(if you link the f.mp properly, they’ll be put into air-reset under duress, i.e., it won’t be obvious)
The only time I think this might be useful is if you can close it out or get stun with the brimstone. Obviously you can start this off almost any kind of full punish situation.
This is quite tricky to pull off you need to delay the VT by 1-2f after the dash-MP and then you need to hit the super 1f before the VT hits, and the VT cannot hit after the 3rd frame after the wakeup or the opponent will be able to jump out.
Wanted to pop in and correct something from an earlier post I made:
The difference between Quick Recovery and Back Recovery (QR and BR) is 5 frames, not 3 as I’d previously thought.
My methodology was flawed and I realized while testing meaties with other characters that the difference was larger.
For the record, this means you should be looking at any moves with 5+ active hit frames (not just Mika, but all characters) as potential option selects against BR and QR situations, especially in the corner where spacing isn’t an issue.
Edit:
Just to add to something Slizzard was trying to accomplish above when talking about R. Mika skills to build, air d+mp is an important tool, but not for obvious reasons. It’s super punishable and gives very little reward, so while it has applications as a rare cross up, I think its other use may be being overlooked - changing your jump arc. Mika doesn’t have the easiest time getting in, so sometimes it means taking to the air. Against players who are on point with their AA reactions, you can get cut off from this avenue of approach really quickly. Air d+mp messes these players up at the right spacing, because you’ll drop like a rock and their AA will whiff.
Did you guys notice on the Official Mika Overview video thing, the narrator says that brimstone starts up faster? I’ve never been good at testing frame data - how would one test that?
What sorts of things are you guys using in the corner after a pp? All I have is [f.hp c.mp] which feels really lackluster. Don’t get me wrong, I like having applying oki in the corner, but is that it?
Link? IDK about this one - every non-CA throw in this game, command or otherwise, has a minimum start up of 5 frames (all normal throws, all of R. Mika, Birdie, and 'Gief’s command throws), with two at 6 (Vega and Laura command throws), and one at 8 (Necalli command throw). This is according to both the SRK wiki frame data, and my VFrames app.
This doesn’t really pass the smell test for me. Brimstone does seem faster to animate, overall, which actually might matter if you’re in the dying seconds of a round and the damage is the difference between a win and a loss.
Depends on what my priorities at that particular moment are, but I might do any of f+hp, HK/EX Wingless (max damage, poor positioning), f+hp, EX Peach (good damage, good positioning), f+hp, c.mp (reset to standing for further mixups in close), or f+hp into just about any normal with a VTC for mixups and mind games. You really don’t need to get fancy with it - I think those 3 or 4 options cover most of your bases.
I can’t test this right now, but my mind is telling me that f+hp xx f+V-Trigger (no delay), HK/EX Wingless should work. In this case the V-Trigger will pop them out of the corner, so you’ll have to change directions on the Wingless, but that should put them back in the corner afterward for better positioning. I feel like this is a real thing but for some reason I can’t convince myself whether it does or doesn’t work. My mind is kinda foggy, I should probably be sleeping o_O…
Random R. Mika thing you should do -
When your back is in the corner, block strings cancelled into HK Wingless is a really good way to get out of Dodge, so to speak, and put yourself back into a safer mid-screen position with your opponent now very close to being cornered themselves.
Sometimes I wonder if I should get cheeky and back up to the corner just to get out of it haha. Maybe that could be an easier way to corner some people XD
You can do all kinds of things once they’re in the corner.
[list]
[] Walk up normal throw.
[] Walk up slightly, typhoon. Ex typhoon for longer range if you’re afraid they’ll be trying to tech throws or whiffing out a jab. Gets them everytime.
[] Read a whiff throw or normal and use st mp into f+mp for delicious resets and or damage.
[] If you read a jump, either knock them back down with a neutral jump attack, or use wingless airplane. However, if you can keep them in the corner, it’s better to just AA them out of the air with your own jumping normal. Sometimes when you do this and they go back to the ground, if the opponent is respecting you, you can go for a free grab or a command throw. Brimstone is ideal for keeping them in the corner, but if you have a chance at typhoon due to them being a masher, use it.
[] Press and release her v skill for disrespectful cheese.
[] If they block, make sure you’re using your safe normals like s. lp, st mp, c. lk, cr. mk.
[*] st. mk is a very good poke tool. It stuffs out a lot of normals people like to poke out at you when you’re near sweep range. Use it to stop them from being poke happy.
[/list]
Finish the round OR stun. Don’t forget Typhoon deals 50 more stun than Brimstone or forward throws (200 vs. 150). Back throws (b+lp+lk) also deal 200 stun, but obviously can be tech’d and have shorter range.
This is something players who mostly played SFIV might not have an eye for yet because stun was hidden information in that game, but if you played 3S you’ll know that watching the stun bar is really important. It’s something players will need to start adapting to in SFV, but if you’re close to stunning someone it’s worth giving up the positioning to get a free combo (that you can put them back in the corner with anyway).
Visual of the option select from the SRK article last night, which Geoff posted a demo of on his youtube channel. This version just shows the timing, just watch the inputs on the 2 player side.
Any safe jump setups after any of her knock downs? Been trying to find some but I just can’t seem to find anything reliable enough to bait a DP and hit on block