+7 / 1+4 / 1+7 4 100 -60 93 /90 / 93 50 Click!
  • 1~10F after superflash fully invincible
  • 25F hitstun
  • pulls opponent in on aerial hit
  • 20% minimum damage
  • can cancel into Particle Upper (2) on hit
  • 73F recovery on hit or block without canceling
  • Lv 3 version breaks 1 primer
  • values are Lv 1 / Lv 2 / Lv 3
Particle Flare (2)
⇒ D
R 750 / 850 / 1000 (150 / 170 / 200) 75 100 HL 3 HBF 1+4 / 1+1 / 1+4 4 56 - 54 / 51 / 54 50 Click!
  • Lv 1 and Lv 3 versions: 1~17F after superflash fully invincible
  • Lv 2 version: 1~14F after super flash fully invincible
  • floats opponent on hit
  • 20% minimum damage
  • 470F Heat Gauge Cooldown
  • can cancel into Particle Upper (3) on hit
  • values are Lv 1 / Lv 2 / Lv 3
Particle Flare (3)
⇒ D
- 1000 / 1800 / 2800 0 75 5 A 3 / 4 / 5 HBF 34+35 28 11F after landing - - 50 Click!
  • Fully invincible until landing
  • grounds opponent on hit
  • cannot emergency tech
  • 30% minimum damage
  • values are Lv 1 / Lv 2 / Lv 3
Planet Crusher
2363214D
- death 0 - - all 5 HB 5+10 / 5+7 / 5+3 9 29 -18 during move - Click!
  • 1~19F after superflash fully invincible for Lv 1 and 2
  • 1~15F after superflash fully invincible for Lv 3
  • 180F Heat Gauge Cooldown
  • startup varies by how far away Makoto is from opponent
  • values are Lv 1 / Lv 2 / Lv 3

Impact Charge Table

THIS IS CS2 DATA NEED TO REPACE WITH EXTEND WHEN AVAILABLE

Move Input Lv 1 Lv 2 Lv 3 Shortest Charge
5D holding while gauge fills 1~6F 7~11F 12~16F 2F
holding while gauge depletes 22~34F 17~21F
startup 8F after button release 8F after button release 8F after button release
2D holding while gauge fills 1~7F 8~12F 13~17F 6F
holding while gauge depletes 23~55F 18~22F
startup 11F after button release 11F after button release 11F after button release
j.D holding while gauge fills 1~6F 7~11F 12~16F 9F
holding while gauge depletes 22~44F 17~21F
startup 10F after button release 12F after button release 11F after button release
Break Shot holding while gauge fills 1~13F 14~19F 20~26F 4F
holding while gauge depletes 33~45F 27~32F
startup 5F after button release 5F after button release 5F after button release
Space Counter holding while gauge fills 1~11F 12~15F 16~18F 12F
holding while gauge depletes 23~42F 19~22F
startup 6F after button release 6F after button release 6F after button release
Shooting Star holding while gauge fills 1~9F 10~15F 16~22F 16F
holding while gauge depletes 29~42F 23~28F
startup 6F after button release 8F after button release 6F after button release
Meteor Dive holding while gauge fills 1~6F 7~11F 12~16F 16F
holding while gauge depletes 22~37F 17~21F
startup 14F after button release 10F after button release 8F after button release
Lightning Arrow holding while gauge fills 1~6F 7~11F 12~16F 16F
holding while gauge depletes 22~37F 17~21F
startup 14F after button release 14F after button release 9F after button release
Particle Upper (1) holding while gauge fills 1~39F 40~54F 55~63F 56F
holding while gauge depletes 79~127F 64~78F
startup 12F after button release 9F after button release 12F after button release
Particle Upper (2) holding while gauge fills 1~34F 35~46F 47~51F 48F
holding while gauge depletes 64~106F 52~63F
startup 12F after button release 9F after button release 12F after button release
Particle Upper (3) holding while gauge fills 1~99F 100~117F 118~120F 126F
holding while gauge depletes 139~227F 121~138F
startup 17F after button release 17F after button release 143
Big Bang Smash holding while gauge fills 1~59F 60~69F 70~78F 148F
holding while gauge depletes 89~162F 79~88F
startup (attack) 81F after button release 233 235
startup (projectile) 82F after button release 236 238
Planet Crusher holding while gauge fills 1~59F 60~69F 70~78F 61F
holding while gauge depletes 89~97F 79~88F
startup 67F after button release 35F after button release 27F after button release


Revolver Action Table

THIS IS CS2 DATA NEED TO REPACE WITH EXTEND WHEN AVAILABLE

Ground Revolver Action Table
A B C D Cancels
5A 5A, 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D Throw, Jump, Special
5B 6A 2B 5C, 2C, 6C, 3C 5D, 2D Jump, Special
5C - - 5C>C, 2C, 6C, 3C 5D, 2D Jump, Special
5C > C - 6B 2C 3C 5D, 2D Jump, Special
2A 5A, 2A 5B, 2B, 6B 5C, 2C 3C 5D, 2D Throw, Special
2B 6A 5B 5C, 2C, 3C 5D, 2D Special
2C - - - 2D Special
6A - 5B, 6B 6C, 3C 5D, 2D Jump, Special
6B - - 6B > 5C, 3C 5D, 2D Special
6C - - - 2D, 6D Special
3C - - - - -
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.C j.D Throw, Jump, Special
j.B j.A - j.C - Jump, Special
j.C - j.B j.C > C - Jump, Special
j.C > C - - - - Jump, Special
j.2C - - - - Special
Black = On Hit or Block
Red = On Hit only
Green = Available on whiff
Blue = Only once per string
Special = Specials and Supers
Super = Supers only
BlazBlue: Continuum Shift Extende
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement /CancelingOffenseThrowsDefenseGuard PrimerDamage/ ComboHeat Gauge UsageMisc