Under Night In-Birth/UNIST/Mika
“ |
She comes. Escaping from her tedious routine. Surpassing fetters. |
” |
Story
Mika is a member of the Licht Kreis and has been trying to find her longtime friend, Orie. She is ranked within Licht Kreis as the "Tenth Executor", which is quite deceptive, as her powers are comparable to the Crimson Knight's. She wears "Pachelbel Cannon" over her arms, a pair of legendary gauntlets of formidable size and weight, which offer an unprecedented amount of power and defense. She enters the Hollow Night to save her friend, but whether she helps or ends up causing trouble is another story...
“ |
Just wait, Orie! No matter where you are, |
” |
Gameplay
Strengths | Weaknesses |
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Character Stats
Health |
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10700 |
Forward Walk Speed | Backward Walk Speed | Jump Startup | Jump Duration |
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1200 | -900 | 4 | 40 |
Dash Startup | Initial Dash Speed | Dash Acceleration | Max Dash Speed |
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4 | 2500 | 150 | 4000 |
Backdash Startup | Backdash Duration | Backdash Distance | Backdash Invul |
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4 | 30 | -51480 | 1~8 Full 9~10 Throw |
Unique Trait
- Certain moves destory projectiles.
Vorpal Trait
- None. XD
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Under Construction
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Frame Data Help | |
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Header | Tooltip |
Damage | Damage done by this attack. (x) denotes combined damage [x] denotes minimum damage |
Guard | The way this move must be blocked. High = Can block standing Low = Can block crouching Mid = Can block standing or crouching Air = Can block in the air Air Shield = Can block in the air while shielding Unblockable = Cannot be blocked |
Cancel | Actions this move can be canceled into on hit or block, unless specially noted. N = Normal Cancelable SE = Self Cancelable SP = Special Cancelable EX = EX/IW Cancelable CS = Chain Shift UNQ = Unique (See description) TH = Throw Cancelable J = Jump Cancelable (Hit cancelable only by default) (X) = Hit cancelable only -X- = Can additionally be cancelled during whiff |
Property | Special properties this move has. Click on the property to navigate to an explanation. |
Cost | The resources this move costs to use. GRD = GRD Blocks EXS = EXS Meter Vorpal = Vorpal GRD Break = Causes GRD Break |
Attribute | Attributes of the attack. Mostly used in situations involving invul. There are two sets of attributes: Strike/Throw and Head/Foot/Dive/Projectile Every move has a Strike/Throw attribute, but doesn't always have Head/Foot/Dive/Projectile attribute. --- Strike = Strike (Anything that isn't a Throw is a Strike) Throw = Throw --- Head = Head (Most jump normals) Foot = Foot Dive = Some air specials Projectile = Projectile |
Startup | Frame when the first hitbox is present. + denotes the frames before and after super flash. |
Active | The amount of frames that this move will have a hitbox. (x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish. |
Recovery | Frames that this move has after the active frames if not canceled. |
Overall | Frames that this move takes from start to finish before the character returns to neutral. |
Advantage | The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked). If the opponent uses a move with startup equal or less than this move's advantage, it will result in opponent hitting that move. ±x~±x denotes a possible range of advantage. The left value is when the active frames hit sooner (generally worse) and the right value is for when the active frames hit later (generally better). |
Invul | The frames where this move cannot be hit by an attribute. Full = Fully invincible Strike = Strike invincible Throw = Throw invincible Head = Head invincible Foot = Foot invincible Dive = Dive invincible Projectile = Projectile invincible |
Normal Moves
5A
5A
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5B
5B
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5BB
5BB
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5C
5C Normal Normal Increase Increase
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2A
2A
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2B
2B
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2C
2C
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j.A
j.A
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j.AA
j.AA
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j.B
j.B
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j.C
j.C Normal Normal Increase Increase
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Command Normals
3B
3B
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3C
3C
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Dash Moves
66B
66B
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66C
66C
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Universal Mechanics
Force Function
Mika's Crash
ミカちゃんクラッシュ B+C |
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Throw
Throw
A+D |
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Guard Thrust
Veil Off
Special Moves
Mika's Missle
Mika's Missle ミカちゃんミサイル 236X A/C Version A/C Version B Version B Version Aerial B Version Aerial B Version
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Mika's Homing Missle
Mika's Homing Missle
ミカちゃん追撃ミサイル 236X~X |
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Mika's Tornado
Mika's Tornado
ミカちゃんトルネード 623X |
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Mika's Tornado (EX Follow-up)
Mika's Tornado (EX Follow-up)
ミカちゃんトルネード 623X~623C |
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Mika's Twister
Mika's Twister
ミカちゃんツイスター 623X~X |
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Mika's Cannon
Mika's Cannon
ミカちゃんキャノン 214X |
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Mika's Hip Attack
Mika's Hip Attack
ミカちゃんヒップアタック 360C |
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Super Moves
Infinite Worth
Mika's Revolution
ミカちゃんレボリューション 41236D |
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Infinite Worth EXS
Videos
Colors
Default Unlocks
Customization Unlocks (2000 IP Each)
External Links
- Mika Primer by Burgertime