Under Night In-Birth/UNIST/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

From burgertime's Mika Primer

Strengths Weaknesses
  • Several gimmicky but strong options for approaching the opponent.
  • Fast normals for their range and great run speed.
  • 623X series is probably the best air control move in the game, especially when combined with EX missile.
  • Lots of ways to reset pressure when she’s in.
  • Huge amount of mixup options give her a strong mixup game.
  • Shielding has increased risk against her due to 214X.
  • OS’s have increased risk against her due to 5B > 214A.
  • 0 Low commitment long range options.
  • Worse than expected hitbox/hurtbox on approaching specials 623X especially.
  • Mediocre damage for her playstyle (high risk, low reward).

Character Stats

Health
10700
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

Unique Trait

  • Certain moves destory projectiles.

Vorpal Trait

  • None. XD
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.
N = Normal Cancelable
SP = Special Cancelable
EX = EX/IW Cancelable
CS = Chain Shift
UNQ = Unique (See description)
(X) = Hit canceleable only
-X- = Hit or Whiff cancelable
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

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
UNI Mika 5B.png
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 steller 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
5BB
UNI Mika 5BB.png
Damage Guard Cancel Property Cost Attribute
790 Mid, Air SP, EX, CS - - Strike, Projectile
Startup Active Recovery Overall Advantage Invul
16 4 28 47 -14~-12 3~19 Null Projectile

Giant explosion fist. can be used to frame trap opponents. Destroys projectiles immediately, can be canceled as soon as projectile is destroyed.

5C
5C
UNI Mika 5C.png
Normal
UNI Mika IC 5C.png
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 -
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.

2A
2A
UNI Mika 2A.png
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 and empty jump mix ups.

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
7 5 15 26 -4 -

Low poke. Not too much range, but a decent hitbox. Used more as combo filler than anything else.

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 low in pressure and starts good damage.

j.A
j.A
UNI Mika j.A.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 Varies -

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

j.AA
j.AA
UNI Mika j.AA.png
Damage Guard Cancel Property Cost Attribute
719 Mid, Air Shield SP, EX, CS - - Strike, Head
Startup Active Recovery Overall Advantage Invul
5 2, (4), 2, (2), 2, (4), 3 15
[2 on landing]
38 Varies -

Staple combo button and extension.

j.B
j.B
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 Varies -

Quick air to ground normal.

j.C
j.C
UNI Mika j.C.png
Normal
UNI Mika IC j.C.png
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 18
[4 on landing]
33 Varies -
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 -

Mika slams her fist slam downward.

  • Staple assault starter.
  • Increase version blasts energy downward and changes her air momentum slightly.

Command Normals

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

Jumping attack that goes over lows.

3C
3C
UNI Mika 3C.png
Damage Guard Cancel Property Cost Attribute
612 Mid N, SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
9 2 22 32 -6 7~10 Head

Staple combo button and extension.

Dash Moves

66B
66B
UNI Mika 66B.png
Damage Guard Cancel Property Cost Attribute
280, 250
(707 2-hit)
Mid first hit, Low second hit SP, EX, CS - - Strike, Foot
Startup Active Recovery Overall Advantage Invul
8
[15 second hit]
8, 11 15 41 -7~+4 -

Mika sliding tackle. Hits low and has a good amount of range. Mostly used to combo into Mika's Cannon.

66C
66C
UNI Mika 66C.png
Damage Guard Cancel Property Cost Attribute
980 High SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
26 6 34 65 -9~-8 8~31 Foot

Over head dropkick.

Universal Mechanics

Force Function

Mika's Crash
ミカちゃんクラッシュ
B+C
UNI Mika B+C.png
B+C
Normal
Damage Guard Cancel Property Cost Attribute
855 Mid SP, EX, CS - 1.0~1.9 GRD
[0.5 during Vorpal]
Strike
Startup Active Recovery Overall Advantage Invul
21 9 49 78 -23 1~4 Throw
[B+C]
Increase
Damage Guard Cancel Property Cost Attribute
1222 High SP, EX, CS - 1.0~1.9 GRD
[0.5 during Vorpal]
Strike
Startup Active Recovery Overall Advantage Invul
29 8 49 85 -23 1~4 Throw
j.B+C
Aerial
Damage Guard Cancel Property Cost Attribute
855 Mid SP, EX, CS - 1.0~1.9 GRD
[0.5 during Vorpal]
Strike, Head
Startup Active Recovery Overall Advantage Invul
15 Until Land+6 57 Varies -31 -
j.[B+C]
Vorpal
Damage Guard Cancel Property Cost Attribute
1222 High SP, EX, CS - 1.0~1.9 GRD
[0.5 during Vorpal]
Strike, Head
Startup Active Recovery Overall Advantage Invul
29 Until Land+6 57 Varies -31 -

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

  • Increase versions are High

Throw

Throw
A+D
UNI Mika A+D.png
Damage Guard Cancel Property Cost Attribute
1720 Unblockable - Knockdown - Throw
Startup Active Recovery Overall Advantage Invul
4 1 22 26 +13 (hit) -

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
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
Veil Off
ヴェールオフ
A+B+C
UNI Mika A+B+C.png
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.

  • 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.

  • Usable only when you'd be able to use chain shift.
  • 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

Mika's Missle
Mika's Missle
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
236A
Forward
Damage Guard Cancel Property Cost Attribute
750 Mid, Air CS - - Strike
Startup Active Recovery Overall Advantage Invul
16 20 14 49 -12~+7 -
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~+3 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] Varies -26~-7 -
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] Varies -2 -
j.236C
EX Forward
Damage Guard Cancel Property Cost Attribute
800 Mid, Air CS - - Strike, Dive
Startup Active Recovery Overall Advantage Invul
1+4 20 [13 on landing] Varies -19~-2 -

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.
Mika's Homing Missle
Mika's Homing Missle
ミカちゃん追撃ミサイル
236X~X
UNI Mika 236X.png
236X~X
Normal
Damage Guard Cancel Property Cost Attribute
750 Mid, Air CS - - Strike, Dive
Startup Active Recovery Overall Advantage Invul
8: 9
Other: 12
8: 10
7/9: 12
4/1/2/3/6:16
7/8/9: 6
[15 on landing]
8: 24
7/9: 29
Other: Varies
2: -1
1/3: -4
-
236C~X
EX 3x Times
Damage Guard Cancel Property Cost Attribute
750 Mid, Air CS - - Strike, Dive
Startup Active Recovery Overall Advantage Invul
8: 8
Other: 10
16
8: 7
7/9: 6
[12 on landing]
8: 30
7/9: 31
Other: Varies
2: +2~+6
1/3: +3
-

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.
Mika's Tornado
Mika's Tornado
ミカちゃんトルネード
623X
UNI Mika 623X.png
623A
Close
Damage Guard Cancel Property Cost Attribute
952 Mid -EX-, -CS- - - Strike
Startup Active Recovery Overall Advantage Invul
7 12 21 39 -2 5~12 Head, 5~12 Dive
623B
Far
Damage Guard Cancel Property Cost Attribute
1020 Mid -EX-, -CS- - - Strike
Startup Active Recovery Overall Advantage Invul
9 12 26 46 -7 7~14 Head/Dive
623C
EX Invul
Damage Guard Cancel Property Cost Attribute
1720 Mid (CS) - 100 EXS Strike
Startup Active Recovery Overall Advantage Invul
7 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.
Mika's Tornado (EX Follow-up)
Mika's Tornado (EX Follow-up)
ミカちゃんトルネード
623X~623C
UNI Mika 623XX.png
Damage Guard Cancel Property Cost Attribute
1720 Mid (CS) - - Strike
Startup Active Recovery Overall Advantage Invul
7 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.
Mika's Twister
Mika's Twister
ミカちゃんツイスター
623X~X
UNI Mika 623XX.png
623A~X
A Follow-up
Damage Guard Cancel Property Cost Attribute
967 Mid (CS) - - Strike
Startup Active Recovery Overall Advantage Invul
4 24 32 59 -24 1~13 Projectile, 4~13 Head/Dive
623B~X
B Follow-up
Damage Guard Cancel Property Cost Attribute
967 Mid (CS) - - Strike
Startup Active Recovery Overall Advantage Invul
4 24 33 60 -25 1~13 Projectile, 4~13 Head/Dive

Mika launches diagonally upward while spinning.

Mika's Cannon
Mika's Cannon
ミカちゃんキャノン
214X
UNI Mika 214X.png
214A
Close
Damage Guard Cancel Property Cost Attribute
1350 Unblockable (CS) - - 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) - - 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) - 100 EXS Throw
Startup Active Recovery Overall Advantage Invul
1+16
[1+5 for hitstun]
Until land +2 20 38 - 3~Until land +2 Foot

Mika hops forward and grabs the opponent.

  • A/B versions will gold throw unless the opponent is in hitstun or shielding.
  • Each version travels further than the last.
Mika's Hip Attack
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
2047~2545 Unblockable (CS) - 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.

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
1+10 12, (20), 12 53 107 -42 1~22 Full,
23~31 Throw

Mika flies upward, then cashes back down to earth.

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
Damage Guard Cancel Property Cost Attribute
3750 Mid, Air - Knockdown 200 EXS, Vorpal or GRD Break Strike
Startup Active Recovery Overall Advantage Invul
1+14 6 47 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.

Videos

Colors

Default Unlocks

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

External Links


General
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Characters
Hyde
Linne
Waldstein
Carmine
Orie
Gordeau
Merkava
Vatista
Seth
Yuzuriha
Hilda
Chaos
Nanase
Byakuya
Phonon
Mika
Wagner
Enkidu
Eltnum
Akatsuki