R.Mika Beginners Thread: "All right! Let's begiiiin!"

no offense, but meaty is a big part of SFV. I know you said you’re not that great, so definitely not trying to fuck with you, but even if you switch characters that’s going to be something to do and/or look out for.

I am not sure what you mean by ‘constant practice in the lab for meaty strings’. Most of R.Mika’s meaties are going to be single stuff as far as the basics go. I will point out that almost every grappler has to be patient, but sfv requires more patience in general to get set ups, grapplers just tend to need set ups more because their buttons aren’t as good and they are designed around reading opponents and out footsie-ing them. If you /can’t/ do meaty lady mika and meaty command throw, perhaps your correct and some other character might suit you better, but I can tell you it took me a long time to get meaties down in general and SFV in particular has been pushing my own envelop irt it. Its just a more technical game. Just remember, if your finding things difficult but ALSO complex, try to work it piece by piece first then start adding pieces together till you gradually add the whole thing down.

Mika’

There’s too much focus on Mika’s meaty stuff imo. I’m pretty sure we all get throw vs f+fp. Funny thing is 99% of throws on wakeup are mistimed and at least 80% of f+fp’s aren’t meaties. =P

Meanwhile no one knows how to play footsies to get close enough to confirm a s. mp into damage other than flailing it out from too far to confirm and hoping.

I agree. There are other skills that are important and they get over looked due to the wake up game being a big strength of hers. That being said if you don’t get your meaties down, you lose one of her tools that force the mind game. Its not just that its an important tool its about mind set. If your thinking about the rock paper scissors of wake up, you’ll be thinking about the other things R.Mika has like that, such as her anti airs and pokes. I would definitely say footsies is more important, but those are something you pick up slowly over time (note that earlier I had suggested ways to train exactly that.) If your a newbie or lower skilled, you COULD focus on footsies and it would pay some dividends sure, but without the mindset that comes with meaties and the meaty tools themselves, your going to not go as far. If you want to be an ok player you need to know all her tools and when/how to use them. If you want to be a GOOD player, yes your going to need a solid understanding of footsies and attack vectors. But one doesn’t ‘skip what the ok players need to learn’ if they are aiming to be good.

I’ll also agree with you on the need to learn the s. mp confirm into rope for sure. Probably one of the most important R.Mika basics to learn along with how to cancel into shooting peach.

I hear what you all are saying. Its hard to know how to practice for fighting games since most knowledge is from forums. When I look at somethign like BK4k’s post, as much as I appreciate the work in it, its like, “Holy fuck. That is a lot of shit to learn.”

How are you guys working on absorbing so much information?

I have no goal of being a live tournament player so online will always be my medium, but still, I want to steadily improve as much as I can.

Honestly? I have friends and watch a LOT of vids. It’s almost absurd in retrospect, but I love fighting games. You learn information quicker if you have emotional investment in what your watching. Watching things WITH my friends and watching my friends and people I admire play, make me that much more invested in the outcomes and I therefore remember them better. That’s why I think having an ‘idol’ and a grapple buddy are essential to improving yourself. I know it is hard and rare to get those things, but it definitely is something that helps. I may not be good at analyzing things on a technical level but I am on an emotional level. So I naturally gravitate towards talking with people who have that technical analysis ability or watch people who do like ultrachen but need the emotional analyzing so we can work together and help each other out.

That is why I am glad to see grapple buddy threads. It can be hard to find people in your area that are into it, but the internet has given us real meaningful ways to make friends and acquaintances who can help us push our limits and learn far quicker. There are obviously other ways to learn and absorb large amounts of information, but that’s my personal experience on the matter.

I also watch videos, but how do you know what to focus on. With so many scenarios, you just practice one at a time? It’s overwhelming to say the least.

Sorry a bit of a newbie question, but when they say mika has a lot of options in the corner. What exactly are these options?

Also side question, when I do the swing move how come I can’t get the opponent to bounce off the wall?

I do martial arts so a lot of the things you watch for in an opponent are similar. Their twitches, looking for any repetition, how they approach. I also watched a lot of First Attack. https://www.youtube.com/watch?v=PpGmHgGPJSM&index=43&list=PL858F4C6F3C3B9612 is a good place to start as well as https://www.youtube.com/watch?v=huzfA6gdJ2c&index=13&list=PL858F4C6F3C3B9612 He can be a bit nervous and ditzy at times but he lays out a lot of really good solid information and examples and the series is rather expansive as far as topics go. I really recommend it as a supplement to beginners training, particularly if they haven’t done a physical martial art as some of the ‘attack vector’ stuff is hard to learn from other places outside of that and fighting games.

I’d also recommend looking at some of the shorter tech videos in the tech thread here since you said you felt overwhelmed. Picking one thing at a time to train on helps since training your muscle memory is very important. Gotta train the body and brain so you can do all the other more important thinking. Keep practicing watching smaller segments of fights and eventually you’ll start getting used to the speed. I find the more you train your muscle memory and understanding of WHY certain combos work, things like watching them in a more intense chaotic fight tend to get easier.

I’ll answer your last question first since its the shortest. Dash backwards, if you don’t it won’t bounce unless your near a corner.

As for her options in the corner. If you knock them down your set ups for wake up become easier since they have no way to escape backwards thus making them more predictable. You can jab them if you think they are going to throw. You can block if you think they are going to use an invincible attack like medium shoryuken or ex shoryuken. You can throw them if you think they are going to try and block your jab or other pressure attacks. Lady Mika is a good option on knockdown because it forces them to block or if they jump to try and escape your throws they is a possibility of catching them on it. Lady Mika also pushes you backwards a bit on block so its hard for them to punish (its also plus on block but the space reset keeps you safe from silly things like a light shoryu or cannon spike. Brimstone if you are facing towards the wall and Rainbow Typhoon if you are facing away, are good knockdown options as well as it will beat their throw, but be careful of this as the recovery is long and people expect it and will jump on wake up to escape and punish you with an air attack.

There is also the option of doing nothing and throwing out pokes to keep them pressured and guessing, unlike in the neutral game where they can just run away and the pokes are more so to keep them off of /you/. Her standing heavy kick as well as her medium kick and punch are great for this. Her irish whip combos also get stronger against the wall since it’s easier to reset the situation with cr. medium punch while still keeping the opponent right next to you. Resets are a much bigger deal in the corner game as it makes her pressure even more unrelenting, while again in the neutral game resets can normally be neutralized by jumping or dashing back or various zoning tools.

edit: Side note can someone tell me how to fucking hide videos when I paste a link? It makes the post way more chaotic than I’d like ~_~

Spoiler

pop them in one of these?

Spoiler

Zomg it works, thanks.

Hey guys, I’m having a hard time pressuring on wakeup. So I went into training and practised against dummy. Turns out I can’t beat a throw with a command throw on their wakeup. Is this normal?

Also, if I set the dummy to jab on wakeup. I can get the command throw to work but only maybe 30% of the time. Is it really that difficult?

What are some pressure options on their wakup? I find meaty (st.mp or st.lk) to be much more consistent, am I missing other options?

Wake-up is all about reads - a meaty will always lose to a reversal with invulnerability on frame 1. Check out B4k4’s “peaches and irish whipped cream” thread for ideas on your wake-up pressure options. I use s.lp, s.mp, f/b.mp, f.hp, and f.mk for meaty pressure. All of those give you options on counter-hit.

Yes I understand that meaty will lose to reversal, but I’m referring to command throws. Does command throws lose to throws? Does it lose to jabs?

Command throw does not lose to throws or jabs as long as you reach the throw’s active frames before the opponent does. Just like any meaty wakeup option, you want your active frames to be in the 1-2 frame spot. Throws have a 5 frame startup though, as opposed to the 3 frame startup on a jab.

I can’t get my command throw to beat jab from the dummy, do you have any tips?

Why ask about wake-up pressure options only to dismiss information pertaining to them?

A 3f normal is active, unsurprisingly, on the 3rd frame. A command throw is active on the 5th. Do the math.

This doesn’t answer anything, can a command throw beat a wake up jab or not? Being an elitist doesn’t help sorry.

It all depends on the timing. When a person gets up and jabs they go through 2 frames where they are standing and vulnerable before the jab becomes active on the 3rd frame.

Your grab has 5 frames of startup. If you start this 3-4 frames before they are actually up then you will have an active grab on the 1-2 frames where their jab is not yet active.

In this situation the grab will win.

If you activate your grab too late, only 1 frame before they are standing or if they are already standing, then your grab will not be active before their jab is, and their jab will win.

Timing wake up attacks and grabs is vital to a character like mika. I recommend practicing s.mp, f.mp, s.mk, f.mk, f.hp, normal and command grabs all on wake up in training mode until you can reliably beat a jab on each of them. This is what makes the hard knock downs from crush counters so powerful for Mika is you can time these setups very easily, compared to a quick rise or back rise where you are often at less advantage, and sometimes disadvantaged.

That’s a great explanation thanks. So if I understood you correctly, since they have two frames standing where they are vulnerable and the command throw has 2 active frames, therefore there should be a total of 3 frames window (when the two coincides) where I can input my command. Is that right? If that is the case, I wonder why it is so hard to land it vs the dummy.