Under Night In-Birth/UNICLR/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

Mika is a rushdown oriented character who uses her specials and movement speed to get into the opponent's face. Once in, she mixes up her fast normals with her specials to apply pressure and to open up her opponents via frame-traps, tick throws, shield-breaks with her command grabs, and, in the corner, left-right mix-ups with her missile. While she shines when she's in close, her mid-range game is mediocre, and her far-range game is non-existent. Her damage output, while buffed in [clr], still falls short of the average damage that other characters are able to dish out, with the notable exception to her 360. Mika, therefore, needs to stick onto her opponent and never relent in her pressure. Thanks, however, to her run speed, missile, and her tornado, Mika has the tools chase down her opponents and keep them in her stubby normal range.


Strengths Weaknesses
  • Multitple Options for Approaching: Several gimmicky but strong options to close the distance between her and the opponent.
  • Great Buttons and Dash Speed: Fast normals for their range and great run speed. Can often bulldoze her way in from footsies range, and grants her the advantage after situations where both characters recover at the same time.
  • No-Fly Zone: 623X series is probably the best air control move in the game, especially when combined with EX missile.
  • Great Pressure And Mix-up: Lots of ways to reset pressure when she’s in, and has a huge amount of mixup options give her a strong mixup game. Shielding has increased risk against her due to 214X, which she can cancel anywhere during her pressure, which notably heavily punishes most OS's.
  • Non-Existent Fullscreen Tools: Has 0 Low commitment long range options.
  • Weak Hitboxes in Her Approach Tools: Worse than expected hitbox/hurtbox on approaching specials, 623X especially.
  • Skewed Risk-Reward Ratio: Mediocre damage for her playstyle (high risk, low reward).

Character Stats

Health Smart Steer Route
10700 5A 5B 2C 214A 623C
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
Throw Width (pixels) Throw Range (pixels)
200 100
Unique Trait
  • Certain moves destroy projectiles.
Vorpal Trait
  • [Increased] Force Function start up decreased.
  • 214A and 214B have longer untech time.
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

Standing Normals

5A
5A
5A
UNI Mika 5A.png
Damage Guard Cancel Property Cost Attribute
190 Mid N, SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
5 2 12 18 -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.
5B
5B
5B
UNI Mika 5B.png
5b
UNI Mika 5BB.png
5bb
Damage Guard Cancel Property Cost Attribute
510 Mid N, SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
7 5 16 27 -5 -

Mika pushes forward fist first. Range isn't stellar 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.

Damage Guard Cancel Property Cost Attribute
790 Mid, Air SP, EX, CS Wall Bounce, Null Projectile, Chip Damage - Strike
Startup Active Recovery Overall Advantage Invul
16~18 4 28 47 -14~-12 -

Giant explosion fist. Can be used to frame trap opponents. Allows meterless conversion of far or counterpoke 5Bs.

Destroys projectiles during startup, can be canceled as soon as projectile is destroyed.
5C
5C
5C
UNI Mika 5C.png
Normal
UNI Mika IC 5C.png
Increase
Damage Guard Cancel Property Cost Attribute
710 Mid N, SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
11 3 19 32 -4 -

Mika slams her fist down. Holding the button down can delay the startup by 5 extra frames (16f total startup) before it turns into 5[C].

Damage Guard Cancel Property Cost Attribute
780 Mid N, SP, EX, CS Ground Bounce, Launch - -
Startup Active Recovery Overall Advantage Invul
21 4 23 47 -1 -
Mika slams her fist down harder. Canceling into a whiffed A normal puts you at +7 frame advantage.
Crouching Normals
2A
2A
2A
UNI Mika 2A.png
Damage Guard Cancel Property Cost Attribute
180 Low N, SP, EX, CS - - Strike, Foot
Startup Active Recovery Overall Advantage Invul
5 2 12 18 -1 -
Super fast low, great for pressure starters, empty jump mix ups, and reverse beats.
2B
2B
2B
UNI Mika 2B.png
Damage Guard Cancel Property Cost Attribute
480 Low N, SP, EX, CS - - Strike, Foot
Startup Active Recovery Overall Advantage Invul
6 6 14 25 -4 -

Low poke.

  • Not too much range, but a decent hitbox and startup.
  • Can be useful for OTGing enemies.
  • Can be made 0 on block depending on spacing
2C
2C
2C
UNI Mika 2C.png
Damage Guard Cancel Property Cost Attribute
620 Mid N, SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
13 3 20 35 -5 -
Has Mika's characteristic short range. Good mid in pressure and starts good damage.

Air Normals

j.A
j.A
jA
UNI Mika j.A.png
UNI Mika j.AA.png
Damage Guard Cancel Property Cost Attribute
150 High, Air Shield N, SP, EX, CS - - Strike, Head
Startup Active Recovery Overall Advantage Invul
7 3 14
[2 on landing]
23 - -

Fast air to air normal. Mostly used to get to j.AA.

Damage Guard Cancel Property Cost Attribute
540 Mid, Air Shield N, SP, EX, CS Launch - Strike, Head
Startup Active Recovery Overall Advantage Invul
5 2(4)2(2)2(4)3 21
[2 on landing]
38 +4 -

Staple combo button and extension.

  • Can be used from a whiffed j.A.
  • Carries Mika's aerial horizontal momentum.
  • Can be used to stall in the air.
  • Ah ha ha ha!
j.B
j.B
jB
UNI Mika j.B.png
Damage Guard Cancel Property Cost Attribute
450 High, Air Shield N, SP, EX, CS - - Strike, Head
Startup Active Recovery Overall Advantage Invul
8 5 15
[3 on landing]
27 - -

Quick air to ground normal.

  • With Chain Shift available, can be used as a very fast assault overhead combo starter.
j.C
j.C
jC
UNI Mika j.C.png
Normal
UNI Mika IC j.C.png
Increase
Damage Guard Cancel Property Cost Attribute
620 High, Air Shield N, SP, EX, CS - - Strike, Head
Startup Active Recovery Overall Advantage Invul
12 4 18
[4 on landing]
33 - -

Mika slams her fists downward. Staple assault starter.

  • Plus on block from jump in or assault.
  • On shield, varies on point of impact, but ranges from on the cusp of safe to unsafe.
  • Can be delayed by up to 4 extra frames before becoming j.[C]
Damage Guard Cancel Property Cost Attribute
780 High, Air Shield N, SP, EX, CS Ground Bounce, Knockdown, Null Projectile - Strike, Head
Startup Active Recovery Overall Advantage Invul
19 4 20
[4 on landing]
42 - -

Mika explodes her fists downward.

  • Changes her air momentum slightly.
  • Destroys projectiles underneath her.
  • Grounded Assault Increase version is plus on shield. Using 2B afterward can frame-trap opponents attempting to mash out a 5-frame normal.
  • Can be good to stuff anti airs on jump in or to catch people you cross over, but is actually unsafe on block from a normal jump due to the increased vertical pushback.
  • Due to UNI's crossup protection, it can't be actually used to cross up an opponent, even though it may look like it.

Command Normals

3B
3B
3B
UNI Mika 3B.png
Damage Guard Cancel Property Cost Attribute
650 Mid SP, EX, CS Tumble - Strike
Startup Active Recovery Overall Advantage Invul
13 11 12
[14 on landing]
35 -7~+2 10-21 Foot, 6-21 Throw

Jumping attack that goes over lows. Can CS on shielded hits.

  • Airborne on frame 6.
  • Can be +2 at the farthest spacings (-3 on shield at this range).
3C
3C
3C
UNI Mika 3C.png
Damage Guard Cancel Property Cost Attribute
612 Mid N, SP, EX, CS Launch - Strike
Startup Active Recovery Overall Advantage Invul
9 2 22 32 -6 7-10 Head
  • Grounded anti-air. Staple combo button and extension.
  • Very long cancel window even lets you frametrap into A normals.
  • One of Mika's best buttons for trading since it launches on hit while keeping her grounded.
Dash Moves
66B
66B
66B
UNI Mika 66B.png
Damage Guard Cancel Property Cost Attribute
2 hits: 707
"2nd hit only": 450
Mid first hit, Low second hit SP, EX, CS Launch - Strike, Foot
Startup Active Recovery Overall Advantage Invul
8, 15 19 15 41 -7~+4 5-14 Throw
Mika sliding tackle. Hits low and has a good amount of range. Mostly used to combo into Mika's Cannon.
66C
66C
66C
UNI Mika 66C.png
Damage Guard Cancel Property Cost Attribute
980 High SP, EX, CS Wall Bounce - Strike
Startup Active Recovery Overall Advantage Invul
26 6 - - -5~-2 8~31 Foot, 5-34 Throw
Overhead drop kick. Safe even on shield due to Mika landing too far from the range of most fast punish options. Airborne from frames 5 to 34.

Universal Mechanics

Force Function
Mika's Crash
ミカちゃんクラッシュ
B+C
UNI Mika B+C.png
Damage Guard Cancel Property Cost Attribute
855 Mid, Air Shield SP, EX, CS Launch 1.0~1.9GRD Strike
Startup Active Recovery Overall Advantage Invul
21 10 48
[9 on landing]
78 -23 1~23, 49~69 Throw
Damage Guard Cancel Property Cost Attribute
1222 High, Air Shield SP, EX, CS Launch 1.0~1.9GRD Strike
Startup Active Recovery Overall Advantage Invul
29 9 48
[9 on landing]
85 -23 1~30, 56~76 Throw
Damage Guard Cancel Property Cost Attribute
1222 High, Air Shield SP, EX, CS Launch 0.5GRD Strike
Startup Active Recovery Overall Advantage Invul
26 9 48
[9 on landing]
82 -23 1~27, 53~73 Throw
Damage Guard Cancel Property Cost Attribute
855 Mid, Air Shield SP, EX, CS Launch 1.0~1.9GRD Strike, Head
Startup Active Recovery Overall Advantage Invul
15 Until Landing+10 56
[12 on landing]
- -31 -
Damage Guard Cancel Property Cost Attribute
1222 High, Air Shield SP, EX, CS Launch 1.0~1.9GRD Strike, Head
Startup Active Recovery Overall Advantage Invul
29 Until Landing+10 56
[12 on landing]
- -31 -
Damage Guard Cancel Property Cost Attribute
1222 High, Air Shield SP, EX, CS Launch 0.5GRD Strike, Head
Startup Active Recovery Overall Advantage Invul
26 Until Landing+10 56
[12 on landing]
- -31 -

Mika rises slightly in the air, and comes crashing diagonally toward the ground.

  • Increase versions are overheads.
  • Useful combo filler - good vacuuming hitboxes and cancel options once on the ground.
  • The bounce back after the hit can make it a little difficult to punish on block.
Throw
Throw
投げ
A+D
UNI Mika A+D.png
Damage Guard Cancel Property Cost Attribute
1720 Unblockable - - - Throw
Startup Active Recovery Overall Advantage Invul
4 - -
[- on landing]
26 +13 when successful -
Mika grabs the opponent, leaps into the air, and slams them into the ground.
Guard Thrust
Guard Thrust
ガードスラスト
214D
UNI Mika 2C.png
214D
Guard Thrust
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

No results 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
UNI Mika A+B+C.png
A+B+C
Veil Off
Damage Guard Cancel Property Cost Attribute
0 Mid, Air - Launch 100+ EXS Strike
Startup Active Recovery Overall Advantage Invul
20 2 7 (3 on hit) on landing 58 (53 on hit) -13 1~30 Full
[A]+[B]+[C]
Veil Off (Increase)
Damage Guard Cancel Property Cost Attribute
0 Mid, Air - Launch 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 Veil Off
Damage Guard Cancel Property Cost Attribute
0 Mid, Air - Launch 100+ EXS 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

236X
Mika's Missile
ミカちゃんミサイル
236X
UNI Mika 236X.png
A/C Version
UNI Mika 236B.png
B Version
UNI Mika j.236B.png
Aerial B Version
Damage Guard Cancel Property Cost Attribute
750 Mid, Air UNQ, EX, CS Launch - Strike
Startup Active Recovery Overall Advantage Invul
7~21 15 20 41 -12 to +7 -
Damage Guard Cancel Property Cost Attribute
750 Mid, Air UNQ, EX, CS Launch - Strike
Startup Active Recovery Overall Advantage Invul
9~35 27 28 63 -33 to -7 -
Damage Guard Cancel Property Cost Attribute
1836 Mid, Air UNQ, CS Launch 100 EXS Strike
Startup Active Recovery Overall Advantage Invul
1+8~18 17 25 50 -12 to +4 1~3 Throw, 2-25 Projectile
Damage Guard Cancel Property Cost Attribute
750 Mid, Air UNQ, EX, CS Launch - Strike, Dive
Startup Active Recovery Overall Advantage Invul
7~21 15 20 41 -13 to +1 -
Damage Guard Cancel Property Cost Attribute
750 Mid, Air UNQ, EX, CS Launch - Strike, Dive
Startup Active Recovery Overall Advantage Invul
16 20 -
[16 on landing]
- -2 -
Damage Guard Cancel Property Cost Attribute
800 Mid, Air UNQ, CS Launch 100 EXS Strike, Dive
Startup Active Recovery Overall Advantage Invul
1+4 20 -
[13 on landing]
- -19~+5 -

Mika boosts herself forward and headbutts the opponent.

  • At any point, an additional direction and attack input will change the direction for another attack.
  • A/C versions travel horizontally forward.
  • B versions travel diagonally.
    • Ground version goes up, while air version goes down.
  • C version travels further and allows for up to 3 follow-up attacks, instead of just 1.
236X~X
Mika's Homing Missile
ミカちゃん追撃ミサイル
236X~X
UNI Mika 236X.png
Damage Guard Cancel Property Cost Attribute
750 Mid, Air UNQ, EX, CS Launch - Strike, Dive
Startup Active Recovery Overall Advantage Invul
9 10 6
[15 on landing]
24 - -
Damage Guard Cancel Property Cost Attribute
750 Mid, Air UNQ, EX, CS Launch - Strike, Dive
Startup Active Recovery Overall Advantage Invul
12 12 6
[15 on landing]
29 - -
Damage Guard Cancel Property Cost Attribute
750 Mid, Air UNQ, EX, CS Launch - Strike, Dive
Startup Active Recovery Overall Advantage Invul
12 16 15 on landing - - -
Damage Guard Cancel Property Cost Attribute
750 Mid, Air UNQ, EX, CS Launch - Strike, Dive
Startup Active Recovery Overall Advantage Invul
12 16 15 on landing - - -
Damage Guard Cancel Property Cost Attribute
750 Mid, Air UNQ, EX, CS Knockdown - Strike, Dive
Startup Active Recovery Overall Advantage Invul
12 16 - - - -
Damage Guard Cancel Property Cost Attribute
800 Mid, Air UNQ, CS Launch - Strike, Dive
Startup Active Recovery Overall Advantage Invul
8 16 7
[12 on landing]
30 - -
Damage Guard Cancel Property Cost Attribute
800 Mid, Air UNQ, CS Launch - Strike, Dive
Startup Active Recovery Overall Advantage Invul
10 16 6
[12 on landing]
31 - -
Damage Guard Cancel Property Cost Attribute
800 Mid, Air UNQ, CS Launch - Strike, Dive
Startup Active Recovery Overall Advantage Invul
10 16 12 on landing - - -
Damage Guard Cancel Property Cost Attribute
800 Mid, Air UNQ, CS Launch - Strike, Dive
Startup Active Recovery Overall Advantage Invul
10 16 12 on landing - - -
Damage Guard Cancel Property Cost Attribute
800 Mid, Air UNQ, CS Knockdown - Strike, Dive
Startup Active Recovery Overall Advantage Invul
10 16 12 on landing - - -

Mika performs a follow-up rush.

  • Can hold down a direction to travel at any angle.
  • Can perform aerial actions after 7/8/9 versions.
623X
Mika's Tornado
ミカちゃんトルネード
623X
UNI Mika 623X.png
A/B Version
UNI Mika 623XX.png
C Versoin
Damage Guard Cancel Property Cost Attribute
952 Mid UNQ, EX, CS Launch - Strike
Startup Active Recovery Overall Advantage Invul
7 12 21 39 -2 3~14 Head, 1~14 Dive
Damage Guard Cancel Property Cost Attribute
1020 Mid UNQ, EX, CS Launch - Strike
Startup Active Recovery Overall Advantage Invul
9 12 26 46 -7 4~18 Head, 1~18 Dive
Damage Guard Cancel Property Cost Attribute
1720 Mid CS Launch 100 EXS Strike
Startup Active Recovery Overall Advantage Invul
1+6 36 44 86 -51 1~6 Full, 7~14 Strike

Mika spins like a top and moves forward.

  • A version: Your best anti-air, but in order to get a combo afterward, you'll need to burn some resources.
  • B version: Does more damage and goes further than the A version. Typically used as a combo ender.
  • C version: Actually pretty solid reversal. Launches Mika diagonally upward.
623X~623X
Mika's Tornado (EX Follow-up)
ミカちゃんトルネード
623X~623X
UNI Mika 623XX.png
Damage Guard Cancel Property Cost Attribute
1720 Mid CS Launch 100 EXS Strike
Startup Active Recovery Overall Advantage Invul
1+6 36 24 66 -7 1~6 Full, 7~14 Strike

Mika leaps forward while spinning.

  • Can only be performed after 623A/B and then inputting 623C.
  • Allows enough time to combo afterwards.
623X~X
Mika's Twister
ミカちゃんツイスター
623X~623X
UNI Mika 623XX.png
Damage Guard Cancel Property Cost Attribute
967 Mid CS, EX Launch, Wall Bounce - Strike
Startup Active Recovery Overall Advantage Invul
4 24 32
[15 on landing]
59 -24 1~13 Projectile/Head/Dive
Damage Guard Cancel Property Cost Attribute
967 Mid CS, EX Launch, Wall Bounce - Strike
Startup Active Recovery Overall Advantage Invul
4 24 33
[15 on landing]
60 -25 1~13 Projectile/Head/Dive
Mika launches diagonally upward while spinning.
j.623X
Mika's Twister (Air)
ミカちゃんツイスター
j623X
UNI Mika 623X.png
Damage Guard Cancel Property Cost Attribute
994 Mid CS, EX Launch, Wall Bounce - Strike
Startup Active Recovery Overall Advantage Invul
7 24 15 on landing - -36 -
Damage Guard Cancel Property Cost Attribute
994 Mid CS, EX Launch, Wall Bounce - Strike
Startup Active Recovery Overall Advantage Invul
8 24 15 on landing - -36 -
Damage Guard Cancel Property Cost Attribute
1550 Mid CS Launch 100 EXS Strike
Startup Active Recovery Overall Advantage Invul
1+7 36 31 on landing - -50 1~3 Throw, 8~43 Projectile

Mika spins like a top in the air and flies forward. Air unblockable.

  • A version: Has short range. Used as combo filler.
  • B version: Goes further than the A version.
  • C version: EX move that can be used to start, extend, or finish combos.
214X
Mika's Cannon
ミカちゃんキャノン
214X
UNI Mika 214X.png
Damage Guard Cancel Property Cost Attribute
1350 Unblockable CS Launch - Throw
Startup Active Recovery Overall Advantage Invul
16 (9 for hitstun) 9 20 37 - 1~17 Throw
Damage Guard Cancel Property Cost Attribute
1620 Unblockable CS Launch - Throw
Startup Active Recovery Overall Advantage Invul
27 (17 for hitstun) 12 20 48 - 1~28 Throw
Damage Guard Cancel Property Cost Attribute
2080 Unblockable CS Launch 100 EXS Throw
Startup Active Recovery Overall Advantage Invul
1+12 (1+5 for hitstun) Until Landing+2 20 38 - Throw, 2~until land Foot

Mika hops forward and grabs the opponent.

  • A/B versions will gold throw unless the opponent is in hitstun or shielding.
  • A/B versions have longer untech time when Mika has Vorpal.
  • C version will not gold throw unless the opponent is in blockstun.
  • C version has a few frames of low invulnerability.
  • C version travels a significantly larger distance than the other two, almost 3/4ths of the screen.

Great tool for disencouraging shielding. Not the best for straightforward grab mixups.

  • In combos, has a surprisingly large hitbox. Can be followed up with a microdash, or 236B for further conversion.
360C
Mika's Hip Attack
ミカちゃんヒップアタック
360C
UNI Mika 360C.png
Damage Guard Cancel Property Cost Attribute
777 + 380 + 890 / 777 + 522 + 1246 (2047~2545) Unblockable CS Launch, Wall Bounce 100 EXS Throw
Startup Active Recovery Overall Advantage Invul
1+2 1 53 56 - 1~3 Throw

Mika grabs the opponent to do a series of blows and sends them flying.

  • Timing additional inputs when Mika flashes white will increase damage.
  • With Chain Shift available, this can lead to extremely high damaging combos.
  • Jumpable after the flash, and cannot gold throw enemies in blockstun or hitstun.

Super Moves

Infinite Worth

Mika's Revolution
ミカちゃんレボリューション
41236D
UNI Mika 41236D.png
Damage Guard Cancel Property Cost Attribute
3140 Mid, High - - 200 EXS Strike
Startup Active Recovery Overall Advantage Invul
11 - - 107 -42 1~22 Full

Mika rockets upward, then comes crashing down onto the earth. Downward hit is an overhead.

  • An expensive, but usable anti air.

Infinite Worth EXS

Mika's Galaxy
ミカちゃんギャラクシー
A+B+C+D
UNI Mika A+B+C+D.png
A+B+C+D
Mika's Galaxy
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.

Notable Rebeats and Gaps

Rebeat Table
Attack Chain Advantage
5C/2C/3C 5A/2A -1
5B/2B 5A/2A -3
5[C] 5A/2A +7
5[C] 2B 0
Gap Table
Attack Chain Frame Gap
5A/2A 2C 1f
5A/2A 3B 1f
5A/2A 214A 4f
5B 5B(B) 1f
5B/2B 214A 1f
5B/2B 5[C] 6f
2C/3C 5[C] 4f

Videos

External Links

UNICLR Mika FrameData by パンだな

Character Health Differences from ST to CLR by LTP

Mika ST > CLR Changes by ShinsoBEAM

Confirmation of Mika's Vorpal Trait by Kamone

Colors

Default Unlocks

001 Firmament Bullet
002 Rose Jasper
003 Frisches Grun
004 Lowenzahn
005 Impish Lightning
006 Swimmy 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 Tranquility
018 Puppyish Girl
019 Spicy Crab
020 Glacial Blow
021 Immeasurable 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


Mika Wiki Roadmap

Click here for the UNICLR roadmap.

Page last edited on: 2024-01-18 by Crakestraw.

46% complete
Page Completed To-do Score

Overview

  • Created base page with basic formatting.
  • Added frame data, new moves, and move descriptions.
  • Pending minor detailed frame data.
  • Add images of respective DLC colors.
45/50
Strategy
  • Created base pages
  • Fill in Strategies
0/25
Combos
  • Created base pages
  • Start adding combos
1/25


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Mika