Under Night In-Birth/UNICLR/Mika/Combos

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Profile-mika.png
Notation Help
Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation.

For more information, see Glossary and Controls

X+Y Buttons "X" and "Y" must be input simultaneously.
X/Y Input "X" or "Y" can be used.
dl.X There should be delay before inputting "X".
w.X Attack "X" should whiff and not hit the opponent.
j.X Button "X" is input while jumping or in the air.
dj.X Button "X" is input after a double jump.
jc Jump cancel the previous action. Usually will be omitted due to being obvious.
md.X Perform a micro-dash before performing "X".
TK.X Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee.
(X) Input "X" is optional. Typically the combo will be easier if omitted.
[X] Input "X" is held down. Also can be known as "Increase" or "IC" for short. Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation.
]X[ Input "X" is released. Will only appear if a button is previously held down.
{X} Button "X" should only be held down briefly to partially charge the attack, instead of the full increased version.
X(#) Attack "X" should only hit # of times.
X > Y Cancel "X" into "Y".
X, Y Link "X" into "Y", allowing "X" to fully recover before "Y".
X~Y This notation has two meanings.
  1. Use attack "X" with "Y" follow-up input.
  2. Input "X" then within a few frames, input "Y". Usually used for option selects.
CH The first attack must be Counter Hit.
CS Perform a Chain Shift, which is performed by inputting D twice.
CVO Perform a Cross Cast Veil Off, which is performed by inputting A+B+C.
IW Perform an Infinite Worth, which is performed by inputting 41236D or A+B+C during CVO.
IWEX Perform an Infinite Worth EXS, which is performed by inputting A+B+C+D.

Aura's Mika CLR Doc

I wrote this section down below when I was incredibly new to fighting games in general! Though it may be usable as a simple combo for newer players, the best database of Mika combos is likely the CLR combo doc by Aura.

Please click on the link below to check it out!

UNI Mika 360C.png

https://docs.google.com/document/d/1g6rFMM47wawhA9mwACNMkILFdIP8SNuzIZTO6QR2RJM/edit

Starter Combos

Combos to start off with

Combo Damage Cost Meter Gain Location
  • Beginners BnB to teach x.

Combo Theory

DISCLAIMER - THIS WAS WRITTEN WHEN I WAS INCREDIBLY NEW TO MIKA. PLEASE CHECK OUT THE DOCS. I ONLY KEEP IT AROUND BECAUSE IT MAY HELP THE NEWEST OF BEGINNERS

Here are the simplest tips for Mika combo theory! (These may not be perfectly optimal, but they are surprisingly easy!)

Pop up into air (3C, 2B OTG) > j.C j.B j.AA > B+C > Ender

  • This is my go to conversion for alot of things. It's super simple! Alot of things funnel into this sequence. However, there are certainly more optimal routes out there!

214X > Microdash > 3C > Air Combo

  • Whenever you land a 214A or 214B, this is a simple way to continue the combo! Dash far enough so that you are in range for 3C. Then, go into the sequence up above!

66B > 214X > Air Combo 66C > j.236B > 214X > Air Combo

  • The j.236B and 214X have somewhat tight timings - if you're having issues landing 214B, 214A will also reach, just for less damage!

j.[C] > 2B OTG > Air Combo

623X > 236C ~ 7C ~ 2C ~ 2B OTG > Air Combo

Enders

Combo Cost Location
  • Overall, great ender! Good amount of damage, and some fast Oki. It can side swap, depending on when you press 2X, which can throw teching opponents off guard. The opponent can back tech. If you're ending from the ground, use B, and if you're ending from the air, use A or C! If you use C, you can input more followups to get more damage, if you feel comfortable piloting around.
  • Less damage than 214X or 236X, but midscreen, allows for a tech chase to happen. In the corner, it does NOT lock out forward tech attempts, so be mindful when attempting to keep people in the corner!
  • Good damage (a smidge more than 236X - 2x), but poor Oki - the opponent is sent at an odd angle, and is free to airtech, which can lose you positional advantages.
  • CVO ender. Can be tacked onto any of the previous enders for extra damage. Factor in vorpal cycle when choosing to do this.
    • Is the extra damage worth not having a chain shift, and potentially losing pressure later on?
    • Will I lose this vorpal cycle anyway?
    • What would I use this meter for?

Combos

A Starters

Combo Damage Cost Meter Gain Location
  • 5A combo
  • 2A combo

Assault Starters

Combo Damage Cost Meter Gain Location
  • Midscreen ground assault confirm
  • Corner assault j.A CS confirm

Anti-Air Starters

Combo Damage Cost Meter Gain Location
  • 3C anti-air starter
  • 3C starter for grounded opponents
  • Works on airborne opponents on CH
  • 623A CH anti-air confirm

Other Starters

Combo Damage Cost Meter Gain Location
  • Air-to-air confirm

CVO Extensions

Generally if you want to CVO for damage without full meter, at green health you get 1 EX move before IW at 180 EXS and up, but at red health you only need 130 EXS (you cannot get 2 EX moves and IW without 200 EXS). Below that CVO extenders are extremely specific to the situation.

Combo Cost Location

Videos

UNICLR 4.03 Mika Beginner & Intermediate Combos by [1] ImpurestClub
[UNIST] Mika's practical combo video for your everyday needs. by [2]Amaterras

External Links

Mika Wiki Roadmap

Click here for the UNICLR roadmap.

Page last edited on: 2022-09-26 by AuraDude.

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