About: Makoto Nanaya/Move List   Sponge Permalink

An Entity of Type : owl:Thing, within Data Space : dbkwik.org associated with source dataset(s)

Making full use of her Impact demands some degree of timing, as most combos with her demand that the player consistently hits the maximum charge level. Makoto excels in her standard high/low mixup game, and deals good, solid damage all around. Makoto's only projectile, the Comet Cannon, is great at putting chip damage on blocking opponents, and can combo into a throw if quick enough. That being said however, the main focus of her gameplay is her Asteroid Vision. This links into many different moves, so her opponents will have to guess whether to block high or low. Overall, Makoto is a very easy character to pick up and play, and is one of the best (if not the best) rushdown characters in the game.

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rdfs:label
  • Makoto Nanaya/Move List
rdfs:comment
  • Making full use of her Impact demands some degree of timing, as most combos with her demand that the player consistently hits the maximum charge level. Makoto excels in her standard high/low mixup game, and deals good, solid damage all around. Makoto's only projectile, the Comet Cannon, is great at putting chip damage on blocking opponents, and can combo into a throw if quick enough. That being said however, the main focus of her gameplay is her Asteroid Vision. This links into many different moves, so her opponents will have to guess whether to block high or low. Overall, Makoto is a very easy character to pick up and play, and is one of the best (if not the best) rushdown characters in the game.
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dbkwik:blazblue/pr...iPageUsesTemplate
English Name
  • Shooting Star
  • Impact
  • Break
  • Star Gazer
  • Break Shot
  • Planet Crusher
  • Big Bang Smash
  • Galaxian Impact
  • Lightning Arrow
  • Asteroid Vision
  • Comet Cannon
  • Corona Upper
  • Cosmic Ray
  • Eclipse Turn
  • Infinite Rush
  • Lander Blow
  • Lunatic Upper
  • Mars Chopper
  • Meteor Dive
  • Particle Flare
  • Sirius Jolt
  • Space Counter
Description
  • Hits low.
  • Jump cancelable.
  • Cancels into itself.
  • Has some startup.
  • Run-of-the-mill jumping poke.
  • Run-of-the-mill standing poke.
  • Followup to 5C.
  • Hits overhead.
  • New move in BlazBlue: Chronophantasma.
  • A crouching jab.
  • Staple combo starter.
  • Uppercut.
  • Launches opponent on hit.
  • Run-of-the-mill-crouching poke.
  • Knocks opponent down on hit.
  • Grabs the opponent, hits them down, then dives after them.
  • Higher levels do more damage and have more untech time.
  • Charge level determines speed of punch and distance traveled.
  • Level 3 has longest range, breaks one guard primer, and fatal counters. Wallbounces on hit. In CS:EX, Level 3 version lost its wallbounce properties.
  • Makoto crosses up the opponent. Passes through opponent.
  • Grabs the opponent, flips them over, and lands on them. Makoto ends up on the other side of the opponent.
  • Can perform standalone in BlazBlue: Chronophantasma.
  • Level 3 has most range and damage. Puts opponent into groundslide on hit. Breaks guard primer on block.
  • Makoto hits the opponent with a powered up punch. Level 1 and 2 are used as frame traps 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.
  • A jumping punch.
  • A jumping upward double kick.
  • A standing jab.
  • Another backfist.
  • Anti-air normal.
  • Backfist.
  • Body blow.
  • Can be canceled before sweep hits by holding C.
  • Can be canceled into additional followups.
  • Can be done in the air.
  • Can be followed up with Meteor Dive.
  • Can be followed up with Space Counter.
  • Can be performed even if j.C whiffs.
  • Cancels Asteroid Vision.
  • Cancels aerial momentum.
  • Cannot do followups on block.
  • Charges up, then lunges forward with an uppercut.
  • Charges up, then punches straight forward.
  • Charging determines damage and range.
  • Combos into 6B.
  • Decent air-to-ground normal.
  • Diagonal punch downward.
  • Does not launch on hit.
  • Double punch downward.
  • Falling dunk punch. Hits overhead.
  • Fatal counter.
  • Followup identical at all heights.
  • Gatlings into j.B and j.CC.
  • Gatlings out of j.C.
  • Good hitbox above Makoto, poor hitbox below her.
  • Has very good hitstun.
  • Higher charge has more untech time and damage.
  • Higher charge levels deal additional damage.
  • Higher levels deal additional damage.
  • Higher levels deal more damage.
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