Makoto Nanaya

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Author: swordsman09

Last revision: 7 Mar, 2025 at 18:55 UTC

File size: 4.61 MB

On Steam Workshop

Description:

Makoto is a rushdown character that uses her fast normals and forward moving specials to enforce her will.

Makoto has an array of Cancels and Follow-ups to her moves that make her combo-oriented and adds to her mobility.

Normal Attacks
Move
Description

Jab

Simple Jab that acts as a starter for all Chains.

  • Jump-cancellable.
  • Special-cancellable.
  • Can Chain into all Tilts.
Forward Tilt



Forward-moving Straight Punch followed by a Body Blow Combo done by pressing Attack 3 times.

  • Jump-cancellable.
  • Special-cancellable.
  • Can Chain into Up Tilt on hit.
Up Tilt

Uppercut that launches slightly. Good as a launcher for Jump Cancels.

  • Jump-cancellable.
  • Special-cancellable.
  • Can Chain into Forward Tilt and Down Tilt on hit.
Down Tilt

Low Straight Punch that acts as an extension for other chains.

  • Special-cancellable.
  • Can Chain into Forward Tilt and Up Tilt on hit.
Dash Attack

Overhead Punch with its own Chainability.

  • Has a slight Spike.
  • Special-Cancellable.
  • Can Chain into Up Tilt and the last hit of Forward Tilt on hit.
Neutral Air

Air Jab that’s essentially identical to the grounded Jab.

  • Jump-cancellable.
  • Special-cancellable.
  • Can Chain into all Air Normals on hit.
Forward Air

Forward Punch that aims at an angle. Main Air Button for Air to Ground starters.

  • Jump-cancellable.
  • Special-cancellable.
  • Can Chain into UAir on hit, but can also Chains into DAir naturally by doing FAir twice.
Up Air

Upwards Kick. Main extension for Air Combos.

  • Jump-cancellable.
  • Special-cancellable.
  • Can Chain into NAir & FAir on hit.
Down Air

Straight Punch aimed downwards.

  • Has a slight Spike angle attached to it.
  • Jump-cancellable.
  • Special-cancellable.
  • Can Chain into UAir on hit.
Back Air

Tail Bop, because a Squirrel has to use their tail in some way or another.

  • Oh hit, has a Spike and extra bounce.

Special Attacks
Move
Description

Neutral Special – Asteroid Vision A

Grounded Run that acts as a starter for several Follow-up Moves.

Can Chain into the following:

  • Attack: Break
  • Attack + Forward: Eclipse Turn
  • Special: Infinite Rush
  • Special + Forward: Cosmic Ray
  • Special + Back: Shooting Star
Break

Early stop to Asteroid Vision A. Useful for stopping perfectly at the edge of the stage.

Eclipse turn

Forward Roll during Asteroid Vision A.

Infinite Rush



Barrage of punches that ends in an Uppercut.

  • Pressing Special again extends the move further. Window is a little tight, so I recommend mashing it.
Shooting Star

Evasive Backsway Punch that acts as a reversal.

  • Projectile invincibility on the beginning Startup frames, but Full Invincibility on the later part of Startup.
Cosmic Ray

Forward-advancing Hook with varying strengths.

  • Has a Charge Window that increases the move’s strength and distance up to 3 levels.
Side Special – Asteroid Vision B/C

Flip that leads into the Air. Useful for Recovery.

  • Down + Special: Launches at a more Vertical Angle.
  • After initial use, repeat attempts in the air will reduce the distance traveled heavily (this is admittedly finnicky however). Distance will be restored upon landing, or after a Wall Jump (Wall Jumps are finnicky too though).
  • Can Cancel into all Air Attacks on whiff, acting as an Jump if necessary.
  • Special: Chains into Lightning Arrow.
Lightning Arrow

Strong Downwards Punch that acts as a follow-up to Asteroid Vision B/C.

  • Strong Spike attached.
Up Special – Corona Upper

Flying Uppercut that is primarily an Ender for combos.

  • On hit, requires an additional Special Press for a Follow-up Attack.
  • Distance and Attack Window shortened when used in the Air.
Down Special – Comet Cannon

Projectile Setup. After it’s creation, can be hit to launch it in different directions.

  • During Recovery, can be Cancelled into all Strong Attacks with Charge Windows by pressing Special again plus the direction. Highly recommend doing this over waiting and hitting the projectile with a Normal Attack.
  • Neutral Special: Chains into Break Shot.
Break Shot

Primary Follow-up for Comet Cannon. Launches projectile forward with different strengths upon Charge.

  • Has a Charge Window that increases projectile properties up to 3 levels.
Air Neutral Special – Airdash

Forward flight in the air.

  • Cancels into all Air Attacks, but stops momentum once cancelled.
  • Cannot be used if Double Jump is used.
  • Air Dodge is used for Speed and Distance. Without it, Speed and Distance are decreased.

Some sprites are still unfinished, but the character is essentially complete.

Created for the FGC Jam.