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Mika
Movement Options
Double Jump, 1 Airdash, Dash Type: Run
Playstyle
Aggressive, Short Range, Pressure, Grappler
Team role
Point, Support(Situational)
Overview
Backstory
She comes. Escaping from her tedious routine. Surpassing fetters.Across the sky. Swim the ocean. Climbs mountains. Finally arrives this placeNever 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.
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
5AAnormal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
1500
All
10
3
18
-4
B
-
CST(J)P
100
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
80
3
16
17
17
22
31
11
+0
+2
Combo filler.
5AAA
5AAAnormal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
1700
All
13
4
26
-11
B
-
CS(J)P
100
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
85
4
18
21
19 + Down 23
26
34 + Down 23
12
+0
+5
Brings airborne opponents to the ground. Very useful in combo extensions.
5AAAA
5AAAAnormal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
2500
All
19
10*
38L [Until L+8L]
-21
H
-
P
100
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
85
4
18
Launch
35 + Slide + Down 10
Launch
50 + Slide + Down 10
12
+0
+5
Enters recovery on hit/block, or unique 8L recovery on whiff Maximum Slide duration 10F
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.
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.
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.
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.
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.
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
236BB Mika-chan Missilespecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
1900
All
16
20
12+9L
-
H
-
-
80
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
80
4
18
Launch
36 + Slide + Down 10
Launch
51 + Slide + Down 10
12/-3
-3
+2
Minimum Damage 95 Maximum Slide duration 1F
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
j.236AAir A Mika-chan Missilespecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
1900
All
13
20
12+9L
-
H
-
-
80
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
80
4
18
Launch
36 + Slide + Down 10
Launch
51 + Slide + Down 10
12/-3
-3
+2
Minimum Damage 95 Maximum Slide duration 1F
Travels straight forward
Useful as a movement tool, and has uses in combos
Air B
j.236BAir B Mika-chan Missilespecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
1900
All
13
20
Until L+14L
-
H
-
-
80
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
80
4
18
Launch
36 + Slide + Down 10
Launch
51 + Slide + Down 10
12/-3
-3
+2
Minimum Damage 95 Maximum Slide duration 1F
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
If you throw this out in neutral, pray they don’t jump or DP.
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)
Second hit occurs 4F after landing, active for 3F Minimum Damage 85×2 (170)
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.
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]
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
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.