As Inzzane mentioned, c.hp is a good way to rest them.
e.g. (midscreen) s.mp, f+mp -> f+mp, back dash, forward dash, c.hp
That string will drop them right in front of you, and you can mix between:
1./ Throw/Command throw - to beat blocking.
2./ s.mp - to beat pressing buttons, throw teching, or JUMPING. I recommend using s.mp if you expect a jump, rather than just throwing a Wingless out, because Wingless is high risk (can be punished), low reward (damage output is ok), whereas s.mp is low risk (only -2, so safe), high reward (full combo into rope throw for another combo or reset). s.mp works to beat a jump here because if you time it perfectly, it will catch their pre-jump frames. I just tested to make sure (this is awkward as hell to test; you basically have to do the combo into the reset, PAUSE when the c.hp hits, set the dummy to jump, then unpause and mash s.mp). When you do it right, though, the dummy will jump on the first possible frame when they land, but s.mp still hits them grounded in their pre-jump frames.
3./ Block - sometimes you just have to respect the Shoryuken, y’know?
CrowMn’s list of sh!t he needs to work on:
[list]
[] Nadeshko probably the biggest flaw in my game right now is my utter lack of Nadeshiko use.
[] Cross ups I keep over-shooting my mark and getting punished for it.
[*] Execution Confidence I’m getting better at this one but anytime I had a good opportunity to punish, I’d opt for a safe basic throw than going for a Super or a command grab or literally anything more damaging because, I was afraid of fucking it up. It cost me some rounds.
[/list]
1./ Pick R. Mika and another character of your choice you want to learn how to punish.
2./ Look at the frame data for Mika and that character. Figure out what moves you want to punish, how unsafe they are, and what the appropriate optimal punish is.
3./ Set the training dummy to Guard All.
4./ Record a Guard Recovery Action for the dummy that is the move you want to punish. Set that Guard Recovery Action.
5./ Get the dummy to block a jab or something else safe, then block the recovery attack. The dummy will guard again on the first possible frame (because of the Guard All setting).
6./ Practice your punish. Figure out what works from which spacings.
This should help. It’s not easy to just punish things on the fly, but if you train yourself to recognize the situations, you’ll find it a lot easier to get optimal damage in these situations when the opportunity arises.
I’m gaining a better understanding of frame traps in general, so having said that, what makes s.MP such a good poke for mika, since it’s -2 on block? Is it more of a punish poke?
lp is 3f and s.lk is 4, so both of those are good follow-ups on block, but on hit, s.mp is ridiculous. Dark Hokage puts it to great use by fishing and then confirm linking ex.peach or super off a hit.
s.mp isn’t so bad on block. It is -2 but that is safe against most moves against you. This is more of a poke looking for damage than a block string. If you do the s.mp you are effectively ending your turn, but if it scores a hit via frame trap then you can easily follow up to a combo, passion press, or s.hp.
I think the point is the mix up. I like to (try to) vary between s.lp s.mp frame trap and s.lp throw. If the s.mp hits it is very easy to confirm into a combo. If it is blocked there are few things that can actually punish you.
I don’t think predictable is bad, just vary tick throw with frame trap, so if people jump your throw they get eaten by the frame trap combo. If they didn’t think you were going for a throw, you couldn’t get in the frame trap which is far more rewarding as you can pp combo off of that.
I use s.lp for my tick throw because the s.lk will target combo to s.mp, and I don’t want a block string I want a frame trap. I do s.lp s.mp mixed with tick throw attempts. This makes your setup the same, putting them in a true 50/50.
The s.lk I would use mostly when I want it to combo, as a s.lp that hits won’t give you much but a s.lk that hits can go to target combo peach. That is less of a setup for 50/50 more of a check for punishing or catching a combo.
Is her optimized combos summarized somewhere? There’s so many variations that it’s impossible to sift through if you didn’t follow the progression from the start.