Ys vs. Sora no Kiseki: Alternative Saga/Mishera: Difference between revisions
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== Introduction == | == 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. | 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. Despite her low combo potential, Mishera's offense is still quite good thanks to an array of multi-hitting projectile that deals tons of stamina 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.<br> | If you enjoy cheap zoning that'll get your opponents very salty, or are an agent of chaos, Mishera is right up your alley.<br> | ||
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{{ProConTable | {{ProConTable | ||
|intro= '''Mishera''' is a zoning monster with good mobility and the best defensive tools in the game | |intro= '''Mishera''' is a zoning monster with good mobility and the best defensive tools in the game. | ||
|pros= | |pros= | ||
* '''Outstanding Zoning:''' Mishera's toolkit is filled with excellent zoning-oriented attacks and Skills. | * '''Outstanding Zoning:''' Mishera's toolkit is filled with excellent zoning-oriented attacks and Skills. | ||
* '''Excellent Defense:''' Calm Gust is | * '''Excellent Defense:''' Calm Gust is the best defensive Skill in the game, allowing her to reset zoning no matter where her opponent is. | ||
* '''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. | ||
|cons= | |cons= | ||
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|properties=Projectile | |properties=Projectile | ||
|description= | |description= | ||
Mishera's basic projectile. Unlike every other ranged characters, Mishera's A doesn't lose in power while moving. | Mishera's basic projectile. Unlike every other ranged characters, Mishera's A doesn't lose in power while moving. | ||
* 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 | ||
}} | }} |
Revision as of 03:56, 14 November 2023
“ |
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%) |
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. Despite her low combo potential, Mishera's offense is still quite good thanks to an array of multi-hitting projectile that deals tons of stamina 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
A
|
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Charge Attack
[A] |
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j.A
|
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Falling Attack
j.B |
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Rising Attack
|
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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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Aerial Orb
S6 |
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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
- S1
- S2
- S3
- S4
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. |
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
- Combo (damage)
- Combo description
With accessories
- Combo (damage)
- Specify which accessories are required for this combo to work
- Combo description
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)