
Glossary
System Data Glossary | |
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Health | The amount of damage that characters can take before losing a round. |
Prejump | Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block. |
Backdash | Number of frames this move is in a recovery state before returning to neutral. |
Forward Dash | Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash. |
Frame Data Glossary | |||||||||||||
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Guard | How this attack can be guarded. All non-throws can be air Barrier Blocked unless otherwise stated. | ||||||||||||
Startup | Number of frames for this move to reach the first active frame (includes the first active frame). | ||||||||||||
Active | Number of active frames in this attack. Values in () are for gaps between hits of an attack. | ||||||||||||
Recovery | Number of frames this move is in a recovery state before returning to neutral. | ||||||||||||
OnBlock | After blocking this attack, how soon can the attacker move compared to the defender.
Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. | ||||||||||||
Attribute | Some attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
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Invuln | Attribute and Hitbox invincibility for this attack | ||||||||||||
P1 | Proration value that is applied only when this attack is used as a starter. See here for more info on P1 and P2. | ||||||||||||
P2 | Proration value that is applied to the combo proration value when this attack is used. | ||||||||||||
Starter | Combo time modifier when this attack is used as the starting hit of a combo. | ||||||||||||
Cancel | What this attack can cancel into. Any other cases will be listed in its respective notes.
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Level | Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. | ||||||||||||
Blockstun | When blocked, how many frames the opponent is stuck in a blocking animation. | ||||||||||||
GroundHit | When hitting a grounded opponent, how many frames of hitstun they experience. | ||||||||||||
AirHit | When hitting an airborne opponent, how many frames for which they cannot air tech. | ||||||||||||
GroundCH | When Counter Hitting a grounded opponent, how many frames of hitstun they experience. | ||||||||||||
AirCH | When Counter Hitting an airborne opponent, how many frames for which they cannot air tech. | ||||||||||||
Blockstop | When an opponent blocks the attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop. | ||||||||||||
Hitstop | When an opponent gets hit by this attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop. If numbers are in the format +Y, that means use the X number from blockstop. | ||||||||||||
CHstop | When an opponent gets Counter Hit by this attack, how many frames of additional hitstop the opponent experiences. |
Attack Level Values | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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For more values, see BBTag/Frame Data |
System Data
name | health | prejump | backdash | forwarddash | Unique Movement Options |
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Mika | 18,000 | 4F | 22F (1~7F Inv All) |
Normal Moves
input | damage | guard | startup | active | recovery | onBlock | attribute | invuln | p1 | p2 | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | damage | guard | startup | active | recovery | onBlock | attribute | invuln | p1 | p2 | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
5A | 1000 | All | 6 | 4 | 13 | -3 | B | 100 | 75 | CSTJP | 2 | 13 | 14 | 14 | 18 | 26 | 10 | +0 | +1 | ||
5AA | 1500 | All | 10 | 3 | 18 | -4 | B | 100 | 80 | CST(J)P | 3 | 16 | 17 | 17 | 22 | 31 | 11 | +0 | +2 | ||
5AAA | 1700 | All | 13 | 4 | 26 | -11 | B | 100 | 85 | CS(J)P | 4 | 18 | 21 | 19 + Down 23 | 26 | 34 + Down 23 | 12 | +0 | +5 | ||
5AAAA | 2500 | All | 19 | 10* | 38L [Until L+8L] | -21 | H | 100 | 85 | P | 4 | 18 | Launch | 35 + Slide 10 | Launch | 50 + Slide 10 | 12 | +0 | +5 | ||
2A | 1000 | Low | 7 | 5 | 15 | -6 | F | 90 | 75 | CSTJP | 2 | 13 | 14 | 14 | 18 | 26 | 10 | +0 | +1 | ||
5B | 1500 | All | 9 | 6 | 16 | -5 | B | 100 | 80 | CS(J)P | 3 | 16 | 17 | 17 | 22 | 31 | 11 | +0 | +2 | ||
5BB | 1700 | All | 11 | 6 | 24 | -11 | P1 | 100 | 85 | CS(J)P | 4 | 18 | 19 | 30 | 24 | 45 | 12 | +0 | +5 | ||
5BB Shot | 2200 | All | 22 | 4 | 28 | -13 | P1 | 80 | 85 | SP | 4 | 18 | Launch | 80 + WBounce | Launch | 95 + WBounce | 8 | +0 | +5 | ||
5BBB | 1700 | All | 13 | 11+2L | 16 | -10 | H | 100 | 75 | CS(J)P | 4 | 18 | Launch | 27 | Launch | 42 | 12 | +0 | +5 | ||
2B | 1700 | All | 11 | 4 | 22 | -7 | B | 8~14 H | 90 | 85 | CS(J)P | 4 | 18 | 19 | 24 | 24 | 39 | 12 | +0 | +5 | |
5C | 800+ | High | 26 | 3 | 18 | -4 | H | 100 | 100 | 3 | 16 | 17 + Down 23 | 31 + Down 23 | 11 | +0 | +2 | |||||
2C | 1700 | Low | 15 | 10 | 18 | -9 | F | 90 | 75 | CS(J)P | 4 | 18 | Launch | 26 | Launch | 41 | 12 | +0 | +5 | ||
j.A | 1500 | High | 7 | 3 | 23 | H | 80 | 80 | SJP | 3 | 16 | 17 | 17 | 22 | 31 | 11 | +0 | +2 | |||
j.AA | 500×4 | All | 5 | 2(4)2(2)2(4)3 | 24 | H | 80 | 80 | SJP | 3 | 16 | 17 | 17 | 22 | 31 | 3×3, 11 | +0 | +2 | |||
j.B | 1500 [2200] | High | 14 [28] | 6 | 29 [9] | H | 80 | 80 | SJP | 3 [4] | 16 [18] | 17 [Launch] | 17 [40 + GBounce] | 22 [Launch] | 31 [55 + GBounce] | 11 [8] | +2 [+5] | ||||
j.C | 1700×2 | High, All | 15 | Until L+4 | 18+11L | -14 | H, P1 | 80 | 85×2 | P | 4 | 18 | Launch | 60 + Down 23, 60 | Launch | 75 + Down 23, 75 | 12 | +0 | +5 |
Universal Mechanics
input | name | damage | guard | startup | active | recovery | onBlock | attribute | invuln | p1 | p2 | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | guard | startup | active | recovery | onBlock | attribute | invuln | p1 | p2 | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
BC | Ground Throw | 0, 2000 | Throw | 7-30 | 3 | 23 | T | 100 | 50 | SP | 0, 4 | Launch 60 | 0, 12 | |||||||||
AD | Mika-chan Tornado | 1200×3 | Air Unblockable | 15 | 4,6,4 | 27+22L | B | 1~18 All | 80 | 60 | 4 | 18 | Launch | 52 | Launch | 67 | 2 | +0 | +5 | |||
j.AD | Air Mika-chan Tornado | 1200×3 | All | 10 | 4,6,4 | Until L+22L | H | 1~13 All | 80 | 60 | 4 | 18 | Launch | 52 | Launch | 67 | 2 | +0 | +5 |
Skills
input | name | damage | guard | startup | active | recovery | onBlock | attribute | invuln | p1 | p2 | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | guard | startup | active | recovery | onBlock | attribute | invuln | p1 | p2 | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
236A | A Mika-chan Missile | 1900 | All | 16 | 20 | 3+9L | -16 | H | 80 | 80 | 4 | 18 | Launch | 36 + Slide 1 | Launch | 51 + Slide 1 | 12/-3 | -3 | +2 | |||
236B | B Mika-chan Missile | 1900 | All | 16 | 20 | 12+9L | H | 80 | 80 | 4 | 18 | Launch | 36 + Slide 1 | Launch | 51 + Slide 1 | 12/-3 | -3 | +2 | ||||
j.236A | Air A Mika-chan Missile | 1900 | All | 13 | 20 | 12+9L | H | 80 | 80 | 4 | 18 | Launch | 36 + Slide 1 | Launch | 51 + Slide 1 | 12/-3 | -3 | +2 | ||||
j.236B | Air B Mika-chan Missile | 1900 | All | 13 | 20 | Until L+14L | H | 80 | 80 | 4 | 18 | Launch | 36 + Slide 1 | Launch | 51 + Slide 1 | 12/-3 | -3 | +2 | ||||
236X > X | Additional Missile | 1900 | All | 12 | 16 | Until L+18L | H | 1~27* P | 80 | 80 | 4 | 18 | Launch | 36 + Slide 1 | Launch | 51 + Slide 1 | 12/-3 | -3 | +2 | |||
214A | A Mika-chan Cannon | 0, 3200 | Throw | 24 | 3 | 35 | T | 100 | 100, 50 | 0, 4 | Launch 60 | 0, 12 | ||||||||||
214B | B Mika-chan Cannon | 0, 3700 | Throw | 28 | 3 | 35 | T | 100 | 100, 50 | 0, 4 | Launch 60 | 0, 12 |
Extra Skills
- All Extra Skills have the following properties unless otherwise stated:
- Cost 1 Skill Gauge on 4F
- Skill Gauge Cooldown 180F (starting on 5F)
input | name | damage | guard | startup | active | recovery | onBlock | attribute | invuln | p1 | p2 | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | guard | startup | active | recovery | onBlock | attribute | invuln | p1 | p2 | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
236C | EX Mika-chan Missile | 1800 | All | 16 | 20 | 3+9L | -18 | H | 4~35 P | 80 | 80 | 3 | 18 | Launch | 36 + Slide 1 | Launch | 51 + Slide 1 | 12/-3 | -3 | +2 | ||
j.236C | Air EX Mika-chan Missile | 1800 | All | 13 | 20 | Until L+9L | H | 4~32 P | 80 | 80 | 3 | 18 | Launch | 36 + Slide 1 | Launch | 51 + Slide 1 | 12/-3 | -3 | +2 | |||
214C | EX Mika-chan Cannon | 0, 4000 | Throw | 26 | 3 | 35 | T | 1~28 T | 100 | 100, 50 | 0, 4 | Launch 60 | 0, 12 |
Partner Skills
- Startup includes the 18F needed to come onscreen. The character is invincible 1-18F.
- During Cross Combo, startup is reduced by 18F and this invincibility is removed.
input | name | damage | guard | startup | active | recovery | onBlock | attribute | invuln | p1 | p2 | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | guard | startup | active | recovery | onBlock | attribute | invuln | p1 | p2 | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
5P | Mika-chan Missile | 2000 | All | (18)+13 | 16 | 4+9L | -6 | H | 70 | 85 | 4 | 22 | Launch | 50 | 12 | +0 | ||||||
4P | UNI 5[C] | 1700 | All | (18)+13 | 4 | 26 | -11 | B | 70 | 85 | 4 | 18 | Launch | 50 | Launch | 65 | 12 | +0 | +5 | |||
6P | UNI FF | 1700×2 | All | (18)+31 | Until L+5 | 32+8L | -12 | H, P1 | 70 | 85×2 | 4 | 18 | Launch | 19 + Down 23, 50 | Launch | 34 + Down 23, 65 | 6, 0/+12 | +0, +12 | +5, +17 |
Distortion Skills
- All Distortion Skills have the following properties unless otherwise stated:
- Cost 2 Skill Gauge the frame before superflash
- Skill Gauge Cooldown 180F (starts frame after superflash starts)
input | name | damage | guard | startup | active | recovery | onBlock | attribute | invuln | p1 | p2 | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | guard | startup | active | recovery | onBlock | attribute | invuln | p1 | p2 | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
236BC | Mika-chan Revolution | 2000, 150×17, 3000 [2200, 180×21, 3000] | All | 6+(60 Flash)+4 | 12(25)8 | 33+16L | -31 | H | 1~13 All | 80 | 100×18 [×22], 60 | 4 | 18 | Launch | 60 + Down 23, 120×17 [×21], 120 + Down 43 | 12, 8 | 12, 0×18 [×22] | +5 | ||||
j.236BC | Air Mika-chan Revolution | 2000, 150×17, 3000 [2200, 180×21, 3000] | All | 6+(60 Flash)+4 | 12(25)Until L | 33+16L | -31 | H | 1~13 All | 80 | 100×18, 60 [100×22, 60] | 4 | 18 | Launch | 60 + Down 23, 120×17 [×21], 120 + Down 43 | 12, 8 | 12, 0×18 [×22] | +5 | ||||
214BC | Mika-chan Hip Strike | 0, 1700, 2000+, 2000+ [0, 1700, 2000+, 1300+, 650+*3] | Throw | 13+(60 Flash)+0 | 1 | 57 | T | 1~13 All | 100 | 100 | 0 | Launch 180 + WBounce 60 | 0 | |||||||||
Distortion Skill Duo | Mika-chan Revolution | 100×18, 700 [100×22, 800] | All | 1+(94 Flash)+1 | 12(25)8 | 33+16L | -31 | H | 1~5 All | 100 | 100 | 4 | 18 | Launch | 60 + Down 23, 120×17 [×21], 120 + Down 43 | 12, 8 | 12, 0×18 [×22] | +5 |
Astral Heat
input | name | damage | guard | startup | active | recovery | onBlock | attribute | invuln | p1 | p2 | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | guard | startup | active | recovery | onBlock | attribute | invuln | p1 | p2 | cancel | level | blockstun | groundHit | airHit | groundCH | airCH | blockstop | hitstop | CHstop | |
222BC | Mika-chan Galaxy | Throw | 1+(95 Flash)+8 | 3 | 35 | T | 1~11 All | 5 |
Revolver Action Table
- X = X is available on hit or block
- X[-] = X is available only on hit
- X[+] = X is available on hit, block, or whiff
- X[#] = X can be used only # times per string
- Reverse Beat = Can cancel into any normal (except 5C) that has not been used in the current string.
Sources

To edit frame data, edit values in BBTag/Mika/Data.
Systems Pages