Difference between revisions of "BBTag/Mika"

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Combo fodder, basically.
 
Combo fodder, basically.
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At mid-range, you can do IAD jAA > 236B as a combo starter. It's a quick overhead, and may catch some players by surprise.
 
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Revision as of 16:58, 8 March 2019

Mika
BBTag Mika Portrait.png

Health: 18,000
Prejump: 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.
  • 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

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 4 13 -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 3 18 -4
  • Combo filler.
5AAA 1700 All 13 4 26 -11
  • Brings airborne opponents to the ground. Very useful in combo extensions.
5AAAA 2500 All 19 10* (30+)8L -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 9 6 16 -5
  • A decent poke to use in neutral
5BB 1700 All 11 6 24 -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 Until hit+2 (14+)12L -10
  • Treated as airborne
  • Special cancellable into j236A/B


5C
5C
BBTag Mika 5C.png
"Taco Bell!"
Damage Guard Startup Active Recovery Frame Adv.
800+ High 26 3 18 -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
2A
BBTag Mika 2A.png
Mind your feet!
Damage Guard Startup Active Recovery Frame Adv.
1000 Low 7 5 15 -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 4 22 -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
2C
BBTag Mika 2C.png
Damage Guard Startup Active Recovery Frame Adv.
1700 Low 15 10 18 -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
j.A
BBTag Mika jA.png
BBTag Mika jAA.png
Version Damage Guard Startup Active Recovery Frame Adv.
j.A 1500 High 10 6 14 -
  • 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 5 2(4)2(2)2(4)3 24 -
  • Last hit does more hitstun

Combo fodder, basically.

At mid-range, you can do IAD jAA > 236B as a combo starter. It's a quick overhead, and may catch some players by surprise.


j.B
j.B
BBTag Mika jB.png
Damage Guard Startup Active Recovery Frame Adv.
1500 [2200] High 14 [28] 6 29 [9] -
  • 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.


j.C
j.C
BBTag Mika jC.png
YOLO
Damage Guard Startup Active Recovery Frame Adv.
1700*2 High, All 15 Until L+4 (18+)11L -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

Ground Throw
Ground Throw
5B+C
BBTag Mika GroundThrow.png
Damage Guard Startup Active Recovery Frame Adv.
2000 Throw 7-30 3 23 -
  • Mika runs forward a short distance and performs a grab
  • Can combo afterward

Mika's run speed makes this decently strong as a mixup.


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 Air Unblockable 15 4, 6, 4 22L -
  • 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 10 4, 6, 4 Until L+22L -
  • Basically identical to the grounded version.

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


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 1900 All 16 20 3+9L -16
  • 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 1900 All 16 20 12+9L -
  • 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 1900 All 13 20 12+9L -
  • Travels straight forward

Useful as a movement tool, and has uses in combos

Air B 1900 All 13 20 Until L+14L -
  • Travels downward at an angle

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

Followup
  • 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
Mika-chan Cannon
214A/B
BBTag Mika Cannon.png
Version Damage Guard Startup Active Recovery Frame Adv.
A 0, 3200 Throw 24 3 35 -
  • 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 3 35 -
  • 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

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 All 16 20 3+9L -18
  • Travels straight forward
  • Can be followed up 3 times using A/B/C + Direction
Air 1800 All 13 20 Until L+9L -
  • 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 Throw 26 3 35 -
  • 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

4P
4P
UNI 5[C]
BBTag Mika 4P.png
Banana slamma!
Damage Guard Startup Active Recovery Frame Adv.
1700 All (18)+13 4 26 -11
  • 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 All (18)+13 16 4+9L -6
  • 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
6P
Mika's FF
BBTag Mika jC.png
Damage Guard Startup Active Recovery Frame Adv.
1700*2 All (18)+31 Until L+5 32+8L -12
  • 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

Mika-chan Revolution
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, 150*17, 3000 [2200, 180*21, 3000] All 6+4 12(25)Until L 33+16L -31
  • 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, 150*17, 3000 [2200, 180*21, 3000] All 6+4 12(25)Until L 33+16L -31
  • 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
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+*3]
Throw 13+0 1 57 -
  • 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.
100*18, 700 [100*22, 800] All 1+1 12(25)Until L 33+16L -31
  • 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

Mika-chan Galaxy
222B+C
BBTag Mika Galaxy.png
BBTag Mika Galaxy2.png
Damage Guard Startup Active Recovery Frame Adv.
2000 Throw 1+8 3 35 -
  • Starts with a hop grab like 214A/B

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

>u<


Navigation


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