Acceleration of Suguri 2/Mira

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The 2-in-1 heroic ninja from Sora is here to give all the fight they’ve got! Mira is a versatile character with good space control and a variety of powerful hypers. Though their matchup spread is largely negative (due to their slow dashspeed and terrible meterless offense) their unpredictability is what allows you to snag victory from your unsuspecting opponents.


Mira is focused primarily on abusing their exhorbitant meter gain to damage the opponent with their hypers, mainly Tornado (Neutral Hyper) and Beyblades (B Hyper). Tornado is a spammable any-range option that can lead all the way up to a 3k damage combo, while Beyblades significantly improve Mira’s melee abilities. Mira also has a low-startup melee combo in the form of SP Hyper (whose range is boosted significantly if cancelled from the first few frames of SPwA), and a potent, hard to avoid game-ender in Accel Hyper. Note that most of Mira's hypers are vulnerable to being shieldbroken by melee opponents; using these at the right time (or knowing when to use meter on shields instead) is part of the difficulty curve in learning this character.

Mira’s offense without their hypers is weak and relies on baiting or trapping your opponent. This means good meter management is vital to playing Mira well. Generally, Mira will pressure the opponent and interrupt their attack patterns with Shurikens (wA) and Knives (Hold wB), while controlling space and defending themself using Smoke Bombs (SPwB) and Caltrops (dash wA), a pair of attacks that limit your opponent's movement options. Almost all of these attacks have incredible meter gain, but they won't easily lead to combo damage. Their greatest benefit, rather, is that they manipulate your opponent and make them hesitate to approach, giving you some temporary leeway to build meter.

Difficulty: Hard

Mira has a ginormous arsenal of attacks, all of which are important in winning damage trades and remaining unpredictable. This, combined with the large number of ‘techniques’, combos and disadvantageous matchups, means that Mira takes a lot of effort to get used to. Incorrect Mira play against certain characters will result in a quick loss.

Normal Moves

  • All moves with a ★ can only be done with at least one Beyblade/Chakram left.

Weapon A

Scorching Beam Ninja Stars (Can also be held)
Weapon A
Mira wa.png.pngMira wa2.png.png
Type Energy Shots
Beam Primary: 15-90% 2 - 12
Damage Meter Gain Grazed Meter Gain
200x ? ?
Startup Canceled Recovery Full Recovery
13 21-71 37-87
Fires a pair of shurikens, one from each side. The shurikens travel outwards in a curve, then inwards to an intersection point about half a screen away. Holding wA will keep Mira in the animation, and continue to fire shurikens if they still have ammo. Mira can move while throwing shurikens; moving towards the enemy switches the intersection point to be closer to Mira. Provide good damage, ballistic clearing and meterbuild, but feed a lot of meter.
Gleaming Caltrops
DashWeapon A
Mira dwa.png
Type Energy Shots
Beam Primary: 0% 13
Damage Meter Gain Grazed Meter Gain
1x (50x after 9 frames) 0 Around 9 per stack
Startup Canceled Recovery Full Recovery
9 26 42
Fires 13 caltrops at random angles in a cone at Mira's front, 1 per frame. Each caltrop will travel forward at a decreasing velocity until they stop in place, persisting for a total of 150 frames. Despite what the visuals suggest, the hitbox of each caltrop does not increase in size. By frame 30, all caltrops will have switched to dealing 50 damage instead of 1, making it a decent ballistic shield. The low startup also makes it a powerful melee blockade and surprise attack. Using these in combination with smoke bombs will heavily restrict an approaching opponent's movement.
Quick Slash
SubWeapon A
Mira spwa.pngMira spwa2.png
Mira spwa3.pngMira spwa4.png
Type Energy Shots
Direct Primary: 0% -
Damage Meter Gain Grazed Meter Gain
120+80+160 ? 0
Startup Canceled Recovery Full Recovery
18 47-65-87 52-76-103
3-hit melee combo. Mira travels towards the opponent in an invulnerable state for 11 frames, then stops in place and attacks. Inputting SPwA again causes Mira to travel behind the opponent and attack again. Inputting it a 3rd time causes Mira to attack while travelling forward. The combo will always have a 4-frame gap where the opponent can dash cancel before you land the 2nd hit. Unfortunately, the 2nd hit also has the least frame disadvantage. A horrible, slow and easily punished melee with countless flaws; use cautiously and sparingly unless you're immediately cancelling the startup into a hyper (see Combos section for details).

Weapon B

Gleaming Kunai
Weapon B
Mira wb.pngMira wb2.png
Type Energy Shots
Ballistic Sub: 30-90% 3 - 9
Damage Meter Gain Grazed Meter Gain
180x ? ?
Startup Canceled Recovery Full Recovery
13 26-45 42-56
Fires a set of 3 kunai in front of Mira, spread in a thin cone. They travel out at a decelerating pace for 20 frames, then begin accelerating. Pressing wB again fires another set of kunai, up to 2 more times; you can also hold a direction during these subsequent throws to have Mira mini-dash in that direction (dashes add 30% heat, does NOT let you dodge/graze beams). The 3rd throw has the lowest recovery. If a kunai hits the wall, it will stay in place and persist for two seconds before its hitbox disappears, which is completely useless. Weak, but has niche combo and spacing usage.
Counterattack Kiri (Held)
Weapon B
Mira heldwb.pngMira heldwb2.png
Type Energy Shots
Ballistic Sub: 15%x4 8
Damage Meter Gain Grazed Meter Gain
160x (per knife) ? ?
Startup Canceled Recovery Full Recovery
16 26 37
'Knives'. Mira fires a pair of knives sideways every 2 frames, wrapping from front to back. The knives travel outwards until they hit a wall, upon which they fire towards the opponent's current location at an accelerating pace. One of Mira's two best meterbuild options. Provides reliable delayed fire, helping immensely when it comes to zoning and combo damage.


1000 Wind Flowers (Hayate no Senrin) ★

  • SP + WA [Direct Rings, Beam Red Balls]
    • Damage: Rings 20, Red Balls 80
    • Ammo Use: 1%×84
    • Raises your heat by 50% per attack.
    • If out of ammo there will be no red bullets, but you can still dash melee with the rings.
    • Mira does a short dash forward with her Senrin Ouroboros up. With four rings up this move has amazing range, spread, meter build (on hit), plus it leaves a wake of red bullets in its wake. However keep in mind to not get too eager spam dashing this against certain characters, it is quite easy to trade disadvantageously if your heat is high as the rings don't do that much damage. If you catch someone with Tornado super this is the followup to use, provided you had set up Senrin already.

Binding smokescreen (Sokubaku no Enmaku)

  • SP + WB
    • Damage: 0
    • Ammo Use: 30%
    • Throws a smoke bomb a short distance away from Mira that slows down the opponent but deals no damage. This is your lifesaver and answer to getting rushed down. Because Mira's melee is so bad, it is almost always in your best interest to instead backdash and throw these against an approaching enemy, rather than risking a mash war. Even when slowed down it is risky to attempt meleeing an opponent, as they can still mash while in the cloud and outrange or outmash your melee. It's better to usually throw another smoke bomb on them and then set up some kunai, alternatively if you have the meter you can go for Tornado or Senrin setups into combos.

1000 Flying Flowers (Hishou no Senrin) ★

  • SP + WB [Direct Rings, Beam Red Balls]
    • Damage: Rings 120, Red Balls 80
    • Ammo Use: 0%
    • Throws a ring of the Senrin Ouroboros at the opponent. The ring leaves a trail of pink bullets in its wake. It is sort of sad you lose smoke bomb for this, however this move cuts the field into zones like no other. If you've hit someone with a SA (Senrin) or two the hitstun lets you combo into this, it is too slow usually off Tornado. Only throw them all at once inside a combo, it is in your better interest to space the throws so the bullet lines are spread out over the map. You can try using these in a long distance attrition war but they are easy to dodge full screen and it builds as much meter for you as the opponent if he can shoot them down. I like saving one ring at the end if I intend to fish with SP Hyper (Senrin).

Hyper Attacks

Hyper A: Imperial Wrath's Tornado (Gekirin no Tatsumaki)

  • Hyper [Direct]
    • Damage: 35×16
    • A perpendicular nongrazeable tornado appears at the enemy position. This hyper is FAST and its perpendicular vector is extremely important when you are playing attrition Mira. Because the active frames are so long the invulnerability this move gives you will outlast a ton of other hypers and lets you stay safe on whiff; doing this on reaction (or just guessing) is preferable to bursting in every situation. Additionally, if the enemy is directly caught in the center of the tornado, the hitstun is long enough to usually followup with the combo or setup of your choice. Since I really don't like Mira's options post target combo I usually just throw two smokes on targets and set up bouncy knives into held shuriken damage. Abuse like no tomorrow against enemies that can easily deal with Senrin.

Hyper B: Purgatory's Smokescreen (Rengoku no Enmaku)

  • Dash + Hyper
    • Damage: 0
    • Mira throws eight smokebombs around her to slow down an enemy. I don't like this hyper at all, if you position yourself correctly normal smokebombs should suffice, and anyone dashing at you would be better off (for you) eating a Tornado then this hyper.

Hyper C1: 1000 Circling Flowers (Senkai no Senrin)

  • WB + Hyper
    • Damage: 0
    • Ouroboros! Mira summons four spinning rings around her. This move is amazing and changes Mira's hypers and SP moves. Each ring has its own set of HP, if it takes enough damage it will be destroyed, diminishing the effectiveness of some of your new moves. The activation itself does no damage, but you're invulnerable like all hypers, so get to comboing into SA (Senrin) if they were foolish enough to be on you! Alternatively, do this raw full screen to threaten large swaths of space with either SA (Senrin) or the threat of SB (Senrin).

Hyper C2: 1000 Soaring Flowers (Tenshou no Senrin) ★

  • WB + Hyper [Direct Rings and Beam Red Balls]
    • Damage: Rings 50×n, Wall Rings 120, Red Balls 80
    • Mira shoots all remaining rings in a straight line away from her, so if there are four rings they will fly out in a cross formation. The rings deal multiple hits and leave trails of red bullets in their way, when they hit the wall the rings start to rotate on the edges of the stage. If you can fish SA (Senrin) into this move directly on top of their hitbox you are dealing 4K+ on proper timing. Outside of that limited use, the zoning is pretty weak and the rotating rings on the edges will never hit anyone remotely awake.

Hyper D1: Godspeed Slash (Shinsoku no Zangeki)

  • SP + Hyper [Direct]
    • Damage: 120+80×7+200
    • Clone melee super. Use only in combos, I generally do not use this move. Very bad if you get this instead of SP Hyper (Senrin) because your last ring died by mistake.

Hyper D2: 1000 Gated Flowers (Rasho no Senrin) ★

  • SP + Hyper [Direct Senrin and Beam Red Balls]
    • Damage: Rings 120, Red Balls 80
    • Mira throws all existing rings she has left, along with adding six new rings. The rings will explode into red orbs on contact with the opposite wall if they make it all the way. I will frequently leave a single ring on purpose after using SB three times just for this hyper. While the initial volley of rings is about as slow as a manual throw, the rings speed up in nature near the end of the hyper, meaning this is a viable full screen super in conjunction with Tornado (Tornado for side dashers, Rasho and SB (Senrin) for front back dashers.) This move will win you games with the damage.

Accel Hyper: Twin Dragon Tornado (Souryuu no Tatsumaki)

  • SP + WB + Hyper [Direct]
    • Damage: 110×16
    • Mira summons two tornados in a cross on the opponent's position. While Mira builds meter like crazy I generally prefer to use meter like crazy as well, this hyper just doesn't feel like it's worth it given the options you get off a Senrin activate plus threat of single tornado.

Star Breaker