At the risk of being elitist, do you know how long 1 frame lasts? Are you seriously asking why you’re having trouble timing a meaty command throw (no less than 5 inputs) with an accuracy of ~0.05 seconds?
Yeah to be clear 1 frame is 1/60th second, right? So when an opponent wakes up there are 2-3 frames before a jab can interrupt your move depending on their character. That is 2-3/60th second…
It is not impossible to get down, but you have to practice practice practice.
Usually you want to favor moves with a long active time for wake up moves. Mika’s jab has only 2 active frames making it easy to miss, while her f.hp has 6 active frames. That explains why it is such a great move, it’s basically designed to be a meaty on wake up.
I’m struggling with meaty timings as well. Using b4k4’s thread I’ve been slowly adding them to my game. Today I started trying to do a single setup off the shooting peach list and it’s coming along. I kinda disagree with those who say meaties are emphasized too much for Mika. Meaty timings are important because people love to mash shit on wakeup and if you mistime it you get hit and lose all your momentum. I have a friend who does wakeup grab all the time and it’s quite frustrating.
Yeah meaty timings are important for EVERYONE. There isn’t a character in the game who can’t deliver a meaty attack on wake up, or put the opponent in a 50/50 block / throw mix up. Especially considering how many characters have command grabs lol. With the extra advantage this game gives to certain counter attacks, EVERYONE plays around this game, not just Mika.
Mika is very good at it though, with many reset options. This is a very important part of her game. Other characters can fall back on zoning, poking, or defensive play. Mika has to get in there to deal damage.
Can her ex shooting peach be called a reversal? I mean on wake up can I use it and beat out most things or can someone just jab me out of it?
You can’t. Ex Peach only have armor on frame 3. Any proper meaty will beat it. You can use it on the chance your opponent will miss his meaty timing.
Waking up with st.LP or cr.LP is usually a better option than reversal EX Shooting Peach. They both beat and lose to the same things, but st.LP/cr.LP can be converted into more damage (CH st.LP->st.MP into Passion Press if the opponent is close enough or st.LP->st.LP xx LP Shooting Peach if you don’t get a CH) and if you guessed wrong, at least you don’t lose meter. The only time I use EX Shooting Peach on wakeup is if I expect my opponent will do a setup that isn’t a meaty but will beat cr.LP/st.LP because of hitbox-hurtbox interactions or the priority system. A good example would be Nash forward throw into f.HK.
is there software or something i can run to see the frames on something i would like to know?
with r.mika…lately i’ve been doing a reset that seems to end with a successful command throw more often that not being successful. so basically, occasionally on successful rope throw when my opponent is coming back, i’ve been using cr. fierce to hit my opponent into an air recovery for reset and i’ll use brimstone for the command throw, it almost always seems to hit. i’m just curious to know how many frames the opponent is in air recovery after the cr. fierce hits them.
Nevermind I got it.
nvm
How viable is c.hp as an anti cross up tool? I’ve tested it in the lab, and it seems possible to escape with it on reaction, but I haven’t seen anybody mention it anywhere. Is it easily punished on recovery or something?
What’s the deal with cr mp whiffing on crossups? What should I be AAing with in those situations? Airplane on reaction? Cr HP to escape altogether?
I almost always go for back jump LK against cross ups becaust I find Cr.MP often unreliable. Cr.HP is a good option too, especially if the opponent is trying to cross you up close to the corner.
cr.MP is the god against some of the cast while being almost useless against others. Very annoying. I get the impression that I use cr.HP very similar to how your describing. It hits a lot of stuff that it doesn’t look like it should. It’s also IMO one of her most useful tools in general vs. characters that don’t have a 3f normal.
hey beginners, here’s a corner vortex/mixup I learned early on and set the ground work for the rest of my mika game. once I was able to do these kinds of mixups without thinking (not this exact one) it setup my mid screen game a whole lot. this is really open to interpretation and you can go for the EX cmd or go back into meaty MPs, crouching MP, QCF+RH anticipating jumps etc etc
I’m having way tougher of a time than I should be with confirming St. HP into super… Either nothing comes out at all, or I get R. Typhoon instead …i only get super maybe about 20% of the time… I play on stick if that matters… I’ve been trying to exaggerate my 2x qcbs but if I do that, it usually puts me out of range.
You have to practice your execution more.
That said, Typhoon shouldn’t be coming out since it’s half circle back while Peach Assault is 2x quarter circle back. Try starting your motion with down instead of towards. By the way, it’s easier to confirm cr.HP into CA instead of st.HP into CA since your stick is already down.
On a final note, you should try switching to a circle restrictor gate instead of square. I find it way easier to do the CA motion with circle gates. The only downside is that sometimes you will have a hard time blocking low attacks since you can’t be sure if you are really holding back-down or just down.
Eh, circle gates are way too loose for me, I usually play DP characters, Mika is my first grappler so I’m new to her, but I’ve been playing on a square gate stick for about 8 ish yrs now. When I first bought my stick, I thought I’d need a circle gate, bought one, installed it, and then immediately swapped the sq. back in… I’ll just try to watch my directional inputs a bit more, im almost certain now that you mention it I’m rolling the stick too much I’ll try to focus on where it is when I start my motions
your right I can get cr HP into super way more often in training mode but I’m having trouble confirming it inna match, more often then not I’m able to get st. Mp>st. Hp way more frequently. I need to work on my implementation of cr. Hp. All I really do with it is cancel into v trigger.