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
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
190
|
HL
|
Sp,Ex,Cs
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
5
|
2
|
12
|
-
|
-1
|
-
|
Mika pimp slaps the opponent with her massive gauntlet. Has good range for it's fast startup, and it's advantage makes it good for tick throws. Very useful in reverse beats.
|
|
2A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
180
|
L
|
Se,Sp,Ex,Cs
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
5
|
2
|
12
|
-
|
-1
|
-
|
Super fast low, great for pressure starters and empty jump mix ups.
|
|
5B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
510
|
HL
|
Sp,Ex,Cs
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
7
|
5
|
16
|
-
|
-5
|
-
|
Mika pushes forward fist first. Range isn't steller on it's own but can cancel into 5BB on hit, block, or whiff for a longer poke. If canceled into a whiffed A normal it becomes -3.
|
|
2B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
480
|
L
|
Sp,Ex,Cs
|
-
|
-
|
Foot
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
7
|
5
|
15
|
-
|
-4
|
-
|
Low poke. Not too much range, but a decent hitbox. Used more as combo filler than anything else.
|
|
5C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
710
|
HL
|
Sp,Ex,Cs
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
11
|
3
|
19
|
-
|
-4
|
-
|
Mika slams her fist down. If canceled into a whiffed A normal this move becomes -1
|
|
5[C]
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
780
|
HL
|
Sp,Ex,Cs
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
21
|
4
|
23
|
-
|
-1
|
-
|
Charge version of 5C. If canceled into a whiffed A normal this move becomes +7
|
|
2C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
620
|
L
|
Sp,Ex,Cs
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
13
|
3
|
20
|
-
|
-5
|
-
|
Has Mika's characteristic short range. Good low in pressure and starts good damage.
|
|
j.A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
150
|
H/AS
|
Sp,Ex,Cs
|
-
|
-
|
Head
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
7
|
3
|
X+2
|
-
|
Varies
|
-
|
Fast air to air normal. Mostly used to get to j.AA.
|
|
j.B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
450
|
H/AS
|
Sp,Ex,Cs
|
-
|
-
|
Head
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
8
|
5
|
X+3
|
-
|
Varies
|
-
|
Quick air to ground normal.
|
|
j.C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
620
|
H/AS
|
Sp,Ex,Cs
|
-
|
-
|
Head
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
12
|
4
|
X+4
|
-
|
Varies
|
-
|
Fist slam downward. Staple assault starter.
|
|
j.[C]
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
780
|
H/AS
|
Sp,Ex,Cs
|
-
|
-
|
Head
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
19, 21
|
4
|
X+4
|
-
|
Varies
|
-
|
Charged version of j.C, causing ground slam on air hit. Useful in combos and mixups.
|
|
Command Normals
5BB
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
790
|
HL
|
Sp,Ex,Cs
|
-
|
-
|
Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
16
|
4
|
28
|
-
|
--14~-12
|
-
|
Giant explosion fist. can be used to frame trap opponents.
Destroys projectiles immediately, can be canceled as soon as projectile is destroyed.
|
|
3B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
650
|
HL
|
Sp,Ex,Cs
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
13
|
11
|
12
|
-
|
-9~+2
|
-
|
Jumping attack that goes over lows. Can get you in close so Mika can actually do something.
Foot invincible frames 10~21
|
|
3C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
612
|
HL
|
Sp,Ex,Cs
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
9
|
2
|
22
|
-
|
-6
|
-
|
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
|
|
j.AA
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
540
|
H/AS
|
Sp,Ex,Cs
|
-
|
-
|
Head
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
5
|
2(4)2(2)2(4)3
|
X+2
|
-
|
Varies
|
-
|
Staple combo button and extension.
|
|
Dash Normals
66B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
280, 450
|
L
|
Sp,Ex,Cs
|
-
|
-
|
Foot
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
8
|
19
|
15
|
-
|
-7~+4
|
-
|
Mika sliding tackle. Hits low and has a good amount of range. Mostly used to combo into Mika's Cannon.
|
|
66C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
980
|
H
|
Sp,Ex,Cs
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
26
|
6
|
34
|
-
|
-9
|
-
|
The hitbox on this move is pretty oppressive, it covers huge distance, and its startup can catch opponents off guard. Starts damaging combos on hit, and on block Mika can start her blockstrings and special cancels. However, should the opponent avoid this move, through jumping out of the way, back-dashing, etc, Mika will faceplant on the floor for enough time for the opponent to use their most damaging counter combo. Know what you're doing with this move.
Foot invincible frames 8~31
|
|
Universal Mechanics
Mika's Crash B+C
|
Ground
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
855
|
HL
|
Sp,Ex,Cs
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
21
|
9
|
49
|
-
|
-23
|
-
|
Punch to the ground, rarely used.
|
Air
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
855
|
HL
|
Sp,Ex,Cs
|
-
|
-
|
Head
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
15
|
Till L + 6
|
57
|
-
|
-31
|
-
|
Punch to the ground, mostly used to end combos at the expense of GRD.
|
|
Mika's Crash (charged) [B+C]
|
Ground
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1222
|
H
|
Sp,EX.Cs
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
29
|
8
|
49
|
-
|
-23
|
-
|
Charged version of ground version. Overhead now, but still doesn't show up often.
|
Air
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1222
|
H
|
Sp,EX.Cs
|
-
|
-
|
Head
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
29
|
Till L + 6
|
57
|
-
|
-31
|
-
|
Charged version of her jump force function, used in the 5BB > j.[C] > j.[FF] combo and that's about it.
|
|
Throw A+D
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1720
|
UNB
|
-
|
-
|
-
|
Throw
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
4
|
1
|
22
|
-
|
-
|
-
|
3rd highest damage non combo throw in the game.
|
|
Guard Thrust 214D
|
Normal
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
0
|
HL
|
-
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
15
|
5
|
26
|
-
|
-12
|
-
|
Completely invincible frames 1~15
|
Vorpal
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
0
|
HL
|
-
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
12
|
5
|
26
|
-
|
-12
|
-
|
2C motion with invincibility.
Completely invincible frames 1~12
|
|
Veil Off A+B+C
|
Normal
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
0
|
HLA
|
-
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
20~68
|
2
|
Till L+7
|
-
|
Uncharged:-13 Charged:-14
|
-
|
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
|
Cross-Cast
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
0
|
HL
|
-
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
2
|
4
|
20
|
-
|
+3
|
-
|
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
|
|
Special Moves
Mika's Missile 236X
|
A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
750
|
HLA
|
Se,EX,Cs
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
16
|
20
|
14
|
-
|
-12
|
-
|
Mika uses the one thing her head is good for. Travels above the ground in a straight line, and at any point, you can insert a direction and an attack button to gain an additional Missile. Can be used to stuff some approaches, but mostly jused used as a combo extender.
|
B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
750
|
HLA
|
Se,EX,Cs
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
13
|
16
|
X+9
|
-
|
-2
|
-
|
Functionaly identical to the A version, but covers an upward angle.
|
EX
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
800
|
HLA
|
CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+4
|
20
|
17
|
-
|
-15
|
-
|
EX version. Goes the furthest out of all of them, and grants you three additional Missiles instead of just one.
Throw invincible frames 1~3
|
|
Mika's Missile (air) j.236X
|
A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
750
|
HLA
|
Se,EX,Cs
|
-
|
-
|
Air Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
16
|
20
|
X+16
|
-
|
-26
|
-
|
Grounded version, except in the air. Arguably the most often seen version of this move.
|
B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
750
|
HLA
|
Se,EX,Cs
|
-
|
-
|
Air Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
16
|
16
|
X+16
|
-
|
-2
|
-
|
Goes downward. Also mostly used as combo filler.
|
EX
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
800
|
HLA
|
CS
|
-
|
-
|
Air Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+4
|
20
|
X+13
|
-
|
-
|
-
|
Same as the ground version, in case you really need some extra hits.
|
|
Mika's Tornado 623X
|
A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
952
|
HLA
|
EX,Cs
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
7
|
12
|
21
|
-
|
-2
|
-
|
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.
Head and Air Strike invincible frames 5~12
|
B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1020
|
HLA
|
EX,Cs
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
9
|
12
|
26
|
-
|
-7
|
-
|
Does more damage and goes further than the A version. Typically used as a combo ender.
Head and Air Strike invincible frames 7~14
|
EX
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1720
|
HLA
|
Cs
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+6
|
36
|
44
|
-
|
-51
|
-
|
EX version of the move. Actually pretty solid reversal.
Completely invincible frames 1~6
Strike and projectile invincible frames 7~14
|
|
Mika's Twister A/B/C After A/B Spin
|
A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
967
|
HLA
|
Ex,Cs
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
4
|
24
|
32
|
-
|
-24
|
-
|
Mika hops upwards in a spin motion. Used after the A version of Tornado to grant additional invincibility frames.
Projectile invincible frames 1~13
Head and Air Strike invincible frames 4~13
|
B/C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
967
|
HLA
|
Ex,Cs
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
4
|
24
|
33
|
-
|
-25
|
-
|
Goes higher and does more damage.
Projectile invincible frames 1~13
Head and Air Strike invincible frames 4~13
|
|
EX Mika's Twister 623C After A/B Spin
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1720
|
HLA
|
Cs
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+6
|
36
|
24
|
-
|
-7
|
-
|
done by inputing 623C instead of just hitting the button. Instead of simply going upwards, it travels back to the ground, allowing you to perform a combo.
Completely invincible frames 1~6
Strike and projectile invincible frames 7~14
|
|
Mika's Cannon 214X
|
A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1350
|
UNB
|
(Ex),(Cs)
|
-
|
-
|
Throw
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
9
|
9
|
20
|
-
|
-
|
-
|
Short hop and a grab. Escapable throw if not used in a combo, but this doesn't apply if the opponent is shielding.
Throw invincible frames 1~17
|
B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1620
|
HL
|
EX,Cs
|
-
|
-
|
Throw
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
17
|
12
|
20
|
-
|
-
|
-
|
Same properties as the A version, but hops much farther. Usually the version used to extend combos.
Throw invincible frames 1~28
|
EX
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
2080
|
HL
|
(Cs)
|
-
|
-
|
Throw
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+5
|
Till L + 2
|
20
|
-
|
-
|
-
|
Like B version, but more damage, and not escapable. Not used much as the opponent can jump away on reaction.
Foot invincible through active frames
|
|
Mika's Hip Attack 360C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
2047~2545
|
UNB
|
Cs
|
-
|
-
|
Throw
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+2
|
1
|
53
|
-
|
-
|
-
|
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
Throw invincible frames 1~3
|
|
Infinite Worth
Mika's Revolution 41236D
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
3140
|
HL
|
-
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+10
|
12(20)12
|
53
|
-
|
-89,-42
|
-
|
Mika flies upward, then cashes back down to earth. Honestly just a Veil-off combo ender.
Completely invincible frames 1~22
Throw invincible frames 23~31
|
|
Infinite Worth EXS
Mika's Galaxy A+B+C+D
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
3750
|
HLA
|
-
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+14
|
6
|
47
|
-
|
-25
|
-
|
On hit does 3,750 damage. Causes GRD break unless the player is in Vorpal.
Completely invincible frames 1~26
|
|
Strategy
Combos
Mika Discord's Combo Primer
Combo Notation Guide:
|
- ( ) = optional, typically the combo will be easier if omitted
- [ ] = Input is held
- / = Option to choose between multiple actions
- + = Multiple buttons are pressed simultaneously
- (x N) = Attack can be repeated N number of times, range provided
- (#) = Next action is taken after a certain number of hits
- -> = Special is cancelled to add on special
- CH = Counter Hit
- HC = High Counter
- CS = Chain Shift, or 5D 5D
|
Colors
Template:UNISTColors
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