Alpha 3: R. Mika

Work in Progress

“D:” indicates damage in points, “DZ:” is for dizzy points, range for throws is in pixels, times are in frames (1 frame = 1/60 of a second). Numbers in parenthesis are active frames where moves can hit, I was gonna underline them, but this browser doesn’t have a copy/paste fuction, so to hell with that. Damage points not reflected to show increase/decrease in attack strength with X and V-ISM (# x 1.2 or 0.8, respectively, not taking damage scaling into account) or Counter Hits (# x 1.125 in most cases), or opponent’s varying defense ratings. For scale, a full health meter and super meter are 144 points.

Gauge is how much meter you get for doing the move, Hit Bonus (HB) is the additioal amount you get for connecting with it. Gauge is almost always 1 for medium/hard attacks and 0 for weak ones, V-ISM and X-ISM build meter a a faster rate than A (“VX+#”). Enjoy.

Frame Data

Standing

JP (???-Chop)- 6**(3)**7 //
D:6 // DZ +2 //
HB+1 //
MISC: Cancels into special/super
~
SP (Mika Lariat)- 8(10)13 //
D: 14, 13 // DZ +4 //
HB+3 (VX+4) //
MISC: first part cancels to specials in V, and supers in all.
~
FP (Reverse Fist)- 18(4)11 //
D: 18 // DZ +8 //
HB+4 (VX+6)

SK (Low Kick)- 6(3)15 //
D: 6 // DZ +2 //
HB+ 1 //
MISC: cancels to specials/supers
~
FK (Mika Sobat)- 10(4(14) //
D:12 // DZ +4 //
HB+3 (VX+4)
~
RK (Japanese Ocean Dropkick)- 11(2)25 //
D:16 // DZ +8 //
HB+4 (VX+6) //
MISC: Knocks down

Crouching

JP-(Low-Angle ???-Chop)- 6(4)8 //
D: 5 // DZ+1 //
HB+1 //
MISC: Cancels into special/super, chains into self
~
SP (Headbutt)- 6(1)22 { X-ISM= 6(1)26 } //
D: 13 // DZ+ 4 //
HB+4 (VX+6) //
MISC: airborne from frames 7-22 (7-26 in X), cancels afterwards into super like Akuma/Ryu hopkick? Cancel during startup frames? Unsure, can’t read note.
~
FP (Shoulder Tackle)- 11(18)19 //
D: 16 // DZ+8 //
HB+4 (VX+6) //
MISC: Knocks down, airborne from frames 12-23, possible cancel same as above.

SK (Back Heel Kick)- 6(4)15 //
D: 4 // DZ+2 //
HB+1 //
MISC: Cancels into special/super, must be blocked low
~
FK (Rainbow Kick)- 7(1)20 //
D: 11 // DZ+4 //
Gauge+2, HB+3 (VX+4) //
MISC: can be blocked standing
~
RK (Mika Sliding)- 7(6)27 //
D: 15 // DZ+8 //
Gauge+2, HB+4 (VX+6) //
MISC: knocks down (sweep type), must be blocked low

Neutral Jump

JP (Knuckle Press)- 6(6)14 //
D: 8 // DZ+2 //
HB+1
~
SP (Knuckle Press)- 7(6)8 //
D: 13 // DZ+4 //
HB+3 (XV+4)
~
FP (Jumping Elbow)- 8(6)10 //
D: 17 // DZ+8 //
HB+4 (XV+6)

SK (Jumping High Kick)- 5(8)10 //
D: 6 // DZ+2 //
HB+1
~
FK (Jumping Sobat)- 7(4)11 //
D: 11 // DZ+4 //
HB+3 (VX+4)
~
RK (??? Dropkick)- 9(4)20 //
D: 17 // DZ+8 //
HB+4 (VX+6)

Offensive/Defensive Jump
(names/damage/dizzy/hit bonus are the same)

JP- 7(6)8
SP- 6(6)8
FP- 8(6)8

SK- 5(8)10
FK- 7(4)8
RK (High-Angle Kick)- 9(4)12

Command Moves

Offensive/Defensive Jumping d+FP (Flying Body Press)- 8(8)9 //
D: 17 // DZ+8 //
HB+4 (VX+6) //
MISC: airborne, recovery time varies on height
~
Offensive/Defensive Jumping d+SK (Knee Drop)- 6(3)11 //
D: 6 // DZ+2 //
HB+1 //
MISC: see above
~
f+FK, f or b+FK in X-ISM (Rainbow Sobat)- 13(4)14 //
D: 11 // DZ+4 //
HB+3 (VX+4) //
MISC: cancels to special/super in A and X-ISM

Throws

f or b+PP (German Suplex)- 5(1)18 //
D: 20 // DZ+0 // Gauge+0 // Range: 31
~
f or b+KK (Brain Buster)- 5(1)18 //
D: 20 // Gauge+1 (VX+3) // Range: 31
~
d/b or d/f+PP (Headbutt)- 5(1)18 //
D: 8+2x(0-11)+4//
(other info same as Brain Buster)

Jumping f or b+PP (Hip Buster)- 1(1)X //
D: 20 //
Gauge+1 (VX+3) //
Range: 27 horizontal x 8 vertical (pixels 60-68) //
MISC: Recovery time depends on height, airborne
~
Jumping f or b+KK (Neck Breaker)- 1(1)X //
Range: 31 H x 8 V (pixels 68-76) //
MISC: Other info same as Hip Buster

Alpha/Zero Counters
(f or u/f or d/f+P+K of equal strength while guarding)

A-ISM (standing Strong animation)- 31(8)13 //
D: 4 //
MISC: Invulnerable from frames 0-31, time stopped from frames 0-28.
~
V-ISM (crouching Roundhouse animation)- 27(6)23 //
D: 4 //
MISC: Time stopped from frames 0-24, invulnerable from frames 0-27.

Special Moves

QCB+P (Flying Peach)
Invulnerablitly at start is high(?) for the first four frames, and then switches to low (?). Knocks down.

JP- 31(16)14 //
D: 16 //
Gauge+3 (VX+4) // HB+ 3 (VX+4) //
MISC: Invulnerable as: [4|4](first eight frames), airborne from frames 5-18, and 28-50

SP- 33(18)15 //
D: 17 //
Gauge+4 (VX+6) // HB same as Jab version
MISC: Invulnerable as: [4|12] (first 16 frames), airborne from frames 5-20 and 30-55

FP- 35(20)16 //
D: 18 //
Gauge+4 (VX+7) // HB same as above
MISC: Invulnerable as: [4|16] (first 20 frames), airborne from 5-22 and 32-60

QCB+K (Shooting Peach)
Dizzy on all 3 versions is 8, and HB is 3(VX+4). Knocks down.

SK- 12(16)65 //
D: 16 //
Gauge+3 (VX+4)
MISC: airborne from frames 9-31

FK- 12(18)67
D: 17 //
Gauge+4 (VX+7) //
MISC: airborne from frames 9-34

RK- 12(20)70 //
D: 18 //
Gauge+4 (VX+7)
MISC: airborne from frames 9-38

HCB+K while jumping (Wingless Airplane)-
Damage on all versions is 22, and Gauge+1(VX+3). Airborne, rRecovery time depends on timing (+1?).

All versions- (1)x1
Range: 28 H (#-1~27) x 8 V (#59~67)

360+P (Paradise Hold)
Gauge+ is 1 for all versions. Frame and MISC data is the same for all versions.

JP- 23(1)40 //
D: 20 //
Range: 32+31
MISC: airborne from 3-19 and 23-51

SP- D:22 //
Range: 48+31

FP- D: 24 //
Range 64+31

360+K (Daydream Headlock)
All versions are Gauge+1(VX+3) and have 31 range and same frame data.

SK- 4(1)18 //
D: 3x(1~10)+10 //

FK- D: 3x(1~13)+10

RK- D: 3x(1~16)+10

QCF, d, d/f+K (Sadinzu Beach Special)
Level 1-
Level 2-
Level 3-





QCFx2+P (Rainbow Hip Rush)
All versions knock down.  Time stops after the first four frames.

Level 1-  4!11(4)16(4)23(4|14)63  //
    D: 12x2+8+12 //
    MISC: knocks down, airborne from frames 58-80.  Invulnerable for first 16 frames.

Level 2-  4!11(4)16(4)15(3)24(4|4)15(6|13)63
    D: 10x4+9x3 //
    MISC:  Invulnerable for first 24 frames, airborne from frames 100 to 123

Level 3-  4!11 (4) 16 (4) 16 (4) 15 (3) 20 (4|4|4|) 9 (5|6|15) 63
    D: 12x3+8x7
    MISC: Invulnerable for first 36 frames, airborne 119-144


720+P (Heavenly Dynamite)
Range on all versions if 51 and frame data is the same.  All versions are invulnerable for the first five frames.

Level 1- 4!1(1)22
    D: 3x(1~15)+21)

Level 2- D: 3x(1~18)+26

Level 3- D: 3x(2-21)+32

Done for now.  I'll get to the variable X-ISM super...it's complicated.

http://geocities.com/zero3_book/ #2.  It's a bad scan, but if you squint very hard, you can see the boxes for R.Mika's jumping throws, and the 2 special versions from the Beach Special super.  Throws tend to be more about the speed involved than the range...ie if you can actually SEE the box for Vega's air throw, it's not that big, but his jump is quick and it's at a good position.  And Chun Li has always been able to get away with more ground throws than shotos, because her walking speed is faster- her throw range is actually a little smaller.

Edit: please don't tell me that's actually "Sardines" Beach Special...?  Damn Japan....

Oh yeah that’s tight.

This thread is powerful.

Sweet ! :tup:

I’ve fooled around a little more with Mika’s s.fierce.
I’m pretty sure now that the move is +8 on hit (makes c.roundhouse slide a 1 frame link without counter hit) which allows a pretty cool link into c.short (6 frames startup) or s.short (same as c.short, just with more damage and a little less range). Why it’s cool ? Three reasons …

[1] Most damaging combo option into freestyle super and VERY easy to hit confirm:

  • s.fierce -> c.short/s.short xx qcf x2 roundhouse -> strong (slide), …
    –> … b/f K spinning scissor grab (3 hits + grab, 43/45 + 42 = 85/87)
    –> … K (high angle kick), instant j.fierce (3 + 2 hits, 43/45 + 45 = 88/90)

[2] You can add another mixup possibility since a qcb jab will whiff if you cancel it out of the c.short, making this one a good grab setup with high damage output.

  • s.fierce -> c.short xx qcb jab (whiffs), 360 K (2 hits + throw, 21/23 + ~28 = 49/51)
  • s.fierce -> c.short xx qcb jab (whiffs), 720 jab (2 hits + throw, 21/23 + ~40 = 61/63)

[3] It makes her lvl.1 unblockable even more scary :wink:

New update.

Cr. Roundhouse slide is NOT SAFE vs V-Sakura. :tdown:

V-Sak’s b+fierce or cr.roundhouse connects on a blocked Mika cr. roundhouse.

Dammit that sucks. Absolutely no knockdown options, outside of throwing, 360/720s and shooting/flying peaches.

Still the sliding roundhouse is good to go under Sak’s stand roundhouse.

If youre V-Mika though and you get the move blocked, you can mash activate hoping for some human error.

EDIT: Let me clarify, this is at the maximum ranges too. After a good splash, 2 cr jabs, cr. short, f+fwd kick, then cr. roundhouse. Still gets punished on block.

recently, i’ve adopted the following rule for playing mika: don’t use the low roundhouse unless you’re absolutely sure that it will hit. time to face facts; the move’s recovery is lousy, and it’s a lot harder to list the characters who can’t punish a blocked low roundhouse than to list the ones that can. yes, the priority is decent and scoring a knock-down is important, but the risk you take if the move is blocked, is far too great. this can vary from anything such as losing momentum and pace in your pressure strings and such, or through to something worse, such as being swept in your recovery; or in the worse possible scenario: being on the receiving end of a full level 3 super or high damage vc. remember, this is having your low roundhouse blocked, not anticipated.

more bad news. the shooting peach should not be used when in the middle of the screen. upon being hit with this move, anyone with a quick enough roll (read: 98% of the cast) can use this move to get close to mika and combo her as she’s recovering! this eliminates the already timing-strict low fierce-> roundhouse shooting peach combo. so that basically means, when you want to punish a huge mistake, your options are either a: low roundhouse, b: one of her command throws, or c: use your meter. i guess things aren’t as bad with a-mika, who is able to select the amount of super meter used; but with v-mika, the idea of using her super meter to punish mistakes when she can’t afford to is a little off-putting - you may able to take off 65% of the opponent’s health, and if you kill them that’s fine, but against a character with a strong block-damage or unblockable vc, this can be a suicidal move. perhaps i’m being too critical of mika’s mistake-punishing abilities without meter - it’s not like everyone has sakura’s or ryu’s strengths in this area - they don’t need to - almost everyone else seems to be better at this than mika.

some good news.

actually, with a full meter, this set-up seems to be more reliable and easier to perform than the low jab/short version, (the roundhouse shooting peach seems to connect a lot easier after the standing roundhouse) and ultimately, slightly more damaging, too. this should be your main anti-air vc starter

however, the crouching jab/short-start set-up seems to serve a particular function - anti-air when knocked down. mika’s low jab-> roundhouse shooting peach - or low short-> roundhouse shooting peach depending on the character - will hit the opponent just before they land. i think how easy it is to land this vc may depend on a few things. namely, the move used to knock down, its recovery, and the opponent’s jumping height, speed etc. for example, i can always land this vc after being knocked down by ryu’s low roundhouse, and activating against a jumping fierce or even his cross-up jumping forward, but i have a slightly harder time landing this against karin, who can land as i activate.
it’s possible with a 50% full meter but ideally, a full meter is best. overall, this set-up is very pracitical and very reliable. which equates to 60% damage againnt opponents ignorant of this, or forces wary opponents to attack her on the ground as she’s waking up, therefore allowing her the option of using the paradise hold in this situation.

as seen in the mika [media=youtube]AYb-oFreefI[/media], deep short shooting peach x n works nicely. keep a steady rhythm and watch the opponent’s height to make any timing adjustments if need be.

random notes.

mika’s whiffed crouching punch throw builds meter slightly quicker than the others.

a whiffed 360 can be used to escape jumping attacks when performed early enough, especially cross-ups.

her crouching short cleanly beats the shotos’ hop kick.

you might be surprised how often you can get away with corner: crouching punch throw-> walk up crouching punch x 2

jumping forward and jumping short are great for aerial-recovering opponents. a good tick/trick with this is, corner air-blocked jumping short/forward-> dh/hd as you land. not guaranteed though.

could some one please confirm if her punch air throw can or cannot be tech. bonused(sp)? edit: confirmed. mika’s punch air throw cannot be throw escaped


#18 and #19. Sorry the scans aren’t of the best quality… If anyone wants to wait a week, I can rotate the images, but as it is you can just save them and turn them 90/270 degrees in the appropriate direction in MS Paint or whatever. I suggest you save it as soon as it loads if you plan to keep it, as Geocities is not the most reliable host, and the page will be “temporarily down…”

NEWS
THIS IS 98/07/27 ON ANTHOLOGY. SOMEONE CONFIRM THESE FINDINGS OR I’LL EDIT THIS POST OUT
that’s the standard on anthology, no?

It’s been a minute since i’ve posted in this thread and read it too. since being back from iraq i picked up anthology, so i’ve discovered some new things:

vs. the characters that can’t air recover paradise holds: Akuma, Ryu, Ken, Dan, Honda, and Blanka:

in corner use 360+jab* - activate - otg vc.

*reasoning for jab instead of any other strength is because Mika is much closer to her opponent after the slam, which makes the activate into otg possible before the opponent wakes up.

since they cannot air recover from the paradise holds, they fall prey to the activate into the otg combo.

vs. anyone:

if they fail to air recover from her jab paradise hold in the corner, then you get activate otg.

vs. anyone:

*deep cr. roundhouse - activate - 360 roundhouse.

*note that deep cr. roundhouse slide with Mika is just a stupid thing to do in general though because then you’re punished if it’s blocked. but point of this is that if you make the mistake(like say you goof the 360 kick and do a cr roundhouse deep and it connects) at any point you capitalize on your own mistake with an otg. and punishing whiffs with cr. roundhouse too.

Discovered she can do a “BAS” combo like V-Akuma

vs. anyone:

activate: cr roundhouse, 360+fierce otg.
what’s good about this though is that it can be done at max sweep range. so if you’re having trouble countering someone or even getting in on them, this is a good one.

and dont forget that vs Akuma, Ryu, Ken, Dan, Honda and Blanka if it puts them in the corner then you have the otg vc tagged onto this set up.

I think that Mika can be a VERY good threat vs V-Akuma and V-Ryu now. If Akuma tosses out a hadoken near you, and you block it, you can activate and do this combo. immediately out of block stun. Cause Akuma’s hadoken recovery is longer than Ken and Ryu’s.


NOW think about THIS set up. V-Akuma comes in for dive kick, Mika does st. Jab into fierce shooting peach. If you’re near the corner and you see akuma tech roll, you do cr. croundhouse which would end up being a deep one because he rolls into it, then you activate then do 360. However, if V-Akuma doesnt tech roll, then you have the otg vc good to go cause he’s laying on the ground from the shooting peach. punish that fool for abusing dive kick.

Middlekick if you ever check this thread out again:

what changes were made from the arcade version of a3 to the anthology version?

also what determines if the opponent stays on the ground from Mika’s shooting peaches? Cause on the rom whenever i hit my opponent with the peach they did not stay on the ground as long as they do on anthology. is it a certain star on anthology that enable disables? Cause this pretty much defeats a good portion of my findings as far as timing leniency goes.

98/07/27
this is supposed to be the version that’s used correct?
this version i use and it has them stay down on the ground long.

so the ps2 version is NOT arcade perfect or what’s going on? can someone confirm?

the ps2 98/07/27 is zero3 and Mika’s peach keeps them grounded. On the rom version of 98/07/27 they get up fast. So the ps2 version is not 100% arcade perfect or?

http://www.shoryuken.com/forums/showthread.php?p=3164131#post3164131

The 15th dip switch on the 2nd row governs the following:

R.Mika’s Shooting Peach and Flying Peach cannot be recovery rolled from. If these moves connect, the opponent remains laying on the ground for a significant amount of time, where it is easy to perform an OTG if playing in V-ISM. Also applies to Juni’s Psycho Streak.

Her kara is surprisingly easy and has huge range. hcf+FP-up+K/P

She doesn’t have a hcf+P move so you get the FP and then cancel the startup animation into a grab.

I play Mika as well in A, I may be switching to V, her vc’s seem pretty simple and to do heavy damage.

The kara-xeno mentioned is pretty easy, I wish I could do it into super consistently.

I just wanted to say thanks for this thread you’ve inspired me to play her more.

Honestly, if a character’s got decent VC’s, there’s no reason to use them in A.
A-ISM characters are anti-air/jump-in VC bait. With the exception of Gen and Dhalsim.

A couple of other things ive found out but forgot to post up:

You can st jab Akuma dive kick on reaction. So vs Mika, Akuma no longer has dive kick.

Zangief cannot jump in on V-Mika(besides the obvious v-drop in which youre supposed to counter activate). So far my findings is that her cr jab beats every last one of his jump ins, and if he empty jumps you can pretty much spot that, because most of his jump attacks have to be started rather early(early enough for you to react with cr jab). Once you’re in the damage zone to finish the round with a VC, when Gief jump attacks activate way ahead of time with shooting peach.

When knocking Zangief to the ground, stand next to him on wake up and do an immediate jump away roundhouse. It beats all lariats, obviously beats reversal SPD, and it takes you out of range on Gief activations. Doing this process a few times makes some gief players think twice about pulling a reversal on Mika on wake ups. Allowing you to use stand fierce as he’s waking up, or actually throw him instead.

Crouch Roundhouse’s best purpose is for whiff punish. Don’t have it make contact with the opponent unless it’s hitting an extended hitbox. Have the slide itself whiff so you can be safe.

crouch strong(the jumping headbutt) can go over a number of low attacks. It also moves Mika forward very fast, so do them repeatedly to close the gap if necessary. Also a good mix up you cr strong in their face and throw with down/back+punch throw, which has a ton of range.

stand strong has tons of priority.

stand fierce crushes guard extremely fast.
EXCELLENT wake up meaty games. It comes out so obvious, that you can bait with it by throwing it out a split second earlier so it doesnt connect with your opponent, and you can block their reversal every single time. Or you’ve now got them on the defense for a throw attempt.
Tip vs Gief, do a whiffed stand fierce and then an immediate jump away roundhouse, :rofl:.

Sneak in a couple stand fierces and your opponents guard meter will go down in no time at all. When your opponent is in guard scare that’s when whiff punishing becomes a big gameplan.

For every counter hit stand or crouch jab as anti air, go into a CC series. The simple fail safe is just doing a jump roundhouse. Doing the jump roundhouse after the counter hit jab is a MUCH better tool than the flying/shoorting peach because if the jab is not a counter hit, then you’re dead.

Haha your Mika style seems to be very similar to mine, i too use a lot jab / s.strong aa, s.fierce in meaty games and blockstrings and hop c.MP to close gaps nowadays.

Nice to see people still care for Mika :karate:

I still think A-Mika is on par with V-Mika, even though almost nobody plays her in A. Don’t know what i would do without the freestyle super :lovin: she’s my favourite when it comes to mixups, that’s for sure.

Really though, any character on A is anti-air VC bait.
Counter activate is a godly thing to have, which is why the Japanese are so intent on using V-Ken.
A-ISM seems viable until you start running into people who CC infinite, or people who VC, then run away, then VC again. You just won’t have enough meter to keep up on A-ISM.

Have you seen that Guy in the latest A-cho vids ? Whiff cancel ftw :wink:

About the meter thing: Mika is a character that works fine even if you have just 1 level of meter. Lvl.1 grab super is ~40 damage in your face (to give them something to fear), lvl.1 freestyle super is your anti everything (whiff cancel into it when they wanna blow through, it also works against crossup VC’s, almost perfect wakeup option).

What does proxy canceling have to do with AA VC’s?

All that’s fine and dandy, but it also means that A-Mika can’t jump at you ‘at all’, because the second she does, she’s getting anti-air VC’ed (likely into a CC infinite) and the round is over, because she’s got no counter activation to deter them from VCing her as soon as they see her feet leave the ground.

I don’t see anything that A-Mika has that V-Mika can’t do better. The damage on her level 1 super isn’t anywhere near 40% anyway unless you’ve got a turbo controller.

The ones that matter:

  • near-full-screen fireball counter with a Level 3 SBS-> Mika Lariat; also makes for more ranged anti-air
  • better mistake punishing abilities; she can select how much meter she uses. V-Mika is usually at a disadantage when she uses her VC if it does not kill the opponent
  • damaging, decent-ranged (Level 1) Heavenly Dynamite; also grabs V-ISM activations, and makes her more threatening when she’s close
  • can hit-confirm her crouching Jabs with the SBS-> Mika Sliding

True enough, but you can also punish fireballs from quite a distance with a slide > OTG VC, and you get more damage.

I don’t know how much of a difference that really makes considering how much faster V-Mika gets her meter back. Especially if you manage to land the post VC CC’s.

Useful, but isn’t all that threatening damage wise. Plus if these don’t end up killing your opponent, you’re just as open to some kind of guard crush/unblockable VC as you would be after a non-killing VC, and you’d be in a much tighter spot since A-Mika has a hell of a time building meter.

Nice, but it barely does any damage.

A-Mika seems to have more offensive options, but she lacks damage output, while V-ISM gives her a range of defensive options and better damage output.

Any good OTG to Beach CC’s?