BBTag/Mika/Combos

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Combo Notation Guide
7 GG7.png 8 GG8.png 9 GG9.png
4 GG4.png 5 GG5.png 6 GG6.png
1 GG1.png 2 GG2.png 3 GG3.png
Numbers represent direction on a keyboard numpad. For example GG236.png+A.png becomes 236A.
> = cancel into the next attack
, = link the next attack after preceding move's recovery
= After landing.
jc = jump cancel
hjc = high jump cancel
CH = Counter Hit
IAD = Instant Air Dash
(N) = only use the Nth attack of the move (for example, if j.B(2) is written, you only use the first two hits of j.B)
[X] = Hold input X.
]X[ = Release input X.
{???}xN = Repeat ??? N amount of times.



Combo List[edit]

Midscreen[edit]

Solo[edit]

5AAA > 2C > 5B > 2B hjc jAA jc jAA > jC

Damage [5519]
  • Super basic combo off 5A starter

5AAA > 5BB > 2C > {delay) 2B jc IAD jAA > j236B > 5AAA > 5B > 2B > 214B

Damage [5953]
  • Ends with the opponent far away

5AAA > 5BB > 2C > (delay) 2B jc IAD jAA > j236B > 5AAA > 5BBB > j236A > (delay)2B

Damage [6000]
  • Ends with a knockdown with you right next to the opponent. Will side switch. Deals [4963] with 2A starter

2C > (delay) 2B jc IAD jAA > j236B > 5A > 2B jc IAD jAA > j236B > 5AAA > 5BBB > j236A > (delay) 2B

Damage [5962]
  • More complex version off 2C starter

Throw > 5AAA > 5B > 2B jc IAD jAA > j236B > 5AAA > 5B > 2B > 214B

Damage [4855]
  • Throw combo, ends with opponent far away

Throw > 5AAA > 2B jc IAD jAA > j236B > 5AAA > 5BBB > j236A > (delay) 2B

Damage [4875]
  • Throw combo ending in knockdown. Side-switches.

5AAA > 5BB > 2C > (delay) 2B jc IAD jAA > j236B > 5AAA > 5BBB > j236B+C

Damage [7322]
  • Basic combo ending in super. Deals [6285] if started with 2A

2C > (delay) 2B jc IAD jAA > j236B > 5A > 2B jc IAD jAA > j236B > 5AAA > 5BBB > j236B+C

Damage [7284]

Throw > 5AAA > 5B > 2B jc IAD jAA > j236B > 5AAA > 5BBB > j236B+C

Damage [6213]
  • Throw combo ending in super


With Assists[edit]


Corner[edit]

Solo[edit]

5AAA > 5BB > 2C > 2B > 236B > (5A followup) > 5AAA > 5BB > 2C > 236B > (2A followup)

Damage [6040]
  • Corner combo ending in knockdown. With 2A starter deals [4998]

2C > 2B > 236B > (5A followup) > 5A > 5BB > (delay) 236B > (5A followup) > 5AAA > 5BB > 236B > (2A followup)

Damage [6124]
  • Slightly more damaging with 2C starter

Throw > 5AAA > 5B > (delay) 2B > 236B > (5A followup) > 5AAA > 5BB > 2C > 236B > (2A followup)

Damage [4921]
  • Corner knockdown combo off throw

5AAA > 5BB > 2C > 2B > 236B > (5A followup) > 5AAA > 5BB > 2C > 2B > 236B+C

Damage [7411]
  • Corner combo ending in super. Deals [6347] with 2A starter

2C > 2B > 236B > 6A > 5A > 5BB > (delay) 236B > (5A followup) > 5AAA > 5BB > 2B > 236B+C

Damage [7499]
  • Corner combo off 2C starter ending in super

Throw > 5AAA > 5B > (delay) 2B > 236B > (5A followup) > 5AAA > 5BB > 2C > 2B > 236B+C

Damage [6281]
  • Corner throw combo ending in super


With Assists[edit]


Combo Theory[edit]

Performing 2B jc IAD jAA [...] instead of a basic 2B > jA > jB jc JA > jB [...] combo is more difficult, but allows better corner carry and slightly higher damage. Mika's damage is already somewhat low, so you want to take every advantage you can get.

Ideally, meterless combos should end with 236A/B > 2A in order to knock down the opponent and keep them close to you. Be mindful of ending your combos in a side-switch, however, as you want to push your opponent into the corner as much as possible.

Video Examples[edit]

【BBTAG ver1.30】 MIKA Combos ミカ コンボ集* by Sakasama

* Combos using assists still need to be transcribed

External Documents and References[edit]





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BlazBlue
Persona 4 Arena
Under Night In-Birth
RWBY
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