Under Night In-Birth/UNIST/Mika: Difference between revisions

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==Normal Moves==
==Normal Moves==
{{UNIEL-Move
{{UNIEL-Move
|image= Mika_5_a.jpeg
|image= Mika_5_a.png
|caption=
|caption=
|name=5A
|name=5A
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}}
}}
{{UNIEL-Move
{{UNIEL-Move
|image= Mika 2A.jpg
|image= Mika 2A.png
|caption=
|caption=
|name=2A
|name=2A
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}}
}}
{{UNIEL-Move
{{UNIEL-Move
|image=Mika 5B.jpg
|image=Mika 5B.png
|caption=
|caption=
|name=5B
|name=5B
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}}
}}
{{UNIEL-Move
{{UNIEL-Move
|image=Mika 2b.jpeg
|image=Mika 2b.png
|caption=
|caption=
|name=2B
|name=2B
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}}
}}
{{UNIEL-Move
{{UNIEL-Move
|image=Mika_5_c.jpeg
|image=Mika_5_c.png
|caption=
|caption=
|name=5C
|name=5C
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}}
}}
{{UNIEL-Move
{{UNIEL-Move
|image= 5C_charged_1.jpg
|image= 5C_charged_1.png
|image2= 5C Charged 3.jpg
|caption=
|caption=
|name=5[C]
|name=5[C]
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}}
}}
{{UNIEL-Move
{{UNIEL-Move
|image=Mika 2c.jpeg
|image=Mika 2c.png
|caption=
|caption=
|name=2C
|name=2C
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}}
}}
{{UNIEL-Move
{{UNIEL-Move
|image=Mika ja.jpeg
|image=Mika ja.png
|caption=
|caption=
|name=j.A
|name=j.A
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}}
}}
{{UNIEL-Move
{{UNIEL-Move
|image=Mika jb.jpeg
|image=Mika jb.png
|caption=
|caption=
|name=j.B
|name=j.B
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}}
}}
{{UNIEL-Move
{{UNIEL-Move
|image=Mika jc1.jpeg
|image=Mika jc1.png
|caption=
|caption=
|name=j.C
|name=j.C
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}}
}}
{{UNIEL-Move
{{UNIEL-Move
|image=Mika_jc.jpeg
|image=Mika_jc.png
|image2=JC charged 2.jpg
|caption=
|caption=
|name=j.[C]
|name=j.[C]
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==Command Normals==
==Command Normals==
{{UNIEL-Move
{{UNIEL-Move
|image=5bb mika.jpeg
|image=5bb mika.png
|caption=
|caption=
|name=5BB
|name=5BB
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}}
}}
{{UNIEL-Move
{{UNIEL-Move
|image=Mika 3b.jpeg
|image=Mika 3b.png
|caption=
|caption=
|name=3B
|name=3B
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}}
}}
{{UNIEL-Move
{{UNIEL-Move
|image=Best punch in the game.jpeg
|image=Best punch in the game.png
|caption=
|caption=
|name=3C
|name=3C
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}}
}}
{{UNIEL-Move
{{UNIEL-Move
|image=Mika jaa.jpeg
|image=Mika jaa.png
|caption=
|caption=
|name=j.AA
|name=j.AA
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==Dash Normals==
==Dash Normals==
{{UNIEL-Move
{{UNIEL-Move
|image=Mika 66b.jpeg
|image=Mika 66b.png
|caption=
|caption=
|name=66B
|name=66B
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}}
}}
{{UNIEL-Move
{{UNIEL-Move
|image=Mika 66c.jpeg
|image=Mika 66c.png
|caption=
|caption=
|name=66C
|name=66C
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==Universal Mechanics==
==Universal Mechanics==
{{UNIEL-Move
{{UNIEL-Move
|image=Mika bc.jpeg
|image= UNIST_Mika_B+C.png
|caption=
|caption=
|name=Mika's Crash
|name=Mika's Crash
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}}
}}
{{UNIEL-Move
{{UNIEL-Move
|image=B+C Charged.jpg
|image=UNIST_Mika_B+C.png
|caption=
|caption=
|name=Mika's Crash (charged)  
|name=Mika's Crash (charged)  
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}}
}}
{{UNIEL-Move
{{UNIEL-Move
|image=
|image=UNIST_Mika_B+C.png
|caption=
|caption=
|name=Mika's Crash (air)
|name=Mika's Crash (air)
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}}
}}
{{UNIEL-Move
{{UNIEL-Move
|image=
|image= UNIST_Mika_B+C.png
|caption=
|caption=
|name=Mika's Crash (charged) (air)  
|name=Mika's Crash (charged) (air)  
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}}
}}
{{UNIEL-Move
{{UNIEL-Move
|image=Mika throw.jpeg
|image=Mika throw.png
|caption=
|caption=
|name=Throw  
|name=Throw  
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}}
}}
{{UNIEL-Move
{{UNIEL-Move
|image=GuardBreak 1.jpg
|image=GuardBreak 1.png
|image2=Guard Break 2.jpg
|caption=
|caption=
|name=Guard Cancel  
|name=Guard Cancel  
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}}
}}
{{UNIEL-Move
{{UNIEL-Move
|image=VEIL OFF.jpg
|image=VEIL OFF.png
|caption=
|caption=
|name=Veil Off
|name=Veil Off
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|name=Mika's Missile
|name=Mika's Missile
|input=236X
|input=236X
|image= BEAST CANNON.jpg
|image=BEAST CANNON.png
|image2=UNIST_Mika_236B.png
|caption=
|caption=
|data=
|data=
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|name=Mika's Missile (air)
|name=Mika's Missile (air)
|input=j.236X
|input=j.236X
|image=  
|image=UNIST_Mika_j.236A.png
|image2=UNIST_Mika_j.236B.png
|caption=
|caption=
|caption2=
|data=
|data=
{{UNIEL-Data
{{UNIEL-Data
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}}
}}
{{UNIEL-Move
{{UNIEL-Move
|image=Spin 1.jpg
|image=Spin 1.png
|image2=Spin 2.jpg
|caption=
|caption=
|name=Mika's Tornado
|name=Mika's Tornado
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}}
}}
{{UNIEL-Move
{{UNIEL-Move
|image=Spin HOP.jpg
|image=Spin HOP.png
|caption=
|caption=
|name=Mika's Twister
|name=Mika's Twister
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}}
}}
{{UNIEL-Move
{{UNIEL-Move
|image=EX spin hop 1.jpg
|image=Spin HOP.png
|image2=EX Spin hop 2.jpg
|caption=
|caption=
|name=EX Mika's Twister
|name=EX Mika's Twister
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|name=Mika's Cannon
|name=Mika's Cannon
|input=214X
|input=214X
|image= Hop Grab.jpg
|image= Hop Grab.png
|caption=
|caption=
|data=
|data=
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|name=Mika's Hip Attack
|name=Mika's Hip Attack
|input=360C
|input=360C
|image=360.jpg
|image=360.png
|caption=
|caption=
|data=
|data=
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==Infinite Worth==
==Infinite Worth==
{{UNIEL-Move
{{UNIEL-Move
|image=IW 2.jpg
|image=IW 2.png
|image2 = IW 1.jpg
  |image3 = IW 3.jpg
|caption=
|caption=
|name=Mika's Revolution
|name=Mika's Revolution
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==Infinite Worth EXS==
==Infinite Worth EXS==
{{UNIEL-Move
{{UNIEL-Move
|image=IWEXS.jpg
|image=IWEXS.png
|caption=
|caption=
|name=Mika's Galaxy
|name=Mika's Galaxy

Revision as of 23:58, 8 July 2018

Introduction

She comes. Escaping from her tedious routine. Surpassing fetters.
Across the sky. Swim the ocean. Climbs mountains. Finally arrives this place
Never to lose the beloved friend again. Walks with her inbent wish.
With her desire charged in the fist. She exerts everything. To somewhere very far.

Story

Mika is a part of Orie's Executor squad, and is considered one of the strongest combatants the Leicht Kreiss has to offer. Despite this, she holds the extremely low rank of Tenth Executor, due to getting one point off on every question of her written test. As punishment, she was kept in HQ, but managed to "escape" from her superiors and make her way to the city the events of the game revolve around right at the start of arcade mode.

Unique Trait/Health

Health: 10680
Character Trait: With specific normals, Mika can destroy projectiles. 5BB and j.[C] are the only normals known to do this.
Vorpal Trait: According to the game's code, Mika has no vorpal trait.

Gameplay

Move List

L = Low, H = High, UNB = Unblockable, CS = Chain Shift

Startup includes the first active frame.

Normal Moves

5A
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
190 5 -1 Sp,Ex,Cs HL -

Downward sword swing. The attack has less horizontal range at the top than it does at the bottom, which can cause it to whiff a jumping opponent at certain spacings. It does however, have more horizontal range at the bottom than 2A does.

2A
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
180 5 -1 Se,Sp,Ex,Cs L -

Cancelable low poke, good for stagger pressure. Hyde's fastest normal and very common combo starter. Does no chip damage.

5B
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
510 7 -5 Sp,Ex,Cs HL -

Mika pushes forward fist first. Range isn't steller on it's own but can cancel into 5BB on hit, block, or whiff for a longer poke. If canceled into a whiffed A normal it becomes -3.

2B
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
480 7 -4 Sp,Ex,Cs L -

Crouching horizontal slash, good poke. One of Hyde's best footsie tools, has long reach and decent recovery.

5C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
710 11 -4 Sp,Ex,Cs HL -

Mika slams her fist down. If canceled into a whiffed A normal this move becomes -1

5[C]
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
780 21 -1 Sp,Ex,Cs HL -

Charge version of 5C. If canceled into a whiffed A normal this move becomes +7

2C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
620 13 -5 Sp,Ex,Cs L -

Standard sweep. Hits low and knocks down. Used in blockstrings and combos, and a particularly strong combo ender in corner. Does no chip.

j.A
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
150 7 X+2 Varies Sp,Ex,Cs H/AS -

Good hitbox that covers down and in front of Hyde, hitting twice. Hyde's fastest air normal. Can hit overhead very quickly from a well spaced assault.

j.B
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
450 8 X+3 Varies Sp,Ex,Cs H/AS -

Good jump in normal. Large vertical slash that covers below Hyde. Useful in assault pressure.

j.C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
620 12 X+4 Varies Sp,Ex,Cs H/AS -

Another jumping sword normal, covering more horizontal space than j.B.

j.[C]
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
780 19, 21 X+4 Varies Sp,Ex,Cs H/AS -

Charged version of j.C, causing ground slam on air hit. Useful in combos and mixups.


Command Normals

5BB
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
790 16~18 --14~-12 Sp,Ex,Cs HL -

Two long range horizontal slashes. First hit launches the opponent slightly, second knocks them back. Fast for its range and leads to strong combos on hit. One of Hyde's best normals.

3B
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
650 13~22 -9~+2 Sp,Ex,Cs HL -

Hyde sweeps the opponent with his sword. Good combo utility, hits low, and picks up downed opponents. Also useful as a blockstring ender to frame traps with Orbiter. Has a long delay window to trick opponents into trying to retaliate, so you can frame trap with something like 3B> delay 2C.

3C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
612 9 -6 Sp,Ex,Cs HL -

Mika puts both fists in the air. Good anti-air and good to OS throw tech with. If you cancel this move into a whiffed A normal it becomes -1

j.AA
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
540 5 X+2 Varies Sp,Ex,Cs H/AS -

More horizontal version of j.C. Wallbounces on air hit. Useful in combos for extra corner carry, and good for long range assault approaches due to its far reach.


Dash Normals

66B
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
280, 450 8,15~26 -7~+4 Sp,Ex,Cs L -

Quick recovery knee normal, causing a short crumple on hit. Deals no chip damage.

66C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
980 26~29 -9~8 Sp,Ex,Cs H -

Hyde stops his dash with a large horizontal slash. Causes crumple on hit. One of Hyde's best moves, reaches far and leads to strong combos on hit. Good for catching opponents at neutral from a distance. Useful for confirming off far Orbiter hits and side swap combos. Can also dodge certain reversals by passing through an opponent on wake-up.


Universal Mechanics

Mika's Crash
B+C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
855 21 -23 Sp,Ex,Cs HL -

A horizontal slash. Can be special canceled. Primarily used to increase combo damage in corner and as a cancel from 66C.

Mika's Crash (charged)
[B+C]
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
1222 29 -23 Sp,EX.Cs H -

Charged version of his Force Function with longer startup, more damage and is now an overhead. Can only be cancelled via Chain Shift. Can link 2A on corner after wallbounce.

Mika's Crash (air)
j.B+C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
855 15 -31 Sp,Ex,Cs HL -

A horizontal slash. Can be special canceled. Primarily used to increase combo damage in corner and as a cancel from 66C.

Mika's Crash (charged) (air)
j.[B+C]
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
1222 29 -31 Sp,EX.Cs H -

Charged version of his Force Function with longer startup, more damage and is now an overhead. Can only be cancelled via Chain Shift. Can link 2A on corner after wallbounce.

Throw
A+D
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
1720 4 1 - UNB -

Hyde grabs and kicks the opponent. Works as a combo starter in the corner.

Guard Cancel
214D
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
0 Blocked:
Hit:
- HL -

5B motion with a greater hitbox. Fully invincible.

Veil Off
A+B+C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
0 21 (min)
69 (max)
2 37 Blocked: -13
Hit: +36
- HLA -

Universal reversal. Invincible from start-up until the first active frame. You can delay the start-up until the 69th frame, but there's no real incentive to do so outside of thwarting meaty attacks.


Special Moves

Mika's Missile
236X
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 750 16~35 -12 ~ +7 Se,EX,Cs HLA -

Slightly slower startup, travels slower, and recovers faster.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 750 13 -2 Se,EX,Cs HLA -

Fast startup, travels faster, and recovers slower.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX 800 1+4 -15~+3 CS HLA -

Increases size, damage, and amount of hits. Sets up particularly vicious block-strings. Can be followed up with combos on hit. Minimum damage : Screen freeze : 20f

Mika's Missile (air)
j.236X
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 750 16~35 -26 ~ -7 Se,EX,Cs HLA -

Slightly slower startup, travels slower, and recovers faster.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 750 16 -2 Se,EX,Cs HLA -

Fast startup, travels faster, and recovers slower.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX 800 1+4 -20~-2 CS HLA -

Increases size, damage, and amount of hits. Sets up particularly vicious block-strings. Can be followed up with combos on hit. Minimum damage : Screen freeze : 20f

Mika's Tornado
623X
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 952 7 -2 EX,Cs HLA -

Detonates Black Orbiter. Safe blockstring ender and adds chip damage to opponents blocking Black Orbiter. Launches opponent on hit.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 1020 9 -7 EX,Cs HLA -

Detonates Black Orbiter. Safe blockstring ender and adds chip damage to opponents blocking Black Orbiter. Launches opponent on hit.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX 1720 1+4 -51 Cs HLA -

Detonates Black Orbiter. Safe blockstring ender and adds chip damage to opponents blocking Black Orbiter. Launches opponent on hit.

Mika's Twister
A/B/C
After A/B Spin
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
967 4 -24 Ex,Cs HLA -

Strike follow up to Black Orbiter. Unsafe on block, but can be cancelled to Chain Shift or EX Black Orbiter to start pressure.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B/C 967 4 -25 Ex,Cs HLA -

Same as the A followup but even less safe on block

EX Mika's Twister
623C
After A/B Spin
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
1720 1+6 -7 Cs HLA -

done by inputing 623C instead of just hitting the button.

Mika's Cannon
214X
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 1350 16 - (Ex),(Cs) UNB -

No invulnerability, but fast startup and can be followed up with EX moves on air hit. Landing recovery can be cancelled with EX moves. Has anti-air utility. Used in combos.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 1620 27 - EX,Cs HL -

Fully invulnerable, reaches higher, and does more damage. Highly punishable if blocked or whiffed. Great anti air and combo ender.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX 2080 1+2 - (Cs) HL -

Like B version, but more damage, reaches slightly higher, and 1f faster. Minimum damage : Screen freeze : 20f

Mika's Hip Attack
360C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
2047 1+2 - Cs UNB -

Hyde rises forward slightly into the air. Becomes airborne quickly, making it useful as a throw punish. Second rekka is +1 on guard if delayed enough.


Infinite Worth

Mika's Revolution
41236D
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
3140 1+10 -89,-42 - HL -

Hyde stabs the ground and is surrounded by a red light. Fully invulnerable. Can continue a combo from this move. Great anti air and combo starter. Minimum damage : 900, Screen freeze : 60f


Infinite Worth EXS

Mika's Galaxy
A+B+C+D
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
3750 1+14 3 49 -25 - HLA -

On hit does 3,750 damage. Causes GRD break unless the player is in Vorpal. Minimum damage : Screen freeze : 20f


Strategy

Combos

Mika Discord's Combo Primer


Combo Notation Guide:
( ) = optional, typically the combo will be easier if omitted
[ ] = Input is held
/ = Option to choose between multiple actions
+ = Multiple buttons are pressed simultaneously
(x N) = Attack can be repeated N number of times, range provided
(#) = Next action is taken after a certain number of hits
-> = Special is cancelled to add on special
CH = Counter Hit
HC = High Counter
CS = Chain Shift, or 5D 5D

Colors

Template:UNISTColors

Template:UNIST