You mean Japanese notation for f.hp?

You mean Japanese notation for f.hp?
I double checked this the other night and yes it is true, that’s why the drop kick isn’t as good. You lose out on like what, 6-10 damage? Whatever, better to setup throw/F.hp instead of that damage in my opinion.
Also, I don’t think you can do a cross under after a VT if you use a charged hk > c.mp in a corner passion press mixup, as opposed to using f.hp > c.mp.
These combos are:
-not max damage
ENJOY!
789
456 They are the directions on the stick. So 6.hp is lady mika.
123
Yeah, I’m willing to eat my words on this. I’d said in the Mika General Thread I thought that the s.[hk], c.mp setup gave enough time for a meaty f+hp against 3f buttons, but that’s actually far from the truth.
The good news is that this threw me down a rabbit-hole of R. Mika reset testing, and I now have a list of corner and midscreen resets that can all make f+hp tight against 3f buttons and jumps, as well as some setups that are specific to 4f characters. I’m feeling a little lazy to post it all right now, but I’ll try to get it up here this weekend.
In case anyone hasn’t checked out my [R. Mika Knockdown thread](Peaches and Irish Whipped Cream - R. Mika Knockdown Omnibus yet, by the way, go look at it! There’s good info in there, and it’s probably where I’ll end up posting the reset information I found since it was a planned future update anyway.
Edit:
Regarding numeric notation - it really is the best. I wish it had become the standard for 2D games early on, because directional inputs can look a little sloppy sometimes, especially when it comes to diagonals. 236+LP makes just as much sense to me as qcf+LP, though I admit that 63214+LP is a little ugly compared to hcb+LP. However, 623+LP looks way better than f,d,d/f+LP.
Numeric is the standard for most 3D games like Virtua Fighter and Soul Calibur, as well as the “anime” FG titles like Guilty Gear and Persona. Tekken never picked it up though, because the attack buttons in that game are also numbers (1-4), though sources vary between using numbered buttons and the LP, RP, LK, RK notation.
Double-post incoming:
Ok so I’m not actually as lazy as I thought I was and I updated [the knockdown thread](Peaches and Irish Whipped Cream - R. Mika Knockdown Omnibus with a bunch of reset information. Check the second post - it’s been updated to provide a lot of new info instead of just being a place-holder.
That said, I’m not just here to peddle my own wares in other threads, but to actually share some unique tech/info I found in the process:
That was one of my setups from the reset tests I was doing, but I found something really interesting in the process of testing it (also how I figured out the 3f vs. 4f difference).
For all of my resets, I was testing Mika vs. Mika in the lab. Mika has a 3f jab, which makes her good for testing setups. My methodology was to find a reset I wanted to test, to record the dummy doing it, and then to try to interrupt it myself with a 3f button. In this case, Mika’s 3f jab was interrupting the f+hp after the reset every time, but it looked really close, so I decided to test with a 4f button.
s.lk is 4 frames, right? So I used s.lk to try to interrupt the post-reset f+hp and… f+hp whiffed completely.
o_O wat?
c.lk is 4 frames, right? So I used c.lk to try to interrupt the post-reset f+hp and… CRUNCH! CC CITY COMBO TIME YEAH!
O_o WAT?!
I did some more research and learned that s.lk moves the top two thirds of R. Mika’s hurtbox backwards by a significant amount. I figured that was what was going on, but I didn’t realize the back-sway on the the move was so good.
It turns out s.lk actually has really respectable defensive properties, in terms of shrinking your hurtbox away from the opponent while still keeping you in the same position on screen. Only her leg extends her hurtbox forward - everything else moves back! A LOT! I’m probably more excited about this than I should be - it’s not some game-breaking tech, but it is definitely practical knowledge to have and be able to apply. Those few pixels of hurtbox could be the difference between life and death one day.
You’ve been doing great work. If you consider yourself lazy, I don’t even want to think about what I am.
The st.LK hurtbox find is good. I’ve been struggling to incorporate that move into my game. Looking at the frame data and hitbox I thought st.LK did nothing that st.LP could not do better. St.LP has just as good of a hitbox (if not better) for harassment, not to mention faster startup, superior frame advantage, and combo-ability. Didn’t even think to look at the actual hitbox/hurtbox. St.LK might just make a decent counter-poke in situations where you want to stuff low normals but can’t get st.MK out in time.
I think as the game matures and people become more familiar with Mika and her setups, this research into hitbox/hurtbox interactions will propel our character further than research into setups will. Neutral game will be what seperates the merely good Mika players from the great.
A couple of things I learned about Mika today:
V-Trigger is completely invincible on frame 1
V-Trigger completely blows up a decent chunk of Laura’s oki
I agree with this to an extent. Mika’s setups will always be powerful because they ARE powerful (at a fundamental mechanic level), but they’ll definitely be harder to get a reward from as people become more familiar with them over time.
As for hitbox/hurtbox, I already have something I want to test with s.lk: using it to evade common block strings. I suspect that s.lk might move Mika back far enough to dodge a number of “frame traps” that would otherwise be total counterhit bait against most of the cast. I haven’t done any testing yet, but I think it’ll be the next little research project I put some time into.
Crosspost from the R. Mika vs. Nash matchup thread. Got an idea for anti-V-Reversal tech that we could apply this OS to Rashid and Fang as well.
Sometimes I miss old things - like MANLY input requirements.
eehh, wat?
So Mika’s CA has longer range when it connects in a combo?
Edit: phoo, never mind, bad test environment.
Stumbled upon what might be a bug with st.MP’s blockstun/hitstun while I was testing meaty setups off Mika’s slide today.
According to Gilley’s frame data, slide causes 19 frames of knockdown on quick rise and 24 on back roll. A dash after cr.HK would then leave her at +1 and +6. I wanted to find a normal that could counter-hit wakeup buttons if the opponent did a quick rise and also hit meaty if the opponent did back roll. St.MP, which has 5 frames of startup, 3 active frames, and is only -2 on block seemed like the perfect normal for the job. If the opponent does a quick-rise and wakes up with a 4f normal, they would eat a CH st.MP. If the opponent does a back roll, the st.MP would hit meaty on the third and final active frame (frame 7) and leave Mika at neutral on block. Mika’s st.LP would trade with any other 3f button and any character without a 3f button would have to hold that mixup.
At least, that’s what I thought would happen. I tested the meaty st.MP setup dozens of times and each and every time my st.LP would get counter-hit, despite the st.MP hitting on the final active frame. I figured it was possible that slide actually has less frame advantage. Certainly, it couldn’t be more or else the st.MP would whiff. To test that hypothesis out and make sure that I wasn’t mistaken about the frame advantage after a slide knockdown, I did the same “dash forward, meaty button” setup but replaced st.MP with st.LK. If slide has less frame advantage, then st.LK will hit meaty on frame 6 (4f startup, 3f active). To my surprise, st.LK whiffed completely, which tells me that Gilley’s frame advantage for slide is correct.
So now the only reasonable explanation, besides staggering executional incompetence on my part, is that st.MP is bugged or was deliberately tweaked to not cause more frame advantage even if hits meaty.
**TL;DR - Tested meaty setups after slide with st.MP. St.MP did not produce more frame advantage despite hitting on third and final active frame. Tested meaties with st.LK to see if there was an error with slide frame advantage on knockdown. Tests confirmed that slide numbers are fine. Conclusion is st.MP is bugged or deliberately designed to be unable to hit meaty. **
Saw Marn do a cool V-Trigger off Crush Counter f.HP in an online FT10 set against Arturo.
CC f.HP, forward dash, f.HP xx n.VT, Nadeshiko hit, charged st.HK, EX Shooting Peach/EX Wingless Airplane.
SP ender does 384 damage and 575 stun. WA ender does 399 damage and 575 stun. I did a bit of testing and found that it works anywhere on-screen. For maximum consistency, at midscreen, the second f.HP must be done late when the opponent falls to Mika’s head or chest. In the corner, I do the second f.HP as early as possible, then backdash to make sure my charged st.HK doesn’t shoot past my enemy and whiff.
Capcom pls.
Not a bad idea, however if you think V reversal might be coming from any of those, you can just do st.lp tick into command grab or regular grab, it works on all of them. I do it all the time, very effective.
I’m well aware of those counters. They’re good options that I use all the time, but I want to see if we can find better ones.
What I’m hoping is the Daigo tech will provide more damaging and safer pinishes, but also allow you to continue pressure even if no V-Reversal comes. Smart players will OS their V-Reversal with throw tech, which beats tick lights into throw. Tick light into command throw beats that, but you’re toast if the opponent jumps instead of V-Reversaling. I want to take the risk and guesswork out of the equation.