Under Night In-Birth/UNI2/Mika: Difference between revisions
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{{Navigation-UNI2}} | {{Navigation-UNI2}} | ||
{{UNI2-Character-infobox | |||
|fastestAttack=5A (5f), 2A (5f), 360C (5f) | |||
|reversal=623C (7f), 41236D (8f) | |||
}} | |||
{{QuotationBox | margin = left | fontsize=0.8 | | |||
She comes. Escaping from her tedious routine. Surpassing fetters.<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/> | |||
With her desire charged in the fist. She exerts everything. To somewhere very far. | |||
}} | |||
<div style="overflow:auto"><span style="float:left; padding-top:5px; padding-right:8px; padding-bottom:5px">{{TOClimit|2}}</span> | <div style="overflow:auto"><span style="float:left; padding-top:5px; padding-right:8px; padding-bottom:5px">{{TOClimit|2}}</span> | ||
==Story== | ==Story== | ||
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{{ProConTable | {{ProConTable | ||
|intro='''Mika''' is a rushdown brawler who is in her element close-up | |||
|pros= | |pros= | ||
*'''Multiple Options for Approaching:''' Several gimmicky but strong options to close the distance between her and the opponent. | *'''Multiple Options for Approaching:''' Several gimmicky but strong options to close the distance between her and the opponent. | ||
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|cons= | |cons= | ||
*'''Non-Existent Fullscreen Tools:''' Has zero low-commitment, long-range options. | *'''Non-Existent Fullscreen Tools:''' Has zero low-commitment, long-range options. | ||
*'''Stubby Hitboxes:''' Nearly the entire cast has normals/specials that outrange hers, some with comparable frame data. | |||
*'''Weak Hitboxes in Her Approach Tools:''' Worse than expected hitbox/hurtbox on approaching specials, 623X especially. | *'''Weak Hitboxes in Her Approach Tools:''' Worse than expected hitbox/hurtbox on approaching specials, 623X especially. | ||
*'''Skewed Risk-Reward Ratio:''' Mediocre damage for her playstyle that requires moderate-high commitment. | *'''Skewed Risk-Reward Ratio:''' Mediocre damage for her playstyle that requires moderate-high commitment. | ||
*'''Inconsistent Combo Routes:''' Her combos tend to "drop" at "random" moments, with different cast members requiring character specific routes to account for opponent hurtbox/Mika's hitbox interactions. | *'''Inconsistent Combo Routes:''' Her combos tend to "drop" at "random" moments, with different cast members requiring character specific routes to account for opponent hurtbox/Mika's hitbox interactions. | ||
*'''No Invincible Meterless Reversals:''' Only invincible reversal unique to Mika is her 623C, costing 100 meter. She will have to rely on smart defensive play with system mechanics in order to take back her turn. | |||
}} | |||
{{2 Column Flex|flex1=5|flex2=5 | |||
|content1={{Content Box|header=Unique Mechanics: Projectile Destroyer|content= | |||
Certain moves by Mika are able to destroy projectiles. Specifically, the explosions from {{MMC-UNI2|input=5BB}}, {{MMC-UNI2|input=j[C]}}, and {{MMC-UNI2|input=22AX}}/{{MMC-UNI2|input=22BX}}/{{MMC-UNI2|input=22C}} are able to destroy one "hit-point" of a projectile. In cases of multi-hit projectiles, such as Hyde's 2B+C or Akatsuki's 236C, while the first hit will be destroyed, the rest of the projectile will continue on. | |||
}} | |||
|content2={{Content Box|header=Vorpal Trait|content= | |||
With Vorpal, The Increased versions of her Force Function, Mika's Crash, has slightly faster start-up. | |||
Her {{MMC-UNI2|input=214A}} and {{MMC-UNI2|input=214B}} also have increased untech timing, meaning Mika can combo after the explosion. | |||
}} | |||
}} | }} | ||
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=====Steer Ender===== | =====Steer Ender===== | ||
{{ | |||
{{MoveData-UNI2 | |||
|input=5A+B | |||
| input | |description= | ||
Mika raises her gauntlet up and shoots two explosions in quick succession. Looks similar to Mika's Lariat explosions. | |||
| | |||
Mika raises her gauntlet up and shoots two explosions in quick succession. | |||
*Helps to gain GRD in short bursts. | *Helps to gain GRD in short bursts. | ||
*The amount of GRD gained is dependent on the starter | *The amount of GRD gained is dependent on the starter, anywhere from one block of GRD if used early in a combo to losing one block if used in a longer combo. | ||
*The push back on hit can make it a little difficult to punish on block. | *The push back on hit can make it a little difficult to punish on block. | ||
*This can be done off any normals on hit or block. It's treated as a special cancel. | |||
*Can only chain into IW or IWEXS as it ends in a hard knockdown, though the window to cancel into either is very big. | |||
}} | }} | ||
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=====Force Function 2===== | =====Force Function 2===== | ||
{{ | {{MoveData-UNI2 | ||
|input=2B+C | |||
|description= | |||
| input | Mika hops before shooting a large explosion to the ground. Crushes lows. | ||
| | |||
Mika hops before shooting a large explosion to the ground. | |||
}} | }} | ||
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=====22X===== | =====22X===== | ||
{{MoveData-UNI2 | |||
|title= | |||
|versioned=input | |||
|overview=Mika lariats the opponent. Has few frames of projectile invulnerability. Staggers on hit. | |||
|input=22A, 22B, 22C | |||
|22A=Combo filler | |||
|22B=Hard call out for fireballs | |||
|22C=Hard call out for fireballs, has fastest start up of the series while leaving Mika safe if the opponent blocks due to the pushback. | |||
}} | }} | ||
Latest revision as of 00:28, 2 June 2024
Under Construction
|
“ |
She comes. Escaping from her tedious routine. Surpassing fetters. |
” |
Story
Defying orders from her superiors, Mika struck out on her own to a certain far-eastern nation to help her friend Orie out of a tough battle--and satisfy her own curiosity while she was at it.
She had to overcome a myriad of challenges along the way, but at last, she arrived in the island nation of JAPAN!
She got there just in time to help her friends, too.
But now a new challenge awaits: Kuon the Re-Birth's Immortalize.
""Nuh-uh, mister! I can't let you do that!""
Thus begins Mika's new fight.
“ |
Orie, I know you're out there somewhere... |
” |
Gameplay
Mika is a rushdown character who uses her specials and movement speed to get into the opponent's face. Once in, she mixes up her fast normals with her specials to apply pressure and to open up her opponents via frame-traps, tick throws, shield-breaks with her command grabs, and, in the corner, left-right mix-ups with her missile. While she shines when she's in close, her mid-range game is mediocre, and her far-range game is non-existent. Her damage output fall short of the average damage that other characters are able to dish out, with the notable exception to her 360. Mika, therefore, needs to stick onto her opponent and never relent in her pressure. Thanks to her run speed, missile, and her tornado, Mika has the tools chase down her opponents and keep them in her stubby normal range.
Mika is a rushdown brawler who is in her element close-up |
Strengths | Weaknesses |
---|---|
|
|
Certain moves by Mika are able to destroy projectiles. Specifically, the explosions from 5BBGuardStartupMid, Air16RecoveryAdvantage28-8, j[C]GuardStartupHigh, Air Shield19RecoveryAdvantage20-, and 22AX/22BX/22C[[File:|120px]]GuardStartupMid16RecoveryAdvantage--7 are able to destroy one "hit-point" of a projectile. In cases of multi-hit projectiles, such as Hyde's 2B+C or Akatsuki's 236C, while the first hit will be destroyed, the rest of the projectile will continue on.
With Vorpal, The Increased versions of her Force Function, Mika's Crash, has slightly faster start-up. Her 214AGuardStartupUnblockable16 (9 for hitstun)RecoveryAdvantage20- and 214BGuardStartupUnblockable27 (17 for hitstun)RecoveryAdvantage20- also have increased untech timing, meaning Mika can combo after the explosion.
Character Stats
Health | Smart Steer Route | ||
---|---|---|---|
10700 | 5A > 5B > 2C > 22A > 5A+B > IW (requires 200 EXS) | ||
Forward Walk Speed | Backward Walk Speed | Jump Startup | Jump Duration |
1260 | -1000 | 4 | 40 |
Dash Startup | Initial Dash Speed | Dash Acceleration | Max Dash Speed |
4 | 2500 | 150 | 4000 |
Backdash Startup | Backdash Duration | Backdash Distance | Backdash Invul |
4 | 30 | -51480 | 1~8 Full 9~10 Throw |
Throw Width (pixels) | Throw Range (pixels) | ||
Unique Trait |
| ||
Vorpal Trait |
|
Frame Data Help | |
---|---|
Header | Tooltip |
Damage | Damage done by this attack. (x) denotes combined damage [x] denotes minimum damage |
Guard | The way this move must be blocked. High = Can block standing Low = Can block crouching Mid = Can block standing or crouching Air = Can block in the air Air Shield = Can block in the air while shielding Unblockable = Cannot be blocked |
Cancel | Actions this move can be canceled into on hit or block, unless specially noted. N = Normal Cancelable SE = Self Cancelable SP = Special Cancelable EX = EX/IW Cancelable CS = Chain Shift UNQ = Unique (See description) TH = Throw Cancelable J = Jump Cancelable (Hit cancelable only by default) (X) = Hit cancelable only -X- = Can additionally be cancelled during whiff |
Property | Special properties this move has. Click on the property to navigate to an explanation. |
Cost | The resources this move costs to use. GRD = GRD Blocks EXS = EXS Meter Vorpal = Vorpal GRD Break = Causes GRD Break |
Attribute | Attributes of the attack. Mostly used in situations involving invul. There are two sets of attributes: Strike/Throw and Head/Foot/Dive/Projectile Every move has a Strike/Throw attribute, but doesn't always have Head/Foot/Dive/Projectile attribute. --- Strike = Strike (Anything that isn't a Throw is a Strike) Throw = Throw --- Head = Head (Most jump normals) Foot = Foot Dive = Some air specials Projectile = Projectile |
Startup | Frame when the first hitbox is present. + denotes the frames before and after super flash. |
Active | The amount of frames that this move will have a hitbox. (x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish. |
Recovery | Frames that this move has after the active frames if not canceled. |
Overall | Frames that this move takes from start to finish before the character returns to neutral. |
Advantage | The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked). If the opponent uses a move with startup equal or less than this move's advantage, it will result in opponent hitting that move. ±x~±x denotes a possible range of advantage. The left value is when the active frames hit sooner (generally worse) and the right value is for when the active frames hit later (generally better). |
Invul | The frames where this move cannot be hit by an attribute. Full = Fully invincible Strike = Strike invincible Throw = Throw invincible Head = Head invincible Foot = Foot invincible Dive = Dive invincible Projectile = Projectile invincible |
Normal Moves
Standing Normals
5A
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
190 | Mid | 5 | 2 | 12 | -2 | N, SP, EX, CS | Strike |
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
18 | 12 | /Data#5A |
5B
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
5B | 540 | Mid | 7 | 5 | 17 | -6 | N, SP, EX, CS | Strike |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
5BB | 790 | Mid, Air | 16 | 4 | 28 | -8 | SP, EX, CS | Strike |
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
5B | 28 | 16 | /Data#5B | |||
5BB | 41 | Wall Bounce, Null Projectile, Chip Damage | /Data#5BB |
5BB :
5C
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
5C | 710 | Mid | 11 | 3 | 19 | -4 | N, SP, EX, CS | Strike |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
5[C] | 780 | Mid | 21 | 4 | 23 | -1 | N, SP, EX, CS |
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
5C | 32 | 18 | /Data#5C | |||
5[C] | 47 | Ground Bounce, Launch | /Data#5[C] |
5[C] :
Crouching Normals
2A
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
160 | Low | 5 | 2 | 12 | -2 | N, SP, EX, CS | Strike, Foot |
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
18 | 12 | /Data#2A |
2B
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
480 | Low | 6 | 6 | 14 | -4 | N, SP, EX, CS | Strike, Foot |
- Not too much range, but a decent hitbox and startup.
- Can be useful for OTGing enemies.
- Can be made 0 on block depending on spacing
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
25 | 16 | /Data#2B |
2C
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
670 | Mid | 13 | 3 | 23 | -8 | N, SP, EX, CS | Strike |
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
38 | 18 | /Data#2C |
Air Normals
j.A
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
jA | 150 | High, Air Shield | 7 | 3 | 14 [2 on landing] |
N, SP, EX, CS | Strike, Head |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
jAA | 540 | Mid, Air Shield | 5 | 2(4)2(2)2(4)3 | 21 [2 on landing] |
+4 | N, SP, EX, CS | Strike, Head |
- Can be used from a whiffed j.A.
- Carries Mika's aerial horizontal momentum.
- Can be used to stall in the air.
j.B
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
450 | High, Air Shield | 8 | 5 | 15 [3 on landing] |
N, SP, EX, CS | Strike, Head |
- With Chain Shift available, can be used as a very fast assault overhead combo starter.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
27 | /Data#jB |
j.C
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
jC | 620 | High, Air Shield | 12 | 4 | 18 [4 on landing] |
N, SP, EX, CS | Strike, Head |
- Plus on block from jump in or assault.
- On shield, varies on point of impact, but ranges from on the cusp of safe to unsafe.
- Can be delayed by up to 4 extra frames before becoming j.[C]
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
j[C] | 780 | High, Air Shield | 19 | 4 | 20 [4 on landing] |
N, SP, EX, CS | Strike, Head |
- Changes her air momentum slightly.
- Destroys projectiles underneath her.
- Grounded Assault Increase version is plus on shield. Using 2B afterward can frame-trap opponents attempting to mash out a 5-frame normal.
- Can be good to stuff anti airs on jump in or to catch people you cross over, but is actually unsafe on block from a normal jump due to the increased vertical pushback.
- Due to UNI's crossup protection, it can't be actually used to cross up an opponent, even though it may look like it.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
jC | 32 | /Data#jC | ||||
j[C] | 42 | Ground Bounce, Knockdown, Null Projectile | /Data#j[C] |
j[C] :
Command Normals
3B
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
650 | Mid | 13 | 11 | 12 [14 on landing] |
-7~+2 | SP, EX (whiff OK), CS (whiff OK) | Strike | 10-21 Foot, 6-21 Throw |
- Airborne on frame 6.
- Can be +2 at the farthest spacings (-3 on shield at this range).
3C
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
612 | Mid | 9 | 2 | 22 | -6 | N, SP, EX, CS | Strike | 7-10 Head |
- Very long cancel window even lets you frametrap into A normals.
- One of Mika's best buttons for trading since it launches on hit while keeping her grounded.
Dash Moves
66B
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
2 hits: 802 "2nd hit only": 550 |
Mid first hit, Low second hit | 8, 15 | 19 | 15 | -8~+4 | SP, EX, CS | Strike, Foot | 5-14 Throw |
66C
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
1040 | High | 26 | 6 | - | -10~-2 | SP, EX, CS | Strike | 8~31 Foot, 5-34 Throw |
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
Wall Bounce | /Data#66C |
Universal Mechanics
Steer Ender
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
2 hits: 800 "2nd hit only:" 840 |
Mid, Air Shield | 9 | Total 52 | -4 | CS | Strike |
- Helps to gain GRD in short bursts.
- The amount of GRD gained is dependent on the starter, anywhere from one block of GRD if used early in a combo to losing one block if used in a longer combo.
- The push back on hit can make it a little difficult to punish on block.
- This can be done off any normals on hit or block. It's treated as a special cancel.
- Can only chain into IW or IWEXS as it ends in a hard knockdown, though the window to cancel into either is very big.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
52 | Launch | /Data#5A+B |
Force Function
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
855 | Mid, Air Shield | SP, EX, CS | Launch | 1.0~1.9GRD | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
21 | 10 | 48 [9 on landing] |
78 | -23 | 1~23, 49~69 Throw |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1222 | High, Air Shield | SP, EX, CS | Launch | 1.0~1.9GRD | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
29 | 9 | 48 [9 on landing] |
85 | -23 | 1~30, 56~76 Throw |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1222 | High, Air Shield | SP, EX, CS | Launch | 0.5GRD | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
26 | 9 | 48 [9 on landing] |
82 | -23 | 1~27, 53~73 Throw |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
855 | Mid, Air Shield | SP, EX, CS | Launch | 1.0~1.9GRD | Strike, Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
15 | Until Landing+10 | 56 [12 on landing] |
- | -31 | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1222 | High, Air Shield | SP, EX, CS | Launch | 1.0~1.9GRD | Strike, Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
29 | Until Landing+10 | 56 [12 on landing] |
- | -31 | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1222 | High, Air Shield | SP, EX, CS | Launch | 0.5GRD | Strike, Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
26 | Until Landing+10 | 56 [12 on landing] |
- | -31 | - |
Mika rises slightly in the air, and comes crashing diagonally toward the ground.
- Increase versions are overheads.
- Useful combo filler - good vacuuming hitboxes and cancel options once on the ground.
- The bounce back after the hit can make it a little difficult to punish on block.
Force Function 2
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
790 | Mid, Air | 25 | Total 49 | -3 | SP, EX, CS | Strike |
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
49 | Launch | /Data#2B+C |
Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1660 | Unblockable | - | - | - | Throw |
Startup | Active | Recovery | Overall | Advantage | Invul |
4 | - | - [- on landing] |
30 | +13 when successful | - |
Guard Thrust
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
0 | Mid | - | Launch | 100 EXS, All GRD | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
15 | 5 | 26 | 45 | -12 | 1~15 Full, 16~45 Full on hit |
No results
Guard Thrust is a type of Guard Cancel that is only usable during blockstun. Blows the opponent away on hit.Veil Off
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
0 | All | - | Launch | 100+ EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
15 | 2 | 7 (3 on hit) on landing | 64 (54 on hit) | -23 | 1~30 Full |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
0 | All | - | Launch | 100+ EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
15 | 2 | 7 (3 on hit) on landing | 64 (54 on hit) | -23 | 1~30 Full |
Universal reversal that blows the opponent back on hit.
- Requires at least 100 meter and puts you in Veil Off state which grants 20% more damage, but drains your meter at a slow rate.
- Meter drains much slower when health is below 30% (orange health).
- If your opponent has Vorpal state and is hit with Veil Off outside of a combo, they will lose Vorpal.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
0 | All | - | Launch | 100+ EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
2 | 4 | 20 | 25 | +3 | 1~19 Full |
Cancels an action and launches the opponent high into the air on hit.
- CVO cancel is treated the same as EX cancel; you can only CVO when you can EX and the opponent is in hit/blockstun.
- Including in the air.
- Requires at least 100 meter and consumes Vorpal state and drains meter at a fast rate.
- Has a lot of hitstun, making it easy to combo from.
- Allows for an additional bounce in the combo if two have been used so far, without hitting the combo bounce limit.
- Pressing A+B+C can be used for a shortcut for Infinite Worth.
- Used mostly as a way to tack on extra damage, or to reliably close out the round.
Special Moves
236X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
750 | Mid, Air | UNQ, EX, CS | Launch | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
16 | 15 | 20 | 41 | -12 to +7 | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
750 | Mid, Air | UNQ, EX, CS | Launch | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
13 | 27 | 28 | 63 | -33 to -7 | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1836 | Mid, Air | UNQ, CS | Launch | 100 EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
5 | 17 | 25 | 50 | -12 to +4 | 1~3 Throw, 2-25 Projectile |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
750 | Mid, Air | UNQ, EX, CS | Launch | - | Strike, Dive |
Startup | Active | Recovery | Overall | Advantage | Invul |
14 | 15 | 20 | 41 | -13 to +1 | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
750 | Mid, Air | UNQ, EX, CS | Launch | - | Strike, Dive |
Startup | Active | Recovery | Overall | Advantage | Invul |
16 | 20 | - [16 on landing] |
- | -2 | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
800 | Mid, Air | UNQ, CS | Launch | 100 EXS | Strike, Dive |
Startup | Active | Recovery | Overall | Advantage | Invul |
1+4 | 20 | - [13 on landing] |
- | -19~+5 | - |
Mika boosts herself forward and headbutts the opponent.
- At any point, an additional direction and attack input will change the direction for another attack.
- A/C versions travel horizontally forward.
- B versions travel diagonally.
- Ground version goes up, while air version goes down.
- C version travels further and allows for up to 3 follow-up attacks, instead of just 1.
236X~X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
750 | Mid, Air | UNQ, EX, CS | Launch | - | Strike, Dive |
Startup | Active | Recovery | Overall | Advantage | Invul |
9 | 10 | 6 [15 on landing] |
24 | - | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
750 | Mid, Air | UNQ, EX, CS | Launch | - | Strike, Dive |
Startup | Active | Recovery | Overall | Advantage | Invul |
12 | 12 | 6 [15 on landing] |
29 | - | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
750 | Mid, Air | UNQ, EX, CS | Launch | - | Strike, Dive |
Startup | Active | Recovery | Overall | Advantage | Invul |
12 | 16 | 15 on landing | - | - | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
750 | Mid, Air | UNQ, EX, CS | Launch | - | Strike, Dive |
Startup | Active | Recovery | Overall | Advantage | Invul |
12 | 16 | 15 on landing | - | - | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
750 | Mid, Air | UNQ, EX, CS | Knockdown | - | Strike, Dive |
Startup | Active | Recovery | Overall | Advantage | Invul |
12 | 16 | - | - | - | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
800 | Mid, Air | UNQ, CS | Launch | - | Strike, Dive |
Startup | Active | Recovery | Overall | Advantage | Invul |
8 | 16 | 7 [12 on landing] |
30 | - | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
800 | Mid, Air | UNQ, CS | Launch | - | Strike, Dive |
Startup | Active | Recovery | Overall | Advantage | Invul |
10 | 16 | 6 [12 on landing] |
31 | - | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
800 | Mid, Air | UNQ, CS | Launch | - | Strike, Dive |
Startup | Active | Recovery | Overall | Advantage | Invul |
10 | 16 | 12 on landing | - | - | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
800 | Mid, Air | UNQ, CS | Launch | - | Strike, Dive |
Startup | Active | Recovery | Overall | Advantage | Invul |
10 | 16 | 12 on landing | - | - | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
800 | Mid, Air | UNQ, CS | Knockdown | - | Strike, Dive |
Startup | Active | Recovery | Overall | Advantage | Invul |
10 | 16 | 12 on landing | - | - | - |
Mika performs a follow-up rush.
- Can hold down a direction to travel at any angle.
- Can perform aerial actions after 7/8/9 versions.
- by delaying the follow-up in the corner, Mika gets an unreactable left/right 50/50
623X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
952 | Mid | UNQ, EX, CS (whiff OK) | Launch | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
7 | 12 | 21 | 39 | -2 | 3~14 Head, 1~14 Dive |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1020 | Mid | UNQ, EX, CS (whiff OK) | Launch | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
9 | 12 | 26 | 46 | -7 | 4~18 Head, 1~18 Dive |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1720 | Mid | CS (hit only) | Launch | 100 EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
1+6 | 36 | 44 | 86 | -51 | 1~6 Full, 7~14 Strike |
Mika spins like a top and moves forward.
- A version: Your best anti-air, but in order to get a combo afterward, you'll need to burn some resources.
- B version: Does more damage and goes further than the A version. Typically used as a combo ender.
- C version: Actually pretty solid reversal. Launches Mika diagonally upward.
623X~623X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1720 | Mid | CS (hit only) | Launch | 100 EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
1+6 | 36 | 24 | 66 | -7 | 1~6 Full, 7~14 Strike |
Mika leaps forward while spinning.
- Can only be performed after 623A/B and then inputting 623C.
- Allows enough time to combo afterwards.
623X~X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
967 | Mid | CS (whiff OK), EX | Launch, Wall Bounce | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
4 | 24 | 32 [15 on landing] |
59 | -24 | 1~13 Projectile/Head/Dive |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
967 | Mid | CS (whiff OK), EX | Launch, Wall Bounce | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
4 | 24 | 33 [15 on landing] |
60 | -25 | 1~13 Projectile/Head/Dive |
j.623X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
994 | Mid | CS (whiff OK), EX | Launch, Wall Bounce | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
7 | 24 | 15 on landing | - | -36 | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
994 | Mid | CS (whiff OK), EX | Launch, Wall Bounce | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
8 | 24 | 15 on landing | - | -36 | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1550 | Mid | CS (whiff OK) | Launch | 100 EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
1+7 | 36 | 31 on landing | - | -50 | 1~3 Throw, 8~43 Projectile |
Mika spins like a top in the air and flies forward. Air unblockable.
- A version: Has short range. Used as combo filler.
- B version: Goes further than the A version.
- C version: EX move that can be used to start, extend, or finish combos.
214X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1350 | Unblockable | CS (hit only) | Launch | - | Throw |
Startup | Active | Recovery | Overall | Advantage | Invul |
16 (9 for hitstun) | 9 | 20 | 37 | - | 1~17 Throw |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1620 | Unblockable | CS (hit only) | Launch | - | Throw |
Startup | Active | Recovery | Overall | Advantage | Invul |
27 (17 for hitstun) | 12 | 20 | 48 | - | 1~28 Throw |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
2080 | Unblockable | CS (hit only) | Launch | 100 EXS | Throw |
Startup | Active | Recovery | Overall | Advantage | Invul |
14 (1+5 for hitstun) | Until Landing+2 | 20 | 38 | - | Throw, 2~until land Foot |
Mika hops forward and grabs the opponent.
- A/B versions will gold throw unless the opponent is in hitstun or shielding.
- A/B versions have longer untech time when Mika has Vorpal.
- C version will not gold throw unless the opponent is in blockstun.
- C version has a few frames of low invulnerability.
- C version travels a significantly larger distance than the other two, almost 3/4ths of the screen.
- All versions will end a combo if there is enough proration prior to the cannon, allowing the opponent to air tech. (e.g. 5A > 5B > 5C > 214x)
Great tool for discouraging shielding. Not the best for straightforward grab mixups.
- In combos, has a surprisingly large hitbox. Can be followed up with a microdash, or 236B for further conversion.
22X
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
22A | 870 | Mid | 18 | Total 38 | -3 | CS (whiff OK), EX | Strike |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
22B | 980 | Mid | 27 | Total 50 | -6 | CS (whiff OK), EX | Strike |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
22C | 1150 , 1150 | Mid | 16 | Total 58 | -7 | Strike |
360C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
777 + 380 + 890 / 777 + 522 + 1246 (2047~2545) | Unblockable | CS (hit only) | Launch, Wall Bounce | 100 EXS | Throw |
Startup | Active | Recovery | Overall | Advantage | Invul |
5 | - | - | 58 | - | 1~3 Throw |
Mika grabs the opponent to do a series of blows and sends them flying.
- Timing additional inputs when Mika flashes white will increase damage.
- With Chain Shift available, this can lead to extremely high damaging combos.
- Jumpable after the flash, and cannot gold throw enemies in blockstun or hitstun.
Super Moves
Infinite Worth
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
3562 | Mid, High | - | - | 200 EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
8 | - | - | 104 | -42 | 1~22 Full |
Mika rockets upward, then comes crashing down onto the earth. Downward hit is an overhead.
- An expensive, but usable anti air.
Infinite Worth EXS
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
3750 | All | - | Knockdown | 200 EXS, Vorpal or GRD Break (only when IWEXS does not hit) | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
3+14 | 2 | 51 | 69 | -25 | 1~? Full |
Mika becomes surrounded by a pillar of light which goes into a cinematic on hit.
- Must have less than 30% health (orange health) to use.
- After the cinematic, characters will be moved to the middle of the stage, regardless of where they were positioned before.
- Due to the cost, it is usually not recommended to use this move unless it will kill the opponent.
Notable Rebeats and Gaps
Attack | Chain | Advantage |
---|---|---|
5C/2C/3C | 5A/2A | -1 |
5B/2B | 5A/2A | -3 |
5[C] | 5A/2A | +7 |
5[C] | 2B | 0 |
Attack | Chain | Frame Gap |
---|---|---|
5A/2A | 2C | 1f |
5A/2A | 3B | 1f |
5A/2A | 214A | 4f |
5B | 5B(B) | 1f |
5B/2B | 214A | 1f |
5B/2B | 5[C] | 6f |
2C/3C | 5[C] | 4f |
Videos
External Links
Character Health Differences from ST to CLR by LTP
Mika ST > CLR Changes by ShinsoBEAM
Confirmation of Mika's Vorpal Trait by Kamone
UNI2 Mika Changes by AuraDude
UNI2 Mika FrameData by パンだな @pandana_55
Uni2 Mika Combo Doc by Vegas Orb Enjoyer