Mira Tech Thread!

Some early notes:

  • Instant air dash seemed really hard to do at first, for some reason. I didn’t feel like there was a height restriction, but regular animay input (9~6 input for forward IAD or 7~4 for back IAD) wasn’t cutting it consistently. Spent a good 15 minutes just watching my inputs and testing timings and found out there actually needs to be a 66 or 44 input in there. The input needs to be 9~66 or 7~44. Maybe pad players won’t actually feel the difference, but if you’re playing on a stick like I am, you’ll have to input 9 and then roll down to 6 before allowing the stick to go back to neutral and inputting a 2nd 6. This way it comes out 100% of the time, and there is actually no height restriction at all <3

  • c.HP > 214HP seems like a really good AA option as it isn’t breakable, is very reliable to hit and get us a free any strength manual after the recapture (even if the light manual is kinda situational because of the spacing… most times it is possible to walk forward and use s.LK, but that can also whiff).

  • 214MK is a really good AA option as well. Very fast startup, very reliable as a reaction go to AA, great hitbox and a lot of active frames. Heals for a lot of recoverable damage and if the opponent quick rises we have a free s.HP meaty timed for us, to begin pressure.

  • HK drill is amazing to get in. s.MP > HK drill hits from like half screen away and gives us +2 pressure on block and any strength manual on hit (the frame data ingame tells me the move is supposed to be +4 on hit, yet I can get heavy manuals easily… I’m guessing it isn’t accurate).

  • 214MP and 214HP are both -4 on block (thank god for that, no free 50/50 pressure), so bear in mind they’re jab punishable by most of the cast. the MP version doesn’t advance as much though, and spaced correctly should be basically safe (max distance s.MP > 214MP seems mostly safe). Can’t seem to get any manuals after opening with either of these.

  • Mist form seems like our go to wake up tool, fully inv since frame 1 and very hard to punish or OS because of all the variations it has (neutral recovers much quicker, back and forward travel quite a lot, any upwards direction travels less). Thank god it eats up a lot of health, otherwise it’d be pretty damn broken xD

  • air normals cancel into Mist form. This is delicious. So many possibilities. Air to air j.HP > neutral Mist form > air dash forward gives us an ambiguous meaty j.HK if well timed, air to air j.HP > down forward Mist gives us a meaty s.MK from behind the opponent, air to air j.HP > downward Mist gives us a meaty s.MK from the front. Instant air dash > j.HK > neutral mist > j.HK gives us a double jump in opener from a good distance away, same but with down forward mist travels behind the opponent for a grounded follow up.

  • Best counter breaker damage combo seems, oddly enough, to be CB > LP manual > heavy reaping linker > LP manual > heavy reaping linker > reaping ender. These linkers are very slow but stupidly damaging. Tested doing j.LP opener > instant CB and that combo and got 69% meterless damage with a clean health bar from the training dummy. It’s ridiculous, actually xD on the other hand, ending with shadow reaping only got me 2% more damage, so it’s definitely not worth it. It’ll be a huge risk to break Mira when she can net 65%+ for free from the CB alone =X

  • Wall splat ender > Heavy command grab will be our best option whenever possible, to get a good cash out and heal for a lot of potential dmg. Alternatively, shadow command grab as an ender always guarantees the maximum heal even if it’s a level 1 ender, so it’s something to keep in mind in case it’s needed.

Need to get some sleep now (6AM over here in Portugal xD) but I’ll report some more stuff when I have a bit more time to lab it up. Haven’t experimented with the bats and shadow bats yet at all, and there seems to be a lot of potential there as well.

Really loving the character! =D

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