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

apparently you cared enough to post a video… pull your skirt down b

Can you guys explain the F+MP OS?
I cant see whats happening other then F+MP…

Thanks in advance

A late mp after f.mp/b.mp will only cancel into the throw if it hits. I’m led to believe it’s a 1f link.

eehh, did you guys see this?

https://www.youtube.com/watch?v=CdyJAiXNl44

Anyone know frame data on advantage after vreversal

http://watissf.dantarion.com/sf5/boxdox/stats/v1_1/CED

I think these are accurate frame data. V Reversal is -1 I believe.

Just checked, you get an easy meaty setup if they quick rise – up to five frame move will beat a 3fr jab. Lol getting in on another player for playing neutral and blocking

R.Mika Reset Machine

Some of these setups aren't meaty.

0:00 - jHK, MP, f.MP~f.MP, f.HP, cMP, bVT(hold), walk forward, MP, HP~qcf.LK, dash, f.HP, MP, dash, hcb.HP
0:18 - jHK, MP, f.MP~f.MP, f.HP, cMP, bVT(hold), walk forward, MP, walk forward, LK~MP~qcf.MK, qcf.PP
0:28 - jHK, MP, f.MP~f.MP, f.HP, cMP, bVT(hold), walk forward, MP, LK~MP~qcf.MK, f.HP, qcf.KK
0:38 - jHK, MP, f.MP~f.MP, fVT(hold), backdash, dash, HP, qcf.LK, dash, f.HP, qcf.KK
0:48 - jHK, MP, f.MP~f.MP, fVT(hold), backdash, walk forward, HP(max range), qcf.LK, walk back, f.HP, qcf.KK
0:58 - jHK, MP, f.MP~f.MP, bjLK, nVT, HP, MP, f.MP~f.MP, HK(hold), qcf.KK
1:08 - jHK, MP, f.MP~f.MP, bjLK, nVT, MP, f.MP~b.MP, HK(hold), qcf.KK
1:18 - f.HP, cMP, bVT(hold), jLK, MP, qcf.LK, dash, f.HP, qcf.KK
1:27 - f.HP, cMP, bVT(hold), jLK, HP, jLK, MP, f.MP~b.MP, HK(hold), qcf.KK
1:36 - jHK, MP, f.MP~f.MP, f.HP, cMP, bVT(hold), walk forward, MP, HP~qcf.HP, qcf.KK
1:45 - jHK, MP, f.MP~f.MP, f.HP, cMP, bVT(hold), walk forward, MP, HP~qcf.HP, qcf.KK

Wow Axion those are great!! O_O

Gonna have to practice those a lot. I know the mix up and resets are vital to amazing mika ownage haha XD

Those are amazing Axion. Nice work

And those jump back LK’s while facing the corner are just ridiculous. I can’t imagine anyone being prepared for all those options

Say you do something that puts you at +2 (like s.mk on hit, for example) and then buffer a command throw. Right now a 3f invulnerable reversal or jumping will answer the throw, right? But when the jump (neutral and back) frames change, does that mean that anyone without a reversal will have to eat the throw?

I’m pretty sure you can’t be thrown during the pre-jump frames, so everybody can hold up.

Yeah, that sounds right. Psshh.

Yeah the nerf to the pre-jump frames doesn’t let throws catch you. What it does is make you stay grounded if you’re hit.

Rather than getting hit once in the air and a fall, you’re opened up to a combo.

Wait is this for real? Holy shit the guessing game in this just got a whole lot crazier. Honestly the best option on pressure strings against grapplers was to neutral jump because you cant get CCed or CH that way (on backdash you can). So if you lack a reversal neutral jump was the way to go, but now you are grounded if you try to jump on wakeup and get smacked? Oh man, This could be crazy.

It’s a single frame more than what it is now. It should be slightly easier to meaty an opponent who neutral jumps on wakeup. It doesn’t look like much of a deal to me TBH.

Yeah this really shouldn’t make any difference when you’re applying properly timed attacks on their wake-up. Right now neutral jump has 3 startup frames and is airborne on frame 4. After the patch it’ll be 4 frame startup, airborne on 5.

Any of your meaty setups that are properly timed to stuff a 3f jab (which should be the bench-mark for “good enough,” with stuffing a Nash V-Trigger being “airtight”) will also catch a jump before it leaves the ground, even before the update.

Off the top of my head this seems wrong, you’re airborne on frame 3 just like your move with 3 frame startup also has active frame on frame 3

That’s probably accurate? I could be misinterpreting how the data applies to jump start-ups. The point about meaty setups stands either way, even if my minutiae is misguided.

That frame difference is actually very relevant, e.g. if you shooting peach and they quick rise, your dash forward s.mp hits on frame 3. Right now they’ll be airborne if they try to jump, so you get no combo, but post patch you’ll get a full combo. This will be important for 3fr frame traps, too, which she has plenty of