Ys vs. Sora no Kiseki: Alternative Saga/Mishera: Difference between revisions
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|impact=12 | |impact=12 | ||
|spCost=<abbr title="Base, Skill Earrings I to IV">14 / 13 / 12 / 12 / 11</abbr> | |||
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|spCost=<abbr title="Base, Skill Earrings I to IV">14 / 13 / 12 / 12 / 11</abbr> | |spCost=<abbr title="Base, Skill Earrings I to IV">14 / 13 / 12 / 12 / 11</abbr> | ||
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Extremely wide projectile that covers a lot of ground. It works as Mishera's main combo starter, since opponents will be stunned for longer than usual on hit. It can also be jump and walk cancelled very early into the animation, allowing some otherwise impossible combos. However, it has a very long cooldown, so Mishera can usually only fit one Cloudburst per combo. | Extremely wide projectile that covers a lot of ground. It works as Mishera's main combo starter, since opponents will be stunned for longer than usual on hit. It can also be jump and walk cancelled very early into the animation, allowing some otherwise impossible combos. However, it has a very long cooldown, so Mishera can usually only fit one Cloudburst per combo. | ||
The air version | The air version is usually better at zoning, due to coming out 2 frames earlier. It also covers lots of ground, due to Mishera sending the projectiles in a cross-shaped pattern. | ||
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Revision as of 03:58, 20 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 |
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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
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 |
---|
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
- S1, d.A > j.S3 > j.S2 (700 damage)
- Basic, cheap combo off of Cloudburst at close range. Also works with air Cloudburst.
- S1 > [A] > S5, j.[A] (~1.6k damage)
- More advanced combo, which costs more SP in exchange for doubled damage. In order to work, Cloudburst must be either jump or walk cancelled.
With accessories
- RA jc > j.S1, [A] > S3 (damage)
- Airborne Medallion
- Basic combo from a Rising Attack. Unlike most characters, Mishera actually gets some good reward off of Rising Attack.
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)