Rivals of Aether

Rivals of Aether

67 ratings
Makoto Nanaya
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Posted
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4.608 MB
6 Mar @ 5:08pm
23 Mar @ 12:11pm
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Makoto Nanaya

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

Makoto uses Revolver Action to cancel her tilts into each other and Follow-ups to her Specials 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 Forward + 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.

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

Created for the FGC Jam.
21 Comments
4yo suspiciously shaped horse 20 Apr @ 11:48am 
just like bbc
MuffinMcSalty™®© 14 Apr @ 11:36am 
underpowered, needs buffs
welovehomeschool 4 Apr @ 8:19pm 
are you gonna finish the character
Geo 10 Mar @ 6:26pm 
the under-boob is exquisite with this one.
Quiet Ketsueki 10 Mar @ 5:58pm 
she plays great honestly, wasn't expecting one of my mains to show up in the workshop of all places
krillin 9 Mar @ 9:12pm 
not the nanaya i'm looking for...
i want my zankei ni shosu... i want my warui nei!
Oodako864 9 Mar @ 5:47am 
jab jab down-tilt jab jab down-tilt (unironically a fire character but god damn the combos fuckin hurts )
Dash 8 Mar @ 11:04pm 
Any chance one of the inputs could be her sit grab as command grab during neutral special? Love Blazblue xD
VicAdward 8 Mar @ 7:17pm 
I've never played Blazblue is she a rekka char
D YellowMadness 8 Mar @ 5:04pm 
Her cancels make her combos so fun. Now, I remember why she was my favorite character to use in BlazBlue other than because she's my favorite BlazBlue character in general.

@Jonah: In gaming communities, x-1=0 no matter what apparently.