The Mugen Fighters Guild

M.U.G.E.N Central => Your Releases, 1.0+ => Topic started by: OHMSBY on September 12, 2018, 09:04:06 pm

Title: Mika v1.09
Post by: OHMSBY on September 12, 2018, 09:04:06 pm
Hello Everyone,

I kinda forgot to update the WIP thread, whoops. In any case, Mika is now complete. Like Ruby and Yang, she has a custom gameplay style that is based on BBTag's gameplay, but I also gave her a couple of moves that she had in Uniel[st].

(http://i.imgur.com/SEYzp1W.png)

More screenshots in the spoiler.
Spoiler, click to toggle visibilty

Get Mika here:
https://drive.google.com/file/d/1b7ePztRHYlY9ly68ALYv4lvrwgdp0wZ0/view?usp=sharing (https://drive.google.com/file/d/1b7ePztRHYlY9ly68ALYv4lvrwgdp0wZ0/view?usp=sharing)

Also, I might as well have a poll for the next character included in the first post

Vote for my next character here:

Ragna has won the poll. Thank you for voting.

As always, have fun.
Title: Re: Mika
Post by: CozySquirtle on September 12, 2018, 10:15:41 pm
Here you go, friend!
(https://i.imgur.com/fw4qLeS.png)

Voted for Ragna! I hope he wins. I main him and Yang in Cross Tag. :)
Title: Re: Mika
Post by: Mr. Fael on September 13, 2018, 01:34:29 am
Really enjoying how she combos.

Now then, time for some feedback from a friend of mine.

Quote
Mika Tornado has 27 frames of inv, so she's invincible from startup to the end of the move's active frames.
It can't possibly have been like that in either UNIB or Cross Tag.
She's invincible during the followup too, so you can increase that further if you want.
That's a lot of inv for a DP.

The whoosh sounds (from Smash 64...?) come out many frames too early.
You'd expect them to come out on the frames where there's significant motion, not several frames before.


That's all for now.
Title: Re: Mika
Post by: Kim SeokJin on September 13, 2018, 04:41:53 am
Best Grilll thanks for releasing her!!! <3 ILY
Title: Re: Mika
Post by: OHMSBY on September 13, 2018, 05:09:02 am
Here you go, friend!

Once again, nice work. From now on, I'll have to PM you for small ports whenever I get started on another character.

Now then, time for some feedback from a friend of mine.

Duly noted, I'll have these things adjusted.

And yes, the whoosh sounds are from Smash 64.


Title: Re: Mika
Post by: lui on September 13, 2018, 05:36:31 am
WAGNER WAGNER WAGNERRR
Title: Re: Mika
Post by: vgma2 on September 13, 2018, 05:53:18 am
Oh snap, you've been on a roll
Title: Re: Mika
Post by: k6666orochi on September 13, 2018, 06:51:39 am
good char but he needs to improve a little AI, did not give much fight xD
Title: Re: Mika
Post by: ZolidSone on September 13, 2018, 10:44:03 am
Even you forgot to updated your WIP topic, you finished her relatively quick. I'm impressed what you've done. Here's my feedback after a few minutes of testing:

-Mika can still perform EX Cannon and EX Missile even if she has no meter.
-Mika Cannon (B and the EX version) and Hip Strike is unblockable (Not sure if it's supposed to be as I haven't played either games with her in them, but Mika Galaxy makes sense since it uses the full meter though).
-A rare occurrence where she trips the ground during her intro doesn't have ground fx.
-I personally think it would sound better if you put swing sounds on the animation where she misses her grab, Mika Hip Strike, and Mika Cannon.

More if I find anything else. Since you added Ragna for your next character poll, I decided to vote for him. I would love to see your take on the character and see that special intro with him and your Ruby.

good char but he needs to improve a little AI, did not give much fight xD
He already said in his previous releases that he isn't good at doing AI. I wouldn't count on it.
Title: Re: Mika
Post by: heavyheaven on September 13, 2018, 12:01:38 pm
Very good.

If you ok,
I hope Japanese voice snd file.
Title: Re: Mika
Post by: narin.zhi on September 13, 2018, 12:16:52 pm
great work  OHMSBY    abd next  vote poll  I will vote for "weiss schnee"  for RWBY  complete team
Title: Re: Mika
Post by: Gladiacloud on September 13, 2018, 12:38:41 pm
I can't wait to see a Blazblue character by you.
Title: Re: Mika
Post by: CozySquirtle on September 13, 2018, 01:10:30 pm
Here you go, friend!

Once again, nice work. From now on, I'll have to PM you for small ports whenever I get started on another character.

Sounds good! All I require is a standing/idle sprite (possibly one with their mouth open as well for example wold be Mika's small port, I needed to see if her mouth shared colors with her skin, in which case, it did.) and the big port.
Title: Re: Mika
Post by: OHMSBY on September 13, 2018, 05:53:53 pm
-Mika can still perform EX Cannon and EX Missile even if she has no meter.
-Mika Cannon (B and the EX version) and Hip Strike is unblockable (Not sure if it's supposed to be as I haven't played either games with her in them, but Mika Galaxy makes sense since it uses the full meter though).
-A rare occurrence where she trips the ground during her intro doesn't have ground fx.
-I personally think it would sound better if you put swing sounds on the animation where she misses her grab, Mika Hip Strike, and Mika Cannon.

-Whoops.
-Yeah, both of those moves are command grabs back in the source. Although, in both Cross tag and Uniel, all versions of Mika canon are unblockable but also throw escapable. Since there is no throw escapes in this gameplay style, I had to improvise a little bit.
-This will be fixed.
-I couldn't find a good sound effect for that animation. In Cross Tag and Uniel, the animation didn't have a sound effect aside from her voice, so I decided to leave it be.

If you ok,
I hope Japanese voice snd file.

I don't plan on making a Japanese voice file, sorry. However, I'm not opposed to someone else making a voice patch for her, just as Mister Fael did for Ruby.

Sounds good! All I require is a standing/idle sprite (possibly one with their mouth open as well for example wold be Mika's small port, I needed to see if her mouth shared colors with her skin, in which case, it did.) and the big port.

Duly noted.


Anyway, I'm going to have Mika updated later today, so stay tuned.


Title: Re: Mika v1.01
Post by: OHMSBY on September 13, 2018, 10:33:57 pm
Mika has now been updated.

Quote
- Changed the small port to CozySquirtle's Cross Tag port, the previous small port is now an alternate
- Reduced the invul time for Mika Tornado
- The follow up version of Mika Twister no longer has invul frames
- Made some adjustments for when the whoosh sounds play
- Added effects to Mika's tripping and falling animations
- Fixed a bug that caused Mika to immediately go into her landing animation upon using jC close to the ground
- Fixed a bug that allowed Mika to use her force breaks without having the required amount of meter

Go ahead and download her Again.
Title: Re: Mika v1.01
Post by: Crysis4450 on September 14, 2018, 04:59:42 am
who Awesome!???
 
        you're awesome!!! OHMSBY

Hope TO see you work ES  From blazblue

I HOPE SHE ( ES ) NEXT after RAGNA COME OUT
Title: Re: Mika v1.01
Post by: lui on September 14, 2018, 05:42:10 pm
Is it possible to have it so that i can make it so the burst meter moves to a different area for p3 and p4 during simul?
Title: Re: Mika v1.01
Post by: OHMSBY on September 14, 2018, 08:35:25 pm
Is it possible to have it so that i can make it so the burst meter moves to a different area for p3 and p4 during simul?

I gave my characters some things that don't really work too well in simul mode (at least in vanilla, non-patched simul mode), like the astral heats and the use of red hit-boxes during throws, so this wasn't something that crossed my mind. I can't imagine that it would be too difficult to implement though, I might mess around with it later on.
Title: Re: Mika v1.01
Post by: lui on September 14, 2018, 10:59:20 pm
This is mostly for my own personal tag system (that isn't uno or add004) so I was just asking since I can apply it myself but thanks for the response
Title: Re: Mika v1.01
Post by: OHMSBY on September 15, 2018, 07:44:13 am
This is mostly for my own personal tag system (that isn't uno or add004) so I was just asking since I can apply it myself but thanks for the response

Ah, alright then. No problem.



Anyway, the poll results are in:
(http://i.imgur.com/t7lqMCU.png)

Ragna has gotten the most votes, making him my next project. Thanks for participating.
Title: Re: Mika v1.01
Post by: Ex☆Cham on September 15, 2018, 08:37:10 am
Ah, great! Edgy Angry Lolicon next.
Title: Re: Mika v1.01
Post by: Gladiacloud on September 15, 2018, 08:58:46 am
Ragna has gotten the most votes, making him my next project. Thanks for participating.

I can't wait to see him.
Title: Re: Mika v1.01
Post by: Good_Wall533 on September 15, 2018, 04:51:20 pm
Nice! Ragna is next. Are you going to use his english or japanese voices?
Title: Re: Mika v1.01
Post by: OHMSBY on September 15, 2018, 06:53:46 pm
Nice! Ragna is next. Are you going to use his english or japanese voices?

I'll be using his english voice for sure. However, since his voice clips from cross tag have yet to be ripped, I'll have to use his voice clips from Chronophantasma.

Edgy Angry Lolicon

I am somewhat tempted to make that his name in the def file.
Title: Re: Mika v1.01
Post by: Azul Crescent on September 15, 2018, 08:19:41 pm
Was kinda hopin Mai-chan would win...but Ragna's cool too. We need a good Ragna, all the one's i've tried at least, aren't too great.
Title: Re: Mika v1.01
Post by: lui on September 16, 2018, 11:10:02 am
i'd love to see you tackle the DBFC characters since theyre made in the same sprite style and would fit perfectly in your system. the only difference is that the sprites are slightly larger than the UNIB characters.


Imagine Akira Yuuki and Shana in these styles :0
Title: Re: Mika v1.01
Post by: Susanoo-no-Mikoto on September 16, 2018, 01:21:01 pm
However, since his voice clips from cross tag have yet to be ripped, I'll have to use his voice clips from Chronophantasma.
I can rip them for you.
Title: Re: Mika v1.01
Post by: OHMSBY on September 16, 2018, 03:42:18 pm
i'd love to see you tackle the DBFC characters since theyre made in the same sprite style and would fit perfectly in your system. the only difference is that the sprites are slightly larger than the UNIB characters.


Imagine Akira Yuuki and Shana in these styles :0

I have actually thought about working on Taiga, Misaka, or Kuroko (Despite the fact that I don't even have access to ignition). Perhaps I'll add them to the poll next time.

I can rip them for you.

That would be extremely helpful. Thank you so much.

Title: Re: Mika v1.01
Post by: Susanoo-no-Mikoto on September 16, 2018, 05:13:24 pm
That would be extremely helpful. Thank you so much.
No problems. I'll post it in a separate thread along with Noel, Hazama, Hakumen, Nu-13 and Merkava. It's about time someone does it.
Title: Re: Mika v1.01
Post by: Kim SeokJin on September 16, 2018, 05:58:12 pm
That will be great I can make more palettes remember I am always active
Title: Re: Mika v1.01
Post by: Nep Heart on September 16, 2018, 09:52:26 pm
 This Mika plays pretty solidly, very accessible gameplay wise. The only two complaints that I have atm are sort of a minor one, but first, her damage scaling could be slightly more lenient since I've noticed how some attacks get unproportionately scaled at times (like her lv1 super doing less than even half its original damage even during small combos). Second, her Burst will fail to activate anytime she's put into a custom hit state, even those that behave like a normal hit state. For the second issue, I'm facing the same identical obstacle as this since I'm trying to find a way to make my own Sayaka's Burst work when she's put in non-cinematic custom hit states. If you find a way to fix this problem, let me know, I'd like to give my character the same fix too! =)

 I'll explore the character more when I get a chance, my PC access is fairly limited atm and I've only looked into Mika for like 30 minutes.
Title: Re: Mika v1.01
Post by: Susanoo-no-Mikoto on September 17, 2018, 12:50:35 am
Do you plan on replacing GFX and SFX at some point in the future?

Also, Ragna's voice clips have been uploaded, so, you can now use those instead of his CP sounds.
Title: Re: Mika v1.01
Post by: Nep Heart on September 17, 2018, 01:01:59 am
 Another piece of criticism for Mika while getting another chance to check her out.

 All her attacks remain in "Movetype = A" even after the hitdef expires. This can create a lot of false positives such as confusing the AI and making Mika more susceptible to her opponent's counter bonus even she is no longer in attack state. I would recommend having every statedef that is an attack be set with a statetypeset of "Movetype = I" on all animation elements right after the last hitbox is active.

 You may want to update all your characters to this standard, too, if you are doing it for Mika however.
Title: Re: Mika v1.01
Post by: PlasmoidThunder on September 17, 2018, 01:43:17 am
I don't know if this was changed in Cross Tag, but in UNIST, Mika's hurtboxes are a bit wider than what you've used, and her crouching hurtbox is identical to her standing one.
(https://i.imgur.com/1BWnE1F.png)(https://i.imgur.com/VnZixxz.png)
Title: Re: Mika v1.01
Post by: OHMSBY on September 17, 2018, 02:10:58 am
her damage scaling could be slightly more lenient since I've noticed how some attacks get unproportionately scaled at times (like her lv1 super doing less than even have its original damage even during small combos).

I kinda feel the same way. I'll have to edit the dampener to ease up on certain moves, especially Mika Revolution.

Second, her Burst will fail to activate anytime she's put into a custom hit state, even those that behave like a normal hit state. For the second issue, I'm facing the same identical obstacle as this since I'm trying to find a way to make my own Sayaka's Burst work when she's put in non-cinematic custom hit states. If you find a way to fix this problem, let me know, I'd like to give my character the same fix too! =)

I've been having a hard time figuring this out as well. As it turns out, Neat Unsou's Nu-13 has this issue too. I kind of just learned not to worry about it, since all of the characters in my main roster don't restrict bursts that way.

Do you plan on replacing GFX and SFX at some point in the future?

Also, Ragna's voice clips have been uploaded, so, you can now use those instead of his CP sounds.

I haven't actually thought about it, I actually kinda like the effects that I have now. I suppose if anything, I would replace the effect for Mika tornado if I were to find a better one.

And once again, thanks a lot for ripping the voice clips.

All her attacks remain in "Movetype = A" even after the hitdef expires. This can create a lot of false positives such as confusing the AI and making Mika more susceptible to her opponent's counter bonus even she is no longer in attack state. I would recommend having every statedef that is an attack be set with a statetypeset of "Movetype = I" on all animation elements right after the last hitbox is active.

Huh, I never actually thought that this could be an issue. I was actually planning on having Ruby updated anyway, so she could have her special intro with Ragna, so this could be another thing to include, along with my other characters.

I don't know if this was changed in Cross Tag, but in UNIST, Mika's hurtboxes are a bit wider than what you've used, and her crouching hurtbox is identical to her standing one.

 As far as I'm aware, there is no hitbox viewer for Cross Tag, but I feel like her hitboxes are smaller there than in unist. I wasn't trying to be 100% accurate with the hitboxes though.

Also, do you have a link to that hitbox viewer? The only unist hitbox viewer that I know of has been taken down by a cease and desist.
Title: Re: Mika v1.01
Post by: Nep Heart on September 17, 2018, 02:28:19 am
I kinda feel the same way. I'll have to edit the dampener to ease up on certain moves, especially Mika Revolution.

 Oh, forgot to add that on supers, you may want to add "p2defmul = 1" for every super pause state controller since MUGEN automatically defaults to dividing damage of supers during combos by 1.5 whenever a super pause occurs.

OHMSBY said:
I've been having a hard time figuring this out as well. As it turns out, Neat Unsou's Nu-13 has this issue too. I kind of just learned not to worry about it, since all of the characters in my main roster don't restrict bursts that way.

 The closest I've ever come to solving the problem is put a selfstate state controller under statedef -2 that forces certain custom states to revert to normal hit states, but it's not really an ideal way to go since it could potentially break a character when they're against custom state reliant opponents.
Title: Re: Mika v1.01
Post by: OHMSBY on September 17, 2018, 02:42:56 am
Oh, forgot to add that on supers, you may want to add "p2defmul = 1" for every super pause state controller since MUGEN automatically defaults to dividing damage of supers during combos by 1.5 whenever a super pause occurs.

Ah, that's good to know.
Title: Re: Mika v1.01
Post by: PlasmoidThunder on September 17, 2018, 09:47:43 am
Also, do you have a link to that hitbox viewer? The only unist hitbox viewer that I know of has been taken down by a cease and desist.

https://github.com/LegendaryBlueShirt/UnielViewer/releases
Though you need the game files from the PS3 version of UNIST, specifically each character's .pac file.
Title: Re: Mika v1.01
Post by: OHMSBY on September 17, 2018, 03:19:42 pm
https://github.com/LegendaryBlueShirt/UnielViewer/releases
Though you need the game files from the PS3 version of UNIST, specifically each character's .pac file.

Thanks.
Title: Re: Mika v1.01
Post by: Mysticus92 on September 19, 2018, 07:41:25 pm
WTF? She's so broken if used correctly!
Title: Re: Mika v1.01
Post by: Nep Heart on September 23, 2018, 09:26:48 am
 Found another issue. Mika's damage scaling disregards whether the opponent is blocking or not. So, it's possible to get extremely small combo damage from opening the opponent up with a block string... which I am sure is not something you'd want.
Title: Re: Mika v1.01
Post by: OHMSBY on September 23, 2018, 06:39:59 pm
Yeah, that is definitely something that will have to be taken care of, and I would imagine that the same applies to Ruby and Yang. It shouldn't be too hard to fix though.
Title: Re: Mika v1.02
Post by: OHMSBY on September 24, 2018, 06:02:55 pm
Mika has gotten an update, so go ahead and download her again.

Quote
- Fixed a bug that caused Mika's liedown gethit animation to loop
- Reduced the proration on Mika Revolution
- Increased the start up time for EX Canon, it is now in between that of the A and B versions
- Made some adjustments to the damage dampener
Title: Re: Mika v1.025
Post by: OHMSBY on September 29, 2018, 08:24:28 am
Tiny update for Mika, one balance change and one bug fix. Go ahead and redownload her.

Quote
- Increased the amount of time before Mika reagins control after air dashing
- Fixed a bug where the dust from sliding after a run would follow Mika while jumping
Title: Re: Mika v1.027
Post by: OHMSBY on October 06, 2018, 04:45:13 am
Quick update with a couple of bug fixes. Go ahead and redownload Mika.

Quote
- Fixed a bug that caused Mika to go backwards during EX Canon if the opponent is behind her
- Fixed Mika's turning animations
Title: Re: Mika v1.027
Post by: 【MFG】gui0007 on October 12, 2018, 06:13:16 am


Had to do a video with her, awesome work and thanks for the updates. :)
Title: Re: Mika v1.027
Post by: Kim SeokJin on October 20, 2018, 06:12:32 am
@OHMSBY I noticed during simul her intro dissapears...
Title: Re: Mika v1.027
Post by: ZolidSone on October 20, 2018, 07:01:32 am
@OHMSBY I noticed during simul her intro dissapears...
"This character was made with only single and turns mode in mind, so using this in simul mode is probably not a good idea."

This was clearly mentioned on the readme.
Title: Re: Mika v1.027
Post by: Kim SeokJin on October 20, 2018, 06:58:15 pm
@OHMSBY I noticed during simul her intro dissapears...
"This character was made with only single and turns mode in mind, so using this in simul mode is probably not a good idea."

This was clearly mentioned on the readme.

Oh I didn't notice that thanks Solid for the info
Title: Re: Mika v1.027 (AI Patch Now Available)
Post by: OHMSBY on November 20, 2018, 06:12:52 pm
Holn has just made an AI Patch for Mika. Just like with the patches for Ruby and Yang, the AI is adjustable. If you're looking for a challenge from Mika, then get the AI patch here:
https://1drv.ms/u/s!As2-2ameD7V7ux5YxaEiizCW5qkl (https://1drv.ms/u/s!As2-2ameD7V7ux5YxaEiizCW5qkl)



Holn, if you're reading this, your inbox is full, and it's preventing me from sending you any personal messages. You're going to have to delete some messages in your inbox to receive more messages.

Anyway, I just wanted to say yes to both of your questions, and that you have done a good job with this AI patch.
Title: Re: Mika v1.027 (AI Patch Now Available)
Post by: teoru on November 21, 2018, 12:29:51 am
I'd like to have permission to create an AI patch, sorry.
Holn thinks that AI can not win against fighting game beginners, so I'd like to make AI of strength to win even fighting game beginners.
Title: Re: Mika v1.027 (AI Patch Now Available)
Post by: Crysis4450 on November 22, 2018, 12:17:24 pm
(https://i.imgur.com/Q0CydJg.png)

Ummm idk why i never to see this win pose  :(((
Title: Re: Mika v1.04
Post by: OHMSBY on March 08, 2019, 12:58:17 am
Mika has been updated. Go ahead and download her again.

Quote
- Upgraded to Ricepigeon's Damage Scaling System
- Upgraded to Nep Heart's Burst system (Mika can now burst during custom states, but not during throws and supers)
- Adjusted Damage Values
- All attacks now deal extra damage on counter hit
- Fixed an error where Mika could potentially chain into her normal grab with precise timing
- Adjusted frame data on grounded normals
- Mika now slides forward a bit during 2A
- 5BB can now be inputted even after 5B has whiffed
- Mika Missile is no longer an overhead
- The opponent can now recover from Mika Twister sooner
- Reduced the travel speed on EX Canon
- Added ground shatter effects
- Added special intro with Waldstein
Title: Re: Mika v1.04
Post by: ArcBeast on April 02, 2019, 08:41:14 am
does this update still work for previous A.I patch?
Title: Re: Mika v1.04
Post by: Nep Heart on April 02, 2019, 08:53:00 am
 From my experience with Holn AI patched characters, they just use the outdated CNS files while player controlled uses the updated CNS files. So, the AI patch should work fine, just don't expect it to have the same stuff as the player will have access to.
Title: Re: Mika v1.04
Post by: STANLEY69 on April 22, 2019, 05:05:19 pm
By the way, could you send a link to the latest update of Ranga?
Title: Re: Mika v1.04
Post by: Solarflared on April 22, 2019, 05:12:27 pm
By the way, could you send a link to the latest update of Ranga?

Click on OHMSBY's signature, it'll lead to one of Manby's threads on the subject.
Title: Re: Mika v1.08
Post by: OHMSBY on December 07, 2019, 04:40:22 pm
(https://i.imgur.com/pFw0C0B.png)

It is time for the Ultra Burst update. go ahead and redownload Mika.

Quote
- New system mechanic: Ultra Burst. Burst can now be used in a neutral state, and doing so will put Mika in a powered up state that gives the following benefits:
 +Health and Meter will gradually recover overtime (Unless you're taking damage)
 +Damage output will be increased by 20%
 +Timer will be frozen
 +Hitting the opponent with the Ultra Burst will launch them upward and will be unable to recover from it
 +Hitting the opponent with the ultra burst will also grant 500 meter instantly
The time that the Ultra Burst state will last is proportionate to the amount of health lost prior to activating, Attempting an astral heat will immediately end the Ultra Burst state
- Implemented throw escape system, the opponent can now escape Mika's normal throws by inputting A+B, B+C, X+Y, or Z within 14 frames after being grabbed. However, throws are inescapable on counterhit
- New Burst icon
- Revised Burst System
- After a successful Burst, none of Mika's attacks will connect until the opponent has recovered
- Fixed an error where Mika could rapid cancel her burst
- Implemented Incremental cornerpush and hitsun decay
- It is now possible to cancel running grab into Mika Revolution
- General Improvements to effects and sounds
- General Animation adjustments
- Increased landing lag upon flying into the ground with Mika Missile
- jB is now chargeable
- Reduced active frames for jC's landing
- A and EX versions of Mika Cannon are now blockable if the opponent is already in guard stun, they are unblockable otherwise
- Normal throw now behaves more like it does in the source games
- Mika now gets a bonk on the head during her end of the match win pose
- Improved Astral Heat
- Added AI
Title: Re: Mika v1.08
Post by: Capricorn Kid on February 17, 2020, 04:39:52 pm
Ok I found a minor bug that's not in simul mode this time, Now whenever I use Baraka (by OMEGAPSYCHO) in a match with Mika and she wins no matter what happens, this happened everytime.:


(https://i.imgur.com/78E6PZV.png)

I tested this with his other characters, and it was normal:

(https://i.imgur.com/5loksPw.png)

And this bug only happens when with Mika I tested your other charcters and it was normal, too.
Title: Re: Mika v1.08
Post by: CozySquirtle on February 17, 2020, 04:52:51 pm
I don't think its a bug with Mika, it could be a bug with Baraka and IIRC, Baraka hasn't been updated in a few years. I had a similar problem with said Baraka.
Title: Re: Mika v1.08
Post by: Capricorn Kid on February 17, 2020, 05:06:39 pm
I don't think its a bug with Mika, it could be a bug with Baraka and IIRC, Baraka hasn't been updated in a few years. I had a similar problem with said Baraka.

Oh ok, I was wondering who was the reason for this bug.
Title: Re: Mika v1.09
Post by: OHMSBY on March 06, 2020, 02:08:31 am
Quick update for Mika. Go ahead and redownload her.

Quote
- Mika Canon is now immune to throws up until the last active frame
- Fixed the misaligned hitspark on jB
- Fixed an error in the Incremental Corner Push code
- Fixed an error where the ground bounce effect would play twice after the opponent lands from Mika Hip Strike