Under Night In-Birth/UNIST/Mika

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Profile-mika.png

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 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,
I'm gonna find and save you!

Gameplay

Strengths Weaknesses
  • Coming soon
  • Coming soon

Character Stats

Health
10700
Forward Walk Speed Backward Walk Speed Jump Startup Jump Duration
1200 -900 4 40
Dash Startup Initial Dash Speed Dash Acceleration Max Dash Speed
4 2500 150 4000
Backdash Startup Backdash Duration Backdash Distance Backdash Invul
4 30 -51480 1~8 Full
9~10 Throw

Unique Trait

  • Certain moves destory projectiles.

Vorpal Trait

  • None. XD
Frame Data Help
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
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
Guard Thrust
ガードスラスト
214D
214D
Normal
Damage Guard Cancel Property Cost Attribute
0 Mid - Launch 100 EXS, GRD Break Strike
Startup Active Recovery Overall Advantage Invul
15 5 26 45 -12 1~15 Full,
16~45 Full on hit
214D
Vorpal
Damage Guard Cancel Property Cost Attribute
0 Mid - Launch Vorpal Strike
Startup Active Recovery Overall Advantage Invul
12 5 26 42 -12 1~15 Full,
16~45 Full on hit

Blows the opponent away on hit.

  • Usable only during blockstun.
  • Generally better to use while in Vorpal as it's faster and costs less resources.
Veil Off
Veil Off
ヴェールオフ
A+B+C
A+B+C
Normal
Damage Guard Cancel Property Cost Attribute
0 Mid, Air - Launch, Wall Bounce, GRD Break 100+ EXS Strike
Startup Active Recovery Overall Advantage Invul
20 2 [7 (3 on hit) on landing] 58 (54 on hit) -13 1~30 Full
A+B+C
Full Charge
Damage Guard Cancel Property Cost Attribute
0 Mid, Air - Launch, Wall Bounce, GRD Break 100+ EXS Strike
Startup Active Recovery Overall Advantage Invul
68 2 [7 (2 on hit) on landing] 108 (103 on hit) -14 1~91 Full

Universal reversal that blows the opponent back on hit.

  • Airborne: 1~52, Standing: 53~59.
    • For Full Charge version: Airborne: 1~101, Standing: 102~108.
  • Requires at least 100 meter and puts you in Veil Off state which grants 20% more damage, but drains your meter at a slow rate.
  • Meter drains much slower when health is below 30% (orange health).
  • You can hold down A+B+C to delay activation and gain a few extra benefits, but doing so is highly unrecommended unless trying to run the clock as this move already has a long start up as is.
A+B+C
Cross Cast
Damage Guard Cancel Property Cost Attribute
0 Mid, Air - Launch 100+ EXS, Vorpal Strike
Startup Active Recovery Overall Advantage Invul
2 4 20 25 +3 1~19 Full

Cancels an action and launches the opponent high into the air on hit.

  • Airborne: 1~25.
  • CVO cancel is treated the same as EX cancel, you can only CVO when you can EX and the opponent is in hit/blockstun.
    • Including in the air.
  • Requires at least 100 meter and consumes vorpal state and drains meter at a fast rate.
  • Has a lot of hitstun, making it easy to combo from.
  • Grants an additional bounce if both have been used in the combo so far.
    • If the opponent does end up hitting the ground during the combo, damage is prorated.
  • Pressing A+B+C can be used for a shortcut for Infinite Worth.
  • Used mostly as a way to tack on extra damage, or to reliably close out the round.

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
16 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
27 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+15 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

Supers

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
ミカちゃんギャラクシー
A+B+C+D
Damage Guard Cancel Property Cost Attribute
3750 Mid, Air - Knockdown 200 EXS, Vorpal or GRD Break Strike
Startup Active Recovery Overall Advantage Invul
1+15 6 46 67 -25 1~26 Full

Mika becomes surrounded by a pillar of light which goes into a cinematic on hit.

  • Must have less than 30% health (orange health) to use.
  • After the cinematic, characters will be moved to the middle of the stage, regardless of where they were positioned before.
  • Due to the cost, it is usually not recommended to use this move unless it will kill the opponent.

Videos

Colors

Default Unlocks

001 Firmament Bullet
002 Rose Jasper
003 Frisches Grun
004 Lowenzahn
005 Impish Lightning
006 Swimy Azure
007 Black Diamond
008 Energy Sign
009 Petty Rose
010 Vinous Arm

Customization Unlocks (2000 IP Each)

011 Sunny Promenade
012 Queen Valet
013 Fragrant Green
014 Meteor Impact
015 Sunglow Cloud
016 Petite Tigre
017 Sea of Tranquillity
018 Puppyish Girl
019 Spicy Crab
020 Glacial Blow
021 Immesurable Comet
022 Secret Garden
023 Sorrent Gold
024 Plic Ploc
025 Dragon Bless
026 Tiny Dwarf
027 Midnight Sun
028 Radiant Gauntlet
029 Electroactuation
030 Lucky Clover

External Links

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