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| {{#lsth:BBTag/Mika/Data|5BBB}} | | {{#lsth:BBTag/Mika/Data|5BBB}} |
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− | {{Description|7|text=* Important points go here | + | {{Description|7|text=* Treated as airborne |
| + | * Special cancellable into j236A/B |
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− | Detailed description of the usefulness of the move go here
| + | You can't get much off of this, so you won't see it used often. |
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| }} | | }} |
Revision as of 14:51, 6 March 2019
Mika
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Health: 18,000
Prejump: 4F
Backdash Time 22F / Invul: 1-7F All
- Movement Options
- Double Jump, 1 Airdash, Dash Type: Run
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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
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- 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
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- 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.
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Normal Moves
5A
5A
2A 5C 2C Dash C
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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5A
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1000
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All
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6
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4
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13
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-3
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- 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.
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5AA
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1500
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All
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10
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3
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18
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-4
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5AAA
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1700
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All
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13
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4
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26
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-11
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- Brings airborne opponents to the ground. Very useful in combo extensions.
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5AAAA
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2500
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All
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19
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10*
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(30+)8L
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-21
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- 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.
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5B
5B
5B 5BB 3B
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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5B
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1500
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All
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9
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6
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16
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-5
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- A decent poke to use in neutral
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5BB
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1700
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All
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11
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6
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24
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-11
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- 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.
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5BBB
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1700
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All
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13
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Until hit+2
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(14+)16L
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-14
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- Treated as airborne
- Special cancellable into j236A/B
You can't get much off of this, so you won't see it used often.
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5C
5C
"Taco Bell!"
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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800+
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High
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26
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3
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18
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-4
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- 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.
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2A
2B
2B
Suprise! :D
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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1700
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All
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11
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4
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22
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-7
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- Anti-air move; upper body invulnerable
- Surprisingly good hitbox on this
Detailed description of the usefulness of the move go here
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2C
2C
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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1700
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Low
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15
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10
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18
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-9
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- 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.
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j.A
j.A
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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j.A
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1500
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High
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10
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6
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14
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-
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- 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.
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j.AA
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500*4
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All
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5
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2(4)2(2)2(4)3
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24
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-
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- Last hit does more hitstun
Combo fodder, basically.
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j.B
j.B
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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1500
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High
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14
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6
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29
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-
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- Hitbox is deceptively large, extends horizontally past Mika's fists
Kind of slow, but is Mika's best jump-in normal due to being somewhat disjointed.
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j.C
j.C
YOLO
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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1700*2
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High, All
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15
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Until L+4
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(18+)11L
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-14
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- 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.
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Universal Moves
Ground Throw
Ground Throw 5B+C
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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2000
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Throw
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7-30
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3
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23
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-
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- Mika runs forward a short distance and performs a grab
- Can combo afterward
Mika's run speed makes this decently strong as a mixup.
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Mika-chan Tornado
Mika-chan Tornado 5A+D (air OK)
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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Ground
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1200*3
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Air Unblockable
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15
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4, 6, 4
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22L
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-
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- 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
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Air
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1200*3
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All
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10
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4, 6, 4
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Until L+22L
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-
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Detailed description of the usefulness of the move go here
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Skills
Mika-chan Missile
Mika-chan Missile 236A/B (air OK)
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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Ground A
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1800
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All
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16
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20
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3+9L
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-18
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- 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.
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Ground B
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1800
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All
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16
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20
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12+9L
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-
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- 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.
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Air A
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1800
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All
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13
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20
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12+9L
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-
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Useful as a movement tool, and has uses in combos
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Air B
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1800
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All
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13
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20
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Until L+14L
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-
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- Travels downward at an angle
Covered by an assist, this allows you to approach the enemy at a somewhat unusual angle.
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Followup
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- 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.
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Mika-chan Cannon
Mika-chan Cannon 214A/B
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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A
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0, 3200
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Throw
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24
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3
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35
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-
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- 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.
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B
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0, 3700
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Throw
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28
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3
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35
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-
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- 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.
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EX Mika-chan Missile
EX Mika-chan Missile 236C (air OK)
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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Ground
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1800
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All
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16
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20
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3+9L
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-18
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- Travels straight forward
- Can be followed up 3 times using A/B/C + Direction
Detailed description of the usefulness of the move go here
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Air
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1800
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All
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13
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20
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Until L+9L
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-
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- 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.
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EX Mika-chan Cannon
EX Mika-chan Cannon 214C
Swiggity swooty, gimme dat booty
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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0, 4000
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Throw
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26
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3
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35
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-
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- 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!
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Partner Skills
4P
4P UNI 5[C]
Banana slamma!
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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1700
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All
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(18)+13
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4
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26
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-11
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- Will knock the opponent into the air on hit
If you do a switch immediately after this hits, Mika can continue the combo.
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5P
5P Mika-chan Missile
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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2000
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All
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(18)+13
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16
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4+9L
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-6
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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)
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6P
6P Mika's FF
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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1700*2
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All
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(18)+40
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Until L+5
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36+12L
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-20
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- 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.
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Distortion Skills
Mika-chan Revolution
Mika-chan Revolution 236B+C (air OK)
This hand of mine glows with an awesome power!
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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Ground
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2000, 150*17, 3000 [2200, 180*21, 3000]
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All
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6+4
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12(25)Until L
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33+16L
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-31
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- 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.
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Air
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2000, 150*17, 3000 [2200, 180*21, 3000]
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All
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6+4
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12(25)Until L
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33+16L
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-31
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- 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.
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Mika-chan Hip Strike
Mika-chan Hip Strike 214B+C
owo what's this?
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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0, 1700, 2000+, 2000+ [0, 1700, 2000+, 1300+, 650+*3]
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Throw
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13+0
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1
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57
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-
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- 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.
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Distortion Skill Duo
Mika-chan Revolution P during Main Character's Distortion Skill
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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100*18, 700 [100*22, 800]
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All
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1+1
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12(25)Until L
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33+16L
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-31
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- 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.
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Astral Heat
Navigation
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To edit frame data, edit values in BBTag/Mika/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
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