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

Quick frame data question: say s.hk for example. It’s active on the 8th frame (8f startup) and has an active window of 4f - does that mean it’s active for frames 8 through 11?

Correct.

Cheers.

So NativeImpact and fubarduck dumped a little Mika tech. recently:

fubarduck closed it out with:

Fubarduck’s wrong about the frame advantage of meaty f.HP after corner normal Rainbow Typhoon. Rainbow Typhoon is +11 on KD and f.HP’s active frames are in frame 10, 11, and 12. A frame-perfect f.HP after Rainbow Typhoon will connect on the 12th and final frame, making it +5 on block, not just +4.

This can be verified by making the dummy to perform any random normal on guard recovery, then doing the meaty f.HP setup followed an immediate st.MP (5f). The recorded normal will not come out until after the st.MP. If the meaty f.HP was only +4, the st.MP would counter-hit the recorded normal.

What? I’m not lol. I never used GAF probably just someone sharing the tech.

https://youtu.be/n2yL7iytWW0"]https://youtu.be/n2yL7iytWW0

Don’t know if this has been posted, but if not. Well here you go.

Is there any reason to use that particular setup over the standard cr.MP xx n.VT crossunder into st.MP? This setup needs meter for a damaging following up and doesn’t seem to be any more ambiguous.

That setup was from one of the betas IIRC, then people started using Marn’s cr.mp XX VT > cr.MP or just walking/dashing under.

I’m personally using Fuudo’s setup more and more because getting 380 damage from st.mp > st.mp > v trigger hit > j.HP > st.mp > irish whip > f+HP > cr.MP is just amazing and getting 500 damage with super is stupid good. The only problem I’m running into is that I started using the f+HP xx Side v trigger, f+HP xx neutral v trigger and cr.mp xx side v trigger into unblockable brimstone at the same time so I’m sometimes doing the wrong setup since I used to learn only one at a time and add it to my game lmao.

[quote=“Axion, post:337, topic:177896”]

Instant Overhead Mixup

Only works against M.Bison, Vega, Birdie, Zangief and Fang. The instant overhead cannot be jumped, crouched, jabbed and only some supers work against it. If the opponent doesn't quick rise you can react to it and hold VT so it hits after slow rise.

does this set up work if you start with the opponent is standing when thrown? mika has two different throws depending on standing or crouching.

https://www.youtube.com/watch?v=E0z50Agoc1M&nohtml5=False

i made this

Little something to use after st.HP > V-Trigger cancel (above). May be old news, but…

https://youtu.be/pZDoi2Tm6nw

Yes, you can add an extra layer of ambiguity by ending with d+hp (which auto side-switches) instead of f+hp~

This adds another reset into the sequence so best to use it against conditioned/non-reversal opponents.

Interesting. I’ve seen similar setups with b.VT though, and it seems MIka can get the double reset and cross under just as easily with cr.MP. Doing the cr.HP seems like it would telegraph the cross under and it doesn’t seem like Mika would be at frame advantage after crossing under again.

Hehe yeah, you cr.MP is definitely easier and less telegraphs so the cr.HP part is definitely suspect. Funny enough, you can do it with cr.HK which creates a weird hitch in the character spacing which is kinda nice and strange looking too. It’s kinda nice to throw in the slide to crossup (assuming we’re talking the VT into crossup part?)

I think it is good to vary what you do to cross up, as they make block wrong simply from not recognizing your input or not immediately understanding the positioning that input provides.

Im sure this is old but I just recently found out about it and didnt see it here. Mika spitting bars at the end was just for fun dont pay attention to that.
http://youtu.be/u19NNNi54NM

Strictly speaking, I’m not sure if this would fall under “tech” but I’ve been experimenting with blockstrings that set up the perfect distance for a meaty cr.HP. So far the most reliable string I’ve found is cr.LK, st.LP, cr.MK, cr.HP. The string was done on a still dummy, so I’m not sure if it will have practical applications. Still, I think this something worth looking into. So far I’ve only tested it against Ryu and Chun-Li and I was able to consistently counter-hit their 3f normals with Mika’s own 3f st.LP.

EDIT: On a side note, my tests make me wonder if the frame data for cr.HP is inaccurate. Cr.HP is -3/-5 and has six active frames, so theoretically it should only be +0/+2 if it hits on the final active frame (frame 1 is -3/-5, frame 2 is -2/-4, and so on). What should be happening is a trade between Mika’s st.LP and Ryu’s st.LP/Chun’s cr.LP but instead I counter-hit them.

Does anyone have any idea what is going on? Is there genuinely an error with the frame data, or am I simply miscalculating?

Why should a trade happen if you’re +2? Shouldn’t +2 beat them both clean since they are all 3 frame startup?

Meaty cr.HP is supposed to be neutral on block, +2 on hit. Instead, I think it’s +1/+3 despite what the frame data says. I’m testing the meaty cr.HP by performing the string then setting the dummy to guard all and perform a 3f move after guard recovery.

I’ve been doing f+HP > cr.MK > cr.HP, and since they always try to punish I just go st.LP > st.MP and go from there into whatever. I’ll start implementing that blockstring too since it starts with a low and that makes it hella worth it imo.

Also I don’t know why I never tried to confirm my jabs ala Gief short short combos and was happy just getting 2 jabs into nothing. Getting defensive jabs turned into an ex butt or super makes her feel much stronger on defense without having to take a huge commitment.