Your Only Move Is HUSTLE

Your Only Move Is HUSTLE

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Guide To Miko
By Penutbroski and 1 collaborators
A complete reference to InklessBrush's character, Miko. Covers all attacks and unique mechanics.
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Introduction
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2931598870
Miko, by InklessBrush, is a modded YOMI Hustle character inspired by Vergil from the Devil May Cry series. She excels at neutral pressure and flashy combos and can devastate her opponents with two self-buffs and extremely powerful supers.

A huge amount of the technical data and information in this guide comes from Ozzatron, who has been extensively documenting Miko with every update. Icons, organization, and presentation by Penutbroski.

Miko is compatible with the Codex mod and you can see some basic information about her special mechanics in-game if you have it installed.

Style Compatibility
As of recent updates, Miko is now fully compatible with the player's chosen style, instead of being fixed to using bright green visual effects for her attacks.

Miko's "default" color palette is #00FF8D (Extra Color 1) and #222126 (Outline, Extra Color 2). She will use these colors if none are specified in style.

Miko uses your style colors in the following ways:
  • Parry: Outline Color (used alongside pure white)
  • Burst: Outline Color
  • Afterimages: Extra Color 1
  • Sword and scabbard: Extra Color 2
  • Bright sword slashes: Extra Color 1
  • Darker sword slashes: Extra Color 2
  • Empowered Cloud Divide (sword wave): Extra Color 2 (front), Extra Color 1 (back)
  • Empowered Cloud Divide (impact): Outline Color (circle), Extra Color 1 (slashes)
  • Shrine Sweep, Slight Smite Slice and Smite Slice: Extra Color 1 + Outline Color
  • Bankai activation circle: Extra Color 1
  • Shikai and Bankai flash: Extra Color 2
  • Divine Burial: Outline Color (windup vignette and some slashes), Extra Color 1 (more slashes)
  • Divine Burial Finisher: Extra Color 1 (screen-covering slashes), Outline Color (shattering glass)
  • Shukai aura-replacing particles: Extra Color 1
  • Shin Shukai V particles: Extra Color 1
  • EX skin install background "Reality Marble: Hollow Casket Funeral": Extra Color 1
Almost everything else not listed here uses Extra Color 1.
Core Mechanics
Here is a quick overview of Miko's stats:
  • Miko has the standard 15,000 HP.
  • Miko's hurtbox is 12x17 pixels (12 units wide, 17 units tall).
  • Miko takes 1.25x damage from all sources by default, making her effective health 12,000.
  • Miko's maximum ground speed is 12.
  • Miko's maximum air speed is 12.
  • Miko has SWORD and SPELL charges, which enable large portions of her move set.
  • Miko has two self buffs (installs) which are mutually exclusive: Shukai and Shin Shukai.
  • Miko has Motivation Notches which control access to her Shukai and Shin Shukai installs. She starts the game with three Motivation Notches.

Meter Gain
Miko does not generate meter when her hitboxes strike enemies.

Instead, Miko passively stores bonus super meter at all times, separately from her standard super meter. This stored bonus is not displayed on the screen, but is tracked in the background.

When Miko lands combos on her opponent, she generates bonus super meter based on the combo count. Some of her moves provide bonus super meter just by being used at all, though most of these bonuses are reduced by her combo count.

The amount of bonus super meter gained from combos scales as follows:
MeterGain = 160 + 20 * (ComboHits + 1) // capped at 560
For comparison, a single full bar of super meter is 140 units internally. Long combos will generate significantly more meter, but short combos still give a reasonable baseline. A 6 hit combo generates 280 (two full bars) and a 20 hit combo generates 560 (four full bars).

More details on Miko's combo count based meter gain:
  • Miko cannot gain more than four full bars of meter from a combo, no matter how long it is. This means she stops gaining meter for combos longer than 20 hits.
  • Miko gains half as much meter from combo count when either Shukai or Shin Shukai is active.

Miko rapidly cashes in her stored bonus meter by converting it to real super meter when she is in neutral (not attacking the opponent or being attacked herself). A quiet "clink" sound is played and a visual slash effect appears atop Miko when this occurs after a combo ends.

SWORD and SPELL Charge
Miko has two charge meters, SWORD and SPELL. Both can be charged up to three levels, but they are mutually exclusive and only one can be charged at a time. Charging SWORD and SPELL is free and the player can choose which one to charge every turn by selecting the toggle switches above their move controls.
  • If Miko switches to charging SWORD, all SPELL charges are immediately lost.
  • If Miko switches to charging SPELL, all SWORD charges are immediately lost.
  • If Miko is struck or grabbed, she loses all charges immediately.
  • If Miko uses Shikai while charging SWORD, she gains 2 charges at once.
  • If Miko uses Bankai while charging SWORD, she gains all 3 charges at once.
  • In Shin Shukai, any action which charges SWORD or SPELL charges all 3 levels at once.

Many of Miko's moves cannot be used without at least one or more SWORD or SPELL charges, meaning Miko must continuously toggle the switches to gain access to the moves she needs at the given moment.

As a third option, Miko may choose to charge Motivation. Each turn this toggle is selected, Miko trades half of a bar of super meter for 1 Motivation Notch.

Combo Pushback
During Miko's combos, neither she nor her opponent will be pushed away from each other.

Typically in YOMI Hustle, pushback is applied to both players during a combo which scales with the combo count.

This behavior is shared with some of InklessBrush's other characters, such as Vixen.
Shukai and Shin Shukai
Miko has two mutually exclusive self-buffs, or "installs": Shukai and Shin Shukai. Shukai is a primarily defensive buff that grants damage resistance and health regeneration, while Shin Shukai sacrifices your own health to enable unparalleled and overwhelming offensive capabilities.

Both installs are activated with the same move, appropriately named Shukai. This move costs 1 bar of meter to use and has a toggle option for which install you would like to use. The installs themselves activate on frame 11; if the move is interrupted before this point, they won't activate and won't consume any Motivation Notches.

Shukai gives Miko invulnerability from frame 11 to frame 16 of its startup animation.

In order to use Shukai, Miko's counter of Motivation Notches must be at least 10. This can be seen on the UI, but Miko's ghost will flash in the preview if she has sufficient notches. No specific level of meter is required to use Shukai, just the one bar to activate the move itself.



Motivation Notches
Miko starts the game with three Motivation Notches, and they are capped at 25. The following actions give Miko notches:
  • Losing health to opponent combos gives +1 notch for every 1000 health lost.
  • Choosing to charge Motivation gives +1 notch at the cost of half of a bar of super meter.
  • Parrying anything (melee or projectile) gives +1 notch.
  • Reaching frame 48 of Immortal Temptation's animation gives +1 notch.
  • Using Celestial Throne gives +3 notches on its second frame.



Shukai (Install)
Activating the Shukai install grants Miko several buffs:
  • Miko takes 0.95x damage instead of 1.25x. This is equivalent to gaining 24% damage reduction.
  • Miko constantly gains meter (1 point of meter per frame, or 42.9% of a bar per second).
  • Miko regenerates 10 health every 6 frames unless she is in hitstun or at full HP.
  • If Miko is below 10,000 HP, she instead regenerates 20 health every 6 frames.
  • If Miko is below 5,000 HP, she instead regenerates 30 health every 6 frames.

Shukai also has one downside: Miko's meter generation from landing combos is halved while it is active.

When Shukai begins, Miko consumes all her accumulated notches. The install has a finite duration and having more notches when it is activated makes it last longer. The base duration is 750 frames (12.5 seconds); each additional Motivation Notch gives 45 more frames (+0.75 seconds).

Shukai's duration does not tick down while Miko is in hitstun.

Shukai's activation is signaled by an ominous, deep sound and an intense screen shake. For its duration, Miko replaces whatever aura her player selected with a field of tiny, upwards arrows.



Shin Shukai (Install)
Activating Shin Shukai instantly sacrifices 10% of Miko's current health.

Shin Shukai's effects while active are similar to Shukai, but more aggressive:
  • Miko takes 1.0x damage instead of 1.25x. This is equivalent to gaining 20% damage reduction.
  • Charging SWORD or SPELL gives all 3 charges in one turn.
  • Miko constantly gains meter (1 point of meter per frame, or 42.9% of a bar per second).
  • If Miko is not in hitstun, she increases her meter gain rate by 1.33x (total of 57.1% of a bar per second).
  • Walking gains access to a frame 5 teleport, moving Miko 80 pixels in the given direction if the slider is over 60. It still has the same IASA.
  • Formal Greeting is disabled.
  • Casual Talk and Fate Severe can be used in neutral.
  • Casual Talk is replaced with Casual Talk EX, a much stronger 6 hit combo.

The vast majority of Shin Shukai's power comes from the instantaneous charging of SWORD and SPELL, allowing Miko to repeatedly fire off her strongest moves in quick succession.

Shin Shukai also has one downside, the same as Shukai: Miko's meter generation from landing combos is halved while it is active. Like her other install, Shin Shukai's duration does not tick down while Miko is in hitstun.

While Shin Shukai is active, Miko is surrounded by two bright glowing lines in a "V" shape. These lines disappear if she is in hitstun. Shukai's own visual effects remain visible while Shin Shukai is active.

Shin Shukai's activation is signaled by a ominous, deep sound and an intense screen shake, with the screen near Miko shattering into brightly colored glass shards.
Show Motivation
In addition to her two standard installs, Shukai and Shin Shukai, Miko has a third temporary install that can be activated via using Burst Cancel.

Unlike her standard installs, the Burst Cancel install (called "Show Motivation" in previous versions of the character's UI) does not require or consume any Motivation Notches and has a fixed duration of 240 frames (4 seconds).

For the duration of Show Motivation, Miko is considered to have Shin Shukai active, but gets slightly different buffs:
  • Miko gains stored meter equivalent to standard Shukai instead of Shin Shukai.
  • Unlike her standard installs, Miko's meter gain from combo count is not halved.
  • Miko cannot use the Walk teleport, but has access to Casual Talk EX and all other features of Shin Shukai.
  • Charging SWORD or SPELL gives all 3 levels in one turn.

All of these extra features have no impact on the standard functionality of Miko's Burst Cancel. It still comes out in 2f, staggers the opponent if they are close enough and cancels out their Burst if they use it.
Defensive Mechanics
Miko's defensive options are standard when compared to the vanilla cast, with a few caveats and limitations.
  • Miko's Block and Push Block are standard, with custom VFX and SFX.
  • Instead of a standard roll, Miko has Dodge, which has a customizable distance 0-100 and can be used in the air. It sets stance to neutral. It can also be flipped to roll backwards. IASA 20f. This is identical to her second getup option, Tech Sonido.

Miko's bursts have additional properties, mainly in shifting her stances:
  • If Miko Bursts out of an opponent's combo, she is put into the Bankai stance for one turn.
  • If Miko uses Burst in neutral ("Defensive Burst") or Burst Cancel (aka "Offensive Burst"), she is put into the Shin Shukai stance for one turn.
  • If Miko uses Burst Cancel, she enters the Show Motivation install (see above).

Getup
Miko has two options when floored:
  • Getup: 8 frames (standard)
  • Tech Sonido: 20 frames, with a customizable distance 0-100. Can be flipped to go backwards.

Hyper Armor
Miko has a few moves which grant hyper armor, which can only be broken by grabs, command grabs, and guard breaks. While this hyper armor is active, she takes reduced damage from the opponent based on their distance to her.
  • Within 120 pixels: 0.85x damage
  • Between 121 and 240 pixels: 0.75x damage
  • 241 pixels or further: 0.6x damage
Miko's hyper armor damage reduction overrides her default 1.25x damage multiplier, as well as the changes made by Shukai and Shin Shukai.

If Miko is in the middle of a move with hyper armor and the opponent strikes her, dealing more than zero damage, she becomes actionable, unless its a projectile. This is colloquially called an "armor cancel". When this happens, it behaves as if Miko used a Free Cancel, meaning if she holds her move, it is a free parry for the opponent.

Whenever Miko's armor cancel triggers, a unique sound is played and both she and her opponent automatically tech any grabs/throws for the next 5 frames. This stops either Miko or her opponent from immediately landing a grab after her armor is struck.

Additionally, for visual flair, 12 frames of global hitlag are triggered for replays.
Movement
Unlike many characters, Miko cannot dash or air dash, which leaves her standard ground and air movement options limited. Despite these limitations, Miko is capable of extremely nimble movement using a mixture of jumps and teleports.

Grounded Movement
Miko's only ground movement option is Walk, which has a 0-100 horizontal slider.
  • Walking at a "speed" of 30 or higher is considered walking forwards. The exact speed at which Miko walks forwards is controlled by the slider.
  • Walking forwards has a movement IASA of 10f to 15f depending on the slider.
  • 30-60: 10f // 61-70: 12f // 71-80: 13f // 81-90: 14f // 91+: 15f
  • Walking at a "speed" of 0-29 is considered walking backwards and is IASA 11f at least.
  • Walking backwards incurs a penalty of 5 Sadness.
  • Miko gains a frame of hitlag on frame 6 of walking backwards.
  • If the opponent's current move is set to "beat backdash" as an internal flag, Miko will continuously walk backwards until her opponent is actionable.
  • In combos, walking forwards is IASA 8f and walking backwards is IASA 9f.

When Shin Shukai is active, Miko's walk gains the option to include a free frame 5 teleport. To use this, she must walk forwards at a "speed" of at least 60. The teleport moves her a fixed distance of 80 pixels.

Jumping
Miko's jumps are standard. Short jumps within the green circle on the aiming dial are IASA 10f. Longer jumps are IASA 15f if performed straight up or backwards, and IASA 11f if aimed towards the opponent. Miko's base jump speed is 9.

Miko's Super Jump equivalent is called Big Jump and is standard, with IASA 16f. It auto tracks the opponent if used in neutral, and can be almost freely aimed in combos.



Aerial Movement
Miko's base max fall speed is 12. She shares the universal Fast Fall ability with the vanilla cast, though the immediate downwards momentum it provides is extremely strong.

Miko has one air option in neutral, increased to two during a combo. Along with Double Jump, the following moves cost an air option:
  • Denied Wish
  • Shikai
  • Shunpo
  • Bankai
Likewise, Miko has a few moves that offer significant aerial movement that DO NOT consume air options:
  • Good Evening
  • Hirenkyaku
Miko's double jumps are standard and have a base speed of 9. Short jumps within the green circle on the aiming dial are IASA 10f. Longer jumps are IASA 11f.
Teleport/Blink Movement
Miko has multiple general-purpose teleport moves. While some require commitment and others are only sometimes available, all of her teleport options are extremely strong both in neutral and for extending combos.

Sonido
Miko's unique grounded movement option is the Sonido, a delayed directional teleport akin to Cowboy's Foresight.

Sonido has a wide 360 aimable range in both neutral and combos, but has restricted backwards mobility. When used, a glowing Miko afterimage is shown at the target position, quickly followed by a Slight Smite Slice (unless Miko is mid-combo).

Sonido afterimages cannot be destroyed or interfered with by the opponent, unlike Cowboy's Foresight. Miko is pushed in the opposite direction the afterimage is placed in when Sonido is used. If Miko is struck, any placed afterimages vanish.

Sonido is committal. Once the afterimage is placed, Miko WILL move to its position immediately at the beginning of her next action.

Sonido requires SPELL I (at least 1 SPELL charge available) and consumes this charge when used. In combos, Sonido costs half of a bar of meter.

Technical details
  • IASA 12f OR 16f. If any direction selected is 0.50 or greater, Sonido is IASA 16f.
  • During combos, Sonido is always IASA 8f.
  • In neutral, the Slight Smite Slice is created frame 6 and strikes frame 19.
  • While setting up the Sonido, Miko is throw invulnerable from frame 3 to frame 6. She is also invulnerable to all other attacks on frames 4 through 6.
  • Sonido afterimages last for 30 frames total (this includes its initial IASA) before expiring.
  • Jumping or Big Jumping out of a Sonido placed in the air does NOT consume an air option.
  • Using Sonido in neutral incurs a penalty of 15 Sadness.
  • Miko generates 14.3% of a bar of stored meter when the afterimage is placed, reduced based on her combo count.
  • Miko generates 25% of a bar of stored meter when she teleports to the afterimage, reduced based on her combo count.
  • Sonido cannot be used in the air and is replaced with Shunkan.
Sonido cannot be used repeatedly, but it can be used immediately after Shunkan.



Shunkan
Miko's unique aerial movement option is the Shunkan. This is more or less the Sonido but aimed at the floor.

When Shunkan is used, a glowing Miko afterimage appears on the floor, quickly followed by a Slight Smite Slice (unless Miko is mid-combo). The position of this afterimage can be horizontally aimed using a 0-100 slider. If set to 40, Miko will teleport straight downwards. Unlike Sonido, Miko is not pushed anywhere when initiating a Shunkan.

Shunkan afterimages cannot be destroyed or interfered with by the opponent, unlike Cowboy's Foresight. If Miko is struck, any placed afterimages vanish.

Shunkan is committal in exactly the same way Sonido is.

Shunkan requires SPELL I (at least 1 SPELL charge available) and consumes this charge when used. In combos, Shunkan costs half of a bar of meter.

Technical details
  • IASA 10f OR 14f. If the slider is 50 or greater, Shunkan is IASA 14f.
  • During combos, Shunkan is always IASA 8f.
  • In neutral, the Slight Smite Slice is created frame 6 and strikes frame 19.
  • Miko is throw invulnerable from frame 3 to frame 6, and invulnerable to all other attacks on frames 4 through 6. This occurs both when setting up the Shunkan and when reusing Shunkan to teleport to the afterimage.
  • Shunkan afterimages last for 30 frames total (this includes its initial IASA) before expiring.
  • Double Jumping out of a Shunkan DOES consume an air option, despite the jump coming from the ground.
  • Using Shunkan in neutral incurs a penalty of 6 Sadness.
  • Miko generates 14.3% of a bar of stored meter when the afterimage is placed, reduced based on her combo count.
  • Miko generates 25% of a bar of stored meter when she teleports to the afterimage, reduced based on her combo count.
  • Shunkan cannot be used on the ground and is replaced with Sonido.
When Shunkan places Miko on the floor, her vertical velocity is set to zero.



Shunpo
Shunpo is a unique movement option available after Miko lands an Omamori tag.

When used, Miko teleports directly in front of the opponent. If flipped, she appears behind the opponent instead. Shunpo costs an air option if used in midair.

Shunpo can only be used within 30 frames after an Omamori tag is landed. Miko is guaranteed to be allowed at least one action after the tag's impact before the Shunpo window expires. If time permits, Miko may use Shunpo multiple times within the 30 frame window.

Technical details
  • IASA 14f (12f in combos)
  • Miko teleports frame 3. This means nothing but Burst can hit her before she disappears.
  • This move has no hitboxes and is a pure movement tool.
  • Shunpo does not interrupt or cancel any of Miko's stances, such as Shikai or Bankai.
  • Using Hold or Farewell prevents the Shunpo timer from running out for their duration.
Grounded Attacks
Miko's grounded attacks are a blend of quick, low damage attacks and a few situational, heavily damaging moves. Due to the lack of default pushback when Miko is in play, her opponents will find it difficult to escape from her grounded combos without significant usage of DI.

Farewell
~3f STARTUP
16f IASA
+14f ON HIT
NO FREE CANCEL
Grab hitbox
1650 DAMAGE IN 4 HITS

Standard grab. Very short range, decent damage. Tosses the enemy at a gentle diagonal and then hits them with three remote Slight Smite Slices.
  • Trajectory is majorly affected by the opponent's DI. It is impossible to follow up on Farewell if the opponent DI's diagonally up and out.
  • Allows use of Slight Smite Slice and Smite Slice.
  • Blocks use of Bankai, Sonido, Shunkan and Shunpo. These moves cannot be used as immediate follow-ups to Farewell.
  • Blocks use of the toggle to fire Omamori cards when selected.
  • Cannot be used immediately following Sonido or Shunkan.

Formal Greeting
~4f STARTUP
16f IASA
+16f ON HIT
All hitboxes
LOW BLOCK
-1f ON BLOCK
500 DAMAGE IN 2 HITS

Miko delivers two very quick bashes with her scabbard. Grounded combo opener.
  • Opponent is held in place for the duration of this attack and cannot DI out.
  • First hit doesn't contribute to combo proration or hitstun decay.
  • Second hit has a 0.5x DI multiplier, making followups almost always guaranteed.
  • Allows use of Casual Talk.

Shoes Off
~5f STARTUP
18f IASA
+16f ON HIT
LOW BLOCK
+0f ON BLOCK
750 DAMAGE IN 1 HIT

A standard 5f slash. Can be used as a combo opener.
  • Miko phases forwards a very short distance on frame 5.

Head Off
~6f STARTUP
17f IASA
+25f ON HIT
HIGH BLOCK
-1f ON BLOCK
750 DAMAGE IN 1 HIT

A wide reaching 6f uppercut which is a dedicated launcher.
  • Extremely flexible and valuable in combos, but is a 50/50 gamble in block strings.
  • If the opponent blocks Head Off, they are nudged into the air. This does not occur if it is parried.
  • Phases very slightly forwards on frame 5.

Bow Down
~6f STARTUP
15f IASA
+19f ON HIT
HIGH BLOCK
-1f ON BLOCK
750 DAMAGE IN 1 HIT

A heavy 6f downward slash. Uses the same animation as Cloud Divide.
  • Always ground bounces the opponent.
  • A good choice after landing Head Off if you don't want to send the opponent flying.
  • Rather safe due to its wide hitbox and quick IASA.

Casual Talk
~4f STARTUP
24f IASA
+26f ON HIT
First hitbox
LOW BLOCK
-2f ON BLOCK
Second hitbox
HIGH BLOCK
-2f ON BLOCK
660 DAMAGE IN 2 HITS

Grounded combo middle attack. Has a built in low/high mixup.
  • Opponent is held in place for the duration of this attack and cannot DI out.
  • Second hitbox lands 9 frames after the first. The first hit deals 250 damage, the second deals 650 damage.
  • Second hit has a 0.8x DI multiplier and is completely unsafe on block.
  • Allows use of Impolite and Fate Severe

Casual Talk EX
~4f STARTUP
24f IASA
+22f ON HIT
First hitbox
LOW BLOCK
-2f ON BLOCK
Second hitbox
HIGH BLOCK
-2f ON BLOCK
2180 DAMAGE IN 6 HITS

Casual Talk, but repeated 3 times in a row for heavy damage.
Can only be used with Shin Shukai active.
  • Follow-up hitboxes: Low -2, High -2, Low -2, High -2
  • This attack replaces Casual Talk when Shin Shukai is active.
  • Miko will automatically use Fate Severe after landing this move.
  • Opponent is held in place for the duration of this attack and cannot DI out.
  • If either of the opening two hitboxes are blocked or parried, Miko will stop after the first two hits.

Fate Severe
~20f STARTUP
54f IASA
+7f ON HIT
AUTO FREE CANCEL
HITS OTG
First hitbox
HIGH BLOCK
+4f ON BLOCK
Second hitbox
HIGH BLOCK
+4f ON BLOCK
3000 DAMAGE IN 2 HITS

Grounded combo finisher. A brutal haymaker swing with absurd damage.
  • First hitbox comes out in 2 frames, but does 0 damage and will not connect in neutral. If the opponent is already in hitstun, Fate Severe is a guaranteed hit.
  • Can be flipped reliably to send the opponent the other way.
  • Deals extreme knockback. Fate Severe can and often will wallsplat the opponent.
  • Both hitboxes can strike floored opponents.
  • Initial "pickup" hitbox is a large square surrounding Miko.
  • Main swing hitbox is always safe on block, but can be parried.
  • Second hitbox lands 18 frames after the first.
  • Minimum damage is 1000.
  • Miko generates 14.3% of a bar of stored meter at the end of Fate Severe's animation.
Hustles and Taunt Attacks
Miko's Hustle is a functional attack with hitboxes. In addition, she has another taunt-like attack that generates meter like a Hustle.

Immortal Temptation
~9f STARTUP
10f IASA
+19f ON HIT
AUTO FREE CANCEL
All hitboxes
HIGH BLOCK
+0f ON BLOCK
400 DAMAGE IN 6 HITS

A taunt where Miko casually spins a spirit blade atop her finger.
  • This move is a Hustle, meaning it is always free canceled and generates a bar of meter through its duration.
  • Opponent is held in place for the duration of this attack and cannot DI out.
  • Technically can strike floored opponents, but the hitbox is nowhere near the floor.
  • If Miko completes the full 48 frame animation, she gains 1 Motivation Notch.
  • If Miko has Shukai or Shin Shukai active, completing the full 48 frame animation grants +60 frames (+1 second) duration to her active install.
  • Allows use of Divine Burial if SWORD III is available.
  • During this move, any cards in standby from Arashi or Ame are paused until the end of the hustle or until the hustle is canceled into any move but Wait. If the full hustle plays or is canceled early into any move but Wait, the cards will be fired immediately.

Celestial Throne
~11f STARTUP
60f IASA
+0f ON HIT
GUARD BREAK
NO FREE CANCEL
HITS OTG
Both hitboxes
HIGH BLOCK
+0f ON BLOCK
REQUIRES L5 METER
COSTS 0 BARS
860 DAMAGE IN 2 HITS

A taunt where Miko vanishes, only to slam down in a plastic lawn chair like the classic Vergil meme.
  • Both hits deal 500 damage individually.
  • Has a short range but automatically tracks the opponent both in neutral and during combos.
  • Miko is invulnerable from frame 5 to frame 30.
  • Can strike floored opponents.
  • On hit, Miko is actionable in 30 frames.
  • If blocked, Miko and the opponent are actionable simultaneously.
  • If parried, Miko is actionable in 60 frames.
  • Miko may choose to remain seated in the Celestial Throne indefinitely. If she does, the move is interruptable every 10 frames.
  • While sitting in the Celestial Throne, Miko continuously generates stored super meter at a rate of 53.6% of a bar per second.
  • Miko immediately gains 3 Motivation Notches by using this move if she does not have Shukai or Shin Shukai active.
  • If Miko has Shukai or Shin Shukai active, their duration will not decrease while she is sitting in the chair beyond the first 30 frames.
  • During this move, any cards in standby from Arashi or Ame are paused until the end of the hustle or until the hustle is canceled into any move but Wait. If the full hustle plays or is canceled early into any move but Wait, the cards will be fired immediately.
Aerial Attacks
While airborne, Miko has access to the following ground attacks:
  • Farewell
  • Shoes Off
  • Cloud Divide

All moves listed here have no changes from their grounded versions. Miko may also use Head Off in the air, but it features numerous changes detailed below. For the purposes of this guide, the airborne variant of Head Off is named Head Off (Air).

Head Off (Air)
~5f STARTUP
16f IASA
+22f ON HIT
HIGH BLOCK
+1f ON BLOCK
750 DAMAGE IN 1 HIT

A wide reaching 5f uppercut. A very easy move to hit versus a reeling midair opponent.
  • When used, Miko gets a short burst of upwards and forwards momentum.
  • Phases very slightly forwards on frame 5, less so than Shoes Off.
  • Does not cancel Shikai or Bankai stances.

Slip
~6f STARTUP
20f IASA
+16f ON HIT
HIGH BLOCK
+0f ON BLOCK
650 DAMAGE IN 1 HIT

A lightning fast dive kick.
  • Has a "Fall" toggle when selected. If enabled, Miko dives more downwards.
  • Will have less than 20f IASA if Miko touches the ground early.
  • Can be used repeatedly if still in midair.
  • Blocks the usage of Good Morning and Good Afternoon.
  • Extremely useful in neutral for aggressive or retreating wavelands.

Good Morning
~5f STARTUP
17f IASA
+16f ON HIT
HIGH BLOCK
+0f ON BLOCK
500 DAMAGE IN 1 HIT

A rather quick, wide hitbox aerial cut.
  • Aerial combo opener with good frame data.
  • Has a "Fall" toggle when selected. If enabled, Miko's upwards momentum is halted and she immediately begins descending frame 1.
  • Good Afternoon is a direct upgrade to this move, and can be used after using Shikai or Bankai, or with Shin Shukai active.
  • Allows use of Good Afternoon.

Good Afternoon
~4f STARTUP
16f IASA
+18f ON HIT
HIGH BLOCK
-1f ON BLOCK
500 DAMAGE IN 1 HIT

Aerial combo middle attack. Has a similar hitbox to Good Morning, but moves Miko forwards a bit on use.
  • Easily combos into either Good Evening or Good Night.
  • Has a "Fall" toggle when selected. If enabled, Miko's upwards momentum is halted and she immediately begins descending frame 1.

Good Night
~10f STARTUP
24f IASA
+19f ON HIT
GUARD BREAK
HITS OTG
HIGH BLOCK
+2f ON BLOCK
900 DAMAGE IN 1 HIT

A crushing overhead guard break. Also useful as an aerial combo finisher.
  • Very strong spike that puts the opponent into knockdown.
  • Can strike floored opponents. This lets you use Good Night to force your opponent off the floor and continue a combo.
  • If Miko is touching the floor when Good Night hits her opponent, she will be considered grounded for her next turn.
Grounded Specials
Most of Miko's specials are not particularly special and are more akin to a second set of standard attacks. Some, however, have unique or complicated properties.

Heaven Split
~7f STARTUP
24f IASA
+20f ON HIT
LOW BLOCK
+0f ON BLOCK
800 DAMAGE IN 1 HIT

A huge, sweeping uppercut. Strangely, is a low block.
  • Miko dashes forwards automatically based off of her distance to the opponent.
  • Has hitboxes on frames 7 and 8. At very precise distances, Heaven Split may strike the opponent on frame 8 instead.
  • This move is always safe on block, unlike Ninja's Uppercut.
  • Covers a huge amount of space and can often clash with the opponent's moves.
  • When used, Miko leaps into the air regardless of whether the move connects.
  • If an opponent blocks or parries Heaven Split, they will be dragged into the air.

Impolite
~7f STARTUP
22f IASA
+15f ON HIT
LOW BLOCK
+3f ON BLOCK
750 DAMAGE IN 1 HIT

A charging scabbard bash. Has extreme block advantage, but a small hitbox.
  • Has hitboxes on frames 7 through 10. At very precise distances, Impolite may strike the opponent on different frames.
  • Can only be used in neutral and after Casual Talk.
  • Blocks use of Farewell.
  • Allows use of Rudeness and Ceremony.

Shrine Sweep
~10f STARTUP
35f IASA
+16f ON HIT
All hitboxes
LOW BLOCK
+2f ON BLOCK
860 DAMAGE IN 4 HITS

A long forwards dash where Miko vanishes and becomes a flurry of hitboxes. When it starts, Miko moves backwards a tiny distance on frame 4.
  • Hitbox delay: 10f, then +2, +2 and +2.
  • Miko is invulnerable to projectiles from frame 2 to frame 13.
  • Shrine Sweep slows down its movement if it lands a hit, making it easier to land further hits.
  • Shrine Sweep is marked as "beats backdash" and will cue opponent characters' programming to leave them vulnerable to it even if they try to dash backwards out of the move.
  • Miko becomes actionable if the opponent blocks any of Shrine Sweep's hitboxes, but not if they parry it.
  • Shrine Sweep does not stop if parried. The opponent must also parry the other hitboxes to do anything safely.
  • Shrine Sweep does not stop if clashed, no matter which hitbox is clashed with.

Rudeness
~10f STARTUP
22f IASA
+15f ON HIT
All hitboxes
HIGH BLOCK
-1f ON BLOCK
840 DAMAGE IN 4 HITS

A forwards flipping saw-like slash combo. Teleports backwards on use.
  • Hitbox delay: 10f, then +3, +3 and +9.
  • Due to the backwards teleport, this move usually has to be Flipped to connect.
  • Rudeness does not stop if parried. The opponent must also parry the other hitboxes to do anything safely.

Cloud Divide
~9f STARTUP
17f IASA
+21f ON HIT
NO FREE CANCEL
HITS OTG
Melee hitbox
HIGH BLOCK
+0f ON BLOCK
Projectile
HIGH BLOCK
+0f ON BLOCK
REQUIRES SWORD I
STANDARD
820 DAMAGE IN 2 HITS
PROJECTILE DAMAGE 650
EMPOWERED
1040 DAMAGE IN 2 HITS
PROJECTILE DAMAGE 1000

A vertical slash that spawns a typical sword beam.
  • The opponent can vastly reduce the on-hit advantage by DI'ing downwards, to as low as +7f.
  • When used at SWORD charge 1, the projectile has velocity 7. It is sped up to velocity 15 if used at SWORD charge 2.
  • When used at SWORD charge 3, becomes Empowered Cloud Divide and moves at velocity 20.
  • Restores a free cancel on hit, like most vanilla projectiles.
  • The projectile is immune to being stopped by opponent projectiles, but can be struck out of the air with opponent melee hitboxes.
Empowered Cloud Divide (SWORD III) fires a much larger and more damaging projectile.
Smite Slice Specials
Miko has two variants of Smite Slice. Both are special moves which are similar to Cowboy's Lightning Slice, but slower and with a bit more flexibility. Both of them require SWORD charges to use.

Slight Smite Slice
~18f STARTUP
14f IASA
+28f ON HIT
NO FREE CANCEL
Projectile
HIGH BLOCK
+2f ON BLOCK
REQUIRES SWORD I
550 DAMAGE IN 1 HIT

A remote slash with a 0-100 distance slider. Notably, Miko is actionable before the attack hits.
  • Slight Smite Slice is a projectile and can't be parried. This move has no melee hitboxes.
  • Slight Smite Slice cannot be interfered with by opponent projectiles.
  • Can do air ground bounces if it hits a midair opponent.
  • Miko is gently pushed backwards upon using this move.
  • Can be followed up with Smite Slice, but not itself.

Smite Slice
~18f STARTUP
14f IASA
+28f ON HIT
NO FREE CANCEL
Projectile
HIGH BLOCK
+2f ON BLOCK
REQUIRES SWORD I
850 DAMAGE IN 1 HIT

A larger and deadlier remote slash which is full 360 aimable. This move is a direct upgrade to Slight Smite Slice.
Replaces Slight Smite Slice after landing almost any of Miko's melee attacks.
  • Smite Slice is a projectile and can't be parried. This move has no melee hitboxes.
  • Smite Slice cannot be interfered with by opponent projectiles.
  • Has a separate hitbox on its underside which knocks the opponent downwards.
  • Can be followed up with Slight Smite Slice, but not itself.
Aerial Specials
While airborne, Miko can use Cloud Divide, Slight Smite Slice, and Smite Slice. These moves are identical to their grounded versions with no changes.

Denied Wish
~7f STARTUP
20f IASA
+17f ON HIT (AIR)
+16f ON HIT (GROUND)
HIGH BLOCK
+1f ON BLOCK
650 DAMAGE IN 1 HIT
INITIATIVE

A full 360 aimable lunging impale.
  • Denied Wish costs an air option.
  • Lunge begins on frame 7.
  • Aiming Denied Wish backwards just reduces its forwards distance, and it has a minimum range.
  • Does not cancel Shikai or Bankai stances.
  • Cannot be used multiple times in a row.
Shikai and Bankai
Miko has multiple moves which reposition her and change her stance. Neither of these moves deal any damage on their own, but their stances can enable an extremely potent offense.

Shikai
Shikai is one of Miko's two stance moves. When used, Miko hunches over and prepares to strike while dashing.

Shikai is a horizontally aimable short range dash. If used while airborne, it consumes an air option. Shikai also generates a small amount of stored bonus meter when used.

If Miko is charging SWORD when Shikai is used, she gains 2 charges instead of 1 on that turn.

Shikai is committal. You cannot use any movement abilities from the Shikai stance; you must attack, dodge, or Burst.

Enables the following moves that are not normally available in neutral:
  • Casual Talk
  • Good Afternoon

Technical details
  • IASA 10f (Always interrupts on opponent's turn)
  • Cannot be free canceled.
  • Dash starts on frame 3. Miko continues moving until frame 6.
  • 4f and faster moves will essentially always hit Miko. 5f moves and slower can usually be dodged by dashing at max speed.
  • Shikai cannot be used immediately after blocking or parrying.
  • Head Off and Denied Wish will not end the Shikai stance if used in the air.

After using Shikai, Miko's next action gains significant forwards momentum, colloquially named the "Shikai Slide". This does not apply to Slight Smite Slice, Smite Slice or Cloud Divide, but if these moves are used, the stored slide momentum will be applied to her next move instead. This allows Miko to temporarily "store" the Shikai momentum.



Bankai
Bankai is one of Miko's two stance moves. It is a stronger and more aggressive version of Shikai that dashes much further and enables even more moves, but has restricted backwards movement.

Bankai is a full 360 aimable dash that costs 1 bar of meter and can be used starting from L1. When used, Miko hunches over and prepares to strike, dashing an impressive distance. If used while airborne, Bankai consumes an air option.

Bankai generates a hefty amount of stored meter when used, like Shikai. However, unlike Shikai, Bankai does not interrupt itself on the opponent's turn.

If Miko is charging SWORD when Bankai is used, she gains all 3 charges instead of 1 on that turn.

You cannot use any movement abilities from the Bankai stance. However, if you choose to Hold, Miko will be actionable in 12 frames or less, as if you used Wait.

In addition to all moves enabled by Shikai, enables the following moves:
  • Fate Severe
  • Divine Burial

Technical details
  • IASA 12f (8f in combos)
  • Cannot be free canceled.
  • Dash starts on frame 3. Miko continues moving until frame 6. Moves more than twice as far as Shikai.
  • 3f and faster moves will always hit Miko. 4f moves and slower can usually be dodged by dashing at max speed.
  • If aimed straight backwards, Miko moves backwards about half of Shikai's maximum distance.
  • Resets Miko's horizontal momentum on use. This allows for very precise positioning, but prevents dashing incredible distances by adding to existing momentum.
  • Bankai cannot be used immediately after blocking or parrying.
  • Denied Wish and Head Off will not end the Bankai stance if used in the air.
  • Bankai generates 17.9% of a bar of stored meter on frame 4, when the dash starts.
  • Using Bankai always incurs 2 Sadness on frame 1. If the sum of the distance sliders is greater than 0.50, it incurs 15 additional Sadness over its duration.
Sword Supers
Miko has numerous moves listed in the Super section, but not all of them cost super meter. Many only require SWORD charges to be used.

Long Conversation (previously named Raging Rave)
~5f STARTUP
74f IASA
+17f ON HIT
First hitbox
HIGH BLOCK
+0f ON BLOCK
REQUIRES SWORD I
1080 DAMAGE IN 7 HITS

A high speed rushdown combo. Its damage isn't amazing, but it generates a lot of meter.
Can only be used on the ground.
  • Follow-up hitboxes: High +0, Low +0, High +0, High +0, High +0, Low +0
  • Hitbox delay: 5f, then +6, +6, +6, +6 and +12.
  • First six hits deal 50 damage each, last hit deals 900.
  • Long Conversation does not stop if parried. The opponent may have to parry more hitboxes to act safely.
  • Long Conversation does not stop if clashed, no matter which hitbox is clashed with.
  • If all hits connect, generates an entire bar of stored meter in total. Long Conversation is extremely meter positive if it connects.

Good Evening
~6f STARTUP
43f IASA
+21f ON HIT
All hitboxes
HIGH BLOCK
+0f ON BLOCK
REQUIRES SWORD II
890 DAMAGE IN 4 HITS

A high-mobility airborne blender. A versatile airborne combo option, but can also be used on the ground.
  • Hitbox delay: 5f, then +6, +8 and +4.
  • First three hits deal 50 damage each, last hit deals 800.
  • Miko will lose velocity and gently hover if this move connects with the opponent.
  • Good Evening does not stop if parried. The opponent may have to parry more hitboxes to act safely.
  • Good Evening does not stop if clashed, no matter which hitbox is clashed with.
  • If all hits connect, generates a total of 57.1% of a bar of stored meter.

Passing Gale
~11f STARTUP
36f IASA
+15f ON HIT
GUARD BREAK
Launcher hitbox
HIGH BLOCK
+0f ON BLOCK
Aerial hitboxes
HIGH BLOCK
+4f ON BLOCK
REQUIRES SWORD I
600 DAMAGE IN 3 HITS

A charging uppercut combo that crushes guards. Slow startup, but moves forwards deceptively far.
Can only be used on the ground.
  • Hitbox delay: 11f, then +6 and +6.
  • First two hits deal 300 damage each, last hit deals 400.
  • Passing Gale does not stop if parried. The opponent may have to parry more hitboxes to act safely.
  • If the opponent parries Passing Gale, they are still dragged into the air.
  • Passing Gale does not stop if clashed, no matter which hitbox is clashed with.
  • Passing Gale cannot advance away from the opponent, regardless of whether the move was flipped.
  • If all hits connect, generates a total of 42.9% of a bar of stored meter.

Tea Time (previously named Null Horizon)
~15f STARTUP
43f IASA
+31f ON HIT
HYPER ARMOR
HITS OTG
LOW BLOCK
+3f ON BLOCK
REQUIRES SWORD II
REQUIRES L1 METER
COSTS 1 BAR
1000 DAMAGE IN 1 HIT

A slow and heavy swing with hyper armor. Can strike floored opponents.
Can only be used on the ground.
  • Hyper armor starts frame 5. If hit by a frame 5 or slower move, Miko becomes actionable. Frame 4 moves will not provide her with this opportunity.
  • Has a 0.25x DI multiplier, so you'll almost always get a follow-up.
  • Tea Time stops if clashed.
  • If the animation concludes, generates 14.3% of a bar of stored meter.

Ceremony
~7f STARTUP
66f IASA
+22f ON HIT
All grounded hitboxes
HIGH BLOCK
+1f ON BLOCK
All aerial hitboxes
LOW BLOCK
+1f ON BLOCK
REQUIRES SWORD I
1930 DAMAGE IN 7 HITS

An advancing and rising rapid beat-down combo.
Can only be used on the ground.
  • Hitbox delay: 7f, then +6, +6, +6, +6, +12 (low) and +12 (low).
  • Does not stop if clashed, no matter what hitbox is clashed with.
  • Can only be used after Impolite or Rudeness.

Paled Heart
~7f STARTUP
48f IASA
+21f ON HIT
LOW BLOCK
-4f ON BLOCK
REQUIRES SWORD III
REQUIRES L2 METER
COSTS 2 BARS
2780 DAMAGE IN 2 HITS

A horizontal telefrag impale with a bright flash and very high damage.
  • Teleport distance can be configured with a 0-100 slider.
  • Miko is invulnerable on frames 6 to 14. If the move hits, she is invulnerable for its entire duration.
  • Paled Heart phases through projectiles and cannot clash with them.
  • Has hitboxes on frames 7 and 8. Depending on the exact distance input, you can make it strike the opponent on frame 8 instead.
  • Generally safe on block because Miko becomes actionable and the opponent receives massive pushback.
  • Paled Heart can be dodged with sufficiently fast vertical movement.
  • The first hit has +4 damage proration and combo scaling applied to it.
Spell Supers
Miko has several spell tag based supers which all require having 3 levels of SPELL charge available. All of these supers also cost a bar of meter and focus on increasing Miko's pressure.

Miko can also throw Omamori tags for free if she has at least 2 levels of SPELL charge by using the "Shoot" toggle underneath "Charge(C)". This consumes 1 SPELL charge.

Omamori Tag
~28f STARTUP
NO IASA (FREE ACTION)
NO FREE CANCEL
Projectile
HIGH BLOCK
+1f ON BLOCK
50 DAMAGE IN 1 HIT
NO HITSTUN
REQUIRES SPELL II

A paper tag projectile thrown by Miko using SPELL charges.
  • Homes in on the opponent automatically after a 20 frame delay.
  • Upon impact, Miko gains the ability to use Shunpo, even if the tag is blocked.
  • Omamori tags can't be parried.
  • The opponent takes zero chip damage if they block a tag.
  • Miko's opponent may strike Omamori tags with a melee hitbox to destroy them.

Arashi
~38f STARTUP
14f IASA
+0f ON HIT
NO FREE CANCEL
HITS OTG
Multiple projectiles
HIGH BLOCK
+0f ON BLOCK
REQUIRES SPELL III
REQUIRES L1 METER
COSTS 1 BAR
1500 DAMAGE IN 5 HITS
NO HITSTUN

Miko conjures five floating tags that fire off horizontally one by one like darts.
  • 300 damage per tag. Total damage will be less than 1500 if used in combos due to proration.
  • Arashi tags deal double chip damage.
  • Arashi tags inflict hitlag instead of hitstun. They slow the opponent down by 5 frames for each tag hit in combo, or 2 frames in neutral. This does not apply if the opponent blocks the tags.
  • Very limited tracking and no homing.
  • Floating tags don't follow Miko's movement perfectly at high speeds, but will catch up rapidly.
  • Can technically strike floored opponents, but unclear if this is possible in practice.
  • First tag comes out frame 38 (+24f after IASA).
  • Arashi's tags can be destroyed with melee hitboxes. They will collide with other projectiles, but won't be stopped by them.
  • If the opponent strikes an Arashi tag out of the air, they will hit-cancel their attack.
  • Tags restore a free cancel on hit, like most vanilla projectiles.
  • The tags cannot be parried by the opponent.
  • If Miko is struck, the remaining floating tags vanish.

Ame
~25f STARTUP
14f IASA
+31f ON HIT
NO FREE CANCEL
HITS OTG
Multiple projectiles
HIGH BLOCK
+1f ON BLOCK
REQUIRES SPELL III
REQUIRES L1 METER
COSTS 1 BAR
250 DAMAGE ON ANY HIT

Miko spawns a falling barrage of tags over the opponent's head.
  • If multiple tags hit, they deal no additional damage, but will continue the hitstun.
  • Can strike floored opponents.
  • Tags set the opponent to an aerial hurt state and apply hard knockdown, meaning they will ground bounce opponents on the ground.
  • Tags reach the opponent's altitude when the move starts around frame 54.
  • Ame's tags are immune to projectiles, but can be destroyed by melee hitboxes.
  • Tags restore a free cancel on hit, like most vanilla projectiles.
  • This move has special interactions with Immortal Temptation and Celestial Throne.

Rasen
~9f STARTUP
12f IASA
+0f ON HIT
NO FREE CANCEL
Projectile
HIGH BLOCK
+0f ON BLOCK
CANNOT BE PARRIED
REQUIRES SPELL III
REQUIRES L1 METER
COSTS 1 BAR
60 DAMAGE PER HIT
NO HITSTUN

Miko surrounds herself with spinning tags for 300 frames (5 seconds).
  • Spinning tags follow Miko's movement perfectly.
  • Each hit of Rasen deals exactly 60 damage, regardless of combo proration or other factors.
  • In neutral, the tags cause no hitstun or hitlag. If Miko has an active combo, each strike of Rasen causes the opponent to suffer 4 frames of hitlag. This hitlag cannot put the opponent above 12 frames of hitstun.
  • Rasen cannot be parried.
  • Internally, Rasen has zero damage and Miko's opponent takes zero chip damage if they block it.
  • Rasen does not increase the combo counter internally or visibly. This means it does not reduce overall combo damage while active.
  • Rasen loses 15 frames (0.167 seconds) of duration each time it strikes an opponent. It loses 20 frames (0.333 seconds) instead if it is blocked.
  • While the tags are out, both Miko and her opponent are grab immune.
  • Miko's opponent may strike Rasen's tags with a melee hitbox to destroy them. Doing so applies 1 frame of hitlag to both Miko and her opponent.
  • Rasen cannot be interfered with by opponent projectiles.
  • The tags vanish if the opponent starts a combo.
Divine Burial (Judgment Cut End)
Divine Burial is Miko's ultimate move. It is styled after Vergil's Judgment Cut End from the Devil May Cry series.

Divine Burial
~25f STARTUP
131f IASA
+0f ON HIT
HYPER ARMOR
HIGH BLOCK
+0f ON BLOCK
CANNOT BE PARRIED
REQUIRES SWORD III
REQUIRES L4 METER
COSTS ALL BARS
4000+ DAMAGE IN 1 HIT

Divine Burial can only be used on the ground immediately following Bankai or Immortal Temptation. It requires L4 meter, costs 2 bars to start up, and consumes all of Miko's remaining meter when it activates. The move also requires SWORD charge level 3, so if you forget to select SWORD charge when using Bankai, you won't be able to use Divine Burial.

Divine Burial gives Miko hyper armor for its entire startup and active duration. While the move has an incredibly slow startup of 25 frames, it deals excessive damage in a gigantic circular area.

While Divine Burial's windup is in progress, time is slowed down to half speed. This slowdown is not shown in ghost previews, and is purely cosmetic for replays.

If Miko has at least 4 bars of meter available after the initial 2 are spent, the move is upgraded to the "Finisher" variant, increasing its base damage from 3000 to 5000. This is indicated when the move's preview showcases significantly more green slashes in a much wider area. The "Finisher" variant of Divine Burial will fail to execute if it is blocked or dodged.

Unlike in previous versions of the character, Divine Burial Finisher is no longer an instant kill under any circumstances.

Technical details
  • Freeze effect begins in 25f and persists for the next 30 frames.
  • Cannot be free canceled.
  • Can strike floored opponents.
  • When the move ends, frozen opponents take full damage unless they are blocking or dodging.
  • Blocking opponents take 1500 damage. Divine Burial ignores the increased chip damage reduction of Push Block.
  • Opponents who are dodging or otherwise have iframes when Divine Burial's slashes appear will take no damage at all despite being frozen.
  • Divine Burial can only be used immediately following Bankai or Immortal Temptation. It cannot be used if any other move is used in between, even moves which typically don't interrupt Miko's stances.
  • Divine Burial halts any Bankai momentum upon starting.
  • Miko rapidly cashes in all her stored meter into real super meter while channeling Divine Burial.
  • Spends the first 2 bars of meter immediately on use, and drains meter to zero if the attack lands to deal extra damage.

Damage formula
  • Base damage starts at 3000.
  • "Finisher" variant base damage starts at 5000.
  • Both variants lose damage based on combo count, so it is optimal to land Divine Burial as quickly as possible if you are intending on using it.
  • Due to the 2000 damage bonus from Divine Burial Finisher, using it over standard Divine Burial is always vastly preferred. Ensure you have at least 7 bars of meter available before using Bankai.
C = Displayed combo count, maxes out at 15 M = Full bars of meter available Divine Burial damage = (3000 + 500 * M) * (10 / (10 + C)) Finisher damage = (5000 + 500 * M) * (10 / (10 + C)) As an example, a Finisher Divine Burial with 5 bars of meter left on an 8 hit combo will deal: F = (5000 + 500 * 5) * (10 / (10 + 8)) = 7500 * (10/18) = 4170 damage

You may want to have a calculator handy to ensure your opponents do not survive.
26 Comments
[Yari] 11 Jul @ 1:52pm 
Hey thanks for making the guide and keeping it updated, helps a lot when Miko gets big reworks like the latest one.
Ozzatron  [author] 18 May @ 11:18am 
The guide has been updated for the large-scale rework. However, the new Echo system is not documented.
Ge0logica 18 May @ 4:44am 
bro i hate the new rework
Ozzatron  [author] 15 May @ 6:48pm 
This guide is now incredibly outdated due to Miko receiving a large-scale rework. I am not sure when I will update it to account for these changes.
Ozzatron  [author] 18 Dec, 2024 @ 9:11pm 
Miko has two skins which can only be accessed if your name matches a large list of donors, which are stored in the source code. If you donate to InklessBrush, they will add your name to the list at some point within the next month. You get access to both skins for donating.
GUILLIESUIT 18 Dec, 2024 @ 7:42pm 
Hell's with the talk of skins with these mods? Am I just slow or
Ozzatron  [author] 4 Apr, 2024 @ 12:49pm 
The guide is already updated as of April 3rd's update and all updates prior to that.
PlayerOne 4 Apr, 2024 @ 7:02am 
wait nvm i didn't see the last part
PlayerOne 4 Apr, 2024 @ 7:02am 
ig you guys are gonna have to update this now
Penutbroski  [author] 20 Mar, 2024 @ 5:14pm 
the dot has to be in the middle, quickest way to do this is just right click the direction wheel