BBTag/Mika

From Dustloop Wiki
< BBTag
Revision as of 00:11, 24 October 2021 by Podge (talk | contribs) (Hitbox placeholder for mika)
Overview
Overview

 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
Health
18,000
Prejump
4F
Backdash
22F (1~7F Inv All)
Fastest Attack
Reversals

Normal Moves

5A

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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.

5B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5B 1500 All 9 6 16 -5 B -
5BB 1700 All 11 6 24 -11 P1 -
5BB Shot 2200 All 22 4 28 -13 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.

5C

2A

2B

2C

j.A

j.B

j.C


Universal Moves

Ground Throw

5B+C

Mika-chan Tornado

5A+D (Air OK)


Skills

Mika-chan Missile

236A/B (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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 -
Followup

No results

  • 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


Extra Skills

EX Mika-chan Missile

236C (Air OK)

EX Mika-chan Cannon

214C

Partner Skills

4P

UNI 5[C]

5P

Mika-chan Missile

6P

Mika-chan Crash (FF)



Distortion Skills

Mika-chan Revolution

236B+C (Air OK)

Mika-chan Hip Strike

214B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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.


Distortion Skill Duo

Mika-chan Revolution

P during Partner's Distortion Skill


Astral Heat

Mika-chan Galaxy

222B+C


External References

Navigation

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