BBTag/Mika

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Mika
BBTag Mika Portrait.png

Health: 18,000

Jump Startup: 4F

Backdash Time 22F / Invul: 1-7F All


Movement Options
  • Double Jump, 1 Airdash, Dash Type: Run
Playstyle
Aggressive, Short Range, Pressure, Grappler
Team role
Point, Support(Situational)

Overview[edit]

Backstory[edit]

She comes. Escaping from her tedious routine. Surpassing fetters. Across the sky. Swim the ocean. Climbs mountains. Finally arrives this place Never to lose the beloved friend again. Walks with her inbent wish. With her desire charged in the fist. She exerts everything. To somewhere very far.

Mika is a part of Orie's Executor squad, and is considered one of the strongest combatants the Leicht Kreiss has to offer. Despite this, she holds the extremely low rank of Tenth Executor, due to getting one point off on every question of her written test. As punishment, she was kept in HQ, but managed to "escape" from her superiors and make her way to the city the events of UNIST revolve around right at the start of UNIST's arcade mode.

Playstyle[edit]

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.

Strengths/Weaknesses[edit]

Strengths Weaknesses
  • 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.
  • Lacks quick overhead options. Only mixups are lows and command grabs.
  • Combo damage is somewhat low.
  • No air command grabs like Waldstein or Tager, and lacks an anti-air grab like Kanji.




Normal Moves[edit]

5A[edit]
5A
BBTag Mika 5A.png
A punch to the shins
BBTag Mika 5AA.png
BBTag Mika 5AAA.png
BBTag Mika 5AAAA.png
Rocket-powered dropkick!
Version Damage Guard Startup Active Recovery Frame Adv.
5A 1000 All 6 - - -3
  • 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 1500 All 10 - - -4
  • Combo filler.
5AAA 1700 All 13 - - -11
  • Brings airborne opponents to the ground. Very useful in combo extensions.
5AAAA 2500 All 19 - - -21
  • 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.


5B[edit]
5B
BBTag Mika 5B.png
Guess what I have in my hand!
BBTag Mika 5BB.png
It's explosions!
BBTag Mika 5BBB.png
And a Peach Bomber to round things out
Version Damage Guard Startup Active Recovery Frame Adv.
5B 1500 All 11 - - -5
  • A decent poke to use in neutral
5BB 1700 All - - - -11
  • Shares animation with 5BB from UNIST, but does not wallbounce like the version in that game
  • Frame trap against a decent portion of the cast, can force mix-up situations with 214A.
5BBB 1700 All 13 - - -14
  • Treated as airborne
  • Special cancellable into j236A/B


5C[edit]
5C
BBTag Mika 5C.png
"Taco Bell!"
Damage Guard Startup Active Recovery Frame Adv.
800+ High 26 - - -4
  • 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.


2A[edit]
2A
BBTag Mika 2A.png
Mind your feet!
Damage Guard Startup Active Recovery Frame Adv.
1000 Low 7 - - -6
  • Slides forward slightly

A standard low. Can be used to tick into Mika-chan Hip Strike.


2B[edit]
2B
BBTag Mika 2B.png
Suprise! :D
Damage Guard Startup Active Recovery Frame Adv.
1700 All 11 - - -7
  • 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.


2C[edit]
2C
BBTag Mika 2C.png
Haha whoops >u<
Damage Guard Startup Active Recovery Frame Adv.
1700 Low 15 - - -9
  • 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.


j.A[edit]
j.A
BBTag Mika jA.png
BBTag Mika jAA.png
Give'm the ol' 1 - 2!
Version Damage Guard Startup Active Recovery Frame Adv.
j.A 1500 High - - - -
  • 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.

j.AA 500*4 All - - - -
  • Last hit does more hitstun

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.


j.B[edit]
j.B
BBTag Mika jB.png
Just about the only "unga" she's got
Damage Guard Startup Active Recovery Frame Adv.
1500 High - - - -
  • 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.


j.C[edit]
j.C
BBTag Mika jC.png
YOLO
Damage Guard Startup Active Recovery Frame Adv.
1700*2 High, All - - - -14
  • 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.



Universal Moves[edit]

Ground Throw[edit]
Ground Throw
5B+C
BBTag Mika GroundThrow.png
May I have this dance?
Damage Guard Startup Active Recovery Frame Adv.
0, 2000 Throw 7+ - - -
  • 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.


Mika-chan Tornado[edit]
Mika-chan Tornado
5A+D (air OK)
BBTag Mika Tornado.png
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 1200*3 Air Unblockable 15 - - -
  • 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.

Air 1200*3 All - - - -
  • Basically identical to the grounded version.

Not really any reason to use them unless they're not respecting you air to air.


Skills[edit]

Mika-chan Missile[edit]
Mika-chan Missile
236A/B (air OK)
BBTag Mika MissileA.png
BBTag Mika MissileB.png
Wheeee!
Version Damage Guard Startup Active Recovery Frame Adv.
Ground A 1800 All 16 - - -18
  • Travels straight forward
  • Passes through opponent, allowing for easy crossups with assists.

You can use this 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.

Ground B 1800 All - - - -
  • Travels upward at an angle
  • Mika can act in the air after performing this

DBFZ players might be familiar with moves like this; after you launch yourself into the air, you can come down immediately with an air normal.

Air A 1800 All - - - -
  • Travels straight forward

Useful as a movement tool, and has uses in combos

Air B 1800 All - - - -6
  • Travels downward at an angle

Covered by an assist, this allows you to approach the enemy at a somewhat unusual angle.

Followup 1800 All - - - -8
  • 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.


Mika-chan Cannon[edit]
Mika-chan Cannon
214A/B
BBTag Mika Cannon.png
If you through this out in neutral, pray they don’t jump or DP.
Version Damage Guard Startup Active Recovery Frame Adv.
A 0, 3200 Throw - - - -
  • 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.

B 0, 3700 Throw - - - -
  • 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.


Extra Skills[edit]

EX Mika-chan Missile[edit]
EX Mika-chan Missile
236C (air OK)
BBTag Mika MissileA.png
Team Licht Kreis are blasting off again
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 1800 All 16 - - -
  • Travels straight forward
  • Can be followed up 3 times using A/B/C + Direction
Air 1800 All - - - -
  • Travels straight forward
  • Can be followed up 3 times using A/B/C + Direction

The most advantageous way to end this move is with the 2A/B/C followup, as it will knock down.


EX Mika-chan Cannon[edit]
EX Mika-chan Cannon
214C
BBTag Mika Cannon.png
Swiggity swooty, gimme dat booty
Damage Guard Startup Active Recovery Frame Adv.
0, 4000 Throw 26 - - -
  • 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!


Partner Skills[edit]

4P[edit]
4P
UNI 5[C]
BBTag Mika 4P.png
Banana slamma!
Damage Guard Startup Active Recovery Frame Adv.
1700 All - - - -
  • Will knock the opponent into the air on hit

If you do a switch immediately after this hits, Mika can continue the combo.


5P[edit]
5P
Mika-chan Missile
BBTag Mika MissileA.png
Damage Guard Startup Active Recovery Frame Adv.
2000 All - - - -
  • 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)


6P[edit]
6P
Mika-chan Tornado (FF)
BBTag Mika jC.png
Damage Guard Startup Active Recovery Frame Adv.
1700*2 All - - - -
  • Jumps up slightly before attacking

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.



Distortion Skills[edit]

Mika-chan Revolution[edit]
Mika-chan Revolution
236B+C (air OK)
BBTag Mika Revolution.png
This hand of mine glows with an awesome power!
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 2000, 150x17, 2000
[2200, 180x21, 2200]
All - - - -
  • Pretty standard combo ender super. There's not much to say about this one.

If the initial hit is blocked or whiffs, Mika will still do an attack on the way down afterward.

Air 2000, 150x17, 2000
[2200, 180x21, 2200]
All - - - -
  • Identical to ground version, but in the air.

If the initial hit is blocked or whiffs, Mika will still do an attack on the way down afterward.


Mika-chan Hip Strike[edit]
Mika-chan Hip Strike
214B+C
BBTag Mika HipStrike.png
owo what's this?
Damage Guard Startup Active Recovery Frame Adv.
0, 1700, 2000+, 2000+
[0, 1700, 2000+, 1300+, 650+x3]
Throw 13+0 - - -
  • 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.


Distortion Skill Duo[edit]

Mika-chan Revolution
P during Main Character's Distortion Skill
BBTag Mika Revolution.png
Damage Guard Startup Active Recovery Frame Adv.
- All - - - -
  • Attacks at an upward angle

Just like the solo version, this will hit again on the way down if the initial hit is blocked or whiffs.


Astral Heat[edit]

Mika-chan Galaxy
222B+C
BBTag Mika Galaxy.png
BBTag Mika Galaxy2.png
Damage Guard Startup Active Recovery Frame Adv.
- - - - - -
  • Starts with a hop grab like 214A/B

If you land this, you win the round. ¯\_(ツ)_/¯

>u<


Navigation[edit]


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