Ys vs. Sora no Kiseki: Alternative Saga/Mishera: Difference between revisions
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{{MoveData | {{MoveData | ||
|image=YvK_Mishera_jA.png | |image=YvK_Mishera_jA.png | ||
|caption=hitbox dot ogg | |||
|name=Air Attack | |name=Air Attack | ||
|input=j.A | |input=j.A | ||
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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 | |||
}} | |||
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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 |
Revision as of 09:01, 22 January 2024
“ |
The eldress of Kylos, which is a village located in the mountains of |
” |
Mishera | |
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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 |
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|
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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 |
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Charge Attack
[A] |
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Air Attack
j.A |
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Falling Attack
j.B |
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Rising Attack
Attack while dodging |
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Skills
Cloudburst
S1 |
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Calm Gust
S2 |
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Storm Gust
S3 |
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Purge Wind
S4 |
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Tornado
S5 |
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Wind Legion
EXTRA Skill |
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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 is played in neutral at a fundamental level
Pressure
- Explain how Mishera's pressure works fundamentally
Defense
- List what Mishera's unique defensive options are (outside of system mechanics). This can be either a reversal or a stupidly fast attack
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, d.A > j.S3 (~2.5k damage)
- Sample EX combo. Only works at point blank.
- S1, d.A > EX, d.A > j.S3 (~2.2k 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)