Under Night In-Birth/UNICLR/Mika/Combos: Difference between revisions

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(→‎Enders: filled out the combo enders, and their situations! im proud of this one!!)
(→‎Theory: im not the best mika player.. but here are my simple tricks for combo theory!!)
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===Theory===
===Combo Theory===
Combo theory
Here are the simplest tips for Mika combo theory! (These may not be perfectly optimal, but they are surprisingly easy!)
*ground normals > X > air normals > ender
 
'''Pop up into air (3C, 2B OTG) > j.C j.B j.AA > B+C > Ender'''
*This is my go to conversion for alot of things. It's super simple! Alot of things funnel into this sequence. However, there are certainly more optimal routes out there! 
214X > Microdash > 3C > Up Above 
*Whenever you land a 214A or 214B, this is a simple way to continue the combo! Dash far enough so that you are in range for 3C. Then, go into the sequence up above!
66B > 214X > Up above
66C > j.236B > 214X > Up above
*The j.236B and 214X have somewhat tight timings - if you're having issues landing 214B, 214A will also reach, just for less damage! 
j.[C] > 2B OTG > Up above
 
623X > 236C ~ 7C ~ 2C ~ 2B OTG > Up above


===FAQ===
===FAQ===

Revision as of 00:02, 10 February 2021

Profile-mika.png
Notation Help
Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation.

For more information, see Glossary and Controls

X+Y Buttons "X" and "Y" must be input simultaneously.
X/Y Input "X" or "Y" can be used.
dl.X There should be delay before inputting "X".
w.X Attack "X" should whiff and not hit the opponent.
j.X Button "X" is input while jumping or in the air.
dj.X Button "X" is input after a double jump.
jc Jump cancel the previous action. Usually will be omitted due to being obvious.
md.X Perform a micro-dash before performing "X".
TK.X Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee.
(X) Input "X" is optional. Typically the combo will be easier if omitted.
[X] Input "X" is held down. Also can be known as "Increase" or "IC" for short. Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation.
]X[ Input "X" is released. Will only appear if a button is previously held down.
{X} Button "X" should only be held down briefly to partially charge the attack, instead of the full increased version.
X(#) Attack "X" should only hit # of times.
X > Y Cancel "X" into "Y".
X, Y Link "X" into "Y", allowing "X" to fully recover before "Y".
X~Y This notation has two meanings.
  1. Use attack "X" with "Y" follow-up input.
  2. Input "X" then within a few frames, input "Y". Usually used for option selects.
CH The first attack must be Counter Hit.
CS Perform a Chain Shift, which is performed by inputting D twice.
CVO Perform a Cross Cast Veil Off, which is performed by inputting A+B+C.
IW Perform an Infinite Worth, which is performed by inputting 41236D or A+B+C during CVO.
IWEX Perform an Infinite Worth EXS, which is performed by inputting A+B+C+D.

Getting Started

Starter Combos

Combos to start off with

Combo Damage Cost Meter Gain Location
  • Beginners BnB to teach x.

Combo Theory

Here are the simplest tips for Mika combo theory! (These may not be perfectly optimal, but they are surprisingly easy!)

Pop up into air (3C, 2B OTG) > j.C j.B j.AA > B+C > Ender

  • This is my go to conversion for alot of things. It's super simple! Alot of things funnel into this sequence. However, there are certainly more optimal routes out there!

214X > Microdash > 3C > Up Above

  • Whenever you land a 214A or 214B, this is a simple way to continue the combo! Dash far enough so that you are in range for 3C. Then, go into the sequence up above!

66B > 214X > Up above 66C > j.236B > 214X > Up above

  • The j.236B and 214X have somewhat tight timings - if you're having issues landing 214B, 214A will also reach, just for less damage!

j.[C] > 2B OTG > Up above

623X > 236C ~ 7C ~ 2C ~ 2B OTG > Up above

FAQ

How do I do x?

Delay x buttton

Enders

Combo Cost Location
  • Overall, great ender! Good amount of damage, and some fast Oki. It can side swap, depending on when you press 2X, which can throw teching opponents off guard. The opponent can back tech. If you're ending from the ground, use B, and if you're ending from the air, use A or C! If you use C, you can input more followups to get more damage, if you feel comfortable piloting around.
  • Less damage than 214X or 236X, but midscreen, allows for a tech chase to happen. In the corner, it does NOT lock out forward tech attempts, so be mindful when attempting to keep people in the corner!
  • Good damage (a smidge more than 236X - 2x), but poor Oki - the opponent is sent at an odd angle, and is free to airtech, which can lose you positional advantages.
  • CVO ender. Can be tacked onto any of the previous enders for extra damage. Factor in vorpal cycle when choosing to do this.
    • Is the extra damage worth not having a chain shift, and potentially losing pressure later on?
    • Will I lose this vorpal cycle anyway?
    • What would I use this meter for?

Combos

A Starters

Combo Damage Cost Meter Gain Location
  • 5A combo
  • 2A combo

Assault Starters

Combo Damage Cost Meter Gain Location
  • Midscreen ground assault confirm
  • Corner assault j.A CS confirm

Anti-Air Starters

Combo Damage Cost Meter Gain Location
  • 3C anti-air starter
  • 623A CH anti-air confirm

Other Starters

Combo Damage Cost Meter Gain Location
  • Air-to-air confirm

Videos

External Links

Mika Wiki Roadmap

Click here for the UNICLR roadmap.

Page last edited on: 2021-02-10 by Inblooks.

46% complete
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Overview

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  • Added frame data, new moves, and move descriptions.
  • Pending minor detailed frame data.
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Combos
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