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Health Double Jumps/Airdashes Dash Type
11,000 1 Run
Overdrive Duration (in frames)
100 – 90% 89 – 80% 79 – 70% 69 – 60% 59 – 50% 49 – 40% 39 – 30% 29 – 20% 19 – 10% 9 – 0%
180 210 240 270 300 330 360 420 480 600

Makoto Nanaya is a short range rush down character for those who favor offense. She has good run speed and fast pokes. Makoto's Drive, Impact (インパクト Inpakuto) is chargeable up to three stages, but timing is important, as waiting too long will weaken the attacks, sending them back to stage 2 and 1 respectively. At maximum charge, it dishes out higher damage, as well as wall bounce properties and/or prolonging the opponent's recovery time, opening up combo options. Several of her moves are rather deceiving as well. Her special move Asteroid Vision (アステロイドビジョン Asuteroido Bijon) makes three images of her as she rushes towards her opponent, which can be canceled to a dead halt, appear behind the opponent or to attack. Her normal attacks can be sly as well. For example, her 3C attack causes her to spin on the ground feinting for a sweep a couple times before the actual kick.

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 (コメットキャノン Kometto Kyanon), 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.

Makoto's Overdrive is Galaxian Impact (G(ギャラクシアン)・インパクト Gyarakushian Inpakuto), which temporarily makes all Drive attacks Level 3.

Command list

Basic moves

Input Damage Heat gain
A 300 108
BBCS (Makoto 5A) A standing jab.
Run-of-the-mill standing poke.
Cancels into itself.
Jump cancelable.
Input Damage Heat gain
B 550 198
BBCS (Makoto 5B) Standing cross.
Staple combo starter.
Input Damage Heat gain
C 450 162
BBCS (Makoto 5C) Backfist.
Jump cancelable.
Input Damage Heat gain
CC 630 223
BBCS (Makoto 5CC) Another backfist.
Followup to 5C.
Has very good hitstun.
Combos into 6B.
Input Damage Heat gain
2A 300 108
BBCS (Makoto 2A) A crouching jab.
Run-of-the-mill-crouching poke.
Cancels into itself.
Input Damage Heat gain
2B 480 172
BBCS (Makoto 2B) Double punch downward.
Hits low.
Input Damage Heat gain
2C 780 280
BBCS (Makoto 2C) Slow lifting sweep with tonfa.
Very slow startup.
Links into 2D.
Launches opponent on hit.
Fatal counter.
Input Damage Heat gain
6A 560 201
BBCS (Makoto 6A) Uppercut.
Anti-air normal.
Does not launch on hit.
Jump-cancelable on hit or block.
Input Damage Heat gain
6B 580 208
BBCS (Makoto 6B) Overhead punch.
Hits overhead.
No longer combos out of 5CC in CS:EX.
Input Damage Heat gain
6B>C 620 223
BBCS (Makoto 5CC) Body blow.
Has very good hitstun.
Input Damage Heat gain
6C 640 230
BBCS (Makoto 6C) Spinning backfist.
Knocks opponent down on hit.
Input Damage Heat gain
3C 700 252
BBCS (Makoto 3C) Spinning roll along the ground, followed by a sweep kick. Very slow startup.
Hits low.
Can be canceled before sweep hits by holding C.
Input Damage Heat gain
A (in the air) 300 108
BBCS (Makoto jA) A jumping punch.
Run-of-the-mill jumping poke.
Cancels into itself.
Input Damage Heat gain
B (in the air) 480 172
BBCS (Makoto jB) A jumping upward double kick.
Good hitbox above Makoto, poor hitbox below her.
Gatlings out of j.C.
Input Damage Heat gain
C (in the air) 440 158
BBCS (Makoto jC) Diagonal punch downward.
Decent air-to-ground normal.
Gatlings into j.B and j.CC.
Input Damage Heat gain
CC
(in the air)
460 165
BBCS (Makoto jCC) Another diagonal punch downwards.Longer range than j.C
Can be performed even if j.C whiffs.
Input Damage Heat gain
2C
(in the air)
560 201
BBCS (Makoto j2C) Makoto hops up, then drops down with her tail.
Has some startup.
Cancels aerial momentum.


Throws

Input Damage Heat gain
BC 800, 1200 288, 432
BBCS (Makoto FThrow) Grabs the opponent, hits them several times with her tail, then punches them away. Can follow up with specials and Distortion Drives.
Input Damage Heat gain
4BC 1300 468
BBCS (Makoto BThrow) Grabs the opponent, flips them over, and lands on them. Makoto ends up on the other side of the opponent.
Input Damage Heat gain
BC
(in the air)
1300 268
BBCS (Makoto AThrow) Grabs the opponent, hits them down, then dives after them.
Followup identical at all heights.


Counter Assault

Input Damage Heat gain
6AB 0 0
BBCS (Makoto 6C) Makoto's Counter Assault has the same animation as her 6C and launches the opponent a good distance away.


Crush Trigger

Input Damage Heat gain
AB
File:BBCP Makoto Crush Trigger.png Possible to charge; Makoto rounds up her fist and then follows up with a powerful elbow smash. Leaves blue energy trail from her Impact. Can be used after a Lvl 2 charged 2D for a good stun in midscreen combo. Connects after 5cc midscreen in CF but limits combo extension. Also useful in corner.


Drive

Input Japanese name English name Damage Heat gain
any direction + D インパクト Inpakuto Impact -- --
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.
Level 3 is most powerful and most difficult to hit. Level 3 extends untechable time and Fatal counters.
Once meter has filled and depleted, Makoto defaults to level 1 Drive.
Makoto will stop charging and do nothing if D is held for too long.
Input Damage Heat gain
D 500 (Lv. 1), 750 (Lv. 2), 1000 (Lv. 3) 180 (Lv.1). 270 (Lv . 2), 360 (Lv. 3)
BBCS (Makoto 5D) Charges up, then punches straight forward.
Level 1 has short range and keeps opponent standing.
Level 2 has more range and damage, but still keeps opponent standing.
Level 3 has most range and damage. Puts opponent into groundslide on hit. Breaks guard primer on block.
Input Damage Heat gain
2D 600 (Lv. 1), 800 (Lv. 2), 1000 (Lv. 3) 216 (Lv. 1), 288 (Lv. 2), 360 (Lv. 3)
BBCS (Makoto 2D) Charges up, then lunges forward with an uppercut.
Level 1 has least range and short launch.
Level 2 has more range and higher launch.
Level 3 has most range and very high launch with longer untech time. Breaks one primer on block.
Input Damage Heat gain
D (in the air) 500 (Lv. 1), 750 (Lv. 2) 1000 (Lv. 3) 180 (Lv. 1), 270 (Lv. 2) 360 (Lv. 3)
BBCS (Makoto jD) Makoto charges up in midair, then punches straight forward.
Level 1 has shortest range and does not knock down.
Level 2 has more range and knocks down on hit.
Level 3 has most range and puts opponent into groundslide on hit. Breaks one primer on block.


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.


Overdrive

Input Japanese name English name Damage Heat gain
AB
CD
G(ギャラクシアン)・インパクト Gyarakushian Inpakuto Galaxian Impact -- --
BBCP(Makoto Overdrive) This temporarily makes all her Drive attacks level 3.


Exceed Accel

Input Japanese name English name Damage Heat gain
AB
CD
(during Overdrive)
シグナスコンビネーション Shigunasu Conbinēshon Cygnus Combination 2000
4000 (Active Flow)
BBCF Makoto Cygnus Combination New move in Centralfiction. Makoto kicks the opponent up, punches them down, then punches forward sending the opponent up again. When the opponent is in the air Makoto uppercuts them with a giant energy punch and then finishes them with a giant straight energy punch.


Special moves

Input Japanese name English name Damage Heat gain
236A コメットキャノン Kometto Kyanon Comet Cannon 100x4 36x4
BBCS (Makoto CometCannon) Makoto sets an energy ball. Ball remains in place for a couple seconds unless activated by Break Shot.
Hits opponent up to four times if it is touched.
Cannot set another ball until the first disappears.
Input Japanese name English name Damage Heat gain
D
(after Comet Cannon)
ブレイクショット Bureiku Shotto Break Shot 172, 162 (Lv. 1), 630, 650 (Lv. 2), 730, 850 (Lv. 3) 216 (Lv. 1), 226, 234 (Lv. 2), 262, 306 (Lv. 3)
BBCS (Makoto BreakShot) 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.
Level 1 has very short range and knocks down on hit.
Level 2 travels further and knocks down on hit.
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.
Input Japanese name English name Damage Heat gain
623C
(air also)
コロナアッパー Korona Appā Corona Upper 820 (Ground), 296 (Air) 620 (Ground), 223 (Air)
BBCS (Makoto CoronaUpper) Shoryuken-style uppercut. Reversal.
Launches opponent on hit.
Can be done in the air.
Can be followed up with Meteor Dive.
Input Japanese name English name Damage Heat gain
D
(after Corona Upper)
メテオダイブ Meteo Daibu Meteor Dive 750 (Lv. 1), 850 (Lv. 2), 1100 (Lv. 3) 270 (Lv. 1), 306 (Lv. 2), 396 (Lv. 3)
BBCS (Makoto MeteorDive) Falling dunk punch. Corona Upper must hit to follow up with Meteor Dive.
Higher levels deal more damage.
Input Japanese name English name Damage Heat gain
46
(as opponent's attack hits)
スペースカウンター(パリング) Supēsu Kauntā (Paringu) Space Counter (Parrying) -- --
BBCS (Makoto SpaceCounter) Makoto parries the attack and stuns the opponent. Deal no actual damage.
Can be followed up with Space Counter.
Input Japanese name English name Damage Heat gain
D
(after Parrying)
スペースカウンター Supēsu Kauntā Space Counter 800 (Attacking Lv. 1), 1000 (Attacking Lv. 2), 1200 (Attacking Lv. 3) 288 (Attacking Lv. 1) , 360 (Attacking Lv. 2), 432 (Attacking Lv. 3)
BBCS (Makoto SpaceCounter) Makoto rushes through the opponent and punches. Opponent is launched straight up.
Higher levels deal additional damage.
Input Japanese name English name Damage Heat gain
214A/
B/C
アステロイドビジョン Asuteroido Bijon Asteroid Vision -- --
BBCS (Makoto AsteroidVision) Makoto runs or jumps forward, accompanied by two illusory clones. Button pressed determines which Makoto is the real one (A is ground, B is low jump, C is high jump).
B and C versions can be canceled into normals or Lightning Arrow.
Input Japanese name English name English localization Damage Heat gain
A
(during A Asteroid Vision)
ブレーキ Burēki Brake Break -- --
BBCS (Makoto Break) Makoto stops in place. Cancels Asteroid Vision.
Input Japanese name English name Damage Heat gain
B
(during A Asteroid Vision)
エクリプスターン Ekuripusu Tān Eclipse Turn -- --
BBCS Makoto (Turn) Makoto crosses up the opponent. Passes through opponent.
Cancels Asteroid Vision.
Input Japanese name English name Damage Heat gain
C
(during Asteroid Vision)
ルナティックアッパー Runatikku Appā Lunatic Upper 500 198
BBCS (Makoto LunaticUpper) Uppercut. Cancels Asteroid Vision.
Can be canceled into additional followups.
Input Japanese name English name Damage Heat gain
D
(during A Asteroid Vision)
(delayable)
コズミックレイ Kozumikku Rei Cosmic Ray 700 (Lv. 1), 800 (Lv. 2), 1000 (Lv. 3)
File:BBCP Makoto 214A-D.png New move in BlazBlue: Chronophantasma.
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.
Input Japanese name English name Damage Heat gain
CS: D
CP:
236D
(during Asteroid Vision or after Lunatic Upper)
シューティングスター Shūtingu Sutā Shooting Star 680 (Lv. 1), 880 (Lv. 2), 1080 (Lv. 3) 244 (Lv. 1), 316 (Lv. 2), 388 (Lv .3)
BBCS (Makoto BreakShot) Slayer's Pile Bunker. Wallbounces on hit.
Higher levels do more damage and have more untech time.
Level 3 breaks primer on block.
Can perform standalone in BlazBlue: Chronophantasma.
Input Japanese name English name Damage Heat gain
A
(after Lunatic Upper)
マーズチョッパー Māzu Choppā Mars Chopper 600 216
BBCS (Makoto MarsChopper) Turning overhead punch. Hits overhead.
Input Japanese name English name Damage Heat gain
B
(after Lunatic Upper)
スターゲイザー Sutā Geizā Star Gazer 730 262
BBCS (Makoto StarGazer) Low sweep. Hits low.
Input Japanese name English name Damage Heat gain
C
(after Lunatic Upper)
インフィニットラッシュ Infinitto Rasshu Infinite Rush 250, 920 (C), 250x2, 920 (CC), 250x3, 920 (CCC), 250x4, 920 (CCCC) 90, 331 (C), 90x2, 331 (CC), 90x3, 331 (CCC), 90x4, 331 (CCCC)
BBCS (Makoto InfiniteRush) Makoto goes into a Dempsey Roll, then uppercuts. Launches on hit.
Pressing C repeatedly adds additional hits.
Input Japanese name English name Damage Heat gain
D
(after Lunatic Upper)
(delayable)
ランダーブロー Randā Burō Lander Blow 400 (Lv .1), 450 (Lv. 2), 500 (Lv .3)
File:BBCP Makoto 214A-C-D.png New move in BlazBlue: Chronophantasma.
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.
Input Japanese name English name Damage Heat gain
D
(after B or C Asteroid Vision)
ライトニングアロー Raitoningu Arō Lightning Arrow 750 (Lv .1), 900 (Lv. 2), 1200 (Lv .3) 270 (Lv. 1), 324 (Lv .2), 432 (Lv .3)
BBCS (Makoto MeteorDive) Falling dunk punch. Hits overhead.
Higher charge has more untech time and damage.
Level 3 ground bounces on hit, breaks one primer on block. In CS:EX, its bound properties were removed.
Input Japanese name English name Damage Heat gain
41236C シリウスジョルト Shiriusu Joruto Sirius Jolt
BBCF Makoto 41236C New move in Centralfiction.
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.


Distortion Drives

Input Japanese name English name Damage Heat gain
632146D ビッグバンスマッシュ Biggu Ban Sumasshu Big Bang Smash 800 (Physical Hit Level 1), 1100 (Physical Hit Level 2), 1400 (Physical Hit Level 3), 1500 (Projectile Level 1), 1800 (Projectile Level 2), 2200 (Projectile Level 3) 0
BBCS (Makoto BigBangSmash) Makoto charges, then unleashes a giant energy punch. Extremely fast startup (opponent cannot move during charge time).
Charging determines damage and range.
Input Japanese name English name Damage Heat gain
236236
DDD
パーティカルフレア Pātikaru Furea Particle Flare 750 (1st Hit/2nd Hit, Level 1 ), 850 (1st Hit/2nd Hit, Level 2), 1000 (1st Hit/2nd Hit, Level 3), 1000 (3rd Hit, Level 1), 1800 (3rd Hit, Level 2), 2800 (3rd Hit, Level 3) 0
BBCS (Makoto ParticleFlare) 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.
Cannot do followups on block.
Higher charge levels deal additional damage.


Astral Heat

Input Japanese name English name Damage Heat gain
23663214D プラネットクラッシャー Puranetto Kurasshā Planet Crusher Death (Lv. 1, 2, 3) --
BBCS (Makoto PlanetCrusher) 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.
Charge level determines speed of punch and distance traveled.
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