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Combo Notation Guide | |||||||||
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Combo List
Midscreen
Solo
5AAA > 2C > 5B > 2B hjc jAA jc jAA > jC
- Damage [5519]
- Super basic combo off 5A starter
5AAA > 5BB > 2C > {delay) 2B jc IAD jAA > j236B > 5AAA > 5B > 2B > 214B
- Damage [5953]
- Ends with the opponent far away
5AAA > 5BB > 2C > (delay) 2B jc IAD jAA > j236B > 5AAA > 5BBB > j236A > (delay)2B
- Damage [6000]
- Ends with a knockdown with you right next to the opponent. Will side switch. Deals [4963] with 2A starter
2C > (delay) 2B jc IAD jAA > j236B > 5A > 2B jc IAD jAA > j236B > 5AAA > 5BBB > j236A > (delay) 2B
- Damage [5962]
- More complex version off 2C starter
Throw > 5AAA > 5B > 2B jc IAD jAA > j236B > 5AAA > 5B > 2B > 214B
- Damage [4855]
- Throw combo, ends with opponent far away
Throw > 5AAA > 2B jc IAD jAA > j236B > 5AAA > 5BBB > j236A > (delay) 2B
- Damage [4875]
- Throw combo ending in knockdown. Side-switches.
5AAA > 5BB > 2C > (delay) 2B jc IAD jAA > j236B > 5AAA > 5BBB > j236B+C
- Damage [7322]
- Basic combo ending in super. Deals [6285] if started with 2A
2C > (delay) 2B jc IAD jAA > j236B > 5A > 2B jc IAD jAA > j236B > 5AAA > 5BBB > j236B+C
- Damage [7284]
Throw > 5AAA > 5B > 2B jc IAD jAA > j236B > 5AAA > 5BBB > j236B+C
- Damage [6213]
- Throw combo ending in super
With Assists
Corner
Solo
5AAA > 5BB > 2C > 2B > 236B > (5A followup) > 5AAA > 5BB > 2C > 236B > (2A followup)
- Damage [6040]
- Corner combo ending in knockdown. With 2A starter deals [4998]
2C > 2B > 236B > (5A followup) > 5A > 5BB > (delay) 236B > (5A followup) > 5AAA > 5BB > 236B > (2A followup)
- Damage [6124]
- Slightly more damaging with 2C starter
Throw > 5AAA > 5B > (delay) 2B > 236B > (5A followup) > 5AAA > 5BB > 2C > 236B > (2A followup)
- Damage [4921]
- Corner knockdown combo off throw
5AAA > 5BB > 2C > 2B > 236B > (5A followup) > 5AAA > 5BB > 2C > 2B > 236B+C
- Damage [7411]
- Corner combo ending in super. Deals [6347] with 2A starter
2C > 2B > 236B > 6A > 5A > 5BB > (delay) 236B > (5A followup) > 5AAA > 5BB > 2B > 236B+C
- Damage [7499]
- Corner combo off 2C starter ending in super
Throw > 5AAA > 5B > (delay) 2B > 236B > (5A followup) > 5AAA > 5BB > 2C > 2B > 236B+C
- Damage [6281]
- Corner throw combo ending in super
With Assists
Combo Theory
Performing 2B jc IAD jAA [...] instead of a basic 2B > jA > jB jc JA > jB [...] combo is more difficult, but allows better corner carry and slightly higher damage. Mika's damage is already somewhat low, so you want to take every advantage you can get.
Ideally, meterless combos should end with 236A/B > 2A in order to knock down the opponent and keep them close to you. Be mindful of ending your combos in a side-switch, however, as you want to push your opponent into the corner as much as possible.
Video Examples
【BBTAG ver1.30】 MIKA Combos ミカ コンボ集* by Sakasama
* Combos using assists still need to be transcribed
External Documents and References
- Azrael [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Iron Tager [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Susano'o [★]
Click [★] for character's full frame data
Essentials
• HUD •
Controls •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Attack Attributes •
Detailed & Advanced Information
• Damage/Combo •
Frame Data & System Data •
Misc •
Archived Information
• Patch Notes •
- Active Change
- Air Recovery
- Astral Heat
- Clash
- Clash Assault
- Cross Burst
- Cross Combo
- Cross Gauge
- Cross Raid
- Cross Gauge Cooldown
- Delayed Down Entrance
- Distortion Skills
- Distortion Skill Duo
- Duo Change
- Extra Assault
- Extra Skills
- Ground Recovery
- Guard Bonus
- Health
- Minimum Damage
- P1, P2
- Partner Skills
- Rampage Time
- Reject Guard
- Reversal Action
- Resonance Blaze
- Resonance Gauge
- Skill Gauge
- Skills
- Smart Combo
- Throw
- Throw Reject
- Throw Counter
- Throw Reject Miss