“
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The eldress of Kylos, which is a village located in the mountains of
Altago. She asked if she could travel with Adol and his companions
after her mysterious power of windsight granted her a vision of the
calamity that would consume the land of Altago.
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”
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Mishera
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Archetype |
Zoning
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Preferred Range |
Long
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Tankiness Rating |
Very low (1.60%)
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Difficulty |
Easy
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Stats
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HP |
8811
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AP |
27
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STR |
930
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DEF |
689
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BRK |
492
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DUR |
2226
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SPD |
106
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AGL |
111
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SP Gain |
243
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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:
Playstyle
Mishera is a zoning monster with good mobility and the best defensive tools in the game.
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Strengths |
Weaknesses
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- Outstanding Zoning: Mishera's toolkit is filled with excellent zoning-oriented attacks and Skills.
- 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.
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- Low Stats: Like all ranged characters, Mishera's stats are overall pretty low, resulting in low damage output and very low survivability.
- Expensive Skills Mishera's Skills are overall the most expensive in the game. As such, she needs to be careful about when to use them.
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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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Damage
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Impact
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SP Cost
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Cooldown
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Properties
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74
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6
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-
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-
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Projectile
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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
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Charge Attack [A]
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Damage
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Impact
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SP Cost
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Cooldown
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Properties
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99
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7
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-
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-
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Soft Armor, Projectile, Homing
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Big homing projectile. Fairly important move in Mishera's arsenal, since it lets her safely build SP from a distance.
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j.A
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Damage
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Impact
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SP Cost
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Cooldown
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Properties
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20x3
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2
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-
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-
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-
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Mishera's only melee attack, and an excellent one at that. On top of being active for a very long time, 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.
- Mishera can start moving quickly after the move comes out
- Launches opponents on hit
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Falling Attack j.B
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Damage
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Impact
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SP Cost
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Cooldown
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Properties
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74
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3
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-
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-
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Projectile, Homing
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Shoots a homing projectile that goes downwards.
- Stops Mishera's vertical momentum, letting her stall in the air
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Rising Attack
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Damage
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Impact
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SP Cost
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Cooldown
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Properties
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98
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9
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1 AP
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-
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Hard Armor 1-10
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"Universal" Rising Attack. It's a basic launcher that has the merit of being armored all the way through. Can be jump or dash cancelled in order to combo
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Skills
Cloudburst S1
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Version
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Damage
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Impact
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SP Cost
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Cooldown
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Properties
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Ground
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25, 270
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12
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14 / 13 / 12 / 12 / 11
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-
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Soft Armor, Projectile
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Air
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25, 270
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10
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14 / 13 / 12 / 12 / 11
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-
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Soft Armor, Projectile
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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.
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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Calm Gust S2 Burst, except it costs 13 SP instead of 20% HP Burst, except it costs 13 SP instead of 20% HP
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Damage
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Impact
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SP Cost
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Cooldown
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Properties
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55
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12
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13 / 12 / 12 / 11 / 10
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-
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Soft Armor, Projectile
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Arguably the best Skill in the entire game. While it does virtually zero damage, its range is gigantic. It also pushes back her opponents pretty far away, allowing Mishera to continue her zoning.
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Storm Gust S3
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Damage
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Impact
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SP Cost
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Cooldown
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Properties
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510
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16
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26 / 24 / 23 / 21 / 20
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-
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, Hard Armor 1-4, Soft Armor, Projectile
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Very good during scrambles at close range. If Mishera gets hit, the projectile will remain active, allowing her to start a combo afterwards.
- Projectile stays active even when hit
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Purge Wind S4
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Damage
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Impact
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SP Cost
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Cooldown
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Properties
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610
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19
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28 / 26 / 24 / 23 / 21
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-
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Hard Armor 1-4, Soft Armor Projectile, Homing
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Tornado S5 This appears once the initial projectile hits something or travels for long enough This appears once the initial projectile hits something or travels for long enough
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Damage
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Impact
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SP Cost
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Cooldown
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Properties
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1260
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8+8
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56 / 51 / 48 / 45 / 42
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-
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Hard Armor, Projectile
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Great combo filler, despite its high cost. Can easily be combo'd into from Cloudburst, for some fairly good damage.
- 8 frames of freeze upon use. The opponent can still cast Skills or use their assist during the freeze
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Aerial Orb S6
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Version
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Damage
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Impact
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SP Cost
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Cooldown
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Properties
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Windbox
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0
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8+5
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52 / 47 / 45 / 42 / 39
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-
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Hard Armor
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Projectiles
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107x10
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8+21
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-
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-
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Hard Armor, Projectile, Homing
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Shoots 10 orbs that directly homes onto the opponent. Each orb has a chance of inflicting Poison.
- Frame data corresponds to the first projectile being shot
- 8 frames of freeze upon use. The opponent can still cast Skills or use their assist during the freeze
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Wind Legion EXTRA Skill
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Damage
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Impact
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SP Cost
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Cooldown
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Properties
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105, 114x19
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6
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100 EXTRA
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-
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Invincible, Draw-In
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An uncharacteristically unremarkable EXTRA Skill.
- The opponent can still cast Skills or use their assist during the freeze
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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
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
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> |
Cancel from the previous move to the following move.
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, |
Link from the previous move to the following move.
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dl./delay |
Delay before using the following move.
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X(w)/whiff |
Whiff the following move (do not hit).
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jc |
Jump Cancel.
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d./dash |
Dash air attacks. Done by pressing the dodge button while standing still
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(X) |
Optional input.
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{X}*N |
Repeat (sequence) N number of times.
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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.
- S1 wc > [A] > EX, d.A > S3 (~2.2k damage)
- Sample EX combo.
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
- Specify which assist is required for this combo to work
- Combo description
With accessories and assists
- Specify which equippable items are required for this combo to work
- Combo description
Colors
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