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

it’s a private post on facebook, so no

R.Mika wake-up OS with VT beat or interrupts most stuff (not command grab tho)

https://www.youtube.com/watch?v=a1-ZIoKi-yA

*Edit: Corrected the link to the video

Damn, Axion! Back at it again with the Mika tech. And you’ve got the hard survival colours too!

Spoiler

https://m.youtube.com/watch?v=a16Kgh7j8zk

How do you do it? Do you just press throw & vtrigger at the same time?

Can I just add that a great trick is to do cr.HP into CA.

On hit or block cr.HP is negative so basically everyone tries to go for a punish or atleast start their pressure. But as CA is fully invincible it always beats whatever punish they were going for. (Unless they do a 3 framer perfectly timed on block)

It’s a gimmick but it honestly always works. Out of the dozen or so times I’ve used it only one person has ever jumped to avoid the CA

No you block the first frames then you have to press throw right after VT.

Cheers for posting this. Here’s an example using your tech in a match.

https://youtu.be/i4L1vgiF-j4

I use St.LP instead of cr.HP as I couldn’t get that to reliably connect (also coulda finished with CA but still that damage speaks for itself)

Was thinking about how, even though R MIKA is more or less a grappler character, unless you need the extra throw range, or you try trying to reset, in many situations where you are trying to set up for a throw, it seems like regular throw is better, not only to mistimings, for example, you are trying for a throw where you may or may not be at a disadvantage, get getting thrown (and not ready to break).

OR you go for a command grab, and you get jumped, and before the throw recovers, you get a jump in combo done on you, when, you could go for a normal throw, and immediately go for EX wingless airplane the frame that the whiffed normal throw recovers, and have an opportunity to grab them out of most jump in attacks, or even replace that situation with EX shooting peach where you may just get a 1 hit anti air, but at least get out of the situation.

Any thoughts on this?

Also, I’m trying to record an option select video, but due to my pc running the game and doing the recording, the quality isn’t great, but I’ll figure it out and post it up.

The other thing I wanted point out was the advantage of using standing LK. Even though you only get 1 less frame on block, you can do the motion and tap whatever button you’d like to throw several times in order to buffer it to come out on the first possible frame after recovery, so a 4 frame window. So I am wondering two things, if my opponent does a 4 frame move vs a 4 frame command grab, the command grab wins, right? Also the beauty of using this normal to tick throw is that it can not be canceled and therefore your opponent will never be in block stun when your throw comes out.

Adding on to the use of standing LK as a tick, Passion Press can also be used for tick throws pretty well too, on hit or even block, since obviously you can only cancel into the followup. This move doesn’t knock back far either way, and lets say you do something like jump in or cross up and go immediately into passion press, and you’ve got them blocking, you can actually out range a little bit and punish their whiff with a command grab.

Sounds like something to keep in mind (opting for a normal throw > ex.wa vs. command throw) depending on the opponent. Certainly a solid option, I reckon.

Nice! That Chun beat me three times in a row the other day. I can now rest easy knowing that Mika justice had been served.

https://www.youtube.com/watch?v=ZQNVPDWLTy0&list=PLxRFlla83Ic3zdLWAzmwHay5jGkBCDequ&index=4

Two questions

  1. What is the notation for the wake up option select? I want to start practicing it
  2. Any advice on the timing for irish whip f+fierce, d+mp x vt, cr.fierce cross over reset? For some reason no matter how I time it, Mika stays in front of them rather than go behind.

Thanks!

Even though Chun’s ex legs are -2 on block, Mika’s super punishes it. Looking for more random ass things it can punish

Actually looks like chun just can’t jump a frame after ex legs, so only option is to ex bird, but otherwise she’s punished

I think this works really well against the characters with stubby shorts and jabs. If Mika does j.hp, st.hp and it’s blocked she can frame-trap with another st.hp. st.hp has enough pushback on block so that even if it’s -4, certain shorts and jabs won’t reach, so the second st.hp punishes it’s recovery as it moves forward significantly. This worked really well against Ken. So once you teach him not to wakeup DP with the quick-rise setup from her crouching neutral throw, you can frame-trap mashing lights with this frame-trap. You could even be a scumbag and buffer Mika’s CA and activate on hit with negative edging. You could also do j.hp, f+hp, st.hp with the same effect but plus frames.

I also think buffering the fwd after the half circle back for her command throws, works really good in this situation as well. So:
[list]
[] j.hp, f+hp, hp.rt/hk.bs (walk forward)
[
] j.hp, f+hp, sutter step f+hp
[] j.hp, st.hp, st.hp
[
] j.hp, f+hp, st.mp (in range)
[] j.hp, st.hp, st.mp (whiffs), hp.rt/hk.bs (walk forward)
[
] j.hp, st.hp, st.mp (whiffs), st.hp (hits)
[*] j.hp, st.hp, st.hp, st.mk/f+mk (crushes lows)
[/list]

Most of the traps above aren’t really tight, I think the hitboxes are a bit different depending on whether you’re offensive crouching or not, so there may be situations where normals will whiff if you’re offensive crouching or standing versus crouch-blocking.

R.Mika Unblockablefest
Meaty on quick rise, unblockable on slow rise and can’t be back rise.

That is some very cute technology. :tup:

Are you the same Axion from NativeImpact’s stream?

This is dope, but I got a question. How well does this work with a non-ex command grab? Because if they jump or backdash and the grab whiffs, you need another bar to get the EX peach juggle. So this setup would require 2 bars + V-trigger, but if it can work with like a meterless command grab then it becomes very cost-effective.

I’ll admit I’m not sure of the differences between her grab versions, I assume the higher damage ones have less range, but it barely seems noticable and I’m not sure what the difference with EX grab is.

Some things you need to execute to play Mika at the gold+ level. This stuff must be second nature!

Practice confirming s. mp into f+mp. You should be able to do this pretty easily. If a s. mp is blocked, f+mp should never come out. It can be done very late.

All s. lp * 2 should be converted into qcf+lp on hit (or qcf+pp, or super if you like), and you should never get the qcf+lp on block. This can be done relatively easily since you can link the 2nd lp late. Don’t mash lps and try to confirm. Mika’s jab reaches far so it’s okay to tap lp…tap lp, qcf…aha it hit (lp).

Mika’s s. mp links (it cancels too, but also links) into ex qcf+pp. Get used to the range where s. mp hits too far away for you to link a f+mp and either use this or just cancel the s. mp into qcf+mp. In fact s. mp LINKS into super if you like. It’s pretty easy to link it into the super too, it can be done REALLY late and still combo.

Learn what range s. mp, f+mp is possible, and what range you need to go right for f+mp. Not just for comboing, but for punishes. Mika’s f+mp punishes basically all sweeps and is a better punish than other people who just sweep back (In fact, don’t d+hk back with mika when you block a sweep, it’ll usually get blocked in time)

When you hit crush counter charged rh, be able to confirm the dash forward into s. mp, f+mp every time. It’s one of the more difficult confirms but keep your eyes open. If you’re having trouble with it, you can just go right into f+mp after the crush counter if you want. Note when your reactions are late and when and when not to do this. I’ve hit charged rh, not recognized the crush counter in time, whiffed a s. lk (intending s. lk, s. mp, qcf+mp) and then still hit f+mp in time. So be aware that you can do that.

As Mika you have no true reversals other than super. Learn when to use your v reversal and when not to. Don’t v reversal jabs and shorts, learn what moves guarantee her stunner reversal and use it in those situations. Not all mps and mks guarantee her v reversal, it’s 15 frames so it’s one of the slow ones.

Learn to time your meaties properly. If you knock someone down in the corner (or even midscreen after a c. fp reset or something) and have a meaty opportunity, practice your timing so you don’t get jabbed out of your s. mp or f+fp. There’s no reason to get hit by wake up jabs in those situations. Set the training dummy to do wake up jabs and practice it repeatedly.

Mika’s qcf+fp is a tricky tool with a deceptive hitbox and safe as long as it doesn’t whiff from max range, though of course from closer range it is punishable. Rather than only look for charged HK at further ranges, learn when to use this move because it’s pretty quick.

It is fairly common for charged HK on the opponents wakeup to lead to an airborne crush counter. Be ready to cash in on the extra damage with a followup EX qcf+pp or qcf+kk juggle. This happens often enough that you should be looking for it so it’s easy to react to in time.

Most of this is stuff I’ve been working on myself and can certainly attest to the need. I would only add that you need at least 1 Nadeshiko combo for each punish situation IMO:
[list]
[] in-corner
[
] opponent in-corner
[*] mid-screen
[/list]
That’s one each for CC f.hp, blocked c.hp, hit c.hp, and pp.