Magical Battle Arena NEXT/Toyosatomimi no Miko

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"Now, show me you can defeat me... And I shall become a legend laid to rest!"

Character Page Progress

This page is still a work in progress, consider joining as an editor to help expand it. Please update this character's roadmap page when one of the editing goals have been reached.

In Progress To-do
  • Combos:
    • Add more combos
    • Figure out more build-specific combos, if relevant.
    • Videos added to important combos.
  • Moveset:
    • Attacks, Shots, Extra
    • All with pictures and damage as well as cancels
    • Frame data
    • Cite use-cases
  • Overview
    • Add a short summary of this character with a list of strengths and weaknesses.
    • Do your best to describe how to play this character, change or add subsections based on what you would write as a guide.
  • Combos:
    • Add tech in the starters, enders, OTG pickup and normal/corner combo sections.
    • Corner Combos?
  • Moveset:
    • Add every move in the character's moveset.
    • Add this character's specific Synchro Attacks.
    • Add frame data.
    • Add images to the moves.
    • Add descriptions to the moves, specify how they function, cite their uses, add captions, etc.
  • Meta:
    • Add this character's recommended builds.
    • Explain this character's gameplan in team battles.
    • Add teambuilding suggestions and tips.


Overview

Describe the character outside of the game, then give a very brief a description of how they play.

Palettes

MBANext Miko Palettes.png

Strengths & weaknesses

Strengths
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Weaknesses
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Gameplan

Describe this character's gameplan, including neutral, the openings to look out for, and resource management, if applicable.

Moveset

Attacks

Neutral Attack Combo
5A (up to 5 times)
MBANext Miko 5A.png
Damage Down Limit Gen. Startup Hitstun Hit Effect Bullet Count Cancels Uses Cooldown
123/128/133/138/155, total 677 - - N/A Launch N/A t.A, t.S, step - -

Standard 5A combo, 5th hit launches too far to combo unless at wall.

Forward Attack Combo
8A (up to 3 times)
MBANext Miko 8A.png
Damage Down Limit Gen. Startup Hitstun Hit Effect Bullet Count Cancels Uses Cooldown
120/125/175, total 420 - - N/A N/A N/A t.A, t.S, step - -

Like a standard combo but doesn't launch. Pretty low Down Limit gain.

Side Attack
4/6A (up to 3 times)
MBANext Miko 46A.png
Damage Down Limit Gen. Startup Hitstun Hit Effect Bullet Count Cancels Uses Cooldown
120/125/175, total 420 - - N/A Spin N/A t.A, t.S - -

Like a standard combo but spins. Pretty low Down Limit gain on its own, but the final hit causes tumble.

Backward Attack
2A
MBANext Miko 2A.png
Damage Down Limit Gen. Startup Hitstun Hit Effect Bullet Count Cancels Uses Cooldown
218 - - N/A Launch N/A step - -

Miko swings her cape and laughs. Depressingly low range and no comboability due to launch and lack of cancels.

Trigger Attack
t.A
MBANext Miko t.A.png
Damage Down Limit Gen. Startup Hitstun Hit Effect Bullet Count Cancels Uses Cooldown
510 - - N/A N/A N/A step - -

Miko dashes forward and slashes with her shaku. Can be canceled before it even comes out with a step and doing so doesn't cost ammo. Can be step canceled at any point during. Main combo filler.

Shots

Shot
S
MBANext Miko S.png
Damage Down Limit Gen. Startup Hitstun Hit Effect Bullet Count Cancels Uses Cooldown
25(x4), total 100 - - None N/A 4 N/A - -

Fires 4 bullets that accelerate when a certain distance from the opponent.

Charge Shot
[S]
MBANext Miko -S-.png
Damage Down Limit Gen. Startup Hitstun Hit Effect Bullet Count Cancels Uses Cooldown
68(x4), total 272 - - None N/A 4 t.A, t.S, step - -

Stops to shoot a short-range laser.

Trigger Shot
t.S
MBANext Miko t.S.png
Zenchou no Reiza!
Zenchou no Reiza!
Damage Down Limit Gen. Startup Hitstun Hit Effect Bullet Count Cancels Uses Cooldown
45(x10), total 450 - - N/A N/A 10 t.A, step - -

Shoots lots of lasers in a wide range that go a short distance. 10 hits hit at max and it's rare to have less than 10 hit. Can be Step Canceled at any point during or even before lasers come out. Cancelling deletes the lasers.

Charge Trigger Shot
t.[S]
MBANext Miko t.-S-.png
Sentry goin' up.
Sentry goin' up.
Damage Down Limit Gen. Startup Hitstun Hit Effect Bullet Count Cancels Uses Cooldown
65(x8), total 520 - - None N/A 8 N/A - -

Miko summons a light above her that fires 8 bullets directly at her enemy. Stays stationary as you move.

Extra

Trance
t.G
MBANext Miko Extra.png
Trans-Am!
Trans-Am!
Damage Down Limit Gen. Startup Hitstun Hit Effect Bullet Count Cancels Uses Cooldown
N/A - - N/A N/A N/A None. - -

Miko gains a red aura and becomes completely invulnerable for five seconds. Has decent amount of startup; don't use it as a reversal. It can get stuffed and you'll lose the charge.

Overdrive
t.[G]
MBANext Miko -Extra-.png
Damage Down Limit Gen. Startup Hitstun Hit Effect Bullet Count Cancels Uses Cooldown
N/A - - N/A N/A N/A None. - -

Miko gains a gold aura and becomes "self-reinforced" (gotta figure out what the JP wiki meant by this). Has a pretty long charge time and getting hit during it makes you lose it.

Drive

Divine Spirits' Universe
t.Step in Synchro Drive
MBANext Miko DA1.png
MBANext Miko DA2.png
All shots on target!
All shots on target!
Damage Down Limit Gen. Startup Hitstun Hit Effect Bullet Count Cancels Uses Cooldown
145(x17), total 2565 - - N/A N/A 17 None - -

Miko summons a giant version of her t.[S] light. Has decent damage and pretty quick start up for a DA with plenty of hitstun to combo off of from surprising distances. Also has surprisingly good tracking. The main draw is how fast it charges, it's easily possible to use it 3-5 times in a single Synchro Drive if used on cooldown. The problem is that it's very vulnerable, as Miko is locked in place the whole time and it doesn't hit if the enemy is too close. Has no practical use during combos aside from the aforementioned ability to confirm off of it.

Heed the Commands with Absolute Care
SD in Accelerator Synchro Drive
MBANext Miko ADA1.png
Repent!
Repent!
MBANext Miko ADA2.png
MBANext Miko ADA3.png
EXU...CALIBAAA
EXU...CALIBAAA
Damage Down Limit Gen. Startup Hitstun Hit Effect Bullet Count Cancels Uses Cooldown
4038 - - Cutscene Cutscene N/A None - -

As with all ADAs, it's a cutscene super. She cuts straight down with her shaku emitting a huge light sword. Hard to land but does devastating damage. Confirms off DA at all but the absolute farthest ranges.

Synchro Actions

Combination Combo
Synchro Action call
Damage Down Limit Gen. Startup Hitstun Hit Effect Bullet Count Cancels Uses Cooldown
N/A - - N/A N/A N/A N/A - -

Describe the assist here.

Crossfire
Synchro Action call
Damage Down Limit Gen. Startup Hitstun Hit Effect Bullet Count Cancels Uses Cooldown
N/A - - N/A N/A N/A N/A - -

Describe the assist here.

Shot Break
Synchro Action call
Damage Down Limit Gen. Startup Hitstun Hit Effect Bullet Count Cancels Uses Cooldown
N/A - - N/A N/A N/A N/A - -

Describe the assist here.

Recommended Builds

Partner

Describe the various partners this character works well with.

Skills

Describe the skills this character uses well.

Synchro Actions

Describe the synchro actions useful for this character.

Team Strategy

Gameplan

Describe this character's gameplan in team battles.

Teambuilding

Describe what this character looks for in a team partner and what characters fit the bill.

Combos

Universal Combos

Basic BnB

Condition Notation Damage Notes Link
5A Starter 5AAAA > t.A >> 5AAAA > t.A >> 5AAAAA 2364 Homeruns. [[1] Link]
t.A Starter t.A >> 5AAAA > (t.S) t.A >> 5AAAAAA 1839 Can be followed up with a Combination Combo. ???
Close t.S Starter t.S 5AAAA > t.A >> 5AAAA > t.A >> 5A 2364 Homeruns. Must be close, t.S 5A is a tough link. [[2] Link]



t.S t.A Cancel Combos

Condition Notation Damage Notes Link
5A Starter 5AAAA > t.S > t.A >> 5AAAA > t.S t.A 2632 Homeruns. Tough cancel to get used to the timing, can be done with any number of charges on either t.S and t.A. [[3] Link]
t.A starter t.A >> 5AAAA > t.S > t.A >> 5AAAA > t.S 2204 Homeruns. If done when starting with 1 charge of t.A, replacing the last t.S with t.A does a nice 300 more damage. ???
t.S starter t.S > t.A >> 5AAAA > t.S > t.A >> 5A 2246 Homeruns. Tough confirm to fish for in neutral. ???
t.S starter t.S > t.A, t.A >> 5AAAA > t.S > t.A 2624 (2750 if you dont dash cancel??) Homeruns. t.A 5A can be linked if t.S was far. Weird ass combo never go for this. [[4] Link]

Build-Specific Combos

Condition Notation Damage Notes Link
5A starter, Extra Load equipped 5AAAA > t.A >> 5AAAA > t.A >> 5AAAA > t.A 2623 Homeruns. Basic BnB with an extra t.A. ???
Close t.S Starter, Extra Load & Limitlax equipped t.S 5AAAA > t.A >> 5AAAA > t.A >> 5A > t.A 2735 Homeruns. Kinda weird to land. Decent extra damage. ???
t.S Starter, Limitlax equipped, 1 charge on t.A or Extra Load. t.S > t.A >> 5AAAA > t.S > t.A >> 5AA > t.A 2710 Homeruns. Decent extra damage. ???


General
FAQ
Config
Controls & Notation
Netplay
Menus
HUD
Training
Advanced
System Mechanics
Skills
Synchro Actions
Stages
Team Battles
Reimu
Marisa
Youmu
Alice
Yukari
Reisen
Tenshi
Miko
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Miyu
Sakura
Nanoha
Fate
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Amelia
Punie
Nowel