Erika



= Background =

= Special Abilities =

Erika has no Special Abilities tied to the D button.

It is worth noting that Erika can dash over knocked down opponents, crossing them up, so long as they aren't at the very edge of the corner.

= Move List =

Normals
5A

150 damage - 70% fixed proration

A quick jab. Hits Mid. Air Unblockable.

2A

100 damage - 70% fixed proration

A crouching jab. Hits Mid. Air Unblockable.

jA

100 damage - 80% fixed proration

An air-to-air jab. Overhead.

5B

500 damage - 90% fixed proration

Spinning Roundhouse kick. Hits Mid. Air Unblockable. Slowly inches you forward with each press.

2B

400 damage - 75% fixed proration

A crouching kick. Hits Low. Air Unblockable.

jB

600 damage - 90% fixed proration

A rising air kick. Overhead.

5C

750 damage - 85% relative proration

Throws chain out, hitting in a straight line ahead. Hits Mid. Air Unblockable

2C

650 damage - 70% relative proration

While crouching throws the chain out in a straight line. Hits Low. Air Unblockable. Trip.

jC

750 damage - 85% fixed proration

An air-to-ground hit, tosses her chain out at a downward angle. Overhead. Be careful of when you execute the move, too low to the ground and it will not preform properly, giving you a whiffed move and leaving you vulnerable.

Throw

1300 damage

Command Normals
6A

600 damage - 70% fixed proration

Ground-to-air hit, tosses the chain in an upward angle. Air unblockable. Launcher.

6B

600 damage - 90% fixed proration

Preforms a small hop forward and does a kick exactly like her jB. Hits mid. Launcher. Aerial state.

Specials
Saki! (214A)

400 damage - 80% fixed proration

+ 500 damage - 80% fixed proration

Summon one of your subordinates to quickly appear and slash twice in front of you. Both hits are Mid. Launcher. Long recharge time.

Shoko! (214B)

1000 damage - 60% fixed proration

Summon one of your subordinates to appear and leap in the air, falling on top of your opponent. Hits Mid. Launcher. Short recharge time. This move also has slight tracking on your opponent.

I'll! (214C)

700 damage - 70% relative proration

Take matters into your own hands and rush at your opponent...only to fall on your face. Overhead. Air Unblockable.

Tight Chain (41236A/B)

No followup: 0 damage - 50% fixed proration

4C followup: 1200 damage

Twirl your chain and ensnare the enemy, pulling them in closer to you. Each version has specific properties:
 * A is fast but can be blocked. It can grab an opponent JUST as they are about to jump but the timing and vulnerability of the opponent is very tight. Catches crouching opponents.
 * B is much slower than the A version, however it is Unblockable and retains all other A version properties.
 * Pressing 4C as the move connects does a shoulder toss as opposed to pulling them towards you, this gives more damage and a hard knockdown.

Cyclone Chain (63214C)

10 damage - 100% proration

+ 200 damage - 70% fixed proration (x7)

+ 500 damage - 70% relative proration

Spin the chain around you, trashing everything in range. Knockback. Wall bounce. Massive push back on block.

Spiral Chain (623A/B/C)

623A: 800 damage - 100% proration

623B: 950 damage - 100% proration

623C: 400 damage - 100% proration

+ 500 damage - 100% proration

+ 600 damage - 100% proration

Preform a rising uppercut surrounded in chains. Air OK. Each version has specific properties:
 * A 1-hit, smallest lift and has a bit of horizontal movement forward. Air Unblockable.
 * B 1-hit, average lift. Air Unblockable.
 * C 3-hits, highest lift.All aerial versions have no specific properties with the exception of the C version still hitting 3 times, however the opponent must be either on a higher level than you to ensure multiple hits.

Supers
Rumble Chain (63214D)

300 damage (min. 75) - 100% proration (x7)

+ 1100 damage (min. 275) - 50% relative proration

Fiercely lash at everything before you, then deliver a decisive blow. Knockback. This move has 3 very interesting properties;
 * It hits 7 times and then 1 final strike before ending (7+1) for a total of 8 hits, but the final hit will only occur if one of the previous 7 hits successfully hits your opponent.
 * It has some Air Unblockable hits, it's still confusing as to how it works, but depending on your spacing it will actually connect on an opponent blocking in the air. The most guaranteed way to get this property is to be in close

Big Bang Break
Miyazato Corps, Gather! (41236ABC)

350 damage - 100% proration (x21)

+ 300 damage

= Tactics =

General Strategies
Erika feels like a mess of ideas, she has some interesting tricks but it's difficult getting them to work together.

Her greatest strength lies in her pokes, her C attacks have great range and do moderate damage on their own, also Super Jumping is more important for Erika than the rest of the cast as it extends the range she can safely execute a jC while jumping in on an opponent.

She is the only character with assists, the best think about her's are the fact they can't really be punished, the instant Erika does the summoning animation the assists will come out and attempt their attacks no matter what. Saki (her A assist) is best used for pressuring your opponent when in close and even keeping them out or punishing their attacks. Shoko (B assist) is great for numerous setups as she has delay, tracking, and will bounce your opponent up on hit

Erika's combos are rather "cookie cutter" and thanks to the game's scaling she has a hard time breaking into the 3k range for damage, but long combos aren't really her thing and some of her smaller and more simple combos do moderate enough damage to not hurt her in this regard. In fact by comparison her Super by itself does more damage than other character's lone Supers do.

Combos
Mid Screen [ 214+B > 2C > 6A > JC > jC > 623+C ] - Go into the combo immediately after calling Shoko, mistiming it could lead to a dropped combo. This combo can work from the maximum length of Erika's C attacks, however you lose the ability to connect the Spiral Chain at the end.

[ 2C > 6A > JC > jA > jB > jA > 623+C ] - The followups after the Jump Cancel must be done rapidly as you don't have much air time and the chance for opponent tech can come quick.

[ 214+B > 2C > 6A, wait for the hit, 6A > JC > jB > jA > 623+C ] - Slight augmentation of above combo.

[ ~ 5C > 2C > 41236+A > 214+A > 214+B > 63214+C > 41236+A~4C ] - Midscreen combo that can start from almost anything (max damage off 5c starter) the trick is to cancel the 41236a towards the end into the 214a assist. To get the 41236a to combo from 63214c you should cancel into it as soon as 63214c ends. The 41236a~4c means input 4c after the 41236a connects to get the shoulder toss for a hard knockdown. Tested on rouga, uknown of works on the rest of the cast but I assume it does

[ 214+B > 41236+A > 214+A > 214+B > 63214+C > 41236+A~4C ] - Midscreen variation of above starting from a 214b hit. The trick to linking the 41236a after 214b is to wait until they just start falling from the ground bounce. The 214b assist will have cooled down by the middle of 214a, so the timing is slightly different than the above combo for that part. Basically this is for the hopeful 214b hit you will get after the hard knockdown from the above combo to loop it back into oki and ideally do this until they're dead. Tested on rouga, uknown if works on the rest of the cast. Corner [ 5C > 2C > 5C > 63214+C > 63214+D ] - Must be close to your opponent when executing because Cyclone Chain > Rumble Chain can only connect with Cyclone Chain's wall bounce, if too far away the opponent has an opportunity to tech out.

[ 2C > 6A > 63214+C >63214+D ] - Same notes as above combo.

[ 2A > 2B > 63214+C &times; 3] - Strict timing and spacing, a 4th Cyclone Chain will drop on all characters. Can also be started with either 5A or 2A > 5B

= Notes & Glitches =


 * Her name is written as 宮里絵梨花 (read as Miyazato Erika) in Big Bang Age, and she was initially introduced in trial builds under the same name, however the manual and character select screen write her name as 宮里軍団 (read as Miyazato Gundan). Gundan means "Corps" or "Army", this is to signify Erika, Shoko, and Saki as a single unit.


 * In the current demo build Erika has a small graphical and audio glitch, sometimes after using an assist the X stating it's unusable will not go away. After the allotted time even if the X is still there you can still summon the assist again, but this glitch is made worse cause you also don't get the audio cue (Osu!) telling you when it's ready either. So be mindful of that at times.


 * Has an infinite the involves repeated use of Tight Chain A, since there is no significant cool down on the attack it can be canceled into itself repeatedly (note after the 6th hit only does 1 point of damage each time). This has since been fixed as of ver 1.02.


 * For some reason when ever her Cyclone Chain is blocked in the air the opponent's tech animation and sound play.


 * For some reason, Erika's Big Bang Break's last hit isn't counted by the combo counter, and hits for its full damage (a whopping 300!), yet there does not seem a way to avoid the damage of that last hit.