PropertyValue
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/property/wikiPageUsesTemplate
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.
  • Hits opponent up to four times if it is touched.
  • Jump-cancelable on hit or block.
  • Level 1 has least range and short launch.
  • Level 2 has more range and higher launch.
  • Level 2 has more range and knocks down on hit.
  • Level 2 travels further and knocks down on hit.
  • Level 3 breaks primer on block.
  • Links into 2D.
  • Low sweep. Hits low.
  • Makoto hops up, then drops down with her tail.
  • Makoto stops in place. Cancels Asteroid Vision.
  • New move in Centralfiction.
  • No longer combos out of 5CC in CS:EX.
  • Overhead punch.
  • Pressing C repeatedly adds additional hits.
  • Level 3 has most range and puts opponent into groundslide on hit. Breaks one primer on block.
  • Shoryuken-style uppercut. Reversal.
  • Slayer's Pile Bunker. Wallbounces on hit.
  • Slow lifting sweep with tonfa.
  • Spinning backfist.
  • Standing cross.
  • Turning overhead punch. Hits overhead.
  • Uppercut. Cancels Asteroid Vision.
  • Very slow startup.
  • A super strong blow. Unblockable to opponents in neutral stance even with barrier. Wall bounces and wall-sticks near corner. Startup is a bit slow.
  • Level 3 has most range and very high launch with longer untech time. Breaks one primer on block.
  • Makoto charges, then unleashes a giant energy punch. Extremely fast startup .
  • Makoto will stop charging and do nothing if D is held for too long.
  • Makoto sets an energy ball. Ball remains in place for a couple seconds unless activated by Break Shot.
  • This temporarily makes all her Drive attacks level 3.
  • Level 3 is most powerful and most difficult to hit. Level 3 extends untechable time and Fatal counters.
  • Uppercuts the opponent twice, then jumps up after them for a massive spike punch. Meter appears three times. Activating button press must be held to charge first hit. Tapping D again will begin charging the next hit.
  • While D is held, the Impact meter appears above Makoto's Heat Gauge. Meter fills rapidly then depletes upon hitting the maximum. Three levels of charge.
  • Grabs the opponent, hits them several times with her tail, then punches them away. Can follow up with specials and Distortion Drives.
  • Level 2 has more range and damage, but still keeps opponent standing.
  • Cannot set another ball until the first disappears.
  • Level 1 has very short range and knocks down on hit.
  • Level 1 has shortest range and does not knock down.
  • Makoto runs or jumps forward, accompanied by two illusory clones. Button pressed determines which Makoto is the real one .
  • Makoto rushes through the opponent and punches. Opponent is launched straight up.
  • Level 3 ground bounces on hit, breaks one primer on block. In CS:EX, its bound properties were removed.
  • Spinning roll along the ground, followed by a sweep kick. Very slow startup.
  • Once meter has filled and depleted, Makoto defaults to level 1 Drive.
  • Makoto punches the energy ball set by Comet Cannon. Adds two additional hits at point-blank: one for the energy ball, and one for Makoto's punch.
  • Makoto parries the attack and stuns the opponent. Deal no actual damage.
  • 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 charges up, then lunges forward. On hit, she then goes into a barrage of punches, then ends by punching the opponent through the moon. Invulnerable startup.
  • Falling dunk punch. Corona Upper must hit to follow up with Meteor Dive.
  • This move keeps her in the air for the duration of the charge allowing her to think about her next move. However, be careful as Makoto is extremely vunerable to anti air moves while in this state.
  • Makoto goes into a Dempsey Roll, then uppercuts. Launches on hit.
  • Makoto's Counter Assault has the same animation as her 6C and launches the opponent a good distance away.
  • Makoto charges up in midair, then punches straight forward.
  • Level 1 has short range and keeps opponent standing.
  • Another diagonal punch downwards.Longer range than j.C
  • B and C versions can be canceled into normals or Lightning Arrow.
Input
  • /
  • >
  • CS:
  • any direction +
  • CP:
Damage
  • 0
  • 100
  • 300
  • 440
  • 450
  • 460
  • 480
  • 500
  • 550
  • 560
  • 580
  • 600
  • 620
  • 630
  • 640
  • 700
  • 730
  • 780
  • 1300
  • 820296
  • 8001200
  • 250920250
  • 400450500
  • 5007501000
  • 6008001000
  • 6808801080
  • 7008001000
  • 7508501100
  • 7509001200
  • 80010001200
  • 172162630650730848
  • 9223372036854775807
  • Death
  • --
Japanese name
  • プラネットクラッシャー Puranetto Kurasshā
  • アステロイドビジョン Asuteroido Bijon
  • インパクト Inpakuto
  • インフィニットラッシュ Infinitto Rasshu
  • エクリプスターン Ekuripusu Tān
  • コズミックレイ Kozumikku Rei
  • コメットキャノン Kometto Kyanon
  • コロナアッパー Korona Appā
  • シューティングスター Shūtingu Sutā
  • シリウスジョルト
  • スターゲイザー Sutā Geizā
  • スペースカウンター Supēsu Kauntā
  • バーティカルフレアー Bātikaru Fureā
  • ビックバンスマッシュ Bikku Ban Sumasshu
  • ブレイクショット Bureiku Shotto
  • ブレーキ Burēki
  • マーズチョッパー Māzu Choppā
  • メテオダイブ Meteo Daibu
  • ライトニングアロー Raitoningu Arō
  • ランダーブロー Randā Burō
  • ルナティックアッパー Runatikku Appā
Heat Gain
  • 0
  • 36
  • 108
  • 158
  • 162
  • 165
  • 172
  • 180
  • 198
  • 201
  • 208
  • 216
  • 223
  • 230
  • 252
  • 262
  • 268
  • 280
  • 468
  • 288432
  • 620223
  • 9033190
  • 180270360
  • 216288360
  • 244316388
  • 270306396
  • 270324432
  • 288360432
  • 216226234262306
  • --
abstract
  • 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.