I’ve taken it upon myself to catalog all of R. Mika’s ways to create knockdown situations. I then spent time going over the timings to apply her best knockdown tools in each situation, depending on the wake-up choices the opponent makes.
This resource is currently quite thorough, but is also an ongoing project and will likely never be considered “complete” until SFV is dead and gone. If you have setups you’d like to add, please post them below and I will make an effort to keep the original post up to date. Also, I’m copying all of this from notes I’ve made over the last little while. It’s possible I made errors in transcription or testing, so if you find an error, please let me know where so we can test and update appropriately.
Topics this thread will cover include:
1./ A legend for interpreting any thread specific notation choices, as well as any operating assumptions or criteria used to evaluate setups.
2./ A list of all of the ways R. Mika can create a knockdown, and her subsequent options to apply meaty attacks for each wake-up timing available to the opponent. These will be sub-divided into broader categories.
3./ Possible Future Update A collection of reset situations and options R. Mika can apply to meaty attack opponents being reset.
4./ Possible Future Update A list of character-specific wake-up considerations and specific counter-tech or punishes (e.g. the Chun-Li EX SBK vs. R. Mika c.hk tech we found, we’ll also eventually need meaty throw vs. Dhalsim due to wake-up teleport invuln vs. strikes, etc.)
Section One
Operating Assumptions
1./ I am operating under the assumption that if you are in this thread, you understand general 2D notation. I will not be explaining notation for button inputs or cancels. I will, however, explain the specific abbreviations and formatting I am using for this thread.
2./ All of these timings will interrupt an opponent trying to wake-up with a 3 frame normal (i.e. Chun-Li’s c.lp), and will catch any opponent on the ground during their pre-jump frames. This is my criteria for each setup. Understand that some may therefore leave a 1 or 2 frame gap where an opponent with an invincible escape tool (i.e. Nash V-Trigger is invincible after the first frame) can escape. This has not yet been thoroughly tested for each set-up. I intend to include this information in the future as work on this project continues.
3./ These setups are specifically timed for Mika’s attacks only. Considered broadly for the purposes of this thread, an opponent has three options when rising from the ground: to use an invincible or armored reversal; to block; and to do anything else (press a button, jump, throw tech, etc.). These setups are all intended to beat the THIRD option (do anything but invincible moves or block). However, all of these setups can be easily adapted to end in a throw (to beat blocking) or to end with doing nothing and defending (to beat an invincible reversal). If you are doing this, keep in mind that you may need to delay your throw input depending on the attack it is replacing. f+hp starts in 10 frames, Mika’s throws start in 5. If a setup is intended to end with a f+hp, you may therefore need to wait and kill a few frames before attempting the throw, or you risk having it whiff.
4./ These setups are frame tight, unless otherwise noted. Because we’re dealing with timings that require precise timing, every string of inputs you see in a setup are intended to be done AS FAST AS POSSIBLE. There should be zero frames in between the end of one move or dash animation and the beginning of the next. The benefit of this is that you do not need to “eyeball” or manually time your attacks - if you stick to the script, your timing will work. That said, there are some situations where the knockdown is so short that manual timing is the only option to achieve a meaty timing for specific moves. If any manual timing is required, the setup will note that in the description. If it is not so noted, assume the setup is frame tight.
5./ We don’t want to meaty with “bad” moves. There may be corner cases where it is desirable to use specific moves that we otherwise wouldn’t consider (again, c.hk vs. Chun-Li EX SBK comes to mind), but in general we’re trying to avoid hitting with moves like c.mp or c.mk. We want to stick to tools with a good payoff if successful, and limited risk if thwarted. Preferred options therefore include f+hp, s.mp, s.lk, occasionally f+mp or f+mk, and so on.
Thread Legend
NR - No Recovery; a situation where the opponent does nothing and rises at the latest possible timing.
QR - Quick Recovery; a situation where the opponent inputs either Down or P+P while being knocked down and rises at the earliest possible timing.
BR - Back Recovery; a situation where the opponent inputs either Back or K+K and rises 5 frames after the QR timing.
C - A “C” will precede a QR or BR indication if the setup is corner specific (opponent in corner)
BC - A “BC” will precede a QR or BR indication if the setup is corner specific (R. Mika in the corner, or Back to Corner)
OS - Option Select; this setup is timed such that it can interrupt an opponent trying to jump or jab in both QR and BR timings.
Inputs in Italics - Italics will be used to indicate inputs that are necessary to achieve proper meaty timings (they are being used to kill a specific number of frames). These inputs are not intended to make contact with the opponent.
Inputs in Bold - Bold will be used to indicate the attack or input intended to make contact with the opponent.
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- An asterisk will be used to indicate attacks that are true meaty attacks, that is, their active frames will overlap directly with the first frame an opponent’s hurtbox re-appears after a knockdown (NOTE: These will be updated as time goes on, currently this has not been heavily tested)
( and ) Around Inputs - The open and close parenthesis ( and ) will be used to indicate a series of inputs that continue the setup in order to catch an opponent choosing to use a NR timing, as opposed to a QR or BR. Therefore, there will be no separate line for an NR after a knockdown. Instead, the setup will be indicated as either QR or BR, and then be followed by a series in parentheses which will defeat NR timings.
- An asterisk will be used to indicate attacks that are true meaty attacks, that is, their active frames will overlap directly with the first frame an opponent’s hurtbox re-appears after a knockdown (NOTE: These will be updated as time goes on, currently this has not been heavily tested)
Section 2
Three-Tech Knockdowns
This class of knockdown allows the opponent to NR, QR, or BR. As the opponent has the most options, they are also therefore the most difficult to apply with consistent success. However, in some cases an OS is available which can defeat both options (QR or BR), though generally the reward is less than having used the QR or BR specific timing.
LP/MP/HP/EX Shooting Peach:
QR - dash, s.mp (s.hp, f+hp) or (c.hp, f+hp)
QR - dash, s.lk* (s.lk, dash, f+hp) or (s.lk, s.lp, c.hp)
QR - jump forward, j.lk (crosses up) (s.hp, f+hp) - Note: This setup may not be timed to beat wake-up actions, but all versions of Shooting Peach leave you at ideal spacing for a j.lk cross-up, which is worth noting.
C-QR - s.lk, f+hp (s.hp, f+hp)
BR - dash, f+hp (s.hp, f+hp)
OS - dash, f+mk (dash, f+hp)
c.hk - Note: CC timing will be the same as the NR extensions
QR - c.lk, s.mp (c.mp, f+hp)
QR - c.lp, f+hp (s.mp, f+hp)
BR - s.mp, f+mp (s.mp, f+hp)
BR - slight walk, f+hp (s.mp, f+hp) - Note: This requires manual timing if you want to use f+hp, but the payoff can be worth it.
OS - s.lk, f+mk (s.lp, f+hp)
Two-Tech Knockdowns
This class of knockdown (all are throws or attack throws) only allows the opponent to NR or QR. No BR is possible, and an attempted BR input will result in a QR instead. These knockdowns are preferable for the purposes of post-knockdown pressure because the opponent can effectively only rise at one timing for the purposes of Mika pressure (remember, these strings will cover NR and QR with good reactions). This plays much more strongly into R. Mika’s general game-play style of creating a point blank mix-up the opponent must deal with.
Normal Throw (LP+LK)
QR - Nothing. The opponent rises too quickly. However, an immediate EX Shooting Peach can reach them in time to armor through a jab, and catch a jump low enough to the ground to connect with all 3 hits. Risky, but it is an option. Even a forward dash can be punished by an opponent using QR and looking for it. I think savvy opponents will eventually learn to always QR this throw as Mika has very poor options afterwards.
NR - dash, dash, s.mp
NR - dash, s.lp, f+hp
Back Throw (b+LP+LK)
QR - Nothing. Dash may be safe here? Need to test more. EX Shooting Peach tech from normal throw may also apply, but haven’t yet tested.
C-QR - slight walk, f+hp (c.hp, f+hp) - Note: manual timing required, but f+hp is very strong if it can be applied to their wake-up.
C-QR - c.lp, c.lp (TBD)
NR - dash, dash, s.lp, f+hp
Crouch Throw (LP+LK vs. Crouching Opponent)
QR - slight walk, f+hp (c.mp, f+hp) - Note: manual timing required, but f+hp is very strong if it can be applied to their wake-up.
LK/MK/HK/EX Wingless Airplane - Note: I thought EX was timed differently, but some work on both? May require further testing.
QR - dash, s.mp (f+mp, f+hp)
QR - slight walk, f+mk (TBD)
QR - slight walk, f+mp (TBD)
QR - cross-up j.lk (TBD) Note: This setup may not be timed to beat wake-up actions, but it leaves at ideal spacing for a j.lk cross-up, which is worth noting.
QR - MP Shooting Peach (s.lp, s.mp)
BC-QR - s.lp, s.mp (c.mp. f+hp) or (f+mp, f+hp) - Note: this applies when Mika puts herself into the corner with LK/MK/HK Wingless Airplane.
LP/MP/HP Rainbow Typhoon
QR - Nothing.
BC-QR - f+hp (s.lk, s.lk, f+hp) - Note: applies when Mika is cornered before starting the throw.
NR - dash, dash, dash, f+hp
LK/MK/HK Brimstone
QR - dash, s.mp OR s.lk (f+mp, f+hp)
C-QR - s.lp, f+hp (s.lk, f+hp)
Critical Art
QR - dash, s.mp* (s.hp, f+hp)
QR - dash, f+hp (s.mp, f+hp)
QR - HP Peach (s.lp, s.mp)
V-Reversal
QR - dash, s.lk (s.mp, s.lp, s.mp)
QR - dash, s.mp (f+mp, f+hp)
QR - HP Peach (s.lp, s.mp)
One-Tech Options
This class of knockdown includes both of R. Mika’s EX Command Throws. They only allow a single wake-up timing.
EX Rainbow Typhoon
Nothing ever. Even if done with your back to the corner, you’ll be pushed back out and into neutral. You still get the side switch, but are never close enough to apply wake-up pressure.
EX Brimstone
Note: There are no corner setups for EX Brimstone because the animation will always push you far enough out of the corner that it is irrelevant.
QR - cross-up j.lk Note: This setup may not be timed to beat wake-up actions, but it leaves at ideal spacing for a j.lk cross-up, which is worth noting.
QR - HP Peach
QR - s.lp, c.hp
QR - slight walk, s.hk - Note: Manual timing.
QR - s.[hk] - Note: Very short charge time required, must be manually timed.
QR - slight walk, f+hp - Note: Manual timing.
QR - s.lp, f+mp