Mira Tech Thread!

What normals do you guys use?

I use cr. MK and LK quite a bit for pokes. They are incredibly fast and help me break out of pressure.

Honestly, I need to probably spend a few days to really start digging into what works for her, but that is what I’ve been using thus far.

From the few exhibitions I played today I noticed that some people don’t quite realize how long the reach is on her medium and heavy reaver specials. You can stand a pretty good distance away and catch them lacking with it, plus they have to guess if you are using medium or heavy (since one goes into low, and one overhead)

The bad news is (and idk how likley this will happen against human players) I have had the Shadow Lab AI straight grab me out of it’s start up even from a seemingly safe distance. For example if I knock them down, I stay a good distance away, and try to time the reaver as they get up, and I got away with it most times against human players today, but the AI can somehow grab me out of it, which means players should be able to as well. Idk how hard it will be to actually do though.

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I’ll put a vid up later of ways to get good damage and good health regain off the same combos from juggle ender, to self sustain.

If your near a wall you should always use the splat ender to command grab for self sustain.

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Bats let her convert in interesting ways.

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Nobody mentioned this yet. You can do a 96 airdash to do a minimum height box dash.

For those who don’t play anime games that’s Up-Forward then Forward. You can’t roll the stick like Blazblue, but it’s doable low enough that you won’t cross over. It’s pretty much the way to set up ridiculous Marvel style offense.

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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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You don’t need to do manuals, you can squeeze in the light punch doubles instead and it’ll still end before they can break.

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Can Mira dash cancel bats? I was testing knockdown set ups and I simply mash dash during the bats but every now and then she would send out just two bats instead of three because she was dashing out of the animation before the third one would come it. It was really inconsistent and only randomly happened. Not sure if there was a mechanic I’m unaware of here.

Here are some good ways to get damage and regain health in the same combo from the juggle ender. Not sure exactly how viable these are yet as they are day one combos. The ideas are there though to adapt as you wish.

The main idea i’m trying to convey is self sustain combo’s in which you regain the health you lost causing the damage in the combo, as I think that might be the best way to play her. As long as you don’t get broken that is.

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Ok so I figured it out. After a normal throw, if you do medium bats you’re free to do whatever you want after the second bat. You can dash, jump, simply walk out of it, or even do a second special move. Here’s some set ups I’ve been working on

Throw > M. Bats > Dash forward > Mist through > Bats hit as you cross up.
Throw > M. Bats > Jump forward > Air dash forward > Cross up HK > Bats hit as you land giving you a huge manual window.
Throw > M. Bats > Dash forward > Standing HP (hits super meaty) > Bats hit after your attack giving you a huge manual window
Throw > M Bats > Crouch > Heavy/Medium reaping > double/linker> Bats either hit after your first double/linker or they’ll keep you safe if the reaping is blocked.

I’m sure there’s a ton more stuff that can be done with this but that’s just what I came up with after finding out how to do it.

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Speaking of 214MP/HP, considering how valuable momentum is for her and how much damage she does meterless I’d say that any meter you’re not using on shadow counters should go into shadow bats, either to keep your turn after a blocked high/low or to get in or to convert from fireballs that happen to connect in mid range. It’s such a good move, I got toooons of mileage out of it in my set just now.

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Nice writeup, a few quick notes:

  1. Reaver is not jab punishable as although it is -4, KI frame data lists startup frames THEN active frames (whereas many other games including street fighter list the first active frame as startup) so a jab or throw (including embrace) happens on the 5th frame. It is DP punishable still.

  2. KI has what are called manual cancel frames, which is where you can cancel the last few frames of certain moves into a normal attack (the number of frames being move dependent). So heavy trephine possibly IS around but only for specials, movement, etc whereas actual buttons will have more advantage.

There’s some good tech in this thread already, will be good to see how it develops.

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very good post! but what do the numbers mean? 214HP, 214MK, etc?

Think of a number pad on a keyboard. If you are facing right then 214 would be quarter circle back.

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You get more damage out of the manuals, though. 2% more, if I didn’t get something wrong =P

Crouching light kick is such a bad normal. It’s -5 on block

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Ah, damn, I had no idea of either of those!

I really dislike the idea of having an auto high/low mixup that’s safe on block against most characters =/ but I guess having it so vulnerable against shadow counters and taking quite a big chunk of health should make the -4 okay. And thankfully I don’t think we can get any manuals after reaping openers, except from a recap.

About the manual cancel window, that explains some stuff! xD thank you!

@R1stormrider: what @MBABanemobius said. 2 = down, 1 = down back, 4 = back.

@DEClimax yeah, I was thinking the exact same thing from just looking at her shadow moves. Seeing as how she’ll never need shadow linkers to stack up on damage from a lockout, and since her shadow reaping really doesn’t give us that much more damage, I’m guessing 90% of the time I’ll want to use meter for shadow counters, shadow bats and the occasional shadow embrace in case I really need the guaranteed life gain.

@SithLordEDP that’s a pretty neat discovery, but it really sounds like a bug xD I highly doubt they’d make M bats cancelable exclusively after a throw! Best not get used to using it, IMO ^^

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One thing I’ve been implementing with her is on lock out, you do the opposite from a normal character during lockout. Instead of light linker into heavy Auto’s, been using medium or heavy bite linker so I can pretty much gain as much health back and still still go for the damage ender as supposed to trying to build the KV up only to do hardly any damage but still get about the same amount of health back if you go with the qcb +HK ender.
Managed to get a Perfect in Ranked with her using this method.

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