Those are sweet. Lol you don’t lurk the Cammy forums, do you? I play her too and people were asking about the Mika match-up and I was specifically talking about back-dashing out on block.
Just want to make sure I’m clear on what’s actually happening here, notation wise. I’m going to use numeric directional notation because there’s a lot going on and it’s less cluttered:
First Vid - Vs. Backdash:
After charged s.hk, you’re inputting…
s.lk, 236 mp+hp 98 (confirm window - hit/block) xx MP Peach (via just spinning the stick all the way around through to 6 again)
and then…
s.lk, 236 mp+hp 98 (confirm window - backdash) - Option select EX Peach comes out and blows it up.
Second Vid - Vs. Teleport:
After charged s.hk, you’re inputting…
s.lk, 98 mp (confirm window - hit/block) -> You get the TC.
and then…
s.lk, 98 mp (confirm window -> teleport) -> mp doesn’t come out because you jumped after LK and buffered it into the TC, forward jump, j.hk, profit?
Man, that input priority window for target combos is pretty awesome. I’m going to have to play around with that and see what possibilities it opens up for other characters. That said, thanks for the share - this is really, really good tech.
Ok cool. Yeah that’s why I was asking - didn’t see a description on the vids and nobody’s inputs are so clean as to be perfect, so I was trying to interpret what I was seeing to distill the important bits. Thanks for dropping in to explain.
noob here, why did a QCF+MP+HP end up being a target combo instead of the ex flying peach? that’s really fascinating, do you have to do the QCF motion really fast? when i look at the commands it looks like you did a 720 lol, awesome.
s.lk s.mp is a target combo, so if you enter any input during the s.lk animation that includes mp it will do the target combo.
I ran into this trying to do a s.lk ex typhoon. If I did ex typhoon with mp then it would target combo. It was really my timing, because if I actually wait for the lk to complete I will get the input I want.
^
awesome, thanks for the explanations. I kinda understand now, so in theory it should work with any moves/specials that involve MP? if the s.LK whiffs, the game will default to the next best option (in this case the EX flying peach).
It’s pretty complicated against good players. Against anyone who doesn’t know frame data the option you want is f.hp (blocked), f.mp (this should CH if they press any button), then link st.lp xx EX peach. I don’t see anyone using this but it’s the best option I feel. You are at +3 and f.mp is 6f startup, but because of the priority system this will beat any 3f jab and score the CH allowing an easy link to st.lp xx EX peach (note you cannot do st.lp xx lp peach, it’s too far, and you also are not close enough to link a target combo for a meterless option after the CH f.mp unfortunately
Against people who know the frame data on the move, your best bet is to walk forward LK brimstone a few times. Then mix it back up by doing the f.MP again to stop them pressing buttons to counter your LK brimstone. Another option I like is doing the true block string (F.hp followed by st.lp) and then dash command throw.
I’m working on other options, but I believe because of the push back on F.HP there is a normal that can be done after that gives perfect range for a max range cr.hp giving you +1 and right in their face.
f.hp on block, if they block a cr.mk put mika at range for cr.hp to be 0
f.hp on block into st.mp (implying they block) puts her just outside of cr.hp range but if you do forward~downforward.hp so she takes a micro step she’ll be at +1
i could provide a video but its easy enough to do. but if its needed ill make it when i get home.
So this new investigation into Mika’s c.hk vs. Chun’s ex.sbk (the handred-b4k4 tech. discussed in the nerf thread) has had me playing around with her s.hk (uncharged). That deal sits at about the same range as you want to be for c.hp (late) and is a “goes over some lows” CC heavy normal. That range also just happens to be the same as that after a peach - i.e., after a peach, walk forward slightly, then c.hp for continued pressure. I think there’s some value in throwing out s.hk during footsies if you feel that c.hp might be a little risky.
The fine print: s.hk is -4 on block and has 2 active frames; starts up in 12 whereas c.hp starts in 11
At worst you’re giving up your turn, at best you’re getting a CC. On the plus side though, a blocked s.hk which goes unchallenged during recovery still leaves you in range for a c.hp (or indeed a s.hk).
Edit: oh! forgot… if you get a CC s.hk, you can follow-up with:
[list]
[] ex.peach
[] mp.peach (might have problems connecting this at max-range - not sure why yet)
[] c.hk (a non-back rise will allow you to follow up with normal corner setups)
[] c.hp (will whiff at long range - which may be useful)
[*] up.vt(delayed) > ex.peach … ex.peach
[/list]
Back-rise changes things a bit, but the magic c.hp range is often where Mika ends up when the opponent does that.
Seriously what to do after crush counter charge.hk? Theres like no range for any attacks but ex peach… Guess HP works as well. only HP->Hp.peach?
Ok you do… hk, hp, vskill, hp, cr.mp, reset, command grab or something