BBTag/Mika/Frame Data

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System Data[edit]

Health

18,000

Prejump

4F

Backdash

22F (1-7F Inv All)


Normal Moves[edit]

Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
5A 1000 CSTJP 100 75 B All 6 4 13 -3 2 13 14 14 18 26 10 +0 +1 - -
5AA 1500 CST(J)P 100 80 B All 10 3 18 -4 3 16 17 17 22 31 11 +0 +2 - -
5AAA 1700 CS(J)P 100 85 B All 13 4 26 -11 4 18 21 19 + Down 23 26 34 + Down 23 12 +0 +5 - -
5AAAA 2500 P 100 85 H All 19 10* 38L [Until L+8L] -21 4 18 Launch 35 + Slide 10 Launch 50 + Slide 10 12 +0 +5 - -
  • Enters recovery on hit/block, or unique 8L recovery on whiff
2A 1000 CSTJP 90 75 F Low 7 5 15 -6 2 13 14 14 18 26 10 +0 +1 - -
5B 1500 CS(J)P 100 80 B All 9 6 16 -5 3 16 17 17 22 31 11 +0 +2 - -
  • Can cancel into 5BB (shot) on whiff on frame 16
5BB 1700 CS(J)P 100 85 P All 11 61 24 -11 4 18 19 30 24 45 12 +0 +5 - -
5BB Shot 2200 SP 80 85 P1 All 22 4 28 -13 4 18 Launch 80 + WBounce Launch 95 + WBounce 8 +0 +5 - -
5BBB 1700 CS(J)P 100 75 H All 13 11+2L 16 -10 4 18 Launch 27 Launch 42 12 +0 +5 - -
  • Goes into final 2 active frames on whiff, followed by 16 landing recovery.
2B 1700 CS(J)P 90 85 B All 11 4 22 -7 4 18 19 24 24 39 12 +0 +5 8~14 H -
5C 800+ - 100 100 H High 26 3 18 -4 3 16 - 17 + Down 23 - 31 + Down 23 11 +0 +2 - -
2C 1700 CS(J)P 90 75 F Low 15 10 18 -9 4 18 Launch 26 Launch 41 12 +0 +5 - -
j.A 1500 SJP 80 80 H High 7 3 23 - 3 16 17 17 22 31 11 +0 +2 - -
j.AA 500*4 SJP 80 80 (Once) H All 5 2(4)2(2)2(4)3 24 - 3 16 17 17 22 31 3*3, 11 +0 +2 - -
j.B 1500 [2200] SJP 80 80 H High 14 [28] 6 29 [9] - 3 [4] 16 [18] 17 [Launch] 17 [40 + GBounce] 22 [Launch] 31 [55 + GBounce] 11 [8] - +2 [+5] - -
j.C 1700*2 P 80 85 H, P1 High, All 15 Until L+4 18+11L -14 4 18 Launch 60 + Down 23, 60 Launch 75 + Down 23, 75 12 +0 +5 - -

Universal Mechanics[edit]

Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Ground Throw 0, 2000 SP 100 50 (Once) T Throw 7-30 3 23 - 0, 4 - Launch 60 - - - 0, 12 - - -
  • Minimum Damage 100%
Mika-chan Tornado
Reversal Action
1200*3 - 80 60 (Once) B Air Unblockable 15 4,6,4 27+22L - 4 18 Launch 52 Launch 67 2 +0 +5 1~18 All -
Air Mika-chan Tornado
Air Reversal Action
1200*3 - 80 60 (Once) H All 10 4,6,4 Until L+22L - 4 18 Launch 52 Launch 67 2 +0 +5 1~13 All -
Cross Burst Attack

Skills[edit]

Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Mika-chan Missile A
236A
1900 - 80 80 H All 16 20 3+9L -16 4 18 Launch 36 + Slide 1 Launch 51 + Slide 1 12/-3 -3 +2 - -
Mika-chan Missile B
236B
1900 - 80 80 H All 16 20 12+9L - 4 18 Launch 36 + Slide 1 Launch 51 + Slide 1 12/-3 -3 +2 - -
Air Mika-chan Missile A
j.236A
1900 - 80 80 H All 13 20 12+9L - 4 18 Launch 36 + Slide 1 Launch 51 + Slide 1 12/-3 -3 +2 - -
Air Mika-chan Missile B
j.236B
1900 - 80 80 H All 13 20 Until L+14L - 4 18 Launch 36 + Slide 1 Launch 51 + Slide 1 12/-3 -3 +2 - -
Additional Missile
Missile > A/B/C
1900 - 80 80 H All 12 16 Until L+18L - 4 18 Launch 36 + Slide 1 Launch 51 + Slide 1 12/-3 -3 +2 1-27* P -
  • Invincibility only when done from Mika-chan Misile EX
Mika-chan Cannon A
214A
0, 3200 - 100 100, 50 T Throw 24 3 35 - 0, 4 - Launch 60 - - - 0, 12 - - -
Mika-chan Cannon B
214B
0, 3700 - 100 100, 50 T Throw 28 3 35 - 0, 4 - Launch 60 - - - 0, 12 - - -

Extra Skills[edit]

  • All Extra Skills have the following properties unless otherwise stated:
    • Cost 1 Skill Gauge on 4F
    • Skill Gauge Cooldown 180F (starting on 5F)
Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Mika-chan Missile EX
236C
1800 - 80 80 H All 16 20 3+9L -18 3 18 Launch 36 + Slide 1 Launch 51 + Slide 1 12/-3 -3 +2 4-35 P -
  • Can perform up to three Additional Missile attacks.
Air Mika-chan Missile EX
j.236C
1800 - 80 80 H All 13 20 Until L+9L - 3 18 Launch 36 + Slide 1 Launch 51 + Slide 1 12/-3 -3 +2 4-32 P -
  • Can perform up to three Additional Missile attacks.
Mika-chan Cannon EX
214C
0, 4000 - 100 100, 50 T Throw 26 3 35 - 0, 4 - Launch 60 - - - 0, 12 - 1-28 T -

Partner Skills[edit]

  • 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.
Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
5P
Mika-chan Missile
2000 - 70 85 H All (18)+13 16 4+9L -6 4 22 Launch 50 - - 12 +0 - - -
6P
UNI FF
1700*2 - 70 85 H, P1 All (18)+31 Until L+5 32+8L -12 4 18 Launch 19 + Down 23, 50 Launch 34 + Down 23, 65 6, 0/+12 +0, +12 +5, +17 - -
  • Second hit occurs 4F after landing, active for 3F
4P
UNI 5[C]
1700 - 70 85 B All (18)+13 4 26 -11 4 18 Launch 50 Launch 65 12 +0 +5 - -

Distortion Skills[edit]

  • All Distortion Skills have the following properties unless otherwise stated:
    • Cost 2 Skill Gauge at the beginning of superflash
    • Skill Gauge Cooldown 180F (starts frame after superflash starts)
Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Mika-chan Revolution
236B+C
2000, 150*17, 3000
[2200, 180*21, 3000]
- 80 100*18 [*22], 60 H All 6+(60 Flash)+4 12(25)8 33+16L -31 4 18 Launch 60 + Down 23, 120*17 [*21], 120 + Down 43 - - 12, 8 12, 0*18 [*22] +5 1-13 All -
  • Values in [] are for Enhanced version
  • Minimum damage: 400, 30*17, 1110 (2020)
  • [Minimum damage: 440, 36*21, 1050 (2246)]
Air Mika-chan Revolution
j.236B+C
2000, 150*17, 3000 [2200, 180*21, 3000] - 80 100*18, 60 [100*22, 60] H All 6+(60 Flash)+4 12(25)Until L 33+16L -31 4 18 Launch 60 + Down 23, 120*17 [*21], 120 + Down 43 - - 12, 8 12, 0*18 [*22] +5 1-13 All -
  • 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
0, 1700, 2000+, 2000+
[0, 1700, 2000+, 1300+, 650+*3]
- 100 100 T Throw 13+(60 Flash)+0 1 57 - 0 - Launch 180 + WBounce 60 - - - 0 - 1-13 All -
  • 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]
Mika-chan Revolution
Distortion Skill Duo
100*18, 700 [100*22, 800] - 100 100 H All 1+(94 Flash)+1 12(25)8 33+16L -31 4 18 Launch 60 + Down 23, 120*17 [*21], 120 + Down 43 - - 12, 8 12, 0*18 [*22] +5 1-5 All -
  • Values in [] are for Enhanced version
  • Minimum Damage: 2500 [3000]

Astral Heat[edit]

Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Mika-chan Galaxy
222B+C
- - - - T Throw 1+(95 Flash)+8 3 35 - 5 - - - - - - - - 1-11 All -

Revolver Action Table[edit]

Ground Revolver Action Table
A B C Cancel
5A 5AA - 5C Reverse Beat, Throw, Jump, Special, Super
5AA 5AAA - 5C Reverse Beat, Throw, Jump[-], Special, Super
5AAA 5AAAA - 5C Reverse Beat, Throw, Jump[-], Special, Super
5AAAA - - - -
2A - - 5C Reverse Beat, Throw, Jump, Special, Super
5B - 5BB 5C Reverse Beat, Jump[-], Special, Super
5BB - 5BBB 5C Reverse Beat, Jump[-], Special, Super
5BBB - - 5C Reverse Beat, Jump[-], Special, Super
2B - - 5C Reverse Beat, Jump[-], Special, Super
5C - - - -
2C - - - Reverse Beat, Jump[-], Special, Super
Air Revolver Action Table
A B C Cancel
j.A j.AA - - Reverse Beat, Jump, Special, Super
j.AA - - - Reverse Beat, Jump, Special, Super
j.B - - - Reverse Beat, Jump, Special, Super
j.C - - - -
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on 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[edit]

Navigation[edit]


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