BBTag/Mika

From Dustloop Wiki
  Overview   Combos   Strategy/Counter Strategy   Full Frame Data    
Overview
Overview
"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."
Lore: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 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.

Pros
Cons
  • 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.


Mika
BBTag Mika Portrait.png

Normal Moves

5A

Template:AttackDataHeader-BBTag
5A
5AA
5AAA
5AAAA

  • 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 is combo filler.

  • 5AAA brings airborne opponents to the ground. Very useful in combo extensions.

  • 5AAAA 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.

5B

Template:AttackDataHeader-BBTag
5B
5BB
5BB Shot

  • A decent poke to use in neutral
  • Can cancel into 5BB on hit or whiff; 5BB's properties change if 5B was whiffed
  • Can cancel into 5BB (shot) on whiff on frame 16

  • 5BB will wallbounce if only the explosion portion connects, in which case you can cancel into 236B to continue your combo from anywhere on the screen.
  • Frame trap against a decent portion of the cast, can force mix-up situations with 214A.

  • 5BBB is treated as airborne
  • Special cancellable into j236A/B
  • Goes into final 2 active frames on whiff, followed by 16 landing recovery.

5C

Template:AttackDataHeader-BBTag

  • 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

Template:AttackDataHeader-BBTag

  • Slides forward slightly

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

2B

Template:AttackDataHeader-BBTag

  • 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

Template:AttackDataHeader-BBTag

  • 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

Template:AttackDataHeader-BBTag
j.A
j.AA

  • 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.


  • Last hit does more hitstun

j.AA is 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

Template:AttackDataHeader-BBTag

  • 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

Template:AttackDataHeader-BBTag

  • 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

5B+C

5B+C

Template:AttackDataHeader-BBTag

  • 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

5A+D (air OK)

Template:AttackDataHeader-BBTag
Ground
Air

  • 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.


Skills

Mika-chan Missile

236A/B (air OK)

Template:AttackDataHeader-BBTag
Ground A
Ground B
Air A
Air B
Followup

  • 236A travels straight forward
  • 236B travels upwards at an angle, Mika can act in the air after performing this
  • Passes through opponent, allowing for easy crossups with assists.

You can use 236A 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.

DBFZ players might be familiar with moves like 236B; after you launch yourself into the air, you can come down immediately with an air normal.


  • j.236A travels straight forward
  • j.236B travels downward at an angle

j.236A is useful as a movement tool, and has uses in combos.

Covered by an assist, j.236B allows you to approach the enemy at a somewhat unusual angle.


  • Followups 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

214A/B

Template:AttackDataHeader-BBTag
A
B

  • 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.


  • 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

236C (air OK)

Template:AttackDataHeader-BBTag
Ground
Air

  • 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

214C

Template:AttackDataHeader-BBTag

  • 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

UNI 5[C]

Template:AttackDataHeader-BBTag

  • Will knock the opponent into the air on hit

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

5P

Mika-chan Missile

Template:AttackDataHeader-BBTag

  • 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

Mika-chan Crash (FF)

Template:AttackDataHeader-BBTag

  • 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.



Distortion Skills

Mika-chan Revolution

236B+C (air OK)

Template:AttackDataHeader-BBTag
Ground
Air

  • Values in [] for Enhanced version
  • Minimum damage 400, 30*17, 1110 (2020) [440, 36*21, 1050 (2246)]
  • If the initial hit is blocked or whiffs, Mika will still do an attack on the way down afterward.

Pretty standard combo ender super. There's not much to say about this one.

Mika-chan Hip Strike

214B+C

Template:AttackDataHeader-BBTag

  • 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 Partner's Distortion Skill

Template:AttackDataHeader-BBTag

  • Values in [] for Enhanced version
  • Minimum damage 100% (2500) [(3000)]
  • If the initial hit is blocked or whiffs, Mika will still do an attack on the way down afterward.

Attacks at an upward angle


Astral Heat

Mika-chan Galaxy

222B+C

Template:AttackDataHeader-BBTag

  • Starts with a hop grab like 214A/B

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

>u<


External References

Navigation

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.