BBTag/Mika/Frame Data

From Dustloop Wiki
< BBTag‎ | Mika
 Mika

Glossary

How do I read frame data?

System Data Glossary  
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  
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.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

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.
Attributes
H Head
B Body
F Foot
P Projectile. Independent projectiles will have their Clash level listed. For example a projectile that is Clash level 2 will show P2
T Throw
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.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
C self cancellable
S special/distortion cancellable
T throw cancellable
J jump cancellable
P can call Partner during this attack
(X) X cancellable on hit only
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
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4 Lvl 5
Hitstop 8 9 10 11 12 13
Hitstop (Counter Hit) +0 +0 +1 +2 +5 +8
Hitstun (Standing) 10 12 14 17 19 21
Hitstun (Ground Counter Hit) +4 +4 +4 +5 +5 +6
Crumple Duration 20 22 24 27 29 31
Crumple Fall 53 55 57 60 62 64
Crumple Fall (Counter Hit) 67 70 73 78 81 84
Untechable (Air Hit) 12 12 14 17 19 21
Untechable (Air Counter Hit) +11 +11 +12 +14 +15 +16
Blockstun (Ground) 9 11 13 16 18 20
Damage 1000 1000 1500 1700 2000
P1 100 100 100 100 100 100
P2 70 75 80 85 90
  • Blockstun (Air) = Ground Blockstun + 2
  • Crumple Duration (Counter Hit) = Crumple Duration × 2
  • Crumple Fall (Counter Hit) = (Crumple Fall - 24) × 1.5 + 24
    • The above formula is the non-fall part of Crumple Fall × 1.5. The Fall animation is 24F.
  • Additional hitstop on Counter Hit only applies to the person being hit
  • Air hitstun is the same as ground hitstun by default.
For more values, see BBTag/Frame Data


System Data

name health prejump backdash forwarddash Unique Movement Options
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 + Down 10 Launch 50 + Slide + Down 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 + Down 10 Launch 51 + Slide + Down 10 12/-3 -3 +2
236B B Mika-chan Missile 1900 All 16 20 12+9L H 80 80 4 18 Launch 36 + Slide + Down 10 Launch 51 + Slide + Down 10 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 + Down 10 Launch 51 + Slide + Down 10 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 + Down 10 Launch 51 + Slide + Down 10 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 + Down 10 Launch 51 + Slide + Down 10 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 + Down 10 Launch 51 + Slide + Down 10 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 + Down 10 Launch 51 + Slide + Down 10 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

Ground Revolver Action Table
A B C Cancel
5ABBTag Mika 5A.pngGuardAllStartup6Recovery13Advantage-3 5AA - 5C Reverse Beat, Throw, Jump, Special, Super
5AABBTag Mika 5AA.pngGuardAllStartup10Recovery18Advantage-4 5AAA - 5C Reverse Beat, Throw, Jump[-], Special, Super
5AAABBTag Mika 5AAA.pngGuardAllStartup13Recovery26Advantage-11 5AAAA - 5C Reverse Beat, Throw, Jump[-], Special, Super
5AAAABBTag Mika 5AAAA.pngGuardAllStartup19Recovery38L [Until L+8L]Advantage-21 - - - -
2ABBTag Mika 2A.pngGuardLowStartup7Recovery15Advantage-6 - - 5C Reverse Beat, Throw, Jump, Special, Super
5BBBTag Mika 5B.pngGuardAllStartup9Recovery16Advantage-5 - 5BB 5C Reverse Beat, Jump[-], Special, Super
5BBBBTag Mika 5BB.pngGuardAllStartup11Recovery24Advantage-11 - 5BBB 5C Reverse Beat, Jump[-], Special, Super
5BBBBBTag Mika 5BBB.pngGuardAllStartup13Recovery16Advantage-10 - - 5C Reverse Beat, Jump[-], Special, Super
2BBBTag Mika 2B.pngGuardAllStartup11Recovery22Advantage-7 - - 5C Reverse Beat, Jump[-], Special, Super
5CBBTag Mika 5C.pngGuardHighStartup26Recovery18Advantage-4 - - - -
2CBBTag Mika 2C.pngGuardLowStartup15Recovery18Advantage-9 - - - Reverse Beat, Jump[-], Special, Super
Air Revolver Action Table
A B C Cancel
j.ABBTag Mika jA.pngGuardHighStartup7Recovery23Advantage- j.AA j.B j.C Reverse Beat, Jump, Special, Super
j.AABBTag Mika jAA.pngGuardAllStartup5Recovery24Advantage- - j.B j.C Reverse Beat, Jump, Special, Super
j.BBBTag Mika jB.pngGuardHighStartup14 [28]Recovery29 [9]Advantage- j.A - j.C Reverse Beat, Jump, Special, Super
j.CBBTag Mika jC.pngGuardHigh, AllStartup15Recovery18+11LAdvantage-14 - - - -
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

Navigation

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

Persona 4 Arena

Under Night In-Birth

RWBY

Guest Entries
System Pages
Mechanics
Application & Advanced Information
Archived Information