Mira Tech Thread!

You can recover during combos with bite linkers. Light obviously gives the least recovery while heavy gives the most; this allows for the use of enders other than bite.

True, but right now it feels like people are mostly doing their shadow counters in anticipation as opposed to on reaction so stuff like bats ends up working while it probably won’t long term. I did run into a good player that was reacting with shadow counters and what I ended up doing was using light reaping a lot, the second hit comes out faster than the other two reapings so it made him miss his counters. Though again if he just reacted a little faster he probably could have caught them so it’s not a perfect solution either. Being easily shadow countered just ends up being one of her main weaknesses.

Light spiral arrow is normally -9 but if you space it so that only the second hit hits it becomes -7. Not really sure that’s useful since most people will jab or throw punish you 90% of the time anyway but still, maybe someone sees a use for that that I don’t.

Mira 88% counter breaker after a jump HK for 2 bars + instinct:

Very droppable, you must instinct cancel the shadow bats within the first few frames (and you can’t mash, or else you’ll get heavy auto-double), and the delay for canceling it is really odd since you have to wait for the bats to show up. Then you have to do heavy bats as an immediate manual, wait a little bit, then do instinct mist at a very specific time in the combo so that it will cover the space between the bats hitting. If any one of these factors is wrong, the combo won’t work, and there is a completely undroppable 80% 2 meter (without instinct!) combo listed on my guide, so I would probably just stick to that (well, frankly, I would just stick to the 75% meterless version lol).

Cool though!

(Also wanted to add that I made this video by taking parts from other people’s tech, I didn’t do the initial lab work for this video)

4 Likes

Cool and tricky stuff! :thumbsup:

Also, subbed :wink:

Warning, the game says her back+HP is +5 on block, but it’s only +2. Here’s a video of a back HP getting blocked and both characters holding up to jump and you can see only two frames pass by before the blocking character is out of block stun.

https://onedrive.live.com/redir?resid=2B0A212F5227125F!837&authkey=!AF3FEDfp6cRNidg&ithint=video%2Cmp4

6 Likes

Not sure if this has been posted, but if you’re in the corner, it’s almost always a good idea to use her Wallsplat Ender. Gives her some OK damage, AND you can follow it up with Heavy Embrace to get a good chunk of life back.
Best of both worlds :smiley:

3 Likes

Can someone better explain mist and air dash cross ups

All i can do is dash once

Having hard time mastering cross ups with any videos would help

Anyways to capitalize off cr hp into medium reaper can we shadow bats and recapture or?

You can most definitely recapture off her cannon strike ender into lk timings just early and I’ve gotten easy 50 out if it

Ok, so, finally got around to messing with Mira some more in the lab. Mostly studied oki setups involving mist and air dash and her juggle ender as well. A few finds:

  • Normal grab not only gives us access to LP bat setups to force our opponent to block and then try to open them, like we see in @SithLordEDP 's video, but it also gives us a 50/50 left/right mixup with j.HK.

  • grab > neutral jump > up mist just a bit off ground > air dash forward > j.HK

    • if you air dash right after mist you get a meaty crossup
    • if you air dash a few frames later you get a meaty front jump in
  • s.LP links to 236HK. I find this borderline broken, IMO. Basically any blockstring ending in 236HK puts our opponent into a 50/50 situation. Either block and get grabbed (and between all the setups she gets from any grab, this is quite dangerous) or try and tech grab and get clipped by s.LP > 236K > any strength manual. If he blocks s.LP > 236K he’s put back into the same situation. In this situation, LK bite will also beat any button our opponent presses that isn’t throw inv, which will give us a way to regain health lost with 236HK. And lastly, up mist after a blocked 236HK with punish throw tech attempts as well as evade most reversals in the game and punish them.

  • Juggle ender gives us tons of setups afterwards, like the following:

    • s.MP > up/forward mist > air dash > j.HK crossup meaty for combo if they quick rise > s.HP meaty when you land from the j.HK if they didn’t quick rise (will only hit 2nd hit, so not susceptible to shadow counter)
    • s.HK > up/forward mist > air dash > j.HK front jump in meaty if they quick rise > s.HP meaty if they don’t (will only hit 2nd hit, so not susceptible to shadow counter)
    • s.MP > up/forward mist > fall to the ground > s.MP/c.MK meaty > 236HK
    • s.HP > forward mist > s.HK meaty > 236HK
  • If you see your opponent trying to guess break the manual after the juggle ender it’s an invitation to go for manual > recapture. If they guess wrong, with the lockout you’ll get an easy 30% off the recapture.

  • Those setups I mentioned that give us s.HP meaty with only one hit should be really good, because we’re at +3 frames on block without being liable to get shadow countered.

  • MP bats > dash forward > LK drill / MK drill, if well timed, should be a nice mixup. Both will be safe pressure because the bats will cover the drill recovery, and if we get the timing right, they shouldn’t be a blockstring, so it’ll force our opponent to see if the drill crosses up or not, to know if they need to block left or right. This is just theoretical, don’t really know if this one is actually hard to react to or not, haven’t tested it against ppl at all, just something I remembered trying in the lab that seemed cool.

4 Likes

Backdash after blocking the heavy spiral arrow will avoid both jab and grab attempts. Plus the heavy spiral arrow is easy to shadow counter and is one of her more health expensive attacks so I don’t think this is broken.

4 Likes

Anyway to show us a video of all that?

Oh, when I say borderline broken, I don’t mean it’s actually broken xD I just mean it’s really really good, and that if it didn’t eat away considerably at her health it would be OP, IMO.

Any situation in which you force your opponent to guess and lets you capitalize on wrong guesses is very advantageous to you. And the fact that she can put an opp into such a situation from any blocked normal at mid range is very strong. Backdashing a s.LP in that situation should, in theory, be punishable on reaction.

236HK is buffered into s.LP, it won’t come out unless it’s blocked or it hits, and you should have time to press s.MP on reaction to the backdash and catch it’s recovery frames for a full combo anyway! I’ll test that out when I manage to get some lab time again.

@Dism3mbermenT yeah I wanted to record this last night, but couldn’t get around to it. Honestly, if I were on the ps4 I would’ve already, but I’m not entirely sure how the Xbox one’s recording and streaming capabilities work (only basically bought it for KI, really ^^).

OK so - you do the thing you want to make a video of, then you go to Game DVR and choose “End Clip Here” - you will have options for capturing the last 30 seconds, up to 5 minutes. From there you go to Upload Studio, trim it however you like, then from the editor you share it to One-Drive - viola, you’ve got some raw footage to use!

I personally think that the process is too cumbersome and a bit of a PITA - but it beats spending cash on a capture card :wink:

1 Like

An alternative route is to “snap” the Game DVR, select “start clip now” and then “start recording,” then return to the game, play out whatever things you want to show off, and then return to the snapped Game DVR and select “stop recording.” From there you can follow the Upload Studio/One Drive steps as Marble outlined it.

3 Likes

I’m hoping to get on well with her shes more fun then maya

Ok, so here go a few videos. Kinda troublesome, this DVR app, but better than nothing.

Here’s the throw left/right setup I was talkin’ about. The timing is somewhat tricky to get used to, but it seems really ambiguous to me:

Here are a few juggle ender setups, each first with quick rise off, and then on. They all allow us to input a meaty s.HP in case the opp doesn’t quick rise. Bear in mind, I haven’t tested any of this stuff out in real matches, just lab work for now, so don’t know how efficient they’ll actually be out in the field! xD

(Please ignore the auto doubles only combos, I was only focusing on displaying the setups, didn’t wanna bother with proper combos xD)

MP juggle:

HP juggle:

HK juggle:

LK juggle (bit tricky, very late timing to get the manual):

All of these manuals can be a combo into recapture if you see your opponent guess breaking on the manual hit, to get off a free 50%+ cashout with something like this:

Also, a setup with no manual, empty mist juggle:

5 Likes

Omg I’ll never use mist like thst its either to fer or high

wowee!! now thats some good tech! fighting her like thise just seems like there is silver blood flowing and splashing around her opponent , so cool!

2 Likes