Under Night In-Birth/UNIST/Mika: Difference between revisions
Line 94: | Line 94: | ||
|recovery=15 | |recovery=15 | ||
|frameAdv=-4 | |frameAdv=-4 | ||
|attribute= | |attribute=Foot | ||
|description=Low poke. Not too much range, but a decent attribute. Used more as combo filler than anything else. | |description=Low poke. Not too much range, but a decent attribute. Used more as combo filler than anything else. | ||
}} | }} | ||
Line 170: | Line 170: | ||
|recovery=X+2 | |recovery=X+2 | ||
|frameAdv=Varies | |frameAdv=Varies | ||
|attribute= | |attribute=Head | ||
|description=Fast air to air normal. Mostly used to get to j.AA. | |description=Fast air to air normal. Mostly used to get to j.AA. | ||
}} | }} | ||
Line 189: | Line 189: | ||
|recovery=X+3 | |recovery=X+3 | ||
|frameAdv=Varies | |frameAdv=Varies | ||
|attribute= | |attribute=Head | ||
|description=Quick air to ground normal. | |description=Quick air to ground normal. | ||
}} | }} | ||
Line 208: | Line 208: | ||
|recovery=X+4 | |recovery=X+4 | ||
|frameAdv=Varies | |frameAdv=Varies | ||
|attribute= | |attribute=Head | ||
|description=Fist slam downward. Staple assault starter. | |description=Fist slam downward. Staple assault starter. | ||
}} | }} | ||
Line 227: | Line 227: | ||
|recovery=X+4 | |recovery=X+4 | ||
|frameAdv=Varies | |frameAdv=Varies | ||
|attribute= | |attribute=Head | ||
|description=Charged version of j.C, causing ground slam on air hit. Useful in combos and mixups. | |description=Charged version of j.C, causing ground slam on air hit. Useful in combos and mixups. | ||
}} | }} | ||
Line 246: | Line 246: | ||
|recovery=28 | |recovery=28 | ||
|frameAdv=--14~-12 | |frameAdv=--14~-12 | ||
|attribute= | |attribute=Projectile | ||
|description=Giant explosion fist. can be used to frame trap opponents. | |description=Giant explosion fist. can be used to frame trap opponents. | ||
Destroys projectiles immediately, can be canceled as soon as projectile is destroyed. | Destroys projectiles immediately, can be canceled as soon as projectile is destroyed. | ||
Line 290: | Line 290: | ||
|description=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 | |description=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 | ||
'' | ''Head invincible frames 7~10'' | ||
}} | }} | ||
}} | }} | ||
Line 308: | Line 308: | ||
|recovery=X+2 | |recovery=X+2 | ||
|frameAdv=Varies | |frameAdv=Varies | ||
|attribute= | |attribute=Head | ||
|description=Staple combo button and extension. | |description=Staple combo button and extension. | ||
}} | }} | ||
Line 327: | Line 327: | ||
|recovery=15 | |recovery=15 | ||
|frameAdv=-7~+4 | |frameAdv=-7~+4 | ||
|attribute= | |attribute=Foot | ||
|description=Mika sliding tackle. Hits low and has a good amount of range. Mostly used to combo into Mika's Cannon. | |description=Mika sliding tackle. Hits low and has a good amount of range. Mostly used to combo into Mika's Cannon. | ||
}} | }} | ||
Line 383: | Line 383: | ||
|recovery=57 | |recovery=57 | ||
|frameAdv=-31 | |frameAdv=-31 | ||
|attribute= | |attribute=Head | ||
|description=Punch to the ground, mostly used to end combos at the expense of GRD. | |description=Punch to the ground, mostly used to end combos at the expense of GRD. | ||
}} | }} | ||
Line 418: | Line 418: | ||
|recovery=57 | |recovery=57 | ||
|frameAdv=-31 | |frameAdv=-31 | ||
|attribute= | |attribute=Head | ||
|description=Charged version of her jump force function, used in the 5BB > j.[C] > j.[FF] combo and that's about it. | |description=Charged version of her jump force function, used in the 5BB > j.[C] > j.[FF] combo and that's about it. | ||
}} | }} | ||
Line 438: | Line 438: | ||
|recovery=22 | |recovery=22 | ||
|frameAdv= | |frameAdv= | ||
|attribute= | |attribute=Throw | ||
|description=3rd highest damage non combo throw in the game. | |description=3rd highest damage non combo throw in the game. | ||
}} | }} | ||
Line 451: | Line 451: | ||
|data= | |data= | ||
{{AttackData-UNI | {{AttackData-UNI | ||
|version=Normal | |||
|damage=0 | |||
|cancel=- | |||
|guard=HL | |||
|startup=15 | |||
|active=5 | |||
|recovery=26 | |||
|frameAdv=-12 | |||
|attribute=Strike | |||
|description= | |||
''Completely invincible frames 1~15'' | |||
}} | |||
{{AttackData-UNI | |||
|version=Vorpal | |||
|header=no | |||
|damage=0 | |damage=0 | ||
|cancel=- | |cancel=- | ||
|guard=HL | |guard=HL | ||
|startup= | |startup=12 | ||
|active=5 | |active=5 | ||
|recovery= | |recovery=26 | ||
|frameAdv=- | |frameAdv=-12 | ||
|attribute=Strike | |attribute=Strike | ||
|description=2C motion with | |description=2C motion with invincibility. | ||
''Completely invincible frames 1~12'' | |||
}} | }} | ||
}} | }} | ||
Line 471: | Line 489: | ||
|data= | |data= | ||
{{AttackData-UNI | {{AttackData-UNI | ||
|version=Normal | |||
|damage=0 | |damage=0 | ||
|cancel=- | |cancel=- | ||
|guard=HLA | |guard=HLA | ||
|startup= | |startup=20~68 | ||
|active=2 | |active=2 | ||
|recovery= | |recovery=Till L+7 | ||
|frameAdv= | |frameAdv=Uncharged:-13 Charged:-14 | ||
|attribute=Strike | |attribute=Strike | ||
|description=Universal reversal. Invincible from start-up until the first active frame. You can delay the start-up until the | |description=Universal reversal. Invincible from start-up until the first active frame. You can delay the start-up until the 68th frame, but there's no real incentive to do so outside of thwarting meaty attacks. | ||
''Completely invincible frames 1~30/91'' | |||
}} | |||
{{AttackData-UNI | |||
|version=Cross-Cast | |||
|header=no | |||
|damage=0 | |||
|cancel=- | |||
|guard=HL | |||
|startup=2 | |||
|active=4 | |||
|recovery=20 | |||
|frameAdv=+3 | |||
|attribute=Strike | |||
|description=Occurs if enemy is in hitstun. Used mostly as a way to tack on extra damage, or to reliably close out the round. | |||
''Completely invincible frames 1~19'' | |||
}} | }} | ||
}} | }} | ||
Line 505: | Line 541: | ||
{{AttackData-UNI | {{AttackData-UNI | ||
|version=B | |version=B | ||
|header=no | |||
|damage=750 | |damage=750 | ||
|cancel=Se,EX,Cs | |cancel=Se,EX,Cs | ||
Line 517: | Line 554: | ||
{{AttackData-UNI | {{AttackData-UNI | ||
|version=EX | |version=EX | ||
|header=no | |||
|damage=800 | |damage=800 | ||
|cancel=CS | |cancel=CS | ||
Line 549: | Line 587: | ||
|recovery=X+16 | |recovery=X+16 | ||
|frameAdv=-26 | |frameAdv=-26 | ||
|attribute=Strike | |attribute=Air Strike | ||
|description=Grounded version, except in the air. Arguably the most often seen version of this move. | |description=Grounded version, except in the air. Arguably the most often seen version of this move. | ||
}} | }} | ||
{{AttackData-UNI | {{AttackData-UNI | ||
|version=B | |version=B | ||
|header=no | |||
|damage=750 | |damage=750 | ||
|cancel=Se,EX,Cs | |cancel=Se,EX,Cs | ||
Line 561: | Line 600: | ||
|recovery=X+16 | |recovery=X+16 | ||
|frameAdv=-2 | |frameAdv=-2 | ||
|attribute=Strike | |attribute=Air Strike | ||
|description=Goes downward. Also mostly used as combo filler. | |description=Goes downward. Also mostly used as combo filler. | ||
}} | }} | ||
{{AttackData-UNI | {{AttackData-UNI | ||
|version=EX | |version=EX | ||
|header=no | |||
|damage=800 | |damage=800 | ||
|cancel=CS | |cancel=CS | ||
Line 573: | Line 613: | ||
|recovery=X+13 | |recovery=X+13 | ||
|frameAdv= | |frameAdv= | ||
|attribute=Strike | |attribute=Air Strike | ||
|description= Same as the ground version, in case you ''really'' need some extra hits. | |description= Same as the ground version, in case you ''really'' need some extra hits. | ||
}} | }} | ||
Line 597: | Line 637: | ||
|description=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. | |description=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 | ''Head and Air Strike invincible frames 5~12'' | ||
}} | }} | ||
{{AttackData-UNI | {{AttackData-UNI | ||
Line 611: | Line 651: | ||
|description=Does more damage and goes further than the A version. Typically used as a combo ender. | |description=Does more damage and goes further than the A version. Typically used as a combo ender. | ||
''Air | ''Head and Air Strike invincible frames 7~14'' | ||
}} | }} | ||
{{AttackData-UNI | {{AttackData-UNI | ||
Line 650: | Line 690: | ||
''Projectile invincible frames 1~13'' | ''Projectile invincible frames 1~13'' | ||
<br/>''Air | <br/>''Head and Air Strike invincible frames 4~13'' | ||
}} | }} | ||
{{AttackData-UNI | {{AttackData-UNI | ||
Line 665: | Line 705: | ||
''Projectile invincible frames 1~13'' | ''Projectile invincible frames 1~13'' | ||
<br/>''Air | <br/>''Head and Air Strike invincible frames 4~13'' | ||
}} | }} | ||
}} | }} | ||
Line 708: | Line 748: | ||
|recovery=20 | |recovery=20 | ||
|frameAdv=- | |frameAdv=- | ||
|attribute= | |attribute=Throw | ||
|description=Short hop and a grab. Escapable throw if not used in a combo, but this doesn't apply if the opponent is shielding. | |description=Short hop and a grab. Escapable throw if not used in a combo, but this doesn't apply if the opponent is shielding. | ||
Line 715: | Line 755: | ||
{{AttackData-UNI | {{AttackData-UNI | ||
|version=B | |version=B | ||
|header=no | |||
|damage=1620 | |damage=1620 | ||
|cancel=EX,Cs | |cancel=EX,Cs | ||
Line 722: | Line 763: | ||
|recovery=20 | |recovery=20 | ||
|frameAdv=- | |frameAdv=- | ||
|attribute= | |attribute=Throw | ||
|description=Same properties as the A version, but hops much farther. Usually the version used to extend combos. | |description=Same properties as the A version, but hops much farther. Usually the version used to extend combos. | ||
Line 729: | Line 770: | ||
{{AttackData-UNI | {{AttackData-UNI | ||
|version=EX | |version=EX | ||
|header=no | |||
|damage=2080 | |damage=2080 | ||
|cancel=(Cs) | |cancel=(Cs) | ||
Line 736: | Line 778: | ||
|recovery=20 | |recovery=20 | ||
|frameAdv=- | |frameAdv=- | ||
|attribute= | |attribute=Throw | ||
|description= Like B version, but more damage, and not escapable. Not used much as the opponent can jump away on reaction. | |description= Like B version, but more damage, and not escapable. Not used much as the opponent can jump away on reaction. | ||
Line 759: | Line 801: | ||
|recovery=53 | |recovery=53 | ||
|frameAdv=- | |frameAdv=- | ||
|attribute= | |attribute=Throw | ||
|description=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 | |description=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 | ||
Revision as of 01:07, 23 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
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2A
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5B
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2B
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5C
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5[C]
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2C
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j.A
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j.B
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j.C
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j.[C]
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Command Normals
5BB
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3B
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3C
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j.AA
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Dash Normals
66B
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66C
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Universal Mechanics
Mika's Crash
B+C |
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Mika's Crash (charged)
[B+C] |
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Throw
A+D |
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Guard Thrust
214D |
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Veil Off
A+B+C |
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Special Moves
Mika's Missile
236X |
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Mika's Missile (air)
j.236X |
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Mika's Tornado
623X |
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Mika's Twister
A/B/C After A/B Spin |
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EX Mika's Twister
623C After A/B Spin |
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Mika's Cannon
214X |
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Mika's Hip Attack
360C |
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Infinite Worth
Mika's Revolution
41236D |
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Infinite Worth EXS
Mika's Galaxy
A+B+C+D |
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Strategy
Combos
Combo Notation Guide: |
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