Ys vs. Sora no Kiseki: Alternative Saga/Mishera

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The eldress of Kylos, which is a village located in the mountains of
Altago. She asked if she could travel with Adol and his companions
after her mysterious power of windsight granted her a vision of the
calamity that would consume the land of Altago.


Mishera
YvK Mishera Profile.png
Archetype Zoning
Preferred Range Long
Tankiness Rating Very low (1.60%)
Learning Difficulty Easy
Stats
HP 8811
AP 27
STR 930
DEF 689
BRK 492
DUR 2226
SPD 106
AGL 111
SP Gain 243

Introduction

Happy Chaos, Deadshot, MorriDoom, Nu-13, Peacock, O. Sagat, Steve... Every fighting game franchise had at least one extremely overpowered zoner in their roster, with zoning so powerful they sometimes invalidate entire characters. Ys vs. Trails unfortunately also has one of these beasts, in the form of Mishera. Her zoning is the uncontested best in the game. In fact, it is so good that approaching her as a slow character is nigh impossible. On top of that, she also has access to the strongest defensive Skill in the entire game: Calm Gust. While it does basically no damage, it pushes her opponents extremely far away from her, allowing her to continue her zoning. It also has some armor, which means that it'll also reset neutral at close range. Mishera's offense is no slouch either, thanks to Cloudburst. Its stun properties gives her some decent combos, although they deal low damage. While punishes hits hard on her, landing such a punish on a skilled Mishera is very difficult.

If you enjoy cheap zoning that'll get your opponents very salty, or are an agent of chaos, Mishera is right up your alley.
Similar to:


Playstyle
Mishera is a zoning monster with good mobility and the best defensive tools in the game.
Strengths Weaknesses
  • Outstanding Zoning: Mishera's toolkit is filled with excellent zoning-oriented attacks and Skills.
  • Excellent Defense: Calm Gust is the best defensive Skill in the game, allowing her to reset zoning no matter where her opponent is.
  • Great Pressure: Mishera's multi-hit Skills allows her to easily snowball her way to victory by breaking her opponents' guard.
  • Good Mobility: Even without any accessories, Mishera's mobility stats are pretty high.
  • Immunity to Flash Guard: Thanks to her projectile-only moveset, Mishera is immune to Flash Guard punishes.
  • Low Stats: Like all ranged characters, Mishera's stats are overall pretty low, resulting in low damage output and very low survivability.
  • Expensive Skills Mishera's Skills are overall the most expensive in the game. As such, she needs to be careful about when to use them.

All damage values below were tested on Estelle (841 DEF). No stats-altering accessory was equipped. Also the values are averaged (see System page)


Movelist

Normal attacks

Ground Attack
A
YvK Mishera A.png
Damage Impact SP Cost Cooldown Properties
74 6 - - Projectile
Standing:
Total: 16
Moving:
Total: 16

Mishera's basic projectile. Unlike every other ranged characters, it doesn't lose in power while moving.

  • All shots fired after the first while standing will come out on frame 4
    • All shots fired after the first wile moving will come out on frame 3
  • Frame data assumes point blank. This applies to all projectile attacks in this page


Charge Attack
[A]
YvK Mishera Charge.png
Version Damage Impact SP Cost Cooldown Properties
Ground
[A]
99 7 - - Soft Armor, Projectile, Homing
Air
j.[A]
99 8 - - Soft Armor, Projectile, Homing
Dash
d.[A]
99 6 - - Soft Armor, Projectile, Homing
Ground:
Total: 26
Air:
Total: 25
Dash:
Total: 18

Big homing projectile. Fairly important move in Mishera's arsenal, since it lets her safely build SP from a distance.

  • Gives 27 SP on contact


Air Attack
j.A
YvK Mishera jA.png
hitbox dot ogg
hitbox dot ogg
Damage Impact SP Cost Cooldown Properties
20x3 2 - - -
Total: 24

Mishera's only melee attack, and an excellent one at that. On top of being ridiculously active, Mishera can move around during those frames, making it much safer than it initially looks. It's also extremely fast, coming out on frame 2, making it a very good poke. While she can combo out of it, her options are fairly limited.

While she can usually only cancel her dashing j.A into grounded Skills, she can cancel them into aerial ones if she performs a frame perfect cancel. This is only really useful for comboing into aerial Cloudburst.

  • Mishera can start moving quickly after the move comes out
  • Launches opponents on hit
Falling Attack
j.B
YvK Mishera jB.png
Damage Impact SP Cost Cooldown Properties
74 3 - - Projectile, Homing
Total: 14

Shoots a homing projectile that goes downwards.

  • Stops Mishera's vertical momentum, letting her stall in the air


Rising Attack
Attack while dodging
YvK Mishera Rising.png
Damage Impact SP Cost Cooldown Properties
98 8 1 AP - Hard Armor 1-10
Total: 25

"Universal" Rising Attack. Basic, armored launcher that can be jump cancelled in order to start or continue a combo. Depending on the character, it can also be used as combo filler.


Skills

Cloudburst
S1
YvK Mishera S1.png
Ground version
Ground version
YvK Mishera S1 Air.png
Air version
Air version
Version Damage Impact SP Cost Cooldown Properties
Ground 25, 270 12 14 / 13 / 12 / 12 / 11 59 Soft Armor, Projectile
Air 25, 270 10 14 / 13 / 12 / 12 / 11 - Soft Armor, Projectile
Ground:
Total: 24
Air:
Total: 21

Extremely wide projectile that covers a lot of ground. It works as Mishera's main combo starter, since opponents will be stunned for longer than usual on hit. It can also be jump and walk cancelled very early into the animation, allowing some otherwise impossible combos. However, it has a very long cooldown, so Mishera can usually only fit one Cloudburst per combo.

The air version is usually better at zoning, due to coming out 2 frames earlier. It also covers lots of ground, due to Mishera sending the projectiles in a cross-shaped pattern.

Calm Gust
S2
YvK Mishera S2.png
Burst, except it costs 13 SP instead of 20% HP
Burst, except it costs 13 SP instead of 20% HP
Damage Impact SP Cost Cooldown Properties
55 12 13 / 12 / 12 / 11 / 10 46 Soft Armor, Projectile
Ground:
Total: 36
Air:
Total: 31

Arguably the best defensive Skill in the entire game. While it does virtually zero damage, its range is gigantic. It also pushes back her opponents pretty far away, allowing Mishera to continue her zoning.

Storm Gust
S3
YvK Mishera S3.png
Damage Impact SP Cost Cooldown Properties
510 16 26 / 24 / 23 / 21 / 20 65 Hard Armor 1-4, Soft Armor, Projectile
Ground:
Total: 56
Air:
Total: 51

Very good during scrambles at close range. If Mishera gets hit, the projectile will remain active, allowing her to start a combo afterwards.

  • Projectile stays active even when hit
Purge Wind
S4
YvK Mishera S4.png
Damage Impact SP Cost Cooldown Properties
610 19 28 / 26 / 24 / 23 / 21 44 Hard Armor 1-4, Soft Armor
Projectile, Homing
Ground:
Total: 36
Air:
Total: 26

  • Placeholder
Tornado
S5
YvK Mishera S5.png
This appears once the initial projectile hits something or travels for long enough
This appears once the initial projectile hits something or travels for long enough
Damage Impact SP Cost Cooldown Properties
1260 8+8 56 / 51 / 48 / 45 / 42 46 Hard Armor, Projectile
Ground:
Total: 29
Air:
Total: 22

Great combo filler, despite its high cost. Can easily be combo'd into from Cloudburst, for some fairly good damage.

  • 8 frames of freeze upon use. The opponent can still cast Skills or use their assist during the freeze
YvK Poison.png Aerial Orb
S6
YvK Mishera S6.png
Version Damage Impact SP Cost Cooldown Properties
Windbox 0 8+5 52 / 47 / 45 / 42 / 39 88 Hard Armor
Projectiles 107x10 8+21 - 88 Hard Armor, Projectile, Homing
Ground:
Total: 65
Air:
Total: 59

Shoots 10 orbs that directly homes onto the opponent. Each orb has a chance of inflicting Poison.

The easiest way to "guarantee" most projectiles to combo is to use it right after Mishera's EX. Doing this will result in excellent damage, while also having a fairly high chance of inflicting Poison for additional DoT damage.

  • Frame data corresponds to the first projectile being shot
  • 8 frames of freeze upon use. The opponent can still cast Skills or use their assist during the freeze


Wind Legion
EXTRA Skill
YvK Mishera EXTRA.png
Damage Impact SP Cost Cooldown Properties
105, 114x19 6 100 EXTRA - Invincible, Draw-In
Total: 92
  • Since the final hit remains active even when Mishera becomes actionable, only the first active frame will be displayed

Very versatile EXTRA Skill, due to the fact that it remains active while Mishera is actionable. This lets her easily combo off of it, while also being a powerful tool in neutral. Unfortunately, its short duration makes it quite bad during EX trades.

  • The opponent can still cast Skills or use their assist during the freeze


Builds

Note: These builds are mostly here in order to guide new players into how to exploit Mishera's potential to its fullest. Don't be afraid to experiment!

Recommended accessories

  • Good accessories for Mishera goes here. Explain why this build is good for her

Recommended Skills

  • Cloudburst
  • Calm Gust
  • Storm Gust
  • Tornado

Recommended Support

  • Assist that synergise well with Mishera's toolkit goes here. Explain why


General Strategy

Neutral

  • Explain how Mishera approaches neutral, ideally at close, mid and long range

Offense

  • Explain how Mishera's offense works

Defense

  • Explain how Mishera can defend herself from incoming attacks. Don't forget to mention how she can recover once she's on the back foot

General Counterplay

  • List some general Mishera counterplay. This includes, but isn't limited to, knowledge checks or gimmicks


Combos

Combo Terminology Table

Symbol Meaning
> Cancel from the previous move to the following move.
, Link from the previous move to the following move.
dl./delay Delay before using the following move.
X(w)/whiff Whiff the following move (do not hit).
jc Jump Cancel.
wc Walk Cancel.
d./dash Dash air attacks. Done by pressing the dodge button while standing still.
(X) Optional input.
{X}*N Repeat (sequence) N number of times.

Solo

  • S1, d.A > j.S3 > j.S2 (700 damage)
Basic, cheap combo off of Cloudburst at close range. Also works with air Cloudburst.
  • d.A > j.S1, j.A > j.S3 > j.S2 (800 damage)
Basic route from a dashing air normal. Only works at close-ish range, since this requires a frame perfect cancel.
  • S1 wc > [A] > S5, S3 (~1.7k damage)
More advanced combo, which costs more SP in exchange for doubled damage. Backing off and firing a Charge Attack instead of going for Storm Gust is also a valid option.
  • S1 wc > [A] > EX > S6 (~2.8k damage)
Sample EX combo. Only works at point blank.
  • S1 (wc), d.A > EX > S6 (~2.5k damage)
EX combo that works at further range. While the first hit on EX won't combo, the draw-in effect makes it impossible to escape.

With accessories

  • RA jc > j.S1 > j.S3 > j.S2 (1.1k damage)
Airborne Medallion
Basic combo from a Rising Attack. Unlike most characters, Mishera actually gets some good reward off of her Rising Attack.
  • RA jc > j.S1, [A] > S3 (900 damage)
Airborne Medallion
More SP efficient variant of the previous route.

With assists

  • Combo (damage)
Specify which assist is required for this combo to work
Combo description

With accessories and assists

  • Combo (damage)
Specify which equippable items are required for this combo to work
Combo description


Colors

Color 1 Default color
Color 2 Reference (if there's one)
Color 3 Reference (if there's one)
Color 4 Reference (if there's one)


Navigation

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Characters
Adol
Dogi
Geis
Aisha
Elk
Cruxie
Mishera
Chester
Estelle
Joshua
Kloe
Olivier
Tita
Agate
Renne
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