 |
Outdated Version
- This page is for an outdated version of the game (UNIST). To see Mika's character page for the latest version (UNICLR), click here.
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“
|
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.
|
”
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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...
“
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Just wait, Orie! No matter where you are,
I'm gonna find and save you!
|
”
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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).
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Character Stats
Forward Walk Speed
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Backward Walk Speed
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Jump Startup
|
Jump Duration
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1200
|
-900
|
4
|
40
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Dash Startup
|
Initial Dash Speed
|
Dash Acceleration
|
Max Dash Speed
|
4
|
2500
|
150
|
4000
|
Backdash Startup
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Backdash Duration
|
Backdash Distance
|
Backdash Invul
|
4
|
30
|
-51480
|
1~8 Full 9~10 Throw
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Unique Trait
- Certain moves destory projectiles.
Vorpal Trait
 |
Under Construction
- Mika's Frame Data is a work in progress.
- Please be patient and check back later for additional changes.
- Descriptions and properties are still being updated.
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Frame Data Help
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Header
|
Tooltip
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Damage
|
Damage done by this attack. (x) denotes combined damage [x] denotes minimum damage
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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
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Cancel
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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
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Property
|
Special properties this move has. Click on the property to navigate to an explanation.
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Cost
|
The resources this move costs to use. GRD = GRD Blocks EXS = EXS Meter Vorpal = Vorpal GRD Break = Causes GRD Break
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Attribute
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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
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Startup
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Frame when the first hitbox is present. + denotes the frames before and after super flash.
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Active
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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.
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Recovery
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Frames that this move has after the active frames if not canceled.
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Overall
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Frames that this move takes from start to finish before the character returns to neutral.
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Advantage
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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).
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Invul
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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
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Normal Moves
5A
5A
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Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
190
|
Mid
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N, SP, EX, CS
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-
|
-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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5
|
2
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12
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18
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-1
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-
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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.
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5B
5B
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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510
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Mid
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N, SP, EX, CS
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-
|
-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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7
|
5
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16
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27
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-5
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-
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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.
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5BB
5BB
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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790
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Mid, Air
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SP, EX, CS
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-
|
-
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Strike, Projectile
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
|
16
|
4
|
28
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47
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-14~-12
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3~19 Null Projectile
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Giant explosion fist. can be used to frame trap opponents.
Destroys projectiles immediately, can be canceled as soon as projectile is destroyed.
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5C
5C Normal Normal Increase Increase
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5C Normal
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Damage
|
Guard
|
Cancel
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Property
|
Cost
|
Attribute
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710
|
Mid
|
N, SP, EX, CS
|
-
|
-
|
Strike
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Startup
|
Active
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Recovery
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Overall
|
Advantage
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Invul
|
11
|
3
|
19
|
32
|
-4
|
-
|
5[C] Increase
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Damage
|
Guard
|
Cancel
|
Property
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Cost
|
Attribute
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780
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Mid
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N, SP, EX, CS
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-
|
-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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21
|
4
|
23
|
47
|
-1
|
-
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Mika slams her fist down.
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|
2A
2A
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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180
|
Low
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N, SP, EX, CS
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-
|
-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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5
|
2
|
12
|
18
|
-1
|
-
|
Super fast low, great for pressure starters and empty jump mix ups.
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|
2B
2B
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Damage
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Guard
|
Cancel
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Property
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Cost
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Attribute
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480
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Low
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N, SP, EX, CS
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-
|
-
|
Strike, Foot
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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7
|
5
|
15
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26
|
-4
|
-
|
Low poke. Not too much range, but a decent hitbox. Used more as combo filler than anything else.
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2C
2C
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Damage
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Guard
|
Cancel
|
Property
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Cost
|
Attribute
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620
|
Mid
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N, SP, EX, CS
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-
|
-
|
Strike
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Startup
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Active
|
Recovery
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Overall
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Advantage
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Invul
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13
|
3
|
20
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35
|
-5
|
-
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Has Mika's characteristic short range. Good low in pressure and starts good damage.
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|
j.A
j.A
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Damage
|
Guard
|
Cancel
|
Property
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Cost
|
Attribute
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150
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High, Air Shield
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N, SP, EX, CS
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-
|
-
|
Strike, Head
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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
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Damage
|
Guard
|
Cancel
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Property
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Cost
|
Attribute
|
719
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Mid, Air Shield
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SP, EX, CS
|
-
|
-
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Strike, Head
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Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
5
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2, (4), 2, (2), 2, (4), 3
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15 [2 on landing]
|
38
|
Varies
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-
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Staple combo button and extension.
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j.B
j.B
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Damage
|
Guard
|
Cancel
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Property
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Cost
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Attribute
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450
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High, Air Shield
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N, SP, EX, CS
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-
|
-
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Strike, Head
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Startup
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Active
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Recovery
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Overall
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Advantage
|
Invul
|
8
|
5
|
15 [3 on landing]
|
27
|
Varies
|
-
|
Quick air to ground normal.
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|
j.C
j.C Normal Normal Increase Increase
|
j.C Normal
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Damage
|
Guard
|
Cancel
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Property
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Cost
|
Attribute
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620
|
High, Air Shield
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N, SP, EX, CS
|
-
|
-
|
Strike, Head
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Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
12
|
4
|
18 [4 on landing]
|
33
|
Varies
|
-
|
j.[C] Increase
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Damage
|
Guard
|
Cancel
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Property
|
Cost
|
Attribute
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780
|
High, Air Shield
|
N, SP, EX, CS
|
Knockdown
|
-
|
Strike, Head
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Startup
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Active
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Recovery
|
Overall
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Advantage
|
Invul
|
19
|
4
|
20 [4 on landing]
|
42
|
Varies
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-
|
Mika slams her fist slam downward.
- Staple assault starter.
- Increase version blasts energy downward and changes her air momentum slightly.
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|
Command Normals
3B
3B
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Damage
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Guard
|
Cancel
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Property
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Cost
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Attribute
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650
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Mid
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SP, EX [whiff OK], CS [whiff OK]
|
-
|
-
|
Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
|
Invul
|
13
|
11
|
12
|
35
|
-7~+2
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10~21 Foot
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Jumping attack that goes over lows.
|
|
3C
3C
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Damage
|
Guard
|
Cancel
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Property
|
Cost
|
Attribute
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612
|
Mid
|
N, SP, EX, CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
9
|
2
|
22
|
32
|
-6
|
7~10 Head
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Staple combo button and extension.
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Dash Moves
66B
66B
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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
|
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
|
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
|
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
|
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
Mika's Missle
Mika's Missle ミカちゃんミサイル 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~+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
|
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
|
623A Close
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
952
|
Mid
|
EX [whiff OK], CS [whiff OK]
|
-
|
-
|
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 [whiff OK], CS [whiff OK]
|
-
|
-
|
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 [hit only]
|
-
|
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
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1720
|
Mid
|
CS [hit only]
|
-
|
-
|
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
|
623A~X A Follow-up
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
967
|
Mid
|
CS [hit only]
|
-
|
-
|
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 [hit only]
|
-
|
-
|
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
|
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+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
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
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.
|
|
Super Moves
Infinite Worth
Mika's Revolution ミカちゃんレボリューション 41236D
|
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
|
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.
|
|
Videos
Colors
Default Unlocks
Customization Unlocks (2000 IP Each)
External Links