The point is, once she uses her VC, she’s prone to V-ISM unblockables and guard crushes.
It’s better than using crouching aRoundhouse or a command throw to punish a mistake.
See my previous sentence.
The point is, once she uses her VC, she’s prone to V-ISM unblockables and guard crushes.
It’s better than using crouching aRoundhouse or a command throw to punish a mistake.
See my previous sentence.
It seems like you’d have to use those supers very conservatively though to prevent yourself from ending up in a similar no meter situation, which means your damage output would be pitifully low.
That’s not true.
For every hit that V-Mika does without meter, A-Mika does it better.
A-Mika can use 2 level 1 720s and get near the damage output that her VC brings, while still having the ability to alpha counter afterwards.
You never jump in with Mika unless it’s at the tip of her jumping roundhouse, or your opponent is knocked down and you’re going for a meaty jump in or meaty jump cross up splash.
V-Mika is better than A-Mika, but it’s not by such a longshot as ppl may be thinking. V-Mika has the obvious advantages that playing v-ism bring(counter activate, drop-ins, etc.) and the ability to get out of more situations than A-Mika. But the damage output is quite possibly the same, maybe even weighing more in A-Mika’s favor at times.
Did you edit your initial response to my quote to add this in?
Anyway, crouching Roundhouse-> OTG in general – without specific situational-only uses – is a pretty ill-advised use of meter. Once you land this combo, the most you’ll get from it (meaning: guaranteed damage) is one crouching Roundhouse + a 6~7 hit DDH, after which the opponent can air recover with Mika still in V-ISM and unable to block. So not is only the damage not consistent with the amount of meter it requires, it gives the opponent an ideal chance VC/Super Mika.
Please explain how this combo is more damaging than a Level 3 SBS Mika Lariat sequence.
And FYI, VC-> Roundhouse Shooting is a much better counter to fireballs than your OTG combo.
Can’t you do:
c. RH > QCB+RH > OTG 360+LK > QCB+RH > OTG 360+RH from mid-screen?
Worked when I tried it at least.
You’re probably right there. Slipped my mind.
The opponent can air recover after the OTG.
Ah right. Forgot OTG throws have different properties. My mistake.
I have a question about vcs… do you guys use the version where you can techroll after qcb+k or P or the one where you can’t, cause on the one where you can’t, you can just do VC3, rh, qcb+rh, rh, qcb+rh, qcb+rh… then you should be near corner to do whatever you want to finish… like cc setups or some such…
Unless I’m on crack, in that case sorry, I’m new to alpha 3…
Well, for a similar game to the CPS2 version, most would have the settings where the Peach attacks can be rolled from. Though I’m not sure how changing the settings for the Peach attacks affects CC set-ups.
For Alpha Anthology it’s best to go with the 980727 preset, then enter “Customize” and switch star 2-15 to unlit (second to last star on the second row – switch to unfilled) so that Mika and Juni’s moves can be rolled. This mirrors the latest arcade version perfectly.
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cool thanks for the tip xeno!
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Some Mika vids.
[Hyper stuff]
Since Hyper SFA is based on Upper, Mika is no longer able to cancel her f MK into specials/supers, which totally sucks because she now has lost her only other practical option beside c.LK to combo into freestyle super, and lost a way to pressure the opponent with qcb jab ass and combo into qcb HK ass :[
The only bonus Ism she’s good with is DS-Ism imo …
(damage, stun)
[DS-Ism]
In DS-Ism her s.HP becomes much more valuable, because she now can get more than just one c.LK after it, and she can chain into it (covering the huge startup). Really good damage options after it …
I’m a proud R.Mika fan through and through. Has anybody tried this V-ism combo yet?
Activate V-ism with LP+LK, D+HP, MK Shooting Peach X2, HK Shooting Peach, repeat the process until you’re in the corner then do two more MK Shooting Peaches, then finish the combo with D+HP, Wingless Airplane.
I’m pretty sure they can tech out before your finisher of d+HP.
Just replace it with cr.RH->360+k
nope, because it’s most likely used to cancel the shooting peach; no neutral state. however, the jump into wingless airplane can, of course, be escaped from.
heh. the opponent can recovery roll before you can do this.
I uploaded some A-Mika matches on my youtube account: http://www.youtube.com/profile_videos?user=IczR1
Unknown player, i don’t even know where i got those vids from 3 years ago (sftchina forum i guess), but it’s the best A-Mika i’ve seen to date.
meaty mixup
I came up with a meaty mixup a while ago, which you can use everytime you knock somebody down with a slide:
[1] c.HK (knockdown), instant c.MP hop (whiff), instant f MK (whiff), 360 HK (Daydream Headlock)
[2] c.HK (knockdown), wait a tiny bit, c.MP hop (whiff), instant f MK (meaty) xx 360 HP (Paradise Hold)
[3] c.HK (knockdown), wait a tiny bit, c.MP hop (whiff), instant f MK (meaty), walk forward a tiny bit, PP/KK throw / 360 HK
[4] c.HK (knockdown), wait a tiny bit, c.MP hop (whiff), instant f MK (meaty), c.LP (counter hit setup) / whatever
[5] c.HK (knockdown), wait a tiny bit, c.MP hop (whiff), instant f MK (meaty), wait and see (bait)
The reason to use a c.MP hop after the knockdown is that it makes the timing for the meaty easier afterwards, because f MK only has 4 active frames. It also closes the gap no matter at which range you hit the opponent with the slide, so you don’t have to worry about range inconsistency. Just make a small adjustment in the timing of the hop depending on from where you hit with the slide (should be natural for any Mika player because the art of sliding should be second nature when using her).
[1] If you input every move instantly, the f MK will whiff. The recovery of it is really short, so you can grab them directly after they stand up. 20-25% damage right there.
[2] If you delay the hop a tiny bit after the knockdown, the f MK will hit meaty. You can cancel f MK directly into 360 P after it makes contact for a frame-exact tick throw. ~17% damage
[3] The f MK gives anything from +1 to +4 frame advantage on block, making it easy to tick normally after it.
[4] Sometimes the opponent tries to hit you back after the f MK, because it doesn’t look like it gives frame advantage at first. This is an opportunity to setup a counter hit, a c.LP will earn you +8 frame advantage if you are sucessful, you can link c.LK xx lvl.2/lvl.3 freestyle super after it (2 frame link), or just keep the pressure on. Because of all the tick throwing going on, the opponent also might want to jump, try to get them (Mika has the advantage after all).
[5] This is just there for not making them think they can blindly get out of this with activation. If they activate through your f MK meaty attempt, cancel it into qcb HK to get out of there and hope they don’t catch you with anything huge before you recover. You can also try 360 P, which has the airborne property, and has the weird ability to magically dodge some stuff if they try to hit you at the wrong time.
As a longtime Mika user, i claim that f MK is her most awesome ground normal, i looove using it :karate: