BBTag/Mika

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Overview

Overview
Mika is a rushdown oriented character who uses her specials and movement speed to get into the opponent's face. Once in, she mixes up her fast normals with her specials to apply pressure and to open up her opponents via frame-traps, tick throws, and left rights when partnered with assist. She has unique anti-projectile options via her projectile-invincible 236C, and her jB is extremely hard for some characters to contest.
Mika


BBTag Mika Portrait.png
Health
18,000
Prejump
4F
Backdash
22F (1~7F Inv All)
Fastest Attack
5A (6F)
Reversals
A+D (15F)
236B+C (10F)
214B+C (13F)

 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.
  • No air command grabs like Waldstein or Tager, and lacks an anti-air grab like Kanji.

Normal Moves

5A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5A 1000 All 6 4 13 -3 B
5AA 1500 All 10 3 18 -4 B
5AAA 1700 All 13 4 26 -11 B
5AAAA 2500 All 19 10* 38L [Until L+8L] -21 H
  • 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.
Version Level P1 P2
5A 2 100 75
5AA 3 100 80
5AAA 4 100 85
5AAAA 4 100 85

5A:
5AA:
5AAA:
5AAAA:

  • Enters recovery on hit/block, or unique 8L recovery on whiff
  • Maximum Slide duration 10F


5B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5B 1500 All 9 6 16 -5 B
5BB 1700 All 11 6 24 -11 P1
5BBB 1700 All 13 11+2L 16 -10 H
  • 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.
Version Level P1 P2
5B 3 100 80
5BB 4 100 85
5BBB 4 100 75

5B:

  • Can cancel into 5BB (shot) on whiff on frame 16


5BB:
5BBB:

  • Goes into final 2 active frames on whiff, followed by 16 landing recovery


5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800+ High 26 3 18 -4 H
  • 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.

Level P1 P2
3 100 100


2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 Low 7 5 15 -6 F
  • Slides forward slightly

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

Level P1 P2
2 90 75


2B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 All 11 4 22 -7 B 8~14 H
  • 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.

Level P1 P2
4 90 85


2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 Low 15 10 18 -9 F
  • 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.

Level P1 P2
4 90 75


j.A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.A 1500 High 7 3 23 H
j.AA 500×4 All 5 2(4)2(2)2(4)3 24 H
  • 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.

Version Level P1 P2
j.A 3 80 80
j.AA 3 80 80

j.A:
j.AA:


j.B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 [2200] High 14 [28] 6 29 [9] H
  • Hitbox is deceptively large, extends horizontally past Mika's fists
  • Charge version has a large disjoint and low recovery. You can recover fast enough to jump after j[B] even on whiff.

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.

Level P1 P2
3 [4] 80 80

j.C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700×2 High, All 15 Until L+4 18+11L -14 H, P1
  • 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.

Level P1 P2
4 80 85×2



Universal Moves

Ground Throw

5B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 2000 Throw 7-30 3 23 T
  • 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.

Level P1 P2
0, 4 100 50
  • Minimum damage 2000


Mika-chan Tornado

5A+D (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
AD 1200×3 Air Unblockable 15 4,6,4 27+22L B 1~18 All
j.AD 1200×3 All 10 4,6,4 Until L+22L H 1~13 All
  • 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.

Version Level P1 P2
AD 4 80 60
j.AD 4 80 60

AD:

  • Minimum Damage 60×3 (180)


j.AD:

  • Minimum Damage 60×3 (180)


Skills

Mika-chan Missile

236A/B (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236A 1900 All 16 20 3+9L -16 H
236B 1900 All 16 20 12+9L H
j.236A 1900 All 13 20 12+9L H
j.236B 1900 All 13 20 Until L+14L H
236X > X 1900 All 12 16 Until L+18L H 1~27* P
  • 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.

Version Level P1 P2
236A 4 80 80
236B 4 80 80
j.236A 4 80 80
j.236B 4 80 80
236X > X 4 80 80

236A:

  • Minimum Damage 95
  • Maximum Slide duration 1F


236B:

  • Minimum Damage 95
  • Maximum Slide duration 1F


j.236A:

  • Minimum Damage 95
  • Maximum Slide duration 1F


j.236B:

  • Minimum Damage 95
  • Maximum Slide duration 1F


236X > X:

  • Invincibility only when done from EX Mika-chan Misile
  • Minimum Damage 95
  • Maximum Slide duration 1F


Mika-chan Cannon

214A/B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214A 0, 3200 Throw 24 3 35 T
214B 0, 3700 Throw 28 3 35 T
  • 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.

Version Level P1 P2
214A 0, 4 100 100, 50
214B 0, 4 100 100, 50

214A:

  • Minimum Damage 160


214B:

  • Minimum Damage 185


Extra Skills

EX Mika-chan Missile

236C (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236C 1800 All 16 20 3+9L -18 H 4~35 P
j.236C 1800 All 13 20 Until L+9L H 4~32 P
  • Travels straight forward
  • Can be followed up 3 times using A/B/C + Direction
  • Projectile invuln

The most advantageous way to end this move is with the 2A/B/C followup, as it will knock down.

Version Level P1 P2
236C 3 80 80
j.236C 3 80 80

236C:

  • Can perform up to three Additional Missile attacks
  • Minimum Damage 180
  • Maximum Slide duration 1F


j.236C:

  • Can perform up to three Additional Missile attacks
  • Minimum Damage 180
  • Maximum Slide duration 1F


EX Mika-chan Cannon

214C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 4000 Throw 26 3 35 T 1~28 T
  • 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!

Level P1 P2
0, 4 100 100, 50
  • Minimum Damage 400


Partner Skills

5P

Mika-chan Missile

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000 All (18)+13 16 4+9L -6 H
  • 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)

Level P1 P2
4 70 85
  • Minimum Damage 100


6P

Mika-chan Crash (FF)

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700×2 All (18)+31 Until L+5 32+8L -12 H, P1
  • 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.

Level P1 P2
4 70 85×2
  • Second hit occurs 4F after landing, active for 3F
  • Minimum Damage 85×2 (170)


4P

UNI 5[C]

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 All (18)+13 4 26 -11 B
  • Will knock the opponent into the air on hit

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

Level P1 P2
4 70 85
  • Minimum Damage 85



Distortion Skills

Mika-chan Revolution

236B+C (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236BC 2000, 150×17, 3000
[2200, 180×21, 3000]
All 6+(60 Flash)+4 12(25)8 33+16L -31 H 1~13 All
j.236BC 2000, 150×17, 3000 [2200, 180×21, 3000] All 6+(60 Flash)+4 12(25)Until L 33+16L -31 H 1~13 All
  • 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.

Version Level P1 P2
236BC 4 80 100×18 [×22], 60
j.236BC 4 80 100×18, 60 [100×22, 60]

236BC:

  • Values in [] are for Enhanced version
  • Minimum damage: 400, 30×17, 1110 (2020)
  • [Minimum damage: 440, 36×21, 1050 (2246)]


j.236BC:

  • Values in [] are for Enhanced version
  • Minimum damage: 400, 30×17, 1110 (2020)
  • [Minimum damage: 440, 36×21, 1050 (2246)]


Mika-chan Hip Strike

214B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 1700, 2000+, 2000+
[0, 1700, 2000+, 1300+, 650+*3]
Throw 13+(60 Flash)+0 1 57 T 1~13 All
  • 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.

Level P1 P2
0 100 100
  • 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]


Distortion Skill Duo

Mika-chan Revolution

P during Partner's Distortion Skill

Damage Guard Startup Active Recovery On-Block Attribute Invuln
100×18, 700 [100×22, 800] All 1+(94 Flash)+1 12(25)8 33+16L -31 H 1~5 All
  • If the initial hit is blocked or whiffs, Mika will still do an attack on the way down afterward.

Attacks at an upward angle

Level P1 P2
4 100 100
  • Values in [] are for Enhanced version
  • Minimum Damage: 2500 [3000]


Astral Heat

Mika-chan Galaxy

222B+C when Astral Conditions are met

Damage Guard Startup Active Recovery On-Block Attribute Invuln
Throw 1+(95 Flash)+8 3 35 T 1~11 All
  • Starts with a hop grab like 214A/B

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

>u<

Level P1 P2
5


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


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