Akatsuki Blitzkampf/Mycale

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Background

A witch that belongs to a secret society called "Gessellschaft" and who, beginning from the olden days of Middle Ages secretly maneuvers at the history's turning points. She plans to recover the missing weapon. (from character selection screen)

Introduction

  • Armor Ratio = 1.050
  • Walking Speed = 4.5 dots/frame
  • Retreat Speed = 3.5 dots/frame
  • Her forward dash goes through opponents.
  • All Damage (dmg) values are listed against characters with 1.000 Armor ratio.

Reflectors and Throws

BC / 2BC / j.BC: Mycalle summons a Valkyrie, which pokes the opponent with her sword. Hard.

  • 1hit = 500dmg (standing and air auto-counter) / 400dmg (crouching)
  • Standing and Air auto-counters knock the opponent full screen away and result in a wallslam (final distance is ~3/4 of the screen).
  • Crouching kick ~3/4 of the screen away, no wallslam.

AB / 4AB: Mycale grabs the opponent with both hands and throws the body.

  • 1hit = 2000 dmg
  • AB is a forward throw, 4AB - reverse.
  • The opponent is thrown full screen away.

j.AB: Mycale grabs her opponent, smacks him or her into the ground and drags for a bit.

  • 1 hit (technically, 4 or 5) = 1692dmg
  • No reverse version.
  • After the throw, Mycale ends up being a good distance away from her enemy (~1/3 screen).

Normal Moves

Mycale's pre-made colors

5A: A quick slap with the staff.

  • 1hit = 400dmg
  • Self-cancellable.

5B: Mycale spins the staff in front of her, hitting multiple times.

  • 1hit = 400dmg, 2hits = 697, 3 = 894, 4 = 992

5C: Mycale reaches out with her staff.

  • 1hit = 1350dmg
  • Long range (1/3 screen), uncancellable.

5C (close): Mycale turns around kicking.

  • 1hit = 1400dmg
  • Juggles, knocks down, uncancellable into specials.

2A: Another quick hit with the staff.

  • 1hit = 300dmg
  • Self-cancellable.

2B: Low staff swipe.

  • 1hit = 700dmg
  • Hits low.

2C: Similar to 5C, except crouching.

  • 1hit = 1100dmg
  • Hits low, knocks down, long range (1/3 screen), uncancellable.

j.A: Same as 2A.

  • 1hit = 400dmg
  • Overhead (but won't hit all crouching characters), self-cancellable.

j.B: Same as 2B.

  • 1hit = 900dmg
  • Overhead.

j.C: Downward smash with the staff.

  • 1hit = 1400dmg
  • Overhead, knocks down airborne opponents.

8C: An upward strike.

  • 1hit = 1400dmg
  • Overhead, juggles grounded opponents, knocks down.

Command Normals

ナーゼタウヘン - Nazetauchen (?) - j.2A/B/C: Mycale descends feet first, hitting the opponent.

  • 1hit = 1000dmg (any version)
  • A version goes vertically down, B - at an angle, covering ~1/3 of the screen, C version covers slightly less than half of the screen.
  • Is not an overhead, despite its appearance.
  • A version has the potential to hit as a cross-up.

Special Moves

フェンリル - Fenrir - 236+A/B/C:

フレイア - Freyja - 214+A/B/C:

グングニル - Gungnir - 632+A/B/C:

ミョルニル - Mjolnir - 22+A/B/C:

EX and Super Moves

特攻フェンリル - EX Fenrir - 236+B+C:

特攻フレイア - EX Freyja - 214+B+C:

特攻グングニル - EX Gungnir - 632+B+C:

特攻ミョルニル - EX Mjolnir - 22+B+C:

ヨルムンガンド - Jörmungandr - A+B+C:

General Strategy

Combos

Normal combos

no meter mid screen:(close)5c jbj2c 5b 214b/c :3110 damage (3656 with jc starter)

no meter corner:(close)5c jbj2c 5aaaa 5b 214a :3485 damage

100 meter corner:(close)5c jbj2c 5aaaa 5b 236a 236b+c :4603 damage (4509 damage with 3x 5a, 4x 5a is harder than the better combo below)

100 meter corner:(close)5c jbj2c 5aaa 5b 236a 214b+c :4680 damage

Full meter:(close)5c jbj2c 5a5b 214a a+b+c :6860 damage (7280 with jc starter)

closer to corner no meter: (close)5c jb2a (land) jab2a 5a 5b 214a : 3836 damage (2x5a 3929)

closer to corner 100 meter: (close)5c jb2a (land) jab2a 5a 5b 236a 236b+c :4944 damage

no meter mid screen/corner after 2a poke: 2a2b214a :1413 damage

meter mid screen/corner after 2a poke: 2a2b 214a 632b+c 5b -> 214b for damage or 632/22 for setup :3023 damage (3307 with 214 ender)

note: To get the maximum ammount of 5a in the cornerbnbs you need to do 5a 6 5a 6 5aa. You'll notice doing one 5a less will make the combo considerably easier.


Reflector Combos

After non corner reflector: Reflector -> 632a jb2c 5b 214b/c

After corner reflector: Reflector -> jb2c 5aaaa 5b 214a (same ex ender as 5c combos)

After deep corner reflector: Reflector -> jb2a jab2a 5a(a) 5b 214a (same ex ender as double jump combos)


Setups

632C -> Throw (before 632C hits)

632C close but not in corner -> Dashcrossup -> 632c hits -> 5c combo


Guardbreak Combos

Point blank: 632a 5c ~

214a distance: jc 5c ~

214b distance after freya break: 632a 632a+b 5b 214b

214b distance fenrir/gungnir/hammer break: jc 5c~

Full screen distance: 632a 632a+b 214b

Frame Data

source
KD - Knockdown
VA - Variable
*UV - vaule(s) marked with "?" in the table is/are unverified
x~yF - a period from frame "x" till frame "y"

                       |     Frames      |  Frame Advantage  |
               Attack  | Total | Startup | On Hit | On Block | Notes
Throws and Reflectors  ---------------------------------------
            4/5/6+A+B  |  21   |    5    |   KD   |    --    |
          j.4/5/6+A+B  |  19   |    3    |   KD   |    --    |
                5+B+C  |  16   |    7    |   KD   |    +4    |
                c.B+C  |  16   |    7    |   KD   |    +4    |
                j.B+C  |  16   |    6    |   KD   |    +3    |
              Normals  ---------------------------------------
                   5A  |  11   |    4    |   +3   |    +0    | *UV
                   5B  |  27   |    6    |   -1   |    -3    | *UV
             close 5C  |  27   |    7    |   KD   |    -6    | *UV
               far 5C  |  28   |   11    |   KD   |    -4    | *UV
                  c.A  |  14   |    4    |   +3   |    +0    | *UV
                  c.B  |  21   |    7    |   -1   |    -3    | *UV
                  c.C  |  27   |   10    |   KD   |    -5    | *UV
                  j.A  |  15   |    4    |   +0   |    +0    | *UV
                  j.B  |  24   |    6    |   VA   |    VA    | *UV
                 7/9C  |  25   |    7    |   VA   |    VA    | *UV
                   8C  |  28   |    7    |   KD   |    VA    | *UV
      Command Normals  ---------------------------------------
                 j.2A  |  VA   |   13    |   VA   |    VA    | landing recovery 3F? *UV
                 j.2B  |  VA   |   13    |   VA   |    VA    | landing recovery 3F? *UV
                 j.2C  |  VA   |   13    |   VA   |    VA    | landing recovery 3F? *UV
             Specials  ---------------------------------------
                236+A  |  46   |   10    |   -6   |   -10    |
                236+B  |  50   |   12    |   -9*  |   -12*   | *if airborne enemy was hit by/guarded the attack
                236+C  |  54   |   14    |  -11*  |   -14*   | *if airborne enemy was hit by/guarded the attack
                214+A  |  46   |   15    |   -1   |    -5    |
                214+B  |  50   |   16    |   -4   |    -8    |
                214+C  |  54   |   17    |   -7   |   -11    |
                632+A  |  50?  |   31    |  +11?  |    +7?   | *if not at screen's edge, there's a 3F hit delay, *UV
                632+B  |  50?  |   51    |  +31?  |   +26?   | *if not at screen's edge, there's a 3F hit delay, *UV
                632+C  |  50?  |   71    |  +51?  |   +46?   | *if not at screen's edge, there's a 3F hit delay, *UV
                 22+A  |  46?  |   30    |   VA   |    +9?*  | *if airborne enemy guarded the hit, *UV
                 22+B  |  50?  |   31    |   VA   |    +6?*  | *if airborne enemy guarded the hit, *UV
                 22+C  |  54?  |    9    |   VA   |    +3?*  | *if airborne enemy guarded the hit, *UV
       EX and Level 3  ---------------------------------------
              236+B+C  |  83?  |    9    |   KD   |    -9?   | 1~13F invincible, *UV
              214+B+C  |  75   |   15    |   +1   |    -3    | 1~5F invincible
              632+B+C  |  79   |   26    |   KD   |   +13    | 1~9F invincible; 
                                                               if not at screen's edge, there's a 2F hit delay
               22+B+C  |  80   |   29    |   KD   |   +15*   | 1~5F invincible, *if airborne enemy guarded 5 hits  
                A+B+C  | 104   |    5    |   KD   |    -2    | superflash 50F, 1~9F invincible

Trivia

Mycale's Ending
Akatsuki Blitzkampf
General

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