Under Night In-Birth/Mika

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Mika

Introduction

Story

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.

Unique Trait/Health

Health: 10680
Character Trait: With specific normals, Mika can destroy projectiles. 5BB and j.[C] are the only normals known to do this.
Vorpal Trait: According to the game's code, Mika has no vorpal trait.

Gameplay

Move List

L = Low, H = High, UNB = Unblockable, CS = Chain Shift

Startup includes the first active frame.

Normal Moves

5A
Mika 5 a.jpeg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
190 5 -1 Sp,Ex,Cs HL -

Downward sword swing. The attack has less horizontal range at the top than it does at the bottom, which can cause it to whiff a jumping opponent at certain spacings. It does however, have more horizontal range at the bottom than 2A does.

2A
Mika 2A.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
180 5 -1 Se,Sp,Ex,Cs L -

Cancelable low poke, good for stagger pressure. Hyde's fastest normal and very common combo starter. Does no chip damage.

5B
Mika 5B.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
510 7 -5 Sp,Ex,Cs HL -

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.

2B
Mika 2b.jpeg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
480 7 -4 Sp,Ex,Cs L -

Crouching horizontal slash, good poke. One of Hyde's best footsie tools, has long reach and decent recovery.

5C
Mika 5 c.jpeg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
710 11 -4 Sp,Ex,Cs HL -

Mika slams her fist down. If canceled into a whiffed A normal this move becomes -1

5[C]
5C charged 1.jpg
5C Charged 3.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
780 21 -1 Sp,Ex,Cs HL -

Charge version of 5C. If canceled into a whiffed A normal this move becomes +7

2C
Mika 2c.jpeg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
620 13 -5 Sp,Ex,Cs L -

Standard sweep. Hits low and knocks down. Used in blockstrings and combos, and a particularly strong combo ender in corner. Does no chip.

j.A
Mika ja.jpeg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
150 7 X+2 Varies Sp,Ex,Cs H/AS -

Good hitbox that covers down and in front of Hyde, hitting twice. Hyde's fastest air normal. Can hit overhead very quickly from a well spaced assault.

j.B
Mika jb.jpeg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
450 8 X+3 Varies Sp,Ex,Cs H/AS -

Good jump in normal. Large vertical slash that covers below Hyde. Useful in assault pressure.

j.C
Mika jc1.jpeg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
620 12 X+4 Varies Sp,Ex,Cs H/AS -

Another jumping sword normal, covering more horizontal space than j.B.

j.[C]
Mika jc.jpeg
JC charged 2.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
780 19, 21 X+4 Varies Sp,Ex,Cs H/AS -

Charged version of j.C, causing ground slam on air hit. Useful in combos and mixups.

Command Normals

5BB
5bb mika.jpeg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
790 16~18 --14~-12 Sp,Ex,Cs HL -

Two long range horizontal slashes. First hit launches the opponent slightly, second knocks them back. Fast for its range and leads to strong combos on hit. One of Hyde's best normals.

3B
Mika 3b.jpeg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
650 13~22 -9~+2 Sp,Ex,Cs HL -

Hyde sweeps the opponent with his sword. Good combo utility, hits low, and picks up downed opponents. Also useful as a blockstring ender to frame traps with Orbiter. Has a long delay window to trick opponents into trying to retaliate, so you can frame trap with something like 3B> delay 2C.

3C
Best punch in the game.jpeg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
612 9 -6 Sp,Ex,Cs HL -

Mika puts both fists in the air. Good anti-air and good to OS throw tech with. If you cancel this move into a whiffed A normal it becomes -1

j.AA
Mika jaa.jpeg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
540 5 X+2 Varies Sp,Ex,Cs H/AS -

More horizontal version of j.C. Wallbounces on air hit. Useful in combos for extra corner carry, and good for long range assault approaches due to its far reach.

Dash Normals

66B
Mika 66b.jpeg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
280, 450 8,15~26 -7~+4 Sp,Ex,Cs L -

Quick recovery knee normal, causing a short crumple on hit. Deals no chip damage.

66C
Mika 66c.jpeg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
980 26~29 -9~8 Sp,Ex,Cs H -

Hyde stops his dash with a large horizontal slash. Causes crumple on hit. One of Hyde's best moves, reaches far and leads to strong combos on hit. Good for catching opponents at neutral from a distance. Useful for confirming off far Orbiter hits and side swap combos. Can also dodge certain reversals by passing through an opponent on wake-up.

Universal Mechanics

Force Function
B+C
Mika bc.jpeg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
855 21 -23 Sp,Ex,Cs HL -

A horizontal slash. Can be special canceled. Primarily used to increase combo damage in corner and as a cancel from 66C.

Force Function (charged)
[B+C]
B+C Charged.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
1222 29 -23 Sp,EX.Cs H -

Charged version of his Force Function with longer startup, more damage and is now an overhead. Can only be cancelled via Chain Shift. Can link 2A on corner after wallbounce.

Force Function (air)
j.B+C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
855 15 -31 Sp,Ex,Cs HL -

A horizontal slash. Can be special canceled. Primarily used to increase combo damage in corner and as a cancel from 66C.

Force Function (charged) (air)
j.[B+C]
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
1222 29 -31 Sp,EX.Cs H -

Charged version of his Force Function with longer startup, more damage and is now an overhead. Can only be cancelled via Chain Shift. Can link 2A on corner after wallbounce.

Throw
A+D
Mika throw.jpeg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
1720 4 1 - UNB -

Hyde grabs and kicks the opponent. Works as a combo starter in the corner.

Guard Cancel
214D
GuardBreak 1.jpg
Guard Break 2.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
0 Blocked:
Hit:
- HL -

5B motion with a greater hitbox. Fully invincible.

Veil Off
A+B+C
VEIL OFF.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
0 21 (min)
69 (max)
2 37 Blocked: -13
Hit: +36
- HLA -

Universal reversal. Invincible from start-up until the first active frame. You can delay the start-up until the 69th frame, but there's no real incentive to do so outside of thwarting meaty attacks.

Special Moves

Beast Cannon
236X
BEAST CANNON.jpg
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 750 16~35 -12 ~ +7 Se,EX,Cs HLA -

Slightly slower startup, travels slower, and recovers faster.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 750 13 -2 Se,EX,Cs HLA -

Fast startup, travels faster, and recovers slower.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX 800 1+4 -15~+3 CS HLA -

Increases size, damage, and amount of hits. Sets up particularly vicious block-strings. Can be followed up with combos on hit. Minimum damage : Screen freeze : 20f

Beast Cannon (air)
j.236X
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 750 16~35 -26 ~ -7 Se,EX,Cs HLA -

Slightly slower startup, travels slower, and recovers faster.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 750 16 -2 Se,EX,Cs HLA -

Fast startup, travels faster, and recovers slower.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX 800 1+4 -20~-2 CS HLA -

Increases size, damage, and amount of hits. Sets up particularly vicious block-strings. Can be followed up with combos on hit. Minimum damage : Screen freeze : 20f

Spin
623X
Spin 1.jpg
Spin 2.jpg
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 952 7 -2 EX,Cs HLA -

Detonates Black Orbiter. Safe blockstring ender and adds chip damage to opponents blocking Black Orbiter. Launches opponent on hit.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 1020 9 -7 EX,Cs HLA -

Detonates Black Orbiter. Safe blockstring ender and adds chip damage to opponents blocking Black Orbiter. Launches opponent on hit.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX 1720 1+4 -51 Cs HLA -

Detonates Black Orbiter. Safe blockstring ender and adds chip damage to opponents blocking Black Orbiter. Launches opponent on hit.

Spin hop
A/B/C
After A/B Spin
Spin HOP.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
967 4 -24 Ex,Cs HLA -

Strike follow up to Black Orbiter. Unsafe on block, but can be cancelled to Chain Shift or EX Black Orbiter to start pressure.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B/C 967 4 -25 Ex,Cs HLA -

Same as the A followup but even less safe on block

EX Spin hop
623C
After A/B Spin
EX spin hop 1.jpg
EX Spin hop 2.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
1720 1+6 -7 Cs HLA -

done by inputing 623C instead of just hitting the button.

Hop Grab
214X
Hop Grab.jpg
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 1350 16 - (Ex),(Cs) UNB -

No invulnerability, but fast startup and can be followed up with EX moves on air hit. Landing recovery can be cancelled with EX moves. Has anti-air utility. Used in combos.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 1620 27 - EX,Cs HL -

Fully invulnerable, reaches higher, and does more damage. Highly punishable if blocked or whiffed. Great anti air and combo ender.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX 2080 1+2 - (Cs) HL -

Like B version, but more damage, reaches slightly higher, and 1f faster. Minimum damage : Screen freeze : 20f

360
360C
360.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
2047 1+2 - Cs UNB -

Hyde rises forward slightly into the air. Becomes airborne quickly, making it useful as a throw punish. Second rekka is +1 on guard if delayed enough.

Infinite Worth

IW
41236D
IW 2.jpg
IW 1.jpg
IW 3.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
3140 1+10 -89,-42 - HL -

Hyde stabs the ground and is surrounded by a red light. Fully invulnerable. Can continue a combo from this move. Great anti air and combo starter. Minimum damage : 900, Screen freeze : 60f

Infinite Worth EXS

IWEXS
A+B+C+D
IWEXS.jpg
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
3750 1+14 3 49 -25 - HLA -

On hit does 3,750 damage. Causes GRD break unless the player is in Vorpal. Minimum damage : Screen freeze : 20f

Strategy

Combos

Mika Discord's Combo Primer


Combo Notation Guide:
( ) = optional, typically the combo will be easier if omitted
[ ] = Input is held
/ = Option to choose between multiple actions
+ = Multiple buttons are pressed simultaneously
(x N) = Attack can be repeated N number of times, range provided
(#) = Next action is taken after a certain number of hits
-> = Special is cancelled to add on special
CH = Counter Hit
HC = High Counter
CS = Chain Shift, or 5D 5D


UNDER NIGHT IN-BIRTH Exe:Late[st]
General

ControlsFAQGlossaryHUDSystem

Characters

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