Ys vs. Sora no Kiseki: Alternative Saga/Mishera

From Mizuumi Wiki
Jump to navigation Jump to search

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.


Mishera
YvK Mishera Profile.png
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:


Playstyle
Mishera is a zoning monster with good mobility and the best defensive tools in the game.
Strengths Weaknesses
  • 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.
  • Low Stats: Like all ranged characters, Mishera's stats are overall pretty low, resulting in low damage output and very low survivability.

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
YvK Mishera A.png
Damage Impact SP Cost Cooldown Properties
74 6 - - Projectile

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


Charge Attack
[A]
YvK Mishera Charge.png
Damage Impact SP Cost Cooldown Properties
99 7 - - Soft Armor, Projectile, Homing

Big homing projectile. Fairly important move in Mishera's arsenal, since it lets her safely build SP from a distance.

  • Gives 27 SP on contact


j.A
YvK Mishera jA.png
Damage Impact SP Cost Cooldown Properties
20x3 2 - - -

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
Falling Attack
j.B
YvK Mishera jB.png
Damage Impact SP Cost Cooldown Properties
74 3 - - Projectile, Homing

Shoots a homing projectile that goes downwards.

  • Stops Mishera's vertical momentum, letting her stall in the air


Rising Attack
YvK Mishera Rising.png
Damage Impact SP Cost Cooldown Properties
98 9 1 AP - Hard Armor 1-10

"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


Skills

Cloudburst
S1
YvK Mishera S1.png
Version Damage Impact SP Cost Cooldown Properties
Ground 25, 270 12 14 / 13 / 12 / 12 / 11 - Soft Armor, Projectile
Air 25, 270 10 14 / 13 / 12 / 12 / 11 - Soft Armor, Projectile

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.

Calm Gust
S2
YvK Mishera S2.png
Burst, except it costs 13 SP instead of 20% HP
Burst, except it costs 13 SP instead of 20% HP
Damage Impact SP Cost Cooldown Properties
55 12 13 / 12 / 12 / 11 / 10 - Soft Armor, Projectile

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.

Storm Gust
S3
YvK Mishera S3.png
Damage Impact SP Cost Cooldown Properties
510 16 26 / 24 / 23 / 21 / 20 - , Hard Armor 1-4, Soft Armor, Projectile

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
Purge Wind
S4
YvK Mishera S4.png
Damage Impact SP Cost Cooldown Properties
610 19 28 / 26 / 24 / 23 / 21 - Hard Armor 1-4, Soft Armor
Projectile, Homing
  • Placeholder
Tornado
S5
YvK Mishera S5.png
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
Damage Impact SP Cost Cooldown Properties
1260 8+8 56 / 51 / 48 / 45 / 42 - Hard Armor, Projectile

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
Aerial Orb
S6
YvK Mishera S6.png
Version Damage Impact SP Cost Cooldown Properties
Windbox 0 8+5 52 / 47 / 45 / 42 / 39 - Hard Armor
Projectiles 107x10 8+21 - - Hard Armor, Projectile, Homing

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


Wind Legion
EXTRA Skill
YvK Mishera EXTRA.png
Damage Impact SP Cost Cooldown Properties
105, 114x19 6 100 EXTRA - Invincible, Draw-In

An uncharacteristically unremarkable EXTRA Skill.

  • The opponent can still cast Skills or use their assist during the freeze


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

Color 1 Default color
Color 2 Reference (if there's one)
Color 3 Reference (if there's one)
Color 4 Reference (if there's one)


Navigation

General
Controls
FAQ
Builds
HUD
System
Stages
Netplay
Characters
Adol
Dogi
Geis
Aisha
Elk
Cruxie
Mishera
Chester
Estelle
Joshua
Kloe
Olivier
Tita
Agate
Renne
Loewe
Lloyd