Ys vs. Sora no Kiseki: Alternative Saga/Mishera: Difference between revisions
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| '''Tankiness Rating''' || Very low (1.60%) | | '''Tankiness Rating''' || Very low (1.60%) | ||
|- | |- | ||
| '''Difficulty''' || Easy | | '''Learning Difficulty''' || Easy | ||
|- | |- | ||
! align="center" colspan="2" | Stats | ! align="center" colspan="2" | Stats | ||
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* '''Great Pressure:''' Mishera's multi-hit Skills allows her to easily snowball her way to victory by breaking her opponents' guard. | * '''Great Pressure:''' Mishera's multi-hit Skills allows her to easily snowball her way to victory by breaking her opponents' guard. | ||
* '''Good Mobility:''' Even without any accessories, Mishera's mobility stats are pretty high. | * '''Good Mobility:''' Even without any accessories, Mishera's mobility stats are pretty high. | ||
* '''Immunity to Flash Guard:''' Thanks to her projectile-only moveset, Mishera is immune to Flash Guard punishes. | |||
|cons= | |cons= | ||
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{{MoveData | {{MoveData | ||
|image=YvK_Mishera_A.png | |image=YvK_Mishera_A.png | ||
|name=A | |name=Ground Attack | ||
|input=A | |||
|data= | |data= | ||
{{AttackData-YvK | {{AttackData-YvK | ||
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|properties=Projectile | |properties=Projectile | ||
|description= | |description= | ||
Mishera's basic projectile. Unlike every other ranged characters, | {{#invoke:FrameChart-PKMNCC|drawFrameData | ||
|title='''Standing:''' | |||
|startup=6 | |||
|isProjectile=true | |||
|recovery=11 | |||
|frcStart=13 | |||
|frcEnd=16 | |||
}} | |||
{{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|title='''Moving:''' | |||
|startup=5 | |||
|isProjectile=true | |||
|recovery=12 | |||
|frcStart=13 | |||
|frcEnd=16 | |||
}} | |||
<hr> | |||
Mishera's basic projectile. Unlike every other ranged characters, it doesn't lose in power while moving. | |||
* All shots fired after the first while standing will come out on frame 4 | |||
** All shots fired after the first wile moving will come out on frame 3 | |||
* Frame data assumes point blank. This applies to all projectile attacks in this page | * Frame data assumes point blank. This applies to all projectile attacks in this page | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-YvK | {{AttackData-YvK | ||
|version=Ground | |||
|subtitle=[A] | |||
|damage=99 | |damage=99 | ||
|impact=7 | |impact=7 | ||
|spCost= | |||
|properties=Soft Armor, Projectile, Homing | |||
}} | |||
{{AttackData-YvK | |||
|header=no | |||
|version=Air | |||
|subtitle=j.[A] | |||
|damage=99 | |||
|impact=8 | |||
|spCost= | |||
|properties=Soft Armor, Projectile, Homing | |||
}} | |||
{{AttackData-YvK | |||
|header=no | |||
|version=Dash | |||
|subtitle=d.[A] | |||
|damage=99 | |||
|impact=6 | |||
|spCost= | |spCost= | ||
|properties=Soft Armor, Projectile, Homing | |properties=Soft Armor, Projectile, Homing | ||
|description= | |description= | ||
{{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|title='''Ground:''' | |||
|startup=7 | |||
|isProjectile=true | |||
|recovery=8 | |||
|specialRecovery=12 | |||
|frcStart=22 | |||
|frcEnd=28 | |||
}} | |||
{{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|title='''Air:''' | |||
|startup=8 | |||
|isProjectile=true | |||
|recovery=12 | |||
|specialRecovery=6 | |||
|frcStart=20 | |||
|frcEnd=25 | |||
}} | |||
{{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|title='''Dash:''' | |||
|startup=6 | |||
|isProjectile=true | |||
|recovery=13 | |||
|frcStart=16 | |||
|frcEnd=17 | |||
}} | |||
<hr> | |||
Big homing projectile. Fairly important move in Mishera's arsenal, since it lets her safely build SP from a distance. | Big homing projectile. Fairly important move in Mishera's arsenal, since it lets her safely build SP from a distance. | ||
* Gives 27 SP on contact | * Gives 27 SP on contact | ||
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{{MoveData | {{MoveData | ||
|image=YvK_Mishera_jA.png | |image=YvK_Mishera_jA.png | ||
|name=j.A | |caption=hitbox dot ogg | ||
|name=Air Attack | |||
|input=j.A | |||
|data= | |data= | ||
{{AttackData-YvK | {{AttackData-YvK | ||
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|properties= | |properties= | ||
|description= | |description= | ||
Mishera's only melee attack, and an excellent one at that. On top of being active | {{#invoke:FrameChart-PKMNCC|drawFrameData | ||
|startup=2 | |||
|active=15 | |||
|recovery=8 | |||
|frcStart=20 | |||
|frcEnd=24 | |||
}} | |||
<hr> | |||
Mishera's only melee attack, and an excellent one at that. On top of being ridiculously active, Mishera can move around during those frames, making it much safer than it initially looks. It's also extremely fast, coming out on frame 2, making it a very good poke. While she can combo out of it, her options are fairly limited. | |||
While she can usually only cancel her dashing j.A into grounded Skills, she can cancel them into aerial ones if she performs a frame perfect cancel. This is only really useful for comboing into aerial Cloudburst. | While she can usually only cancel her dashing j.A into grounded Skills, she can cancel them into aerial ones if she performs a frame perfect cancel. This is only really useful for comboing into aerial Cloudburst. | ||
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|properties=Projectile, Homing | |properties=Projectile, Homing | ||
|description= | |description= | ||
{{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|startup=3 | |||
|isProjectile=true | |||
|recovery=12 | |||
|frcStart=12 | |||
|frcEnd=14 | |||
}} | |||
<hr> | |||
Shoots a homing projectile that goes downwards. | Shoots a homing projectile that goes downwards. | ||
* Stops Mishera's vertical momentum, letting her stall in the air | * Stops Mishera's vertical momentum, letting her stall in the air | ||
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|image=YvK_Mishera_Rising.png | |image=YvK_Mishera_Rising.png | ||
|name=Rising Attack | |name=Rising Attack | ||
|input=Attack while dodging | |||
|data= | |data= | ||
{{AttackData-YvK | {{AttackData-YvK | ||
|damage=98 | |damage=98 | ||
|impact= | |impact=8 | ||
|spCost=1 AP | |spCost=1 AP | ||
|properties=Hard Armor 1-10 | |properties=Hard Armor 1-10 | ||
|description= | |description= | ||
"Universal" Rising Attack. | {{#invoke:FrameChart-PKMNCC|drawFrameData | ||
|startup=8 | |||
|active=8 | |||
|recovery=10 | |||
}} | |||
<hr> | |||
"Universal" Rising Attack. Basic, armored launcher that can be jump cancelled in order to start or continue a combo. Depending on the character, it can also be used as combo filler. | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=YvK_Mishera_S1.png | |image=YvK_Mishera_S1.png | ||
|caption=Ground version | |||
|image2=YvK_Mishera_S1_Air.png | |||
|caption2=Air version | |||
|name=Cloudburst | |name=Cloudburst | ||
|input=S1 | |input=S1 | ||
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|spCost=<abbr title="Base, Skill Earrings I to IV">14 / 13 / 12 / 12 / 11</abbr> | |spCost=<abbr title="Base, Skill Earrings I to IV">14 / 13 / 12 / 12 / 11</abbr> | ||
|properties=Soft Armor, Projectile | |properties=Soft Armor, Projectile | ||
|cooldown=59 | |||
}} | }} | ||
{{AttackData-YvK | {{AttackData-YvK | ||
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|properties=Soft Armor, Projectile | |properties=Soft Armor, Projectile | ||
|description= | |description= | ||
{{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|title='''Ground:''' | |||
|startup=12 | |||
|isProjectile=true | |||
|recovery=4 | |||
|specialRecovery=9 | |||
|frcStart=20 | |||
|frcEnd=24 | |||
}} | |||
{{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|title='''Air:''' | |||
|startup=10 | |||
|isProjectile=true | |||
|recovery=12 | |||
}} | |||
<hr> | |||
Extremely wide projectile that covers a lot of ground. It works as Mishera's main combo starter, since opponents will be stunned for longer than usual on hit. It can also be jump and walk cancelled very early into the animation, allowing some otherwise impossible combos. However, it has a very long cooldown, so Mishera can usually only fit one Cloudburst per combo. | Extremely wide projectile that covers a lot of ground. It works as Mishera's main combo starter, since opponents will be stunned for longer than usual on hit. It can also be jump and walk cancelled very early into the animation, allowing some otherwise impossible combos. However, it has a very long cooldown, so Mishera can usually only fit one Cloudburst per combo. | ||
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|spCost=<abbr title="Base, Skill Earrings I to IV">13 / 12 / 12 / 11 / 10</abbr> | |spCost=<abbr title="Base, Skill Earrings I to IV">13 / 12 / 12 / 11 / 10</abbr> | ||
|properties=Soft Armor, Projectile | |properties=Soft Armor, Projectile | ||
|cooldown=46 | |||
|description= | |description= | ||
Arguably the best Skill in the entire game. While it does virtually zero damage, its range is gigantic. It also pushes back her opponents pretty far away, allowing Mishera to continue her zoning. | {{#invoke:FrameChart-PKMNCC|drawFrameData | ||
|title='''Ground:''' | |||
|startup=12 | |||
|active=12 | |||
|recovery=12 | |||
|specialRecovery=1 | |||
|frcStart=26 | |||
|frcEnd=36 | |||
}} | |||
{{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|title='''Air:''' | |||
|startup=12 | |||
|active=12 | |||
|recovery=8 | |||
}} | |||
<hr> | |||
Arguably the best defensive Skill in the entire game. While it does virtually zero damage, its range is gigantic. It also pushes back her opponents pretty far away, allowing Mishera to continue her zoning. | |||
}} | }} | ||
}} | }} | ||
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|spCost=<abbr title="Base, Skill Earrings I to IV">26 / 24 / 23 / 21 / 20</abbr> | |spCost=<abbr title="Base, Skill Earrings I to IV">26 / 24 / 23 / 21 / 20</abbr> | ||
|properties=Hard Armor 1-4, Soft Armor, Projectile | |properties=Hard Armor 1-4, Soft Armor, Projectile | ||
|cooldown=65 | |||
|description= | |description= | ||
{{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|title='''Ground:''' | |||
|startup=16 | |||
|active=30 | |||
|recovery=9 | |||
|specialRecovery=2 | |||
|frcStart=53 | |||
|frcEnd=56 | |||
}} | |||
{{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|title='''Air:''' | |||
|startup=16 | |||
|active=30 | |||
|recovery=6 | |||
}} | |||
<hr> | |||
Very good during scrambles at close range. If Mishera gets hit, the projectile will remain active, allowing her to start a combo afterwards. | Very good during scrambles at close range. If Mishera gets hit, the projectile will remain active, allowing her to start a combo afterwards. | ||
* Projectile stays active even when hit | * Projectile stays active even when hit | ||
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|spCost=<abbr title="Base, Skill Earrings I to IV">28 / 26 / 24 / 23 / 21</abbr> | |spCost=<abbr title="Base, Skill Earrings I to IV">28 / 26 / 24 / 23 / 21</abbr> | ||
|properties=Hard Armor 1-4, Soft Armor<br>Projectile, Homing | |properties=Hard Armor 1-4, Soft Armor<br>Projectile, Homing | ||
|cooldown=44 | |||
|description= | |description= | ||
{{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|title='''Ground:''' | |||
|startup=19 | |||
|isProjectile=true | |||
|recovery=15 | |||
|specialRecovery=3 | |||
|frcStart=33 | |||
|frcEnd=36 | |||
}} | |||
{{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|title='''Air:''' | |||
|startup=19 | |||
|isProjectile=true | |||
|recovery=8 | |||
}} | |||
<hr> | |||
* Placeholder | * Placeholder | ||
}} | }} | ||
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|spCost=<abbr title="Base, Skill Earrings I to IV">56 / 51 / 48 / 45 / 42</abbr> | |spCost=<abbr title="Base, Skill Earrings I to IV">56 / 51 / 48 / 45 / 42</abbr> | ||
|properties=Hard Armor, Projectile | |properties=Hard Armor, Projectile | ||
|cooldown=46 | |||
|description= | |description= | ||
{{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|title='''Ground:''' | |||
|startup=8 | |||
|active=0 | |||
|inactive2=9 | |||
|active3=1 | |||
|recovery=8 | |||
|specialRecovery=4 | |||
}} | |||
{{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|title='''Air:''' | |||
|startup=8 | |||
|active=0 | |||
|inactive2=10 | |||
|active3=1 | |||
|recovery=4 | |||
}} | |||
<hr> | |||
Great combo filler, despite its high cost. Can easily be combo'd into from Cloudburst, for some fairly good damage. | Great combo filler, despite its high cost. Can easily be combo'd into from Cloudburst, for some fairly good damage. | ||
* 8 frames of freeze upon use. The opponent can still cast Skills or use their assist during the freeze | * 8 frames of freeze upon use. The opponent can still cast Skills or use their assist during the freeze | ||
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{{MoveData | {{MoveData | ||
|image=YvK_Mishera_S6.png | |image=YvK_Mishera_S6.png | ||
|name=Aerial Orb | |name=[[File:YvK_Poison.png|25px]] Aerial Orb | ||
|input=S6 | |input=S6 | ||
|data= | |data= | ||
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|spCost=<abbr title="Base, Skill Earrings I to IV">52 / 47 / 45 / 42 / 39</abbr> | |spCost=<abbr title="Base, Skill Earrings I to IV">52 / 47 / 45 / 42 / 39</abbr> | ||
|properties=Hard Armor | |properties=Hard Armor | ||
|cooldown=88 | |||
}} | }} | ||
{{AttackData-YvK | {{AttackData-YvK | ||
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|spCost= | |spCost= | ||
|properties=Hard Armor, Projectile, Homing | |properties=Hard Armor, Projectile, Homing | ||
|cooldown=88 | |||
|description= | |description= | ||
{{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|title='''Ground:''' | |||
|startup=21 | |||
|active=1 | |||
|inactive2=2 | |||
|active3=1 | |||
|inactive4=2 | |||
|active5=1 | |||
|inactive6=2 | |||
|active7=1 | |||
|inactive8=2 | |||
|active9=1 | |||
|inactive10=2 | |||
|active11=1 | |||
|inactive12=2 | |||
|active13=1 | |||
|inactive14=2 | |||
|active15=1 | |||
|inactive16=2 | |||
|active17=1 | |||
|inactive18=2 | |||
|active19=1 | |||
|recovery=17 | |||
}} | |||
{{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|title='''Air:''' | |||
|startup=21 | |||
|active=1 | |||
|inactive2=2 | |||
|active3=1 | |||
|inactive4=2 | |||
|active5=1 | |||
|inactive6=2 | |||
|active7=1 | |||
|inactive8=2 | |||
|active9=1 | |||
|inactive10=2 | |||
|active11=1 | |||
|inactive12=2 | |||
|active13=1 | |||
|inactive14=2 | |||
|active15=1 | |||
|inactive16=2 | |||
|active17=1 | |||
|inactive18=2 | |||
|active19=1 | |||
|recovery=11 | |||
}} | |||
<hr> | |||
Shoots 10 orbs that directly homes onto the opponent. Each orb has a chance of inflicting Poison. | Shoots 10 orbs that directly homes onto the opponent. Each orb has a chance of inflicting Poison. | ||
The easiest way to "guarantee" most projectiles to combo is to use it right after Mishera's EX. Doing this will result in excellent damage, while also having a fairly high chance of inflicting Poison for additional DoT damage. | |||
* Frame data corresponds to the first projectile being shot | * Frame data corresponds to the first projectile being shot | ||
* 8 frames of freeze upon use. The opponent can still cast Skills or use their assist during the freeze | * 8 frames of freeze upon use. The opponent can still cast Skills or use their assist during the freeze | ||
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|properties=Invincible, Draw-In | |properties=Invincible, Draw-In | ||
|description= | |description= | ||
{{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|startup=6 | |||
|active=6 | |||
|inactive2=44 | |||
|active3=1 | |||
|recovery=36 | |||
|total=92 | |||
}} | |||
* Since the final hit remains active even when Mishera becomes actionable, only the first active frame will be displayed | |||
<hr> | |||
Very versatile EXTRA Skill, due to the fact that it remains active while Mishera is actionable. This lets her easily combo off of it, while also being a powerful tool in neutral. Unfortunately, its short duration makes it quite bad during EX trades. | |||
* The opponent can still cast Skills or use their assist during the freeze | * The opponent can still cast Skills or use their assist during the freeze | ||
}} | }} | ||
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== General Strategy == | == General Strategy == | ||
=== Neutral === | === Neutral === | ||
* Explain how Mishera | * Explain how Mishera approaches neutral, ideally at close, mid and long range | ||
=== | === Offense === | ||
* Explain how Mishera's | * Explain how Mishera's offense works | ||
=== Defense === | === Defense === | ||
* | * Explain how Mishera can defend herself from incoming attacks. Don't forget to mention how she can recover once she's on the back foot | ||
=== General Counterplay === | === General Counterplay === | ||
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:More advanced combo, which costs more SP in exchange for doubled damage. Backing off and firing a Charge Attack instead of going for Storm Gust is also a valid option. | :More advanced combo, which costs more SP in exchange for doubled damage. Backing off and firing a Charge Attack instead of going for Storm Gust is also a valid option. | ||
* '''S1 wc > [A] > EX | * '''S1 wc > [A] > EX > S6''' (~2.8k damage) | ||
:Sample EX combo. Only works at point blank. | :Sample EX combo. Only works at point blank. | ||
* '''S1, d.A > EX | * '''S1 (wc), d.A > EX > S6''' (~2.5k damage) | ||
:EX combo that works at further range. While the first hit on EX won't combo, the draw-in effect makes it impossible to escape. | :EX combo that works at further range. While the first hit on EX won't combo, the draw-in effect makes it impossible to escape. | ||
Latest revision as of 02:10, 9 February 2024
“ |
The eldress of Kylos, which is a village located in the mountains of |
” |
Mishera | |
---|---|
Archetype | Zoning |
Preferred Range | Long |
Tankiness Rating | Very low (1.60%) |
Learning Difficulty | Easy |
Stats | |
HP | 8811 |
AP | 27 |
STR | 930 |
DEF | 689 |
BRK | 492 |
DUR | 2226 |
SPD | 106 |
AGL | 111 |
SP Gain | 243 |
Introduction
Happy Chaos, Deadshot, MorriDoom, Nu-13, Peacock, O. Sagat, Steve... Every fighting game franchise had at least one extremely overpowered zoner in their roster, with zoning so powerful they sometimes invalidate entire characters. Ys vs. Trails unfortunately also has one of these beasts, in the form of Mishera. Her zoning is the uncontested best in the game. In fact, it is so good that approaching her as a slow character is nigh impossible. On top of that, she also has access to the strongest defensive Skill in the entire game: Calm Gust. While it does basically no damage, it pushes her opponents extremely far away from her, allowing her to continue her zoning. It also has some armor, which means that it'll also reset neutral at close range. Mishera's offense is no slouch either, thanks to Cloudburst. Its stun properties gives her some decent combos, although they deal low damage. While punishes hits hard on her, landing such a punish on a skilled Mishera is very difficult.
If you enjoy cheap zoning that'll get your opponents very salty, or are an agent of chaos, Mishera is right up your alley.
Similar to:
Mishera is a zoning monster with good mobility and the best defensive tools in the game. |
Strengths | Weaknesses |
---|---|
|
|
All damage values below were tested on Estelle (841 DEF). No stats-altering accessory was equipped. Also the values are averaged (see System page)
Movelist
Normal attacks
Ground Attack
A |
---|
Charge Attack
[A] |
---|
Air Attack j.A hitbox dot ogg hitbox dot ogg
|
---|
Falling Attack
j.B |
---|
Rising Attack
Attack while dodging |
---|
Skills
Cloudburst S1 Ground version Ground version Air version Air version
|
---|
Calm Gust S2 Burst, except it costs 13 SP instead of 20% HP Burst, except it costs 13 SP instead of 20% HP
|
---|
Storm Gust
S3 |
---|
Purge Wind
S4 |
---|
Tornado S5 This appears once the initial projectile hits something or travels for long enough This appears once the initial projectile hits something or travels for long enough
|
---|
Wind Legion
EXTRA Skill |
---|
Builds
Note: These builds are mostly here in order to guide new players into how to exploit Mishera's potential to its fullest. Don't be afraid to experiment!
Recommended accessories
- Good accessories for Mishera goes here. Explain why this build is good for her
Recommended Skills
- Cloudburst
- Calm Gust
- Storm Gust
- Tornado
Recommended Support
- Assist that synergise well with Mishera's toolkit goes here. Explain why
General Strategy
Neutral
- Explain how Mishera approaches neutral, ideally at close, mid and long range
Offense
- Explain how Mishera's offense works
Defense
- Explain how Mishera can defend herself from incoming attacks. Don't forget to mention how she can recover once she's on the back foot
General Counterplay
- List some general Mishera counterplay. This includes, but isn't limited to, knowledge checks or gimmicks
Combos
Combo Terminology Table
Symbol | Meaning |
---|---|
> | Cancel from the previous move to the following move. |
, | Link from the previous move to the following move. |
dl./delay | Delay before using the following move. |
X(w)/whiff | Whiff the following move (do not hit). |
jc | Jump Cancel. |
wc | Walk Cancel. |
d./dash | Dash air attacks. Done by pressing the dodge button while standing still. |
(X) | Optional input. |
{X}*N | Repeat (sequence) N number of times. |
Solo
- S1, d.A > j.S3 > j.S2 (700 damage)
- Basic, cheap combo off of Cloudburst at close range. Also works with air Cloudburst.
- d.A > j.S1, j.A > j.S3 > j.S2 (800 damage)
- Basic route from a dashing air normal. Only works at close-ish range, since this requires a frame perfect cancel.
- S1 wc > [A] > S5, S3 (~1.7k damage)
- More advanced combo, which costs more SP in exchange for doubled damage. Backing off and firing a Charge Attack instead of going for Storm Gust is also a valid option.
- S1 wc > [A] > EX > S6 (~2.8k damage)
- Sample EX combo. Only works at point blank.
- S1 (wc), d.A > EX > S6 (~2.5k damage)
- EX combo that works at further range. While the first hit on EX won't combo, the draw-in effect makes it impossible to escape.
With accessories
- RA jc > j.S1 > j.S3 > j.S2 (1.1k damage)
- Airborne Medallion
- Basic combo from a Rising Attack. Unlike most characters, Mishera actually gets some good reward off of her Rising Attack.
- RA jc > j.S1, [A] > S3 (900 damage)
- Airborne Medallion
- More SP efficient variant of the previous route.
With assists
- Combo (damage)
- Specify which assist is required for this combo to work
- Combo description
With accessories and assists
- Combo (damage)
- Specify which equippable items are required for this combo to work
- Combo description
Colors
Default color
Reference (if there's one)
Reference (if there's one)
Reference (if there's one)