For Your Only Move Is HUSTLE players, this guide is a complete reference to InklessBrush’s character, Miko. It covers all attacks and unique mechanics.
Introduction
Core Mechanics
- Miko has the standard 10,000 HP.
- Miko takes 1.25x damage from all sources by default, making her effective health 8,000.
- Miko has a hidden resource called Void Trigger Notches. This is not shown anywhere on the screen.
- Miko has two hidden self buffs which are mutually exclusive: Void Trigger and Void Factor.
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.
There are several ways for Miko to accumulate bonus super meter. Landing combos on her opponent generates bonus super meter based on the combo count, and many of her supers provide partial refunds of their meter cost by utilizing this mechanic. Some of her moves provide bonus super meter just by being used at all.
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.
Defensive Mechanics
- Miko’s Block and Push Block are standard, with custom VFX and SFX.
- Miko has no “dodge” or “roll” defensive options when standing or airborne.
- Miko cannot burst in neutral, unlike vanilla characters.
- If Miko uses Burst, she is put into the Shikai stance.
- If Miko uses Burst Cancel, she is put into the Bankai stance.
Miko has two options when floored:
- Getup: 8 frames (standard)
- Tech Sonido: 10 frames, with a customizable distance 0-100. Can be flipped. Equivalent to most other characters’ getup rolls, but much faster.
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 Void Trigger and Void Factor.
Movement
Miko’s only ground movement option is Walk, which can only go forwards and backwards with no configurable speed. Her walk has standard movement IASA for both forwards and backwards.
If Void Factor is active, Miko’s walk becomes a frame 4 teleport for its full distance, making it extremely snappy. It still has the same IASA.
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 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.
Miko’s unique grounded movement option is the Sonido, a delayed directional teleport akin to Cowboy’s Foresight.
Sonido is fully aimable in both neutral and combos. When used, a glowing Miko afterimage is shown at the target position. Performing almost any action instantly teleports Miko to this position and performs that action with 1 extra frame of startup lag.
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.
Sonido is committal. Miko WILL teleport to the marked position unless she is hit or uses Omamori, Shikai or Bankai to cancel it. The interaction between these moves and Sonido is described in their own sections.
- IASA 12f
- Sonido can be delayed by up to 30 frames total (this includes its initial 12f IASA) via either the Wait or Walk actions.
- Using any other action (notably including Jump and Block) teleports Miko to the afterimage.
- The action or attack which triggers the teleport suffers from 1 additional frame of startup lag but can be free canceled as normal.
- Unlike Cowboy’s Foresight, if a Sonido would teleport Miko into the air, she cannot input her air-exclusive moves.
- 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 will generate meter when she teleports using Sonido. The amount of meter is reduced based on how high her combo is.
- Using Sonido again causes Miko to instantly appear at the Sonido position and set up another afterimage.
- Sonido cannot be used in the air and is replaced with Shunkan.
- Sonido has unique interactions with and can be canceled by using Shikai and Bankai.
Sonido can be used repeatedly on the ground to cover distance incredibly quickly, but this will rapidly accumulate Sadness if done in neutral.
Miko has two air options. Along with Double Jump, some things consume them that you may not expect:
- Shikai
- Throwing an Omamori card
- Manually teleporting with Omamori by reusing the move while a card is in-flight
Likewise, Miko has several moves that offer significant aerial movement that DO NOT consume air options:
- Bankai
- Denied Wish
- Good Evening
- Hirenkyaku
Miko’s double jumps are standard. Short jumps within the green circle on the aiming dial are IASA 10f. Longer jumps are IASA 11f.
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. The position of this afterimage can be horizontally aimed using a 0-100 slider. If set to 40, Miko will teleport straight downwards. Performing almost any action instantly teleports Miko to this position and performs that action with 1 extra frame of startup lag.
Shunkan afterimages cannot be destroyed or interfered with by the opponent, unlike Cowboy’s Foresight. Unlike Sonido, Miko is not pushed anywhere when initiating a Shunkan.
Shunkan is committal in the exact same way Sonido is, with the same exceptions.
- IASA 10f
- Shunkan can be delayed by up to 30 frames total (this includes its initial 10f IASA) via the Hold action.
- Using Shunkan again instantly teleports Miko to the destination with no other effects.
- Using any other action (notably including Double Jump and Block) teleports Miko to the afterimage.
- The action or attack which triggers the teleport suffers from 1 additional frame of startup lag but can be free canceled as normal.
- Unlike Cowboy’s Foresight, Shunkan does not allow Miko to input her ground-exclusive moves from the air.
- 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 will generate meter when she teleports using Shunkan. The amount of meter is reduced based on how high her combo is.
- Shunkan cannot be used on the ground and is replaced with Sonido.
- Shunkan has unique interactions with and can be canceled by using Shikai and Bankai.
While Miko teleports to the ground, she maintains a small portion of the momentum she had in the air. Additionally, air moves used out of Shunkan are guaranteed to come out before she lands. This has the following effects:
- Reusing Shunkan while moving upwards will leave Miko airborne very slightly off the floor.
- Reusing Shunkan while moving downwards will place Miko directly on the floor. (This is how Shunkan worked in older versions of the character.)
- Miko is capable of using her air attacks mere inches from the floor.
- The end lag of these air attacks can be shortened, especially if Miko is moving downwards. This produces an effect similar to “L Canceling” from Smash Melee.
Hirenkyaku is a unique movement option available from Miko’s Gishiki stance. It is her only standard movement option available in this stance.
If Void Factor is active, Miko may use Hirenkyaku at any time.
When used, Miko teleports forwards in a cascade of Torii gates. The distance is customizable with a 0-100 slider.
- IASA 12f
- Miko teleports frame 4. This means that Grabs and Burst will hit her, but frame 4 jabs will miss.
- This move has no hitboxes and is a pure movement tool.
- Hirenkyaku does NOT cost an air option if used in midair, contrary to what you might expect.
- Using Hirenkyaku incurs a penalty of 10 Sadness.
- Miko will generate meter when using Hirenkyaku. The amount of meter is reduced based on how high her combo is.
Grounded Attacks
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 extremely affected by the opponent’s DI. Depending on DI, it may be impossible to combo off of this move.
- Allows use of Slight Smite Slice and Smite Slice
Lunging 5f jab. Can be used as a combo opener.
- Miko phases slightly forwards on frame 5.
- Allows use of Empowered Cloud Divide.
Grounded combo opener.
- Opponent is held in place for the duration of this attack and cannot DI out.
- Allows use of Casual Talk
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.
- Allows use of Fate Severe
Casual Talk, but repeated 3 times in a row for heavy damage.
Can only be used with Void Factor active.
- Follow-up hitboxes: Low +0, High +0, Low +0, High +0
- This attack replaces Casual Talk when Void Factor is active.
- 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.
Grounded combo finisher. A brutal guard break with absurd damage and hyper armor.
- 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.
- Incredibly high knockback and hitstun. Can and likely will wallsplat the opponent.
- Can be flipped reliably to send the opponent flying the other way.
- 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.
A vertical slash that spawns a typical sword beam. Not particularly strong, but can strike floored opponents.
- Cloud Divide is a free parry for the opponent in melee range due to spawning a projectile immediately on its first active frame.
- Projectile has much higher velocity in combos, or if used after most attacks.
Cloud Divide automatically becomes Empowered Cloud Divide after using any of the following moves:
- Shoes Off
- Head Off
- Shrine Sweep
- Good Night
- Bankai
A vertical slash which creates an enormous green energy wave that can strike floored opponents.
- Empowered Cloud Divide is a free parry for the opponent in melee range due to spawning a projectile immediately on its first active frame.
- The projectile is much stronger than regular Cloud Divide, but the melee hit is identical.
- Due to combo damage proration, landing only the projectile can deal more damage than landing both the melee hit and the projectile.
Taunt Attacks (Hustles)
A taunt where Miko casually spins a spirit blade atop her finger.
- 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.
- This move is a Hustle, meaning it is always free canceled and generates a bar of meter through its duration.
- If Miko completes the full 48 frame animation, she gains 1 Void Trigger Notch.
- If Miko has Void Trigger or Void Factor active, completing the full 48 frame animation grants +60 frames (+1 second) duration to her active buff.
- This move is a reference to Vergil’s Provocation when at SSS style rank in Devil May Cry 5.
A taunt where Miko vanishes, only to slam down in a plastic lawn chair like the classic Vergil meme.
- Both hits deal 1500 damage individually. Careful aim on floored opponents can cause the second hit to miss.
- Can be full 360 aimed both during neutral and in combos, but can only strike the floor.
- Miko is invulnerable from frame 5 to frame 31.
- Can strike floored opponents.
- If blocked, Miko and the opponent are actionable simultaneously.
- Generates a bar of meter across its duration, making it a Hustle equivalent.
Aerial Attacks
- Farewell
- Shoes Off
- Cloud Divide
- Empowered Cloud Divide
A quick, wide hitbox aerial cut.
- Aerial combo opener with good frame advantage.
- Allows use of Good Afternoon and Good Evening.
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.
- Allows use of Good Evening.
A crushing overhead guard break. Also useful as an aerial combo finisher.
- Very strong spike. Can and will bounce the opponent off the floor.
- Can strike floored opponents. This lets you use Good Night to force your opponent off the floor and continue a combo.
- Allows use of Empowered Cloud Divide.
Grounded Specials
A wide reaching 5f uppercut which is a gentle launcher.
- Good for dodging 4f parry bait and doing high/low mixups with Shoes Off.
- Phases very slightly forwards on frame 5, less so than Shoes Off.
- Allows use of Empowered Cloud Divide.
A huge, sweeping uppercut. Strangely, is a low block.
- Forwards dash distance can be customized with a 0-100 slider.
- Very telegraphed and cannot be free canceled, making this a risky option. However, it 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.
A forwards dash where Miko vanishes and becomes a flurry of hitboxes. This move can be especially difficult to parry.
- Hitbox delay: 7f, then +2, +2 and +2.
- Not all of Shrine Sweep’s hits may land, depending on the opponent’s position.
- Miko is invulnerable from frame 7 to frame 14.
- 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.
- The parry assistance algorithm cannot help with Shrine Sweep except at point blank. All opponent parries must be input manually.
- Allows use of Empowered Cloud Divide, even if it gets interrupted by being blocked.
A remote slash with a 0-100 distance slider. Similar to Cowboy’s Lightning Slice, but slower and can be aimed.
Can only be used out of Farewell, Shikai or Bankai.
- Slight Smite Slice is a projectile and can’t be parried. This move has no melee hitboxes.
- Allows repeat use of Slight Smite Slice or Smite Slice.
- This move is a direct reference to Vergil’s Judgment Cut, with each respective word in its name being a synonym.
Aerial Specials
- Head Off
- Slight Smite Slice
Airborne Head Off has some slight changes. It is +1f on block instead of +0f, and it gives a short burst of upwards and forwards momentum. Additionally, when used in the air, Head Off does not cancel the Shikai, Gishiki or Bankai stances.
A full 360 aimable lunging impale.
- Aiming Denied Wish backwards just reduces its forwards distance, and it has a minimum range.
- Does not cancel Shikai, Gishiki or Bankai stances.
- Cannot be used multiple times in a row.
- Does not use an air option despite providing Miko with significant movement.
Stance Change Specials
Shikai is one of Miko’s three stance moves. When used, Miko hunches over and prepares to strike, enabling a much wider variety of attacks. Some of Miko’s moves can only be used after using Shikai.
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.
Like many of Miko’s other tools, Shikai is committal. You cannot Wait or use any movement abilities from the Shikai stance; you MUST either attack or block. This does allow it to be used for reading parries.
Enables the following moves that are not normally available in neutral:
- Casual Talk
- Good Afternoon
- Slight Smite Slice
- Smite Slice
- Long Conversation
- Good Evening
- IASA 10f
- 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.
- Miko will automatically use Shoes Off as a followup, which is not free canceled. Inputting Hold is equivalent to choosing Shoes Off manually when she is actionable.
- Speeds up Cloud Divide’s projectile even in neutral, but does not by itself enable Empowered Cloud Divide.
- Blocking after Shikai will not generate meter while blocking.
- Denied Wish and Head Off will not end the Shikai stance if used in the air.
- Using Shikai always incurs 8 Sadness on frame 1. If the sum of the distance sliders is greater than 0.50, it incurs 15 additional Sadness over its duration.
Using Shikai causes any deployed Sonido or Shunkan afterimages to detonate, replacing them in 10 frames with a Slight Smite Slice projectile. This cancels Miko’s otherwise committal delayed teleports.
Gishiki is one of Miko’s three stance moves. When used, Miko pulls out a paper tag, enabling a variety of magic tag based projectile moves. Several of Miko’s moves are exclusive to Gishiki.
Like many of Miko’s other tools, Gishiki is committal. You cannot Wait or use any movement abilities (except Hirenkyaku) from the Gishiki stance; you MUST either attack or block.
Reusing Gishiki while an Omamori tag is in flight acts very similarly to a Sonido. Like Sonido, reusing Gishiki is a movement tool that allows Miko to input most melee attacks to teleport to her thrown Omamori tag and copy its velocity.
Enables the following moves that are not normally available in neutral:
- Hirenkyaku
- Omamori
- Arashi
- Ame
- Rasen
- IASA 10f (8f in combos)
- Cannot be free canceled.
- Miko will automatically use Omamori as a followup. Inputting Hold is equivalent to choosing Omamori manually when she is actionable.
- Blocking after Gishiki will not generate meter while blocking.
- While an Omamori tag is in flight, melee moves used out of Gishiki will teleport Miko frame 1.
- While an Omamori tag is in flight, blocking out of Gishiki will teleport Miko frame 1.
- The action or attack which triggers the Omamori teleport suffers from no additional startup lag and can be free canceled as normal.
- Unlike Cowboy’s Foresight, if an Omamori would teleport Miko into the air, she cannot input her air-exclusive moves.
- Cloud Divide will not teleport Miko while an Omamori tag is in flight.
- Denied Wish and Head Off will not end the Gishiki stance if used in the air.
- Miko can use Bankai out of Gishiki, but she cannot use Shikai out of Gishiki.
While not a stance change on its own, Omamori is one of Miko’s specials and its function is closely tied to Gishiki. When used, it throws a paper tag that chases the enemy after a delay.
Omamori is full 360 aimable, but in practice it can only be thrown “left” or “right”; the aim wheel slightly adjusts its trajectory up or down. It is impossible to throw a tag straight up or down, even during combos.
Upon impact, the tag deals minor damage and Miko teleports to the impact point in 1 frame.
- IASA 14f
- Projectile comes out in 7f and deals 200 damage.
- Cannot be free canceled.
- Throwing while airborne costs an air option.
- Omamori cannot be blocked. The opponent always gets to parry it for free.
- Miko still teleports even if Omamori is parried.
- If the Omamori tag is parried, Miko and the opponent are actionable simultaneously.
- Miko will still be teleported if an Omamori tag strikes the opponent (or is parried) while she is in hitstun.
- Manually teleporting by reusing Omamori costs an air action if done while airborne.
Omamori can be thrown behind Miko as a delayed setup for mixups. Be warned, however: if you are being comboed, Omamori tags will still home in on the opponent, allowing them a free parry and another point blank punishment.
Standard Supers
A large and deadly remote slash which is full 360 aimable. Very similar to Cowboy’s Lightning Slice during combos, but much more powerful.
Can only be used out of Farewell, Shikai or Bankai.
- Smite Slice is a projectile and can’t be parried. This move has no melee hitboxes.
- Allows repeat use of Slight Smite Slice or Smite Slice.
- This move is a direct reference to Vergil’s Judgment Cut, with each respective word in its name being a synonym.
A high speed rushdown combo. Its damage isn’t amazing, but it can strike floored opponents.
Can only be used on the ground out of Shikai or Bankai.
- Follow-up hitboxes: High +2, Low +2, High +2, High +2, High +2, Low +2
- Hitbox delay: 5f, then +6, +6, +6, +6 and +12.
- First six hits deal 50 damage each, last hit deals 900.
- Generates enough meter to more than refund itself if all hits connect.
- 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.
A full 360 aimable airborne blender. Extremely versatile airborne combo option.
Can only be used out of Good Morning, Good Afternoon, Shikai or Bankai.
- Hitbox delay: 5f, then +6, +8 and +4.
- First three hits deal 50 damage each, last hit deals 800.
- Generates enough meter to more than refund itself if all hits connect.
- 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.
- The parry assistance algorithm cannot help with Good Evening except at point blank. All opponent parries must be input manually.
- Allows usage of Empowered Cloud Divide even if it is blocked.
A charging uppercut combo that crushes guards. Rather slow startup, but moves forwards deceptively far.
Can only be used on the ground.
- Hitbox delay: 10f, then +12 and +12.
- First two hits deal 300 damage each, last hit deals 400.
- Forwards dash distance can be customized with a 0-100 slider.
- Has incredible frame advantage on its aerial hitboxes, making this a very safe challenge to airborne opponents.
- Passing Gale does not stop if parried. The opponent may have to parry more hitboxes to act safely.
- Passing Gale does not stop if clashed, no matter which hitbox is clashed with.
- Refunds its entire meter cost over its duration. This meter refund works even if Free Canceled.
A slow and heavy swing with hyper armor. Can strike floored opponents.
Can only be used on the ground.
- Has a 0.25x DI multiplier, so you’ll almost always get a follow-up.
- Tea Time stops if clashed.
- Refunds the majority of its meter cost over its duration.
- This move is a reference to Vergil’s Void Slash, especially in its animation.
Gishiki Supers
Miko spawns five floating tags that fire off one by one.
- 750 damage in neutral; 250 per tag in combos. Total damage will be less than 1430 if used mid combo.
- Very limited tracking and no homing.
- Can strike floored opponents.
- First tag comes out frame 18 (+4f after IASA).
- If Miko is struck, the remaining floating tags vanish.
Miko spawns a wide 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 reach the opponent’s altitude when the move starts around frame 54.
Miko surrounds herself with spinning tags for 270 frames (4.5 seconds).
- Rasen cannot be blocked. The opponent always gets to parry it for free.
- Tags vanish if the opponent starts a combo.
- While the tags are out, Miko is effectively grab immune in neutral.
Stance Change Supers
Miko’s most versatile super is Bankai, which is also its own stance. While in the Bankai stance, Miko can use almost all of her moves at will.
Bankai is one of Miko’s three stance moves. It is a direct upgrade to Shikai, as it dashes farther and in any direction whilst enabling far more attacks than Shikai. Some of Miko’s supers can only be used after using Bankai.
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. Bankai does not consume an air option to use while airborne, but does not generate meter like Shikai does.
Unlike Shikai, Bankai is NOT committal. You can use Hold instead of attacking, but you still have no movement options available.
In addition to all moves enabled by Shikai, enables the following moves:
- Fate Severe
- Paled Heart
- Divine Burial
- 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.
- Allows use of Empowered Cloud Divide
- Denied Wish and Head Off will not end the Bankai stance if used in the air.
- 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.
- Miko’s Burst Cancel enables all of the same moves that Bankai does.
Using Bankai causes any deployed Sonido or Shunkan afterimages to detonate, replacing them in 10 frames with a Smite Slice projectile. This cancels Miko’s otherwise committal delayed teleports.
Bankai Supers
A horizontal telefrag impale with a bright flash and very high damage.
Can only be used out of Bankai.
- 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.
- 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.
Divine Burial is Miko’s ultimate move. It is styled after Vergil’s Judgment Cut End from the Devil May Cry series. It can only be used on the ground.
It requires L4 meter, costs at least 2 bars to use, and can only be used out of Bankai (or Burst Cancel). Divine Burial is a guard break and gives Miko hyper armor for its entire startup and active duration. While the move has an incredibly slow (effective) startup of 27 frames, it deals excessive damage in a gigantic circular area.
While Divine Burial’s windup is in progress, the opponent is slowed down to half speed. Ghost previews will claim all their moves take twice as long to complete. Because the match timer is incremented every other frame to compensate for the slowdown, previewing Divine Burial corrupts the match timer.
If Miko has spent at least 9 total bars of meter during the match, Divine Burial is upgraded to be an instant kill. This is indicated when the move’s preview showcases significantly more green slashes in a much wider area. The “Finisher” variant of Divine Burial always instantly kills the opponent, even if they are blocking, Push Blocking, or dodging.
- Freeze effect begins in 27f and persists for the next 20 or so frames
- Damage ranges from 4500 down to 3000 based on combo. 150 damage is subtracted for each current combo hit.
- “Finisher” variant: 10,000 damage in 999 hits (cosmetic; also applies full Sadness)
- Cannot be free canceled.
- Can strike floored opponents.
- When the move ends, frozen opponents take full damage unless they are blocking or dodging.
- Divine Burial always deals exactly 1/3 damage (1000-1500) to blocking opponents and ignores the increased chip reduction of Push Block.
- Spends the first 2 bars of meter immediately on use.
- If the freeze effect connects and conditions are met, Miko drains all her remaining meter to use the “Finisher” variant.
- Otherwise, if the freeze effect connects, Miko spends 2 additional bars of meter (4 total) to perform the standard variant.
Void Trigger and Void Factor
Miko’s first self-buff is Void Trigger. It cannot be active at the same time as her other buff, Void Factor.
To activate Void Trigger, Miko must use Bankai under the following conditions:
- The sum of the values on Bankai’s Direction slider must be 0.04 or less.
- Miko’s hidden counter of Void Trigger Notches must be at least 10.
You can tell if these requirements are met because Miko’s ghost will flash rapidly in the preview. No specific level of meter is required, and Miko may perform any action (including Hold) out of the Bankai.
If Miko’s ghost flashes when you preview Bankai but not other moves, then you are at 9 Void Trigger Notches. You can use this trick during matches to check if you are very close to the threshold. However, using Bankai will NOT activate Void Trigger unless Miko’s ghost is always flashing regardless of which move is previewed.
Miko starts the game with zero Void Trigger Notches, and they are capped at 25. The following actions give Miko notches:
- Taking damage from opponent combos gives +1 notch for every 500 damage suffered.
- Using Bankai gives +1 notch on its first frame.
- Reaching frame 48 of Immortal Temptation’s animation gives +1 notch.
- Using Celestial Throne gives +1 notch on its first frame.
- Parrying while within 100 pixels of the opponent gives +3 notches.
- Blocking or parrying anything while more than 100 pixels away from the opponent gives +1 notch.
Activating Void Trigger grants Miko several buffs:
- Miko takes 0.85x damage instead of 1.25x. This is equivalent to gaining 32% damage reduction.
- Miko constantly gains meter at a slow rate.
- Miko regenerates 10 health every 3 frames unless she is in hitstun or at full HP.
When Void Trigger begins, Miko consumes all her accumulated notches. Void Trigger has a finite duration and having more notches when it is activated makes it last longer. The base duration is 450 frames (7.5 seconds); each additional Void Trigger Notch gives 30 more frames (+0.5 seconds). Void Trigger’s duration does not tick down while Miko is in hitstun.
Void Trigger’s activation is signaled by an ominous, deep sound. For its duration, Miko replaces whatever aura her player selected with a field of blue up arrows.
Miko’s second self-buff is Void Factor. It cannot be active at the same time as her other buff, Void Trigger.
To activate Void Factor, Miko must use Bankai under the following conditions:
- The sum of the values on Bankai’s Direction slider must be 0.04 or less.
- Miko must already have Void Trigger active.
This is essentially identical to the process of activating Void Trigger, just repeated.
Activating Void Factor instantly sacrifices 25% of Miko’s current health.
Void Factor’s effects while active are similar to Void Trigger, but far more aggressive:
- Miko takes 1.0x damage instead of 1.25x. This is equivalent to gaining 20% damage reduction.
- Miko constantly gains meter at a slow rate. If she is not in hitstun, she gains meter 4x faster.
- Walking becomes a frame 4 teleport for its full distance. It still has the same IASA.
Void Factor puts Miko into a unique stance for its duration which grants access to almost all her moves:
- 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.
- All of the supers typically exclusive to the Shikai and Gishiki stances are always available.
- Hirenkyaku, typically exclusive to the Gishiki stance, can be used at any time.
- Omamori still cannot be used without explicitly entering the Gishiki stance.
Void Factor replaces Void Trigger on activation, and will last for the remaining duration of that Void Trigger. Like Void Trigger, Void Factor’s duration does not tick down while Miko is in hitstun.
While Void Factor is active, Miko is surrounded by two bright glowing lines in a “V” shape. These lines disappear if she is in hitstun. Void Trigger’s own visual effects remain visible while Void Factor is active.
Void Trigger’s activation is signaled by a ominous, deep sound and an intense screen shake, with the screen near Miko shattering into bright green glass shards.
And that wraps up our share on Your Only Move Is HUSTLE: Guide To Miko. If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by Penutbroski and 1 collaborators, who deserves all the credit. Happy gaming!