Difference between revisions of "BBTag/Mika"

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(Backstory)
(Backstory)
Line 18: Line 18:
  
 
===Backstory===
 
===Backstory===
'''''She comes. Escaping from her tedious routine. Surpassing fetters.
+
'''''She comes. Escaping from her tedious routine. Surpassing fetters.'''''
Across the sky. Swim the ocean. Climbs mountains. Finally arrives this place
+
'''''Across the sky. Swim the ocean. Climbs mountains. Finally arrives this place'''''
Never to lose the beloved friend again. Walks with her inbent wish.
+
'''''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.'''''
+
'''''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.
 
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.

Revision as of 13:01, 12 February 2019

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

Overview

Backstory

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

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

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.
  • 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 is somewhat strict.
  • Lacks quick overhead options. Only mixups are lows and command grabs.



Normal Moves

5A
5A
BBTag Mika 5A.png
2A
BBTag Mika 5AA.png
5C
BBTag Mika 5AAA.png
2C
BBTag Mika 5AAAA.png
Dash C
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
5B
BBTag Mika 5B.png
5B
BBTag Mika 5BB.png
5BB
BBTag Mika 5BBB.png
3B
Version Damage Guard Startup Active Recovery Frame Adv.
5B 1500 All 11 - - -5
  • A decent poke to use in neutral

Detailed description of the usefulness of the move go here

5BB 1700 All 11 - - -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.

Detailed description of the usefulness of the move go here

5BBB 1700 All 13 - - -14
  • Important points go here

Detailed description of the usefulness of the move go here


5C
5C
BBTag Mika 5C.png
"Taco Bell!"
Damage Guard Startup Active Recovery Frame Adv.
800+ High 26 - - -4
  • Important points go here

Detailed description of the usefulness of the move go here


2A
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
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

Detailed description of the usefulness of the move go here


2C
2C
BBTag Mika 2C.png
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 2A.


j.A
j.A
BBTag Mika jA.png
BBTag Mika jAA.png
Version Damage Guard Startup Active Recovery Frame Adv.
j.A 1500 High 7 - - -
  • Important points go here

Detailed description of the usefulness of the move go here

j.AA 500*4 High 3 - - -
  • Last hit does more hitstun

Detailed description of the usefulness of the move go here


j.B
j.B
BBTag Mika jB.png
Damage Guard Startup Active Recovery Frame Adv.
1500 High 14 - - -
  • Hitbox is deceptively large, extends horizontally past Mika's fists

Detailed description of the usefulness of the move go here


j.C
j.C
BBTag Mika jC.png
YOLO
Damage Guard Startup Active Recovery Frame Adv.
1700*2 High 15 - - -14
  • Hits on the way down as well as upon landing
  • Cannot be special or super cancelled.

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

Ground Throw
Ground Throw
5B+C
BBTag Mika GroundThrow.png
Damage Guard Startup Active Recovery Frame Adv.
0, 2000 Throw 7 - - -
  • Important points go here

Detailed description of the usefulness of the move go here


Mika-chan Tornado
Mika-chan Tornado
5A+D (air OK)
BBTag Mika Tornado.png
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 1200*3 guard=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

Detailed description of the usefulness of the move go here

Air 1200*3 All - - - -
  • Important points go here

Detailed description of the usefulness of the move go here


Skills

Mika-chan Missile
Mika-chan Missile
236A/B (air OK)
BBTag Mika MissileA.png
BBTag Mika MissileB.png
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.

Detailed description of the usefulness of the move go here

Ground B 1800 All - - - -
  • Travels upward at an angle

Detailed description of the usefulness of the move go here

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

Detailed description of the usefulness of the move go here

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

Detailed description of the usefulness of the move go here

Additional Missile
Missile > A/B/C
1800 All - - - -8
  • Can be done in any angle
  • Straight down will knock opponent down on hit

Detailed description of the usefulness of the move go here


Mika-chan Cannon
Mika-chan Cannon
214A/B
BBTag Mika Cannon.png
Version Damage Guard Startup Active Recovery Frame Adv.
A 0, 3200 Throw 24 - - -
  • 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 28 - - -
  • Jumps forward a short distance, and will catch opponents slightly off the ground.
  • Can combo into this

Detailed description of the usefulness of the move go here


Extra Skills

EX Mika-chan Missile
EX Mika-chan Missile
236C (air OK)
BBTag Mika MissileA.png
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 1800 - 16 - - -
  • Travels straight forward
  • Can be followed up 3 times using A/B/C + Direction

Detailed description of the usefulness of the move go here

Air 1800 - - - - -
  • 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
EX Mika-chan Cannon
214C
BBTag Mika Cannon.png
Swiggity swooty, gimme dat booty
Damage Guard Startup Active Recovery Frame Adv.
0, 4000 All 26 - - -
  • Will jump nearly full-screen
  • Only version of command grab that leads to a combo (Corner only)

Detailed description of the usefulness of the move go here


Partner Skills

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

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


5P
5P
Mika-chan Missile
BBTag Mika MissileA.png
Damage Guard Startup Active Recovery Frame Adv.
2000 - - - - -
  • Passes through opponent, making for easy cross-combo situations.

Detailed description of the usefulness of the move go here


6P
6P
Mika's FF
BBTag Mika jC.png
Damage Guard Startup Active Recovery Frame Adv.
1700*2 - - - - -
  • Jumps up slightly before attacking, which can allow this assist to dodge some attacks.

Detailed description of the usefulness of the move go here



Distortion Skills

Mika-chan Revolution
Mika-chan Revolution
236B+C (air OK)
BBTag Mika Revolution.png
MikaTime
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 2000, 150x17, 2000
[2200, 180x21, 2200]
All - - - -
  • Important points go here

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 - - - -
  • Important points go here

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


Mika-chan Hip Strike
Mika-chan Hip Strike
214B+C
BBTag Mika HipStrike.png
Damage Guard Startup Active Recovery Frame Adv.
4560(Base) 5360(1JF) 6560(Perfect) - 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

Mika-chan Revolution
P during Main Character's Distortion Skill
BBTag Mika Revolution.png
Damage Guard Startup Active Recovery Frame Adv.
- All - - - -
  • Important points go here

Detailed description of the usefulness of the move go here


Astral Heat

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)_/¯





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Click [*] for character's frame data
System Explanations

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