R.Mika Combo/Tech Thread: "Pull Out All The Stops!"

They all appear to be 5 frame startup.

Methinks this frame data is inaccurate

I can’t get the SPD s to whiff after a St.LP so methinks they have a startup of 4 not 5

If it’s like sf4 at all then characters are throw invincible for 1f after leaving hit/blockstun meaning a 5f throw would whiff, no idea if it’s the same in 5 but it would explain why this is happening.

Corner unblockable setup

This is good tech, also instead of blocking for 1 frame you can do the input like the ‘momochi tech’ from SF4 - QCF, Downback just before waking up then plink PPP with LK 1f after waking up. IMO iit’s easier to use the Momochi method.

Hello,

Here’s a corner setup starting with a crush counter in the corner with 2 resets I found with R.Mika using all 3 ex meters and vskill, if the opponent guesses wrong 2 times he’s dead.

https://www.youtube.com/watch?v=XS7YTnjHOHA

This seems really important if meaty normals actually don’t stuff it on wakeup. The strict 1 frame timing is going to be really hard to get down though…

the 1th frame? Now I’m really confused.

I’m fairly confident that the fastest command throw she has is 5 frames (not including super)

can someone explain me why people use that combo in corner
fMP,fHP,dMP
and not this
fMP,HK(charged),dMP
it seems same but 2nd do more dmg.
Did I miss something?(range or plus frames after dMP?)

ch.HK does more damage, but is more difficult and has different timing for meaty setups.
f+HP is way easier, lots of freedom for your setups at the cost of like, 20 damage.
ill take that trade off

So stuff as far as meaties,

Off of a combo that ends with jab or strong shooting peach, and dashing on the first frame (mid screen), standing strong will be your meaty attack against normal quick rise. (IE anything they throw out, other than a reversal, and including throw will net you a counter hit)

Off of the same combo ender, if they quick rise BACK, then forward fierce will be your meaty as standing strong comes out way too fast.

If you want to cover for dp throw mixup on wakeup instead off of the same move, simple dash forward on the first frame, then tap back briefly then throw (and then obviously if you block the dp, you can CC very easily from this position)

Very easy first day tech but if you can get the execution down, this can provide very good pressure just with normals.

yesterday playing online got hit by this corner setup, I didn’t see the setup anywhere on video so I decided to make one

i do that one alot, replacing Forward HP with Charged HK though, if you do Crouch MP after Forward HP you can cross under as well if you hit the Crouch MP very early.

Anyone saw this?

Hello,

Here’s a corner setup starting with a crush counter in the corner with 2 resets I found with R.Mika using all 3 ex meters and vskill, if the opponent guesses wrong 2 times he’s dead.

https://www.youtube.com/watch?v=XS7YTnjHOHA

Can’t see it

I see many people do ex flying peach instead of ex wingless airplane after rope throw backdash HK. why is this? Dont the latter do more damage?

Corner carry / maintaining corner positioning. Unless airplane will kill the positioning is more important.

Also online it’s remarkable how easy it is to miss the ex wingless in that combo, you need to be pretty clean with that slight delay after the backdash and before the HK to get them higher in the air so the EX wingless doesn’t whiff.