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Health |
18,000 |
Prejump |
4F |
Backdash |
22F (1~7F Inv All) |
Fastest Attack |
5A (6F) |
Reversals |
A+D (15F) 236B+C (10F) 214B+C (13F) |
Mika is a high mobility pseudo-grappler. Rather than being a slowly advancing wall like Waldstein, Tager, or Kanji, Mika wants to use her speed and air movement to stick to her opponent.
- Good ground speed
- Reversal action covers a decent chunk of vertical real estate
- Her 2C moves her forward by a lot, making confirms at max range super easy
- Can punish with command grabs at longer distance than other grapplers
- 5P assist passes through opponent, allowing you to set up Cross Combo mixups easily.
- Advanced combos have decent corner carry
- Stubby range, especially since her 5A uses the animation of her UNIST 2A without the benefit of being a low.
- Has the most damaging super grab in the game, but the range is extremely small, and the timing for the followup hits is somewhat strict.
- No air command grabs like Waldstein or Tager, and lacks an anti-air grab like Kanji.
Normal Moves
5A
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
5A | 1000 | All | 6 | 4 | 13 | -3 | B | |
5AA | 1500 | All | 10 | 3 | 18 | -4 | B | |
5AAA | 1700 | All | 13 | 4 | 26 | -11 | B | |
5AAAA | 2500 | All | 19 | 10* | 38L [Until L+8L] | -21 | H |
- Although the animation is taken from Mika's 2A in UNIST, this does not hit low.
- This is a 6 frame jab and should be used in places a jab would be used, this is not her ideal combo starter or neutral poke.
- This move may be jump canceled on block. Only 5A and 2A can be jump canceled on block.
5A has great use in pressure has Mika due to its fast startup and ability to be jump canceled. This move is also a great defensive tool as many jabs are, however it's range is pitiful, and using it as a starter will gimp her damage rather severely making it a less than stellar button in neutral. Use but do not abuse.
- 5AA is combo filler.
- 5AAA brings airborne opponents to the ground. Very useful in combo extensions.
- 5AAAA enters recovery on hit/block, or unique 8L recovery on whiff
- If you pressed this button... Go back. You made a mistake.
- Unlike the move this animation was taken from in UNIST, where it was a Dash attack, this does not hit overhead.
Version | Level | P1 | P2 |
---|---|---|---|
5A | 2 | 100 | 75 |
5AA | 3 | 100 | 80 |
5AAA | 4 | 100 | 85 |
5AAAA | 4 | 100 | 85 |
5A:
5AA:
5AAA:
5AAAA:
- Enters recovery on hit/block, or unique 8L recovery on whiff
5B
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
5B | 1500 | All | 9 | 6 | 16 | -5 | B | |
5BB | 1700 | All | 11 | 6 | 24 | -11 | P1 | |
5BBB | 1700 | All | 13 | 11+2L | 16 | -10 | H |
- A decent poke to use in neutral
- Can cancel into 5BB on hit or whiff; 5BB's properties change if 5B was whiffed
- Can cancel into 5BB (shot) on whiff on frame 16
- 5BB will wallbounce if only the explosion portion connects, in which case you can cancel into 236B to continue your combo from anywhere on the screen.
- Frame trap against a decent portion of the cast, can force mix-up situations with 214A.
- 5BBB is treated as airborne
- Special cancellable into j236A/B
- Goes into final 2 active frames on whiff, followed by 16 landing recovery.
Version | Level | P1 | P2 |
---|---|---|---|
5B | 3 | 100 | 80 |
5BB | 4 | 100 | 85 |
5BBB | 4 | 100 | 75 |
5B:
- Can cancel into 5BB (shot) on whiff on frame 16
5BB:
5BBB:
- Goes into final 2 active frames on whiff, followed by 16 landing recovery
5C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
800+ | High | 26 | 3 | 18 | -4 | H |
- Has same hitbox as j.B, which is decently large. That's about the only notably thing about this move.
Useful as an occasional mixup, since Mika doesn't have any grounded overheads otherwise, and it's safe on block.
Level | P1 | P2 |
---|---|---|
3 | 100 | 100 |
2A
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1000 | Low | 7 | 5 | 15 | -6 | F |
- Slides forward slightly
A standard low. Can be used to tick into Mika-chan Hip Strike.
Level | P1 | P2 |
---|---|---|
2 | 90 | 75 |
2B
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1700 | All | 11 | 4 | 22 | -7 | B | 8~14 H |
- Anti-air move; upper body invulnerable
- Surprisingly good hitbox on this
Use this to force the opponent to respect your airspace. This is not an easy move to challenge.
Level | P1 | P2 |
---|---|---|
4 | 90 | 85 |
2C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1700 | Low | 15 | 10 | 18 | -9 | F |
- Moves Mika forward a good distance
A far reaching low and useful filler in many of Mika's combos. In neutral, 2C can function as an occasional yolo option to start combos. On block, you can Reverse Beat into something less committal like 5A.
Level | P1 | P2 |
---|---|---|
4 | 90 | 75 |
j.A
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
j.A | 1500 | High | 7 | 3 | 23 | H | ||
j.AA | 500×4 | All | 5 | 2(4)2(2)2(4)3 | 24 | H |
- Mika's fastest air normal
Decent-ish as an air-to-air, but you don't want to go around trying to bop people out of the air with it.
- Last hit does more hitstun
j.AA is combo fodder, mostly.
At mid-range, you can do IAD jAA > j236B as a combo starter. It's a quick overhead, and may catch some players by surprise.
Version | Level | P1 | P2 |
---|---|---|---|
j.A | 3 | 80 | 80 |
j.AA | 3 | 80 | 80 |
j.A:
j.AA:
j.B
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1500 [2200] | High | 14 [28] | 6 | 29 [9] | H |
- Hitbox is deceptively large, extends horizontally past Mika's fists
Kind of slow, but the fact that it's hitbox covers a big area above, in front of, and below Mika means it's her best tool when jumping in against your opponent's buttons.
Level | P1 | P2 |
---|---|---|
3 [4] | 80 | 80 |
j.C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1700×2 | High, All | 15 | Until L+4 | 18+11L | -14 | H, P1 |
- Hits on the way down as well as upon landing
- Cannot be special or super cancelled.
- Drags the opponent to the ground on hit, making follow-ups with an assist very easy.
While the move is -14, it can be very difficult to punish if blocked as Mika will bounce backwards away from the opponent upon landing. This move is primarily used as a combo ender for meterless air confirms or as a filler with an assist.
Level | P1 | P2 |
---|---|---|
4 | 80 | 85×2 |
Universal Moves
Ground Throw
5B+C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
0, 2000 | Throw | 7-30 | 3 | 23 | T |
- Mika runs forward a short distance and performs a grab
- Can combo afterward
Mika's run speed makes this decently strong as a mixup. If your opponent is used to you running up and hitting buttons, you can catch them off-guard with this.
Level | P1 | P2 |
---|---|---|
0, 4 | 100 | 50 |
- Minimum damage 2000
Mika-chan Tornado
5A+D (Air OK)
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
AD | 1200×3 | Air Unblockable | 15 | 4,6,4 | 27+22L | B | 1~18 All | |
j.AD | 1200×3 | All | 10 | 4,6,4 | Until L+22L | H | 1~13 All |
- Hits in front of and behind her
- Leaps up nearly to the top of the screen, making this decent as an anti-air in an awkward situation
Decent as an anti-air when they're too high for 2B to reach them, but you don't really get anything off of this.
Version | Level | P1 | P2 |
---|---|---|---|
AD | 4 | 80 | 60 |
j.AD | 4 | 80 | 60 |
AD:
- Minimum Damage 60×3 (180)
j.AD:
- Minimum Damage 60×3 (180)
Skills
Mika-chan Missile
236A/B (Air OK)
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
236A | 1900 | All | 16 | 20 | 3+9L | -16 | H | |
236B | 1900 | All | 16 | 20 | 12+9L | H | ||
j.236A | 1900 | All | 13 | 20 | 12+9L | H | ||
j.236B | 1900 | All | 13 | 20 | Until L+14L | H | ||
236X > X | 1900 | All | 12 | 16 | Until L+18L | H | 1~27* P |
- 236A travels straight forward
- 236B travels upwards at an angle, Mika can act in the air after performing this
- Passes through opponent, allowing for easy crossups with assists.
You can use 236A to advance towards the opponent, but you really don't want to. Mika's already decently speedy on the ground, meaning this is a combo tool and nothing else.
DBFZ players might be familiar with moves like 236B; after you launch yourself into the air, you can come down immediately with an air normal.
- j.236A travels straight forward
- j.236B travels downward at an angle
j.236A is useful as a movement tool, and has uses in combos.
Covered by an assist, j.236B allows you to approach the enemy at a somewhat unusual angle.
- Followups can be done in any angle
- Straight down will knock opponent down on hit
A decent way to end meterless combos, due to the knockdown.
Version | Level | P1 | P2 |
---|---|---|---|
236A | 4 | 80 | 80 |
236B | 4 | 80 | 80 |
j.236A | 4 | 80 | 80 |
j.236B | 4 | 80 | 80 |
236X > X | 4 | 80 | 80 |
236A:
- Minimum Damage 95
236B:
- Minimum Damage 95
j.236A:
- Minimum Damage 95
j.236B:
- Minimum Damage 95
236X > X:
- Invincibility only when done from EX Mika-chan Misile
- Minimum Damage 95
Mika-chan Cannon
214A/B
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
214A | 0, 3200 | Throw | 24 | 3 | 35 | T | ||
214B | 0, 3700 | Throw | 28 | 3 | 35 | T |
- Jumps forward a short distance, and will catch opponents slightly off the ground.
- Can combo into this
Calling an assist and switching before this move connects can be a good mixup, and will give you a full combo.
- Jumps forward a short distance, and will catch opponents slightly off the ground.
- Can combo into this
Because of the distance she jumps forward, this can be used when you read a pushblock to get a punish.
Version | Level | P1 | P2 |
---|---|---|---|
214A | 0, 4 | 100 | 100, 50 |
214B | 0, 4 | 100 | 100, 50 |
214A:
- Minimum Damage 160
214B:
- Minimum Damage 185
Extra Skills
EX Mika-chan Missile
236C (Air OK)
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
236C | 1800 | All | 16 | 20 | 3+9L | -18 | H | 4~35 P |
j.236C | 1800 | All | 13 | 20 | Until L+9L | H | 4~32 P |
- Travels straight forward
- Can be followed up 3 times using A/B/C + Direction
- Projectile invuln
The most advantageous way to end this move is with the 2A/B/C followup, as it will knock down.
Version | Level | P1 | P2 |
---|---|---|---|
236C | 3 | 80 | 80 |
j.236C | 3 | 80 | 80 |
236C:
- Can perform up to three Additional Missile attacks
- Minimum Damage 180
j.236C:
- Can perform up to three Additional Missile attacks
- Minimum Damage 180
EX Mika-chan Cannon
214C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
0, 4000 | Throw | 26 | 3 | 35 | T | 1~28 T |
- Will jump nearly full-screen
- Only version of command grab that leads to a combo (Corner only)
You can't escape. Just look at those gorilla arms!
Level | P1 | P2 |
---|---|---|
0, 4 | 100 | 100, 50 |
- Minimum Damage 400
Partner Skills
5P
Mika-chan Missile
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
2000 | All | (18)+13 | 16 | 4+9L | -6 | H |
- Passes through opponent
Because this assist will pass through the opponent, you can activate cross combo afterward for a "free" cross combo sandwich. Just be careful not to use this assist again during the cross-combo, as she'll just pass through again. (Though if you cross-up as well you can be tricky with this)
Level | P1 | P2 |
---|---|---|
4 | 70 | 85 |
- Minimum Damage 100
6P
Mika-chan Crash (FF)
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1700×2 | All | (18)+31 | Until L+5 | 32+8L | -12 | H, P1 |
- Jumps up slightly before attacking
- Between the jump and the slam, this reaches most of the way across the screen.
Because Mika jumps into the air, she can avoid many attacks during the startup. This makes this assist decent during pressure, as even if you get counterhit Mika may still get her hit in.
Level | P1 | P2 |
---|---|---|
4 | 70 | 85×2 |
- Second hit occurs 4F after landing, active for 3F
- Minimum Damage 85×2 (170)
4P
UNI 5[C]
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1700 | All | (18)+13 | 4 | 26 | -11 | B |
- Will knock the opponent into the air on hit
If you do a switch immediately after this hits, Mika can continue the combo.
Level | P1 | P2 |
---|---|---|
4 | 70 | 85 |
- Minimum Damage 85
Distortion Skills
Mika-chan Revolution
236B+C (Air OK)
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
236BC | 2000, 150×17, 3000 [2200, 180×21, 3000] |
All | 6+(60 Flash)+4 | 12(25)8 | 33+16L | -31 | H | 1~13 All |
j.236BC | 2000, 150×17, 3000 [2200, 180×21, 3000] | All | 6+(60 Flash)+4 | 12(25)Until L | 33+16L | -31 | H | 1~13 All |
- If the initial hit is blocked or whiffs, Mika will still do an attack on the way down afterward.
Pretty standard combo ender super. There's not much to say about this one.
Version | Level | P1 | P2 |
---|---|---|---|
236BC | 4 | 80 | 100×18 [×22], 60 |
j.236BC | 4 | 80 | 100×18, 60 [100×22, 60] |
236BC:
- Values in [] are for Enhanced version
- Minimum damage: 400, 30×17, 1110 (2020)
- [Minimum damage: 440, 36×21, 1050 (2246)]
j.236BC:
- Values in [] are for Enhanced version
- Minimum damage: 400, 30×17, 1110 (2020)
- [Minimum damage: 440, 36×21, 1050 (2246)]
Mika-chan Hip Strike
214B+C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
0, 1700, 2000+, 2000+ [0, 1700, 2000+, 1300+, 650+*3] |
Throw | 13+(60 Flash)+0 | 1 | 57 | T | 1~13 All |
- Range is bad
- Need to get timing perfect to get max damage but is second highest damaging grab in Tag (Tager 720 being the highest)
Frame 0 grab meaning they can't do anything post flash, so if someone wants to dodge it they need to jump beforehand. Reversal grab with pitiful range use it on wakeup if they try to meaty you. Also possible to frame trap after a blocked 5BBB string.
Because Mika is so fast on the ground, sometimes you can just run up and YOLO with this.
Level | P1 | P2 |
---|---|---|
0 | 100 | 100 |
- Values in [] are for Enhanced version
- Damage can be boosted by timing two button presses. Each press adds +500 if OK timing, 1000 if perfect timing
- Enhanced version final strike gets boosted by +300,+100×3 if OK timing, +500,+200×3 if perfect timing
- If both timings are perfect, final strike gains +1500 [+700,+300×3] instead
- Minmum Damage: 1140~1640 [1390~1910]
Distortion Skill Duo
Mika-chan Revolution
P during Partner's Distortion Skill
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
100×18, 700 [100×22, 800] | All | 1+(94 Flash)+1 | 12(25)8 | 33+16L | -31 | H | 1~5 All |
- If the initial hit is blocked or whiffs, Mika will still do an attack on the way down afterward.
Attacks at an upward angle
Level | P1 | P2 |
---|---|---|
4 | 100 | 100 |
- Values in [] are for Enhanced version
- Minimum Damage: 2500 [3000]
Astral Heat
Mika-chan Galaxy
222B+C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
Throw | 1+(95 Flash)+8 | 3 | 35 | T | 1~11 All |
- Starts with a hop grab like 214A/B
If you land this, you win the round. ¯\_(ツ)_/¯
>u<
Level | P1 | P2 |
---|---|---|
5 |
Colors
