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Akatsuki Blitzkampf/Mycale

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Background

A witch belonging to a secret society called Gesellschaft, she has been operating from the shadows at the turning points of history since the olden days of the Middle Ages. She plans to recover a missing weapon. (from character selection screen)

Read the translation of her arcade mode!

Introduction

Mycale is a tricky summon-based zoner with unique screen coverage to make the opponent struggle in neutral.

Similar to: Dizzy, Hilda, Dormammu


Strengths Weaknesses
  • Diverse Zoning Tools: Mycale has a wide variety of projectiles that serve multiple purposes and are good at working around the universal projectile counters.
  • Strong Setplay: With setups using 632X and 22X, Mycale has good ways to force the opponent to block on wakeup.
  • Solid Strike/Throw: With easy access to plus frames and good oki setups, Mycale can easily tick throw and get extra damage out of it.
  • Good Reflector Combos: Mycale converts very well of her reflectors, getting good damage, meter gain, and corner carry.
  • Hard Execution: Zoning in ABK isn't easy and combined with things like 22X negative edge and situational and hard combo routes, Mycale is harder to work with than other characters.
  • Weak Defense: Mycale's fast normals are small and unrewarding and her reversals aren't the best. 236BC and ABC are both invincible reversals that are relatively safe on block but are slow and can be reflected by more knowledgeable opponents.
  • Stubby Normals: Outside of her C normals, Mycale's normals lack in range both vertically and horizontally.
  • Inconsistent Damage: Mycale's regular combos and conversions do low damage compared to most of the cast, and her higher damage combos get pretty technical.
  • Poor Movement: Mycale has among the worst movement in the game with a slow walk speed and an incredibly floaty jump. Her dashes are decent and she does have her divekick series but these are commital.
  • Worst Armor Ratio: Mycale is tied for the worst armor in the game, meaning she dies incredibly quickly.

All damage values below were tested on Akatsuki with 1.000 armor ratio and full life on both sides (remember about "Health difference" and "Guts" systems)

Character Summary

Move list

Special Moves
236A/B/C (EX OK) - Fenrir: Horizontal dog summon
214A/B/C (EX OK) - Freyja: Ground fire summon
632A/B/C (EX OK) - Gungnir: Spear summon
22A/B/C (EX OK) - Mjolnir: Falling hammer summon
Level 3 Super
A+B+C - Jörmungandr: High damage, safe on block reversal
Unique Attacks
8C, j.2A/B/C
Stats & vitals

  • Armor ratio = 1.050 (first lowest *default)
  • Forward speed = 4.5 dots/frame (second slowest default)
  • Backwards speed = 3.5 dots/frame (second slowest default)
  • Jump startup - 4F (second slowest default)
  • Backdash duration - 24F (fourth slowest)
  • Her forward dash goes through opponents.

*Not counting Wei's buffs or Anonym's post-ressurection armor increase

Quick combo reference

Basic BNB: 2A > 2B > 214A

Metered BNB: 2A > 2B > 214A > 632EX > 5B > 214B

Notes on Ausf. Achse

Universal Changes

The nerfs to reflector combos affect her more since she had some of the best reflector combos in the game very important to her defence.

Character Changes

Her reflector attacks can't be special canceled anymore, hurting her reflector combos even more.

Her crouching reflector attack now causes a wallbounce. This isn't significant but it slightly changes her routes.


Complete Changelog

Universal Mechanics

Reflectors

Standing Reflector
4/5/6+B+C
ABK-Myc-5BC.png
Damage Guard Startup Adv Hit Adv Block
500 High/Low 7 KD +4

Mycale summons a Valkyrie, which pokes the opponent with her sword. Hard. Launches the opponent full screen and causes a wall bounce. Can be comboed into 214+C.

Crouching Reflector
1/2/3+B+C
ABK-Myc-2BC.png
Damage Guard Startup Adv Hit Adv Block
400 N/A 7 KD +4

Same as standing reflector but doesn't cause a wall bounce.

Jumping Reflector
7/8/9+B+C
ABK-Myc-jBC.png
Damage Guard Startup Adv Hit Adv Block
500 N/A 6 KD +3

Same as standing reflector.

Throws

Standing Throw
ABK-Myc-5AB.png
Damage Guard Startup Adv Hit Adv Block
2000~ N/A 5 KD N/A

Mycale grabs the opponent with both hands and throws them fullscreen. Very easy to tick throw into and if 22+C is out, she can combo into it from the throw for a 3000 damage throw.

Aerial Throw
ABK-Myc-jAB.png
Damage Guard Startup Adv Hit Adv Block
1692~ N/A 3 KD N/A

Mycale grabs her opponent and drags them along the ground. Puts the opponent at 1/3 of the screen from her, doesn't have great oki.

Normal Moves

5A
ABK-Myc-5A.png
Damage Guard Startup Adv Hit Adv Block
400~ High/Low 4 +4 +4

A quick slap with the staff.

  • Self-cancellable.
  • Great stagger tool to micro walk with (+4).
5B
ABK-Myc-5B.png
Damage Guard Startup Adv Hit Adv Block
992~ High/Low 6 -1 -3

Mycale spins the staff in front of her, hitting multiple times.

  • 1hit = 400dmg, 2hits = 697, 3 = 894, 4 = 992
5C (far)
ABK-Myc-5C-far.png
Damage Guard Startup Adv Hit Adv Block
1350~ High/Low 11 KD -4

Mycale reaches out with her staff.

  • Long range (1/3 screen), uncancellable.
5C (close)
ABK-Myc-5C-close.png
Damage Guard Startup Adv Hit Adv Block
1400~ High/Low 7 KD -6

Mycale turns around kicking.

  • Juggles, knocks down, uncancellable into specials.
2A
ABK-Myc-2A.png
Damage Guard Startup Adv Hit Adv Block
300~ High/Low 4 0 0

Another quick hit with the staff.

  • Self-cancellable.
2B
ABK-Myc-2B.png
Damage Guard Startup Adv Hit Adv Block
700~ Low 7 -1 KD

Low staff swipe.

  • Hits low.
2C
ABK-Myc-2C.png
Damage Guard Startup Adv Hit Adv Block
1100~ Low 10 KD -5

Similar to 5C, except crouching.

  • Hits low, knocks down, long range (1/3 screen), uncancellable.
j.A
ABK-Myc-jA.png
Damage Guard Startup Adv Hit Adv Block
400~ High 4 0 0

Same as 2A.

  • Overhead (but won't hit all crouching characters), self-cancellable.
j.B
ABK-Myc-jB.png
Damage Guard Startup Adv Hit Adv Block
900~ High 6 VA VA

Mycale pokes her wand at a lower angle. Decent jump in.

j.C
ABK-Myc-jC.png
Damage Guard Startup Adv Hit Adv Block
1400~ High 7 VA VA

Downward smash with the staff.

  • Knocks down airborn opponents, immediately techable.
8C
ABK-Myc-njC.png
Damage Guard Startup Adv Hit Adv Block
1400~ High 7 KD VA

An upward strike.

  • Overhead, juggles grounded opponents, knocks down.

Command Normals

ナーゼタウヘン - Nase Tauchen
j.2+A/B/C
ABK-Myc-j2X.png
Damage Guard Startup Adv Hit Adv Block
1000~ High/Low 13 VA VA

Mycale descends feet first, hitting the opponent.

  • A version goes vertically down, B - at an angle, covering ~1/3 of the screen, C version covers slightly less than half of the screen.
  • Is not an overhead, despite its appearance.
  • Can be used to change air momentum suddenly and helps with landing.
  • Can be comboed off if it hits late.
  • A version has the potential to hit as a cross-up.

Special Moves

Mycale's specials will disappear when she is hit https://www.youtube.com/watch?v=70J7ynxcdJ8

フェンリル - Fenrir
236+A/B/C/B+C
ABK-Myc-236X.png
- - - - -

Mycale summons a phantom wolf that runs along the ground until it hits the opponent.

  • The wolves move diagonally down forwards until they reach the ground, after which they run along the ground slowly.
  • Disappears if Mycale gets hit.
  • Stays on screen for a long time and recovers quickly so it can be good for starting up her zoning.
  • The different versions summon the wolf at three different heights.
  • When they reach the ground they can run underneath other projectiles.
  • Will not only destroy other projectiles but will also still hit the opponent if they're close enough.
  • For some reason the move increases the size of her collision box, so it pushes the opponent back slightly if they're near her.
Version Damage Guard Startup Adv Hit Adv Block
A 1000 High/Low 10 -6 -10
  • A version summons the wolf in front of Mycale.
  • It's the fastest one to come out. It can be comboed into if close enough to the opponent but she has better options.
B 1100 High/Low 12 -9* -12*
  • B version summons the wolf slightly above Mycale.
  • Hit and block stun is if an airborne enemy was hit.
  • Can't catch jumps well like 236+C but is decent for trying to cover both ground and air approaches.
C 1200 High/Low 14 -11* -14*
  • C version summons the wolf high above Mycale.
  • Hit and block stun is if an airborne enemy was hit.
  • Can be used to catch aerial opponents, but leaves her open on the ground. Can be more effective when combined with 214+X.
EX 1000x5 High/Low 9 KD -9
  • Mycale summons 5 A wolves in quick succession onto the opponent.
  • Can be used as a combo ender, although her other EX moves are generally better for it. Mainly used when nothing else will combo.
  • Has 1F-9F invincibility. This makes it her only move that is fully invincible, so it's best used as a reversal.
フレイア - Freyja
214+A/B/C/B+C
ABK-Myc-214X.png
- - - - -

Mycale summons a very active fire in a set location.

  • Depending on the version the fire gets summoned in one of three locations on the screen.
  • Disappears when Mycale is hit, although unlike her other projectiles the hitbox lingers for a tiny amount of time after she gets hit.
  • All versions but EX last on screen for a very long time.
Version Damage Guard Startup Adv Hit Adv Block
A 1200 High/Low 15 -1 -5
  • A summons a fire at about 1/3 of the screen.
B 1200 High/Low 16 -4 -8
  • B summons a fire about 2/3 of screen.
C 1200 High/Low 17 -7 -11
  • C summons a fire slightly less than full screen.
EX 1150x5 High/Low 15 +1 -3
  • Mycale summons 5 fires, the first one being an A fire and each subsequent one being summoned slightly farther forwards.
  • Carries the opponent across the screen.
  • Keeps the opponent standing, allowing Mycale to do a hit throw mixup in corner.
  • Used often as a combo ender.
  • Has 1F-5F invincibility but it's pretty much pointless.
グングニル - Gungnir
632+A/B/C/B+C
ABK-Myc-632X.png
- - - - -

Mycale creates a portal behind the opponent that after a set amount of time summons a spear.

  • On hit or block pushes the opponent towards Mycale.
  • Keeps the opponent standing on hit with the exception of EX.
  • Disappears if Mycale is hit.
  • Important move for Mycale's pressure, as it can be used to setup tick throws, extend pressure, and setup guard breaks.
  • Depending on the version used, the spear comes out at a different timing.
Version Damage Guard Startup Adv Hit Adv Block
A 1200 High/Low 31 +11 +7
  • A version summons the spear after quickly.
  • Despite not being able to act before the spear comes out, this move is still plus on block making it valuable.
  • Can be used for some situational combos but these aren't often besides reflector combos.
B 1400 High/Low 51 +31 +26
  • B version summons the spear after a moderate amount of time.
  • Mycale can move slightly before it comes out, but not enough to do much meaningful.
  • Doesn't have much use compared to the other two versions since it's too slow compared to A and isn't good enough for oki compared to C.
C 1600 High/Low 71 -11* -14*
  • C version summons the spear after a long amount of time.
  • Mycale can move a good amount before the spear comes out, allowing her to get some dirty throw and crossup mixups.
  • Best version to use for okizeme, although you often have to sacrifice damage to get it out.
EX 1100x5 High/Low 26 KD +13
  • Mycale summons 5 spears in quick succession onto the opponent.
  • Unlike the other versions it launches the opponent, but since it launches them towards Mycale, she can get followups from it. As a result it's the preferred EX move to use in many combos.
  • Comes out relatively fast while still being plus, meaning canceling into it from some moves can allow Mycale to extend her pressure with relative safety and also setup guard breaks.
  • Has 1F-9F invincibility although it's not that useful.
ミョルニル - Mjolnir
22+A/B/C/B+C
ABK-Myc-22X.png
- - - - -

Mycale summons a giant hammer from the sky to fall on the opponent's head.

  • The different versions drop the hammer at different parts of the screen.
  • Knocks down on aerial opponents but keeps grounded opponents standing.
  • Disappears if Mycale gets hit.
  • Has a fairly long startup but is plus and good at covering space.
  • While this move may seem hard to use at first, it has an incredibly important property. Holding down the button you use to create the portal causes the portal to remain in place without dropping the hammer. Then the moment you release said button, the hammer drop, whether it's while you're blocking, throwing the opponent, or are currently special canceling into a move. Taking advantage of this property lets Mycale do a number of things, like combo break, force the opponent to respect her in neutral, extend combos, and extend pressure in situations where she would normally be minus. This is one of the most important techniques to master as Mycale.
Version Damage Guard Startup Adv Hit Adv Block
A 1400 High/Low 30 VA +9
  • A version summons the hammer at around 1/3 of the screen.
  • Good version to use for storing as Mycale's A normals aren't too important especially in neutral. Main one to use for deterring reckless approaches and if you still want to be able to reflector or EX move while holding it.
B 1500 High/Low 31 VA +6
  • B version summons the hammer at around 2/3 of the screen.
  • Worst version to store, the positioning can be helpful but you lose access to her B normals which are important for combos and also lose access to both throws, reflectors, and EX moves.
C 1600 High/Low 32 VA +3
  • C version summons the hammer at the other side of the screen.
  • Best version to use for pressure. Loses access to C normals which are very strong in neutral and can't reflector or do EX moves. However, she can make use of her A normals which are good for pressuring the opponent and can throw, which allows her to hit the opponent with Mjolnir during the throw for huge damage. However, there aren't too many situations where you get to do this, so be careful when using it in neutral.
EX 1300x5 High/Low 29 VA +15
  • Mycale summons 5 hammers on top of the opponent in quick succession.
  • Every single hammer homes into the opponent's position, meaning even if the opponent tries to run from it it will follow them.
  • Cannot be stored sadly.
  • On a standing opponent it can pretty much be comboed into anything, making it super rewarding. However, nothing combos into it.
  • Has 1F-5F invincibility but it's functionally useless.

Super Move

ヨルムンガンド - Jörmungandr
A+B+C
ABK-Myc-Jormungandr.PNG
Reminds me of the drawings I made in first grade
Reminds me of the drawings I made in first grade
Damage Guard Startup Adv Hit Adv Block
1000x16 High/Low 5 KD -2

Mycale activates her ultimate spell, summoning the legendary Norse serpent to breathe fire upon the opponent.

  • Pretty decent level 3, comes out very quickly and is totally safe on block.
  • Decent as a combo ender, can be used to add a lot of damage although Mycale gets a lot of utility out of her EX moves so it's not worth it usually.
  • Can be good as a reversal since it's full invincible on startup, is safe, and comes out fast.

General Strategy

Negative Edge 22+X

One of Mycale's most unique attributes is her ability to hold down a button when doing 22+X to keep the move in place until releasing it. This is an important technique to get a good handle of to use Mycale well, as it can be used to enhance all aspects of her play at the cost of some moves. In general though, 22+A for neutral, don't use 22+B at all, and 22+C for offense. Held 22+A is especially strong in neutral, as it essentially gives Mycale a hitbox in front of her that she can release at any time, discouraging the opponent from recklessly coming in. While holding 22+A, Mycale loses access to her A normals, throw, and A special moves. This is fine if she's zoning though, as her A normals are short ranged and mostly for comboing, throw doesn't matter unless she's up close, and the A special moves are generally short ranged and not used as much in neutral. In addition, she also still has access to reflector and EX moves with A held, giving her access to some unique and powerful albeit situational combos, as well as meaning she can still defend herself with parry. 22+B should pretty much never be used, as it causes you to lose access to B normals, throw, reflector + EX moves, and B specials while not having a valuable enough screen position to make up for it. You can use it for zoning but it really isn't worth it. 22+C causes Mycale to lose access to C normals, reflector, and EX moves, but in return gains access to extra strong offensive potential. While 22+C will appear at full screen, if you're near or in corner then this is the one to go for. It can be used to gain plus frames for extending pressure, allows for unique combo extensions, and by releasing the hammer during throw, gains the highest damage throw conversion (outside of Marilyn air throw) in the game. However, it can be hard to find time and a situation to setup 22+C, so be on the lookout for opportunities to use it.

Neutral

Mycale's main goal in neutral is, of course, to zone the opponent with her many projectiles and long range normals while slowly pushing them towards the corner. Mycale's good poking normals are 2B, which is her main combo poke, 5C, an incredibly long poke that knocks down, and 2C, a slightly shorter low that also knocks down and low profiles a few things. Mycale's many projectile tools allow her to cover many parts of the screen and with variable timings. 236+X is generally the main tool to start the zoning with, as Fenrir is a slow moving projectile that covers a good angle as well as going under other projectiles once it reaches the ground. In addition, 236+C is good at catching jumps making it a vital tool for her neutral game. From here, 214+X is a great tool to further push her zoning. The fire created by 214+X is very quick to come out and lasts for a while, making it good for controlling ground space or harassing the opponent from afar. In particular, if the opponent tries to parry her other projectiles, 214+X can force them to block or catch them walking forward trying to parry due to it's quick speed. 22+X can also be used in neutral, including without it being held as it still covers a good amount of space, does decent damage, and is very plus on hit or block. However, it is slow and is best used with 22+A in neutral as described in the previous section. 632+X, while mainly an okizeme or pressure tool, does have slight use in neutral, but only really when Mycale is set up with other projectiles on screen. It tracking to the opponent's position makes it useful especially when the opponent has to worry about blocking other projectiles, and it being very plus on block allows Mycale to push her position forward and/or setup more projectiles. In general, you want to be pushing forward after all your projectiles except under some situations to avoid being cornered and to try to gain screen control. However, there will be many situations where you're forced to retreat back to get out of danger, so be careful of your screen position.

Offense and Okizeme

Mycale while lacking high low mix still has pretty decent pressure once she can get in. She has lots of ways to be plus on block, with her 5A being a humongous +4 on block, leading to easy tick throws and frame traps. 632+A can be used to end a block string against respectful opponents to gain plus frames and continue her pressure, although this carries the obvious risk of being mashed on. 632+B+C can end a block string for plus frames too, but is a lot safer due to its faster startup. With enough meter even, Mycale can use 632+B+C for guard break setups. Also having a 22+X (mainly 22+C) has a lot of application in her offensive game as described in the previous section, although it needs to be setup from a knockdown to be safe. However, Mycale's offense truly shows in her oki capabilities. 632+X has strong application on okizeme, leading to some dirty setups. On an opponent that techs, 632+B can be used to meaty, although it will whiff on a regular knockdown. 632+C has a lot more uses. While it won't hit meaty, it's possible to throw the opponent before it hits, leading to extra damage on the throw. Once the opponent is aware of this mixup, you can bait a throw tech and let them get hit by the 632+C, leading to a full combo. Another mixup with 632+C is to be close to the opponent, then dash through the opponent. Since Mycale's dash switches sides, the spear will hit as a cross up. This one is a bit more gimmicky though as Mycale's dash has no invincibility, so it's very easy to mash out of. Mycale generally relies on hit throw mixups, and has several ways to keep her turn, although they come with risks.

Air Game

Jumping in general is not the best idea with Mycale. She has one of the floatier jumps in the game, but also has the worst horizontal movement on a jump in the game, even worse than Tank's. This means that jumping with Mycale is a committal option, and can be anti-aired with relative ease. However, Mycale's j.2X series can help mitigate these issues. Her j.2X divekick lets her return to the ground a lot quicker and can counter anti-airs, and thanks to it always being plus on block, it's very useful as a landing option. However, it's not super effective as it's still very much susceptible to being anti-aired, and is especially weak to anti-air reflector as it can't reflector safe jump. In terms of her regular aerials, they're all somewhat weak. j.B is generally the best landing option but is still somewhat stubby. j.A is a pretty good air to air but Mycale's weak jump makes air to airs not so easy to go for. j.C can be used for either landing or air to air but is underwhelming at both. '8C is a gimmicky air to air that while rewarding to hit, rarely has opportunities to do. Her air throw is nothing to write home about, although it has a pretty cool animation. On higher hitting landing j.A or j.B, for a somewhat gimmicky setup Mycale can cancel them into j.2X which can catch an opponent trying to tech a tick throw or mashing jab.

Anti-Air

Mycale doesn't have any good anti-air normals, as none of them cover the vertical space above her, so Mycale has to rely on her specials. 236+C and 236+B are the main moves to use here, as together they cover the entire vertical space above her. However, if an instance of 236+X is already on the screen, then Mycale won't be able to summon another to anti-air with, so be careful not to spam the move too much in neutral. Additionally, 236+X can be reflectored on reaction and punished, making it somewhat dangerous against experienced opponents. Alleviating this to a degree is 22+X. Each 22+X covers a fairly large vertical space, and 22+A in particular is great for catching opponents trying to jump in on Mycale. However, 22+X is best used when already setup, which takes some time, so it can't be used on reaction. 2C on occasion can be kinda used as an anti-air, since it may low profile an aerial and hit, but this is a last resort option if anything. Mycale can of course anti-air reflector, and since she has some of the best reflector combos in the game, it's a good option to go for, although it has the usual weakness of safe jumps.

Defensive Options

Mycale's defense is a weaker aspect although it's not completely terrible. Mycale's abare is decent, as her A normals have good frame advantage, and her 2B is fast and has decent range, so while she will get outclassed by some characters she can fight close up. However, she only has two invincible options, the main on being her 236+B+C. It does have the advantage of being only -9 on block and having high pushback, making it difficult to punish. However, it is slow making it easy to safe jump, and it can be reflectored for an easy full punish. Her other reversal option is her A+B+C. It does high damage, comes out very fast, and is fully invincible. However, like any level 3 reversal, it's risky as it getting blocked means you're both going to get punished and you've wasted 3 bars, so it should be used sparingly. Making her defense especially weak though is that she has the lowest armor rating in the game. This means that once the opponent gets in on her, it only takes a few mixups and combos to reduce her health to nothing. This means that you want to avoid being put under pressure at all costs when playing as Mycale, as it's very possible to be winning a full match, then get knocked down once and die after a few interactions. However, this doesn't mean you should be desperate to escape, as that will make your actions easy to read by a good opponent. Instead, be patient and watch for opportunities to escape or reversal the opponent.

Overview

Overall, Mycale is a difficult to use but very rewarding zoner. She has lots of strong zoning tools and can easily take the pace of match, and has some surprisingly strong offense. However, she has multiple flaws in her gameplan and can lose a match in the blink of the eye if the opponent gets going on her. However, she offers a playstyle and tools no one else (except Perfecti) has, and when used to her full potential can be hard to fight back against.

Combos

Combo terminology

Symbol Meaning
> Cancel from the previous move to the following move
land The player must land
, Link from the previous move to the following move
dl./delay Delay before using the following move
nj.X Neutral Jump
AA Anti-Air, must hit an airborne opponent
[X] Hold the input
]X[ Release the input
(X) Optional input
[X]*N Repeat (sequence) N number of times

j.2X Loop

One of Mycale's harder but important combos is the divekick loop. Basically, Mycale hits c.5C, her launcher, then combos an aerial into divekick and repeats it one more time. You can also just do one rep although it'll do less damage and have significantly less corner carry. There are variations of the combo for midscreen, corner, and with or without meter. Regardless though, it's her best combo choice whenever she can get it. However, since it requires c.5C, it can be hard to find an opportunity to start the loop. Below are listed the different starters for the loop and the different variations.


Starters

c.5C > Loop

Raw c.5C. You can go for it from a dash, but it's not recommended.

j.C > c.5C > Loop

Starter from aerial. Hard to hit confirm but is useful since it doesn't require any additional setup.

j.2B/j.2C > c.5C > Loop

Very tight combo from divekick. The divekick needs to hit very deep for this to work.

With A or C Mjolnir Setup 2B > Release A/C (> 632A) > c.5C > Loop

Combo into the loop from a Mjolnir setup. 632A can be added for additional damage and consistency. You won't get a chance to do this often but it does a lot of damage if you can get it.

632X > c.5C > Loop

It's very easy to combo into c.5C if you land a Gungnir since it's super plus and pushes the opponent towards you, although this obviously requires a setup in advance.


Midscreen

Combo Damage Video Notes
2A > 2B > 214A - Link

Main midscreen and corner combo. Doesn't give knockdown or do much damage but gets the opponent away from you.

2A > 2B > 214A > 632BC, 5B(1-4) > 214B/632X/22X - Link

Meter midscreen combo. Very good combo as it gives good damage and lets you set up your oki tools.

2A > 2B > 214A > 632BC > 214BC - Link

Two bar midscreen combo. Isn't really worth doing unless it's going to kill.

2A > 2B > 214A > ABC - Link

Midscreen level 3 combo. Also only really worth doing if it's going to kill.

c.5C, [j.A > j.2C > land]*2 > 5A > 5B(1) > 214B/632X/22X - Link

Midscreen meterless divekick loop. Does high damage, corner carry, and sets up your oki tools.

c.5C, [j.A > j.2C > land]*2 > 5A > 5B(1) > 214B > 632BC - Link

Midscreen 1 bar divekick loop. Does even more damage, and while you won't get a good oki setup, it leaves the opponent right next to you.

c.5C, [j.A > j.2C, land]*2, 5A > 5B(1) > 214B > ABC - Link

Midscreen level 3 divekick loop. Does huge damage, but really is only worth doing if it will kill.

Corner

Combo Damage Video Notes
2A > 2B > 214A > 632BC, 5B (1-4) > 236A > 236+B+C - Link

Corner 2 meter combo from the basic combo. Does more damage but still not great since it's generally better to go for setups.

c.5C, j.B > j.2A, land, j.A > j.B > j.2A, 5A > 5B(2-4) > 214A/22X/632X - Link

Corner meterless divekick loop. Does even more damage but can be quite difficult to pull off.

c.5C, j.B > j.2A, land, j.A > j.B > j.2A, 5A > 5B(4) > 236A > 236BC - Link

Corner 1 bar divekick loop. Adds a good amount more damage although obviously doesn't give an oki setup.

c.5C, j.B > j.2A, land, j.A > j.B > j.2A, 5A > 5B(4) > 236A > ABC - Link

Corner level 3 divekick loop. Once again, does huge damage but only worth it if it'll kill.

Situational Combos

Combo Damage Position Video Notes
(22B set), 632X > ]B[, (22B hits), 214B (> 632BC > 214B) - Midscreen Link

A long distance combo for the rare occasion you have 22B set and land a 632X in neutral.

(22X set), A+B > ]X[ - Anywhere Link

Mjolnir during throw. You actually specifically want to release the Mjolnir after the main damage part of the throw is done to get max damage, meaning it requires a little bit of practice to time correctly. However, it allows Mycale to deal a whole 3K damage off her, which is great with her strong tick throw game.
Both ground and air throw works.

(22A set), j.B/2B/5B(2-4) > 22BC > ]A[, (22A hits) > (22BC hits) > (j.2B), land, c.5C, Loop - Corner Link

A corner limited but super high damage combo that requires a 22A setup. This will deal ridiculous damage but is incredibly hard to land, even if you have the setup in place.

(22A set), j.B/2B/5B(2-4) > 214BC(5) > ]A[, (22A hits), c.5C, Loop - Corner Link

An easier version of the above combo that deals less damage.

(22C set), (5A > 2B)/5B(1-2) > 632A~]C[ > (22C hits) > 22BC > (632A hits) > (22BC hits) > (j.2B), c.5C, Loop - Corner Link

A further improved but even harder version of the corner Mjolnir setup combo. This will deal huge damage but is probably among the hardest combos in the game. 632A and ]C[ needs to happen at the same time.

(22A set), 632C > 22BC > (632C hits) > (22BC hits), 5B(4) > 632]A[, (22A hits) > 22BC > (632A hits) > (22BC hits) > (j.2B), c.5C, Loop - Corner Link

The legendary 3 bar non level 3 Mycale combo. While this is among the highest damaging as well as most difficult combos in the game, you are never going to land this combo unless you somehow get a guard break in the corner with a 22A already set.

Reflector Combos

Combo Damage Position Video Notes
Reflector, 214B > (632BC > 214B/C) - Midscreen Link

Easy midscreen reflector combo, although lower damage. May need to end in 214B or 214C depending on the distance from the corner if meter is added.

Reflector, 632A, 5B(2-4) > 214B - Midscreen Link

Moderate difficulty midscreen reflector combos.

Reflector, 632A, 214A > {(632BC, 214A)/ABC} - Midscreen Link -
Reflector, 632A, j.B > j.2C, land, 5A > 5B(1) > {214B > (632BC/ABC)/}22X/632X - Midscreen Link

Harder midscreen reflector combo but does a lot more corner carry, damage, and can give a setup.

Reflector, 5AA > 5B(4) > 214A - Corner Link

Very easy corner reflector combo.

Reflector, 214A > 632BC, 5B(2-4) > 214A/(236A > 236BC) - Corner Link

Moderate corner reflector combo. A second meter can be added for additional damage although it may not be worth it. It's also possible to level 3 at the very start but once again it's not really worth it.

Reflector, j.B > j.2A, land, j.A > j.B > j.2A, land, 5A > 5B(2-4) > 214A/22X/632X - Corner Link

High difficulty corner reflector combo. Can't be gotten from an air reflector in corner. Deals very good damage and allows for a setup.

Reflector, j.B > j.2A, land, j.A > j.B > j.2A, land, 5A > 5B(2-4) > 236A > 236BC/ABC - Corner Link

Meter burn variations of the high difficulty corner reflector combo. Generally not worth it unless it will kill.

Ausf Achse Combos

This will only list combos that changed.

Reflector combos

Combo Damage Position Video Notes
Reflector, 214C > (632BC > 214B) - Midscreen Link

Basic easy reflector combo.

Reflector, ABC - Anywhere Link

Easy level 3 reflector combo.

Reflector, 632A, 5B(2-4) > 214B - Midscreen Link

Basic 632A extension.

Reflector, 632A, 214A > ({632BC, 214A}/ABC) - Midscreen Link

More advanced 632A extension, good damage for a reflector combo.

Reflector, 5AA > 5B > 214A - Corner Link

Basic corner reflector combo.

Reflector, 214A > 632BC, 5B > 214A - Corner Link

Higher damage meter extension.

Reflector, 214A > 632BC, 5B > 236A > 236BC - Corner Link

Max damage reflector combo, not generally worth it but it's good damage off a reflector.

Frame Data

source
KD - Knockdown
VA - Variable
*UV - value(s) marked with "?" in the table is/are unverified
x~yF - a period from frame "x" till frame "y"

                       |     Frames      |  Frame Advantage  |
               Attack  | Total | Startup | On Hit | On Block | Notes
Throws and Reflectors  ---------------------------------------
            4/5/6+A+B  |  21   |    5    |   KD   |    --    |
          j.4/5/6+A+B  |  19   |    3    |   KD   |    --    |
                5+B+C  |  16   |    7    |   KD   |    +4    |
                c.B+C  |  16   |    7    |   KD   |    +4    |
                j.B+C  |  16   |    6    |   KD   |    +3    |
              Normals  ---------------------------------------
                   5A  |  11   |    4    |   +4   |    +4    | *UV
                   5B  |  27   |    6    |   -1   |    -3    | *UV
             close 5C  |  27   |    7    |   KD   |    -6    | *UV
               far 5C  |  28   |   11    |   KD   |    -4    | *UV
                  c.A  |  14   |    4    |   +0   |    +0    | *UV
                  c.B  |  21   |    7    |   -1   |    -3    | *UV
                  c.C  |  27   |   10    |   KD   |    -5    | *UV
                  j.A  |  15   |    4    |   +0   |    +0    | *UV
                  j.B  |  24   |    6    |   VA   |    VA    | *UV
                 7/9C  |  25   |    7    |   VA   |    VA    | *UV
                   8C  |  28   |    7    |   KD   |    VA    | *UV
      Command Normals  ---------------------------------------
                 j.2A  |  VA   |   13    |   VA   |    VA    | landing recovery 3F? *UV
                 j.2B  |  VA   |   13    |   VA   |    VA    | landing recovery 3F? *UV
                 j.2C  |  VA   |   13    |   VA   |    VA    | landing recovery 3F? *UV
             Specials  ---------------------------------------
                236+A  |  46   |   10    |   -6   |   -10    |
                236+B  |  50   |   12    |   -9*  |   -12*   | *if airborne enemy was hit by/guarded the attack
                236+C  |  54   |   14    |  -11*  |   -14*   | *if airborne enemy was hit by/guarded the attack
                214+A  |  46   |   15    |   -1   |    -5    |
                214+B  |  50   |   16    |   -4   |    -8    |
                214+C  |  54   |   17    |   -7   |   -11    |
                632+A  |  50?  |   31    |  +11?  |    +7?   | *if not at screen's edge, there's a 3F hit delay, *UV
                632+B  |  50?  |   51    |  +31?  |   +26?   | *if not at screen's edge, there's a 3F hit delay, *UV
                632+C  |  50?  |   71    |  +51?  |   +46?   | *if not at screen's edge, there's a 3F hit delay, *UV
                 22+A  |  46?  |   30    |   VA   |    +9?*  | *if airborne enemy guarded the hit, *UV
                 22+B  |  50?  |   31    |   VA   |    +6?*  | *if airborne enemy guarded the hit, *UV
                 22+C  |  54?  |   32    |   VA   |    +3?*  | *if airborne enemy guarded the hit, *UV
       EX and Level 3  ---------------------------------------
              236+B+C  |  83?  |    9    |   KD   |    -9?   | 1~9F invincible
              214+B+C  |  75   |   15    |   +1   |    -3    | 1~5F invincible
              632+B+C  |  79   |   26    |   KD   |   +13    | 1~9F invincible; 
                                                               if not at screen's edge, there's a 2F hit delay
               22+B+C  |  80   |   29    |   VA   |   +15*   | 1~5F invincible, *if airborne enemy guarded 5 hits  
                A+B+C  | 104   |    5    |   KD   |    -2    | superflash 50F, 1~9F invincible

Trivia

Mycale's Ending


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