Under Night In-Birth/UNI2/Mika/Strategy

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Disclaimer: This is a community written page and may contain opinions that not all players may agree with. Use at your own discretion.

General Gameplan

Mika doesn't exactly have the best reach in a game filled with Scythes and Swords, so you'll want to get up close and personal to use your fast tools and start the pressure!

To get in - You will likely need to get accustomed to dashblocking to deal with her stubby range. However, once in range, you have access to a couple of pokes. Her dash attacks are pretty good, with 66B having an almost comically large hitbox. j.[C] is very good at stuffing mistimed anti-airs/horziontal commitments, and 623A slides a good amount across the screen while being safe on block. Getting used to piloting 236X is an important tool in her arsenal.

While her 214X series might not be a great command grab on its own, it becomes an incredibly dangerous threat to GRD break any opponent who dares to shield against you, or TRM throw anyone who tries to OS you. As such, without the defensive benefits of shielding, Mika's pressure can become scary to deal with.

Up close, Mika's pressure and mixup game is simple, yet strong. She has the movement for good stagger pressure. From assault, j.C is plus on block, and j.B with CS can be a blazing fast comboable overhead. 3B, 623A, and 236X can all move you forward, and be made extra safe with CS too! 2C moves you forward during it, which makes it a great way to stay up close and personal, and the relatively low frame data on moves like 5A and 2A allow for strong pressure resets. Anyone who dares to use shield or OS against you will eat a 214x!

Mika also has some surprisingly useful defensive options! 623X~X is a very potent anti air, and 623C is an invulnerable reversal. Her jabs are 5f, which is pretty okay in the world of UNI.

Neutral

how to play neutral

Approach

tools and plans to approach

Keep Away and Stalling

Most of the time Mika wants to be right in your opponent's face to be as scary as possible, but there are situations where she wants to run down the clock and keep the opponent far away too. The most obvious example being having a health lead in a low timer situation. When something like this happens you have a couple options:


  • j236A9X jAA

You can jAA multiple times in the air to carry your horizontal momentum without losing height or access to your other air options. This gives you a lot of mobility and if you're able to cross your opponent up safely many characters have a hard time catching up to you. Combine this with options like assault and j623X to keep your opponent unsure about where and when you're landing. Generally when you use j236A9X to start air stalling you get a maximum of three jAAs but assaulting will give you a fourth one with max height and well-timed mashing.

On the topic of maximizing your jAAs, spending resources will give you more time to stall: 236C is very effective when added to this strategy. It gives you another three jAAs and allows you to change which side of your opponent you're on. If you chain shift after using your assault it will also refresh which can give you another jAA.

It's pretty hilarious to see Mika doing her best Jigglypuff impression when doing this but you do have to make sure you're careful about running into IWEXS (which are air blockable) and other large anti airs. Stalling like this is particularly strong in matchups like Chaos or Enkidu where their dash speed or anti airs are generally too slow to catch up with us while we're flying around, but be careful against faster characters like Hyde or characters that can fill the screen like Gordeau and Hilda. This keepaway method is also prone to cause scrambles so keep an eye on health/time/meter to figure out how hard you can commit to running away.


  • 623BB 236C6X6X3X

This is a little less complicated than managing air resources but the tradeoff is that it doesn't stall for as long. One rarely mentioned strength of Mika is that even when her mash-outs get blocked she is able to cancel into Missile and put herself on the other side of the screen. This means you can very easily set up situations where you force your opponent to run to you if you have the life lead. While they're trying to close this space you can hit them with 623X then 236C to the other side of the screen and make them run over to you all over again.

This is a nice stable approach to stalling as if the 623B connects they will not really be able to stop you from using EX Missile to run to the other side of the screen. It's very nice to use when you're playing against a character with stronger anti-airs and jAA stalling isn't a safe option.

Offense

how to keep the advantage

Pressure

tools to frame trap, blockstring,

Okizeme

lead up enders and tools to help in keeping pressure on opponents waking up

Gimmicks

tools that have situational, limited, or questionable usage

Defense

how to defend against, break, or escape pressure

Reversal Tools

tools that are invincible, strong, or fast at getting out of pressure/okizeme

Option Selects

  • 3C~AD

The best risk/reward out of all of her defensive OSes and covers the most important options. It has a large hitbox and gets head invuln very early, on top of leading to full combo on hit. Great OS for covering throws and assaults at the same time.

  • 2A, 66B and 5B>2B>2A

These two OSes are actually offensive OSes to use when you're trying to meaty the opponent. The first one gives you 5B if they block the 2A and 66B if they backdash, and the second one will give you 5BB if they backdash. Very nice against characters like Gordeau, Akatsuki, and Hyde that love to backdash on wakeup.

Counter Strategies

general ways to aid players having trouble fighting against this character

Videos

External Links

Starter and Resources
Getting Started
FAQ
Controls
HUD & UI
Strategy
Frame Data
Glossary
Resources and Links
Mechanics
Movement
Offense
Defense
Gauges
Damage and Combo System
Attack Attributes
Characters