“
|
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-Existant 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 SP = Special Cancelable EX = EX/IW Cancelable CS = Chain Shift UNQ = Unique (See description) TH = Throw Cancelable X [hit only] = Hit canceleable only X [whiff OK] = 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
|
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 5BB 5BB
|
5B
|
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.
|
5BB
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
790
|
Mid, Air
|
SP, EX, CS
|
Wall Bounce
|
-
|
Strike, Projectile
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
16~18
|
4
|
28
|
47
|
-14~-12
|
Null Projectile
|
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
Normal Normal Increase Increase
|
5C Normal
|
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].
|
5[C] Increase
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
780
|
Mid
|
N, SP, EX, CS
|
-
|
-
|
Strike
|
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
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
180
|
Low
|
N, SP, EX, CS
|
-
|
-
|
Strike
|
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
|
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
|
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 j.A j.AA j.AA
|
j.A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
150
|
High, Air Shield
|
N, SP, EX, CS
|
-
|
-
|
Strike, Head
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
7
|
3
|
11 [2 on landing]
|
23
|
Varies
|
-
|
Fast air to air normal. Mostly used to get to j.AA.
|
j.AA
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
540
|
Mid, Air Shield
|
N [hit only], SP, EX, CS
|
-
|
-
|
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
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
450
|
High, Air Shield
|
N, SP, EX, CS
|
-
|
-
|
Strike, Head
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
8
|
5
|
11 [3 on landing]
|
27
|
Varies
|
-
|
Quick air to ground normal.
- With Chain Shift available, can be used as a very fast assault overhead combo starter.
|
|
j.C
Normal Normal Increase Increase
|
j.C Normal
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
620
|
High, Air Shield
|
N, SP, EX, CS
|
-
|
-
|
Strike, Head
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
12
|
4
|
17 [4 on landing]
|
32
|
Varies
|
-
|
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]
|
j.[C] Increase
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
780
|
High, Air Shield
|
N, SP, EX, CS
|
Knockdown
|
-
|
Strike, Head
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
19
|
4
|
20 [4 on landing]
|
42
|
Varies
|
Null Projectile
|
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
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
650
|
Mid
|
SP, EX [whiff OK], CS [whiff OK]
|
Crumple
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
13
|
11
|
12 [14 on landing]
|
35
|
-7~+2
|
10-21 Foot
|
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
|
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
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
280・450
|
Mid first hit, Low second hit
|
SP, EX, CS
|
-
|
-
|
Strike, Foot
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
8
|
19
|
15
|
41
|
-7
|
-
|
Mika sliding tackle. Hits low and has a good amount of range. Mostly used to combo into Mika's Cannon.
|
|
66C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
980
|
High
|
SP, EX, CS
|
Wall Bounce
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
26~31
|
6
|
34
|
65
|
-5~-2
|
8~31 Foot
|
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
|
B+C Normal
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
495・360 (855)
|
Mid
|
SP, EX, CS
|
-
|
1.0~1.9 GRD
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
21
|
10
|
48
|
78
|
-23
|
1~4 Throw
|
[B+C] Increase
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
870・352 (1222)
|
High
|
SP, EX, CS
|
-
|
1.0~1.9 GRD
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
29
|
9
|
48
|
85
|
-23
|
1~4 Throw
|
[B+C] Increase (Vorpal)
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
870・352 (1222)
|
High
|
SP, EX, CS
|
-
|
0.5 GRD
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
26
|
9
|
48
|
82
|
-23
|
1~4 Throw
|
j.B+C Aerial
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
495・360 (855)
|
Mid
|
SP, EX, CS
|
-
|
1.0~1.9 GRD
|
Strike, Head
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
15
|
Until Land + 12
|
57
|
-
|
-31
|
-
|
j.[B+C] Aerial Increase
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
870・352 (1222)
|
High
|
SP, EX, CS
|
-
|
1.0~1.9 GRD
|
Strike, Head
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
29
|
Until Land + 12
|
57
|
-
|
-31
|
-
|
j.[B+C] Aerial Increase (Vorpal)
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
870・352 (1222)
|
High
|
SP, EX, CS
|
-
|
0.5 GRD
|
Strike, Head
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
26
|
Until Land + 12
|
57
|
-
|
-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
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1720
|
Unblockable
|
-
|
Knockdown
|
-
|
Throw
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
4
|
-
|
-
|
26
|
-
|
-
|
Mika grabs the opponent, leaps into the air, and slams them into the ground.
|
|
Guard Thrust
|
214D Normal
|
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
|
214D Vorpal
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
0
|
Mid
|
-
|
Launch
|
Vorpal
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
12
|
5
|
26
|
42
|
-12
|
1~15 Full, 16~45 Full on hit
|
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
|
A+B+C Normal
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
0
|
Mid, Air
|
-
|
Launch, Wall Bounce, GRD Break
|
100+ EXS
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
20
|
2
|
[7 (3 on hit) on landing]
|
58 (54 on hit)
|
-13
|
1~30 Full
|
A+B+C Full Charge
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
0
|
Mid, Air
|
-
|
Launch, Wall Bounce, GRD Break
|
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
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
0
|
Mid, Air
|
-
|
Launch
|
100+ EXS, Vorpal
|
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.
- 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
A/C Version A/C Version B Version B Version Aerial B Version Aerial B Version
|
236A Forward
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
750
|
Mid, Air
|
CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
16
|
20
|
14
|
49
|
-12
|
-
|
236B Upward
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
750
|
Mid, Air
|
CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
13
|
16
|
4 [9 on landing]
|
32
|
-2
|
-
|
236C EX Forward
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
800
|
Mid, Air
|
CS
|
-
|
100 EXS
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+4
|
20
|
17
|
41
|
-15
|
1~3 Throw
|
j.236A Aerial Forward
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
750
|
Mid, Air
|
CS
|
-
|
-
|
Strike, Dive
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
16
|
20
|
[16 on landing]
|
-
|
-26
|
-
|
j.236B Aerial Downward
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
750
|
Mid, Air
|
CS
|
-
|
-
|
Strike, Dive
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
16
|
16
|
[16 on landing]
|
-
|
-2
|
-
|
j.236C EX Aerial Forward
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
800
|
Mid, Air
|
CS
|
-
|
100 EXS
|
Strike, Dive
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+4
|
20
|
[13 on landing]
|
-
|
-19
|
-
|
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
|
236X~8X Normal (Up)
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
750
|
Mid, Air
|
CS
|
-
|
-
|
Strike, Dive
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
9
|
10
|
6 [15 on landing]
|
24
|
Varies
|
-
|
236X~7/9X Normal (Up+Back/Forward)
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
750
|
Mid, Air
|
CS
|
-
|
-
|
Strike, Dive
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
12
|
12
|
6 [15 on landing]
|
29
|
Varies
|
-
|
236X~4/6X Normal (Back/Forward)
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
750
|
Mid, Air
|
CS
|
-
|
-
|
Strike, Dive
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
12
|
16
|
[15 on landing]
|
-
|
Varies
|
-
|
236X~1/3X Normal (Down+Back/Forward)
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
750
|
Mid, Air
|
CS
|
-
|
-
|
Strike, Dive
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
12
|
16
|
[15 on landing]
|
-
|
Varies
|
-
|
236X~2X Normal (Down)
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
750
|
Mid, Air
|
CS
|
-
|
-
|
Strike, Dive
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
12
|
16
|
[15 on landing]
|
-
|
Varies
|
-
|
236C~8X EX 3x Times (Up)
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
750
|
Mid, Air
|
CS
|
-
|
-
|
Strike, Dive
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
8
|
16
|
7 [12 on landing]
|
30
|
Varies
|
-
|
236C~7/9X EX 3x Times (Up Back/Forward)
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
750
|
Mid, Air
|
CS
|
-
|
-
|
Strike, Dive
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
10
|
16
|
6 [12 on landing]
|
31
|
Varies
|
-
|
236C~4/6X EX 3x Times (Back/Forward)
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
750
|
Mid, Air
|
CS
|
-
|
-
|
Strike, Dive
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
10
|
16
|
[12 on landing]
|
-
|
Varies
|
-
|
236C~1/3X EX 3x Times (Down+Back/Forward)
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
750
|
Mid, Air
|
CS
|
-
|
-
|
Strike, Dive
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
10
|
16
|
[12 on landing]
|
-
|
Varies
|
-
|
236C~2X EX 3x Times (Down)
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
750
|
Mid, Air
|
CS
|
-
|
-
|
Strike, Dive
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
10
|
16
|
[12 on landing]
|
-
|
Varies
|
-
|
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
A/B Version A/B Version C Version C Version
|
623A Close
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
280*4 (952)
|
Mid
|
EX [whiff OK], CS [whiff OK]
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
7
|
12
|
21
|
39
|
-2
|
3~14 Head, 1~14 Dive
|
623B Far
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
300*4 (1020)
|
Mid
|
EX [whiff OK], CS [whiff OK]
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
9
|
12
|
26
|
46
|
-7
|
4~18 Head, 1~18 Dive
|
623C EX Invul
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
405*6 (1720)
|
Mid
|
CS [hit only]
|
-
|
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~623C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
405*6 (1720)
|
Mid
|
CS [hit only]
|
-
|
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
|
623A~X A Follow-up
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
280*4 (967)
|
Mid
|
CS [hit only]
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
4
|
24
|
32
|
59
|
-24
|
1~13 Projectile/Head/Dive
|
623B~X B Follow-up
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
280*4 (967)
|
Mid
|
CS [hit only]
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
4
|
24
|
33
|
60
|
-25
|
1~13 Projectile/Head/Dive
|
Mika launches diagonally upward while spinning.
|
|
j.623X
|
j.623A Close
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
280*4 (994)
|
Mid
|
-
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
7
|
24
|
[15 on landing]
|
-
|
-36
|
-
|
j.623B Far
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
280*4 (994)
|
Mid
|
-
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
8
|
24
|
[15 on landing]
|
-
|
-36
|
-
|
j.623C EX Super Far
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
365*6 (1787)
|
Mid
|
-
|
-
|
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
|
214A Close
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1350
|
Unblockable
|
CS [hit only]
|
-
|
-
|
Throw
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
16 (9 for hitstun)
|
9
|
20
|
37
|
-
|
1~17 Throw
|
214B Far
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1620
|
Unblockable
|
CS [hit only]
|
-
|
-
|
Throw
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
27 (17 for hitstun)
|
12
|
20
|
48
|
-
|
1~28 Throw
|
214C EX Super Far
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
2080
|
Unblockable
|
CS [hit only]
|
-
|
100 EXS
|
Throw
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+12 (1+5 for Hitstun)
|
Until Land + 2
|
20
|
38
|
-
|
3~2 frames after land Throw, 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
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
777・380・890 (2047~2545)
|
Unblockable
|
CS [hit only]
|
-
|
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
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
710・210*17・1500
|
Mid, High
|
-
|
-
|
200 EXS
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
11
|
-
|
-
|
107
|
-42
|
Full, Throw
|
Mika rockets upward, then comes crashing down onto the earth. Downward hit is an overhead.
- An expensive, but usable anti air.
|
|
Infinite Worth EXS
|
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
Customization Unlocks (2000 IP Each)
Mika Wiki Roadmap
Click here for the UNICLR roadmap.
Page last edited on: 2023-05-26 by GoldyDorado01.
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
|
|
|
0/25
|
Combos
|
|
|
1/25
|