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

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[[image:Mika-profile.jpg|400px|thumb|right|<center><font size="3">'''Mika'''</font></center>]]
[[image:Mika-profile.jpg|400px|thumb|right|<center><font size="3">'''Mika'''</font></center>]]


=Introduction=
==Introduction==
She comes. Escaping from her tedious routine. Surpassing fetters.<br/>
She comes. Escaping from her tedious routine. Surpassing fetters.<br/>
Across the sky. Swim the ocean. Climbs mountains. Finally arrives this place<br/>
Across the sky. Swim the ocean. Climbs mountains. Finally arrives this place<br/>
Never to lose the beloved friend again. Walks with her inbent wish.<br/>
Never to lose the beloved friend again. Walks with her inbent wish.<br/>
With her desire charged in the fist. She exerts everything. To somewhere very far.<br/>
With her desire charged in the fist. She exerts everything. To somewhere very far.<br/>
==Story==
==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.
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==
==Unique Trait/Health==
 
*'''Health''': 10680
'''Health''': 10680<br>
*'''Character Trait''': With specific normals, Mika can destroy projectiles. 5BB and j.[C] are the only normals known to do this.
'''Character Trait''': With specific normals, Mika can destroy projectiles. 5BB and j.[C] are the only normals known to do this.<br>
*'''Vorpal Trait''': According to the game's code, Mika has no vorpal trait.
'''Vorpal Trait''': According to the game's code, Mika has no vorpal trait.


==Gameplay==
==Gameplay==

Revision as of 01:38, 7 April 2019

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 2 12 -1 Sp,Ex,Cs HL -

Mika pimp slaps the opponent with her massive gauntlet. Has good range for it's fast startup, and it's advantage makes it good for tick throws. Very useful in reverse beats.


2A
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
180 5 2 12 -1 Se,Sp,Ex,Cs L -

Super fast low, great for pressure starters and empty jump mix ups.


5B
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
510 7 5 16 -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 5 15 -4 Sp,Ex,Cs L -

Low poke. Not too much range, but a decent hitbox. Used more as combo filler than anything else.


5C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
710 11 3 19 -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 4 23 -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 3 20 -5 Sp,Ex,Cs L -

Has Mika's characteristic short range. Good low in pressure and starts good damage.


j.A
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
150 7 3 X+2 Varies Sp,Ex,Cs H/AS -

Fast air to air normal. Mostly used to get to j.AA.


j.B
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
450 8 5 X+3 Varies Sp,Ex,Cs H/AS -

Quick air to ground normal.


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

Fist slam downward. Staple assault starter.


j.[C]
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
780 19, 21 4 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 4 28 --14~-12 Sp,Ex,Cs HL -

Giant explosion fist. can be used to frame trap opponents. Destroys projectiles immediately, can be canceled as soon as projectile is destroyed.


3B
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
650 13 11 12 -9~+2 Sp,Ex,Cs HL -

Jumping attack that goes over lows. Can get you in close so Mika can actually do something.

Foot invincible frames 10~21


3C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
612 9 2 22 -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

Air normal invincible frames 7~10


j.AA
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
540 5 2(4)2(2)2(4)3 X+2 Varies Sp,Ex,Cs H/AS -

Staple combo button and extension.


Dash Normals

66B
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
280, 450 8 19 15 -7~+4 Sp,Ex,Cs L -

Mika sliding tackle. Hits low and has a good amount of range. Mostly used to combo into Mika's Cannon.


66C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
980 26 6 34 -9 Sp,Ex,Cs H -

The hitbox on this move is pretty oppressive, it covers huge distance, and its startup can catch opponents off guard. Starts damaging combos on hit, and on block Mika can start her blockstrings and special cancels. However, should the opponent avoid this move, through jumping out of the way, back-dashing, etc, Mika will faceplant on the floor for enough time for the opponent to use their most damaging counter combo. Know what you're doing with this move.

Foot invincible frames 8~31


Universal Mechanics

Mika's Crash
B+C
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
Ground 855 21 9 49 -23 Sp,Ex,Cs HL -

Punch to the ground, rarely used.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
Air 855 15 Till L + 6 57 -31 Sp,Ex,Cs HL -

Punch to the ground, mostly used to end combos at the expense of GRD.


Mika's Crash (charged)
[B+C]
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
Ground 1222 29 8 49 -23 Sp,EX.Cs H -

Charged version of ground version. Overhead now, but still doesn't show up often.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
Air 1222 29 Till L + 6 57 -31 Sp,EX.Cs H -

Charged version of her jump force function, used in the 5BB > j.[C] > j.[FF] combo and that's about it.


Throw
A+D
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
1720 4 1 22 - UNB -

3rd highest damage non combo throw in the game.


Guard Thrust
214D
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
0 16 5 27 -14 - HL -

2C motion with a greater hitbox. Mika actually has a few other options for reversals, so not that vital.


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 20 14 -12 Se,EX,Cs HLA -

Mika uses the one thing her head is good for. Travels above the ground in a straight line, and at any point, you can insert a direction and an attack button to gain an additional Missile. Can be used to stuff some approaches, but mostly jused used as a combo extender.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 750 13 16 X+9 -2 Se,EX,Cs HLA -

Functionaly identical to the A version, but covers an upward angle.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX 800 1+4 20 17 -15 CS HLA -

EX version. Goes the furthest out of all of them, and grants you three additional Missiles instead of just one.

Throw invincible frames 1~3


Mika's Missile (air)
j.236X
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 750 16 20 X+16 -26 Se,EX,Cs HLA -

Grounded version, except in the air. Arguably the most often seen version of this move.

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

Goes downward. Also mostly used as combo filler.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX 800 1+4 20 X+13 CS HLA -

Same as the ground version, in case you really need some extra hits.


Mika's Tornado
623X
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 952 7 12 21 -2 EX,Cs HLA -

Mika spins like a top and moves forward. Your best anti-air, but in order to get a combo afterward, you'll need to burn some resources.

Air attack invincible frames 5~12

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 1020 9 12 26 -7 EX,Cs HLA -

Does more damage and goes further than the A version. Typically used as a combo ender.

Air attack invincible frames 7~14

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX 1720 1+4 36 44 -51 Cs HLA -

EX version of the move. Actually pretty solid reversal.

Completely invincible frames 1~6
Strike and projectile invincible frames 7~14


Mika's Twister
A/B/C
After A/B Spin
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 967 4 24 32 -24 Ex,Cs HLA -

Mika hops upwards in a spin motion. Used after the A version of Tornado to grant additional invincibility frames.

Projectile invincible frames 1~13
Air attack invincible frames 4~13

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B/C 967 4 24 33 -25 Ex,Cs HLA -

Goes higher and does more damage.

Projectile invincible frames 1~13
Air attack invincible frames 4~13


EX Mika's Twister
623C
After A/B Spin
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
1720 1+6 36 24 -7 Cs HLA -

done by inputing 623C instead of just hitting the button. Instead of simply going upwards, it travels back to the ground, allowing you to perform a combo.

Completely invincible frames 1~6
Strike and projectile invincible frames 7~14


Mika's Cannon
214X
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 1350 9 9 20 - (Ex),(Cs) UNB -

Short hop and a grab. Escapable throw if not used in a combo, but this doesn't apply if the opponent is shielding.

Throw invincible frames 1~17

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 1620 17 12 20 - EX,Cs HL -

Same properties as the A version, but hops much farther. Usually the version used to extend combos.

Throw invincible frames 1~28

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX 2080 1+5 Till L + 2 20 - (Cs) HL -

Like B version, but more damage, and not escapable. Not used much as the opponent can jump away on reaction.

Foot invincible through active frames


Mika's Hip Attack
360C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
2047~2545 1+2 1 53 - Cs UNB -

EX only command throw. Technically the opponent can jump away after the superflash, but it happens so fast they usually won't register it in time. Can get additional damage by pressing an attack button when Mika flashes white. With Chain Shift available, this becomes a stupidly high damage combo starter

Throw invincible frames 1~3


Infinite Worth

Mika's Revolution
41236D
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
3140 1+10 12(20)12 53 -89,-42 - HL -

Mika flies upward, then cashes back down to earth. Honestly just a Veil-off combo ender.

Completely invincible frames 1~22
Throw invincible frames 23~31


Infinite Worth EXS

Mika's Galaxy
A+B+C+D
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
3750 1+14 6 47 -25 - HLA -

On hit does 3,750 damage. Causes GRD break unless the player is in Vorpal.

Completely invincible frames 1~26


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