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

Punch has considerably more damage, especially in the ex version.

thanks guys. im guessing you would use whatever one gets them closer to the corner

https://www.youtube.com/watch?v=OzgmATpFk3s

I checked out the Prima guide today and thereā€™s some useful information about her normals in there. Supposedly, all of these normals have favorable hitboxes: sLP, sLK, sMP, and cMK. Specifically, the hitboxes on them out-range their hurtboxes, making it harder for the opponent to challenge them at their maximum range and making them less likely to be beaten out by the normal strength priority system unless the opponent is also using a strong normal with a similarly favorable hitbox of its own. cHP also has a favorable hitbox like this, but only in the later half of its active frames; the first half of the move is considerably more likely to get stuffed.

It would be nice to get some visual confirmation of all of that with a hitbox viewer.

Well, about the corner combos.

St mp, St HP, v-trigger neutral, St HP, trigger hit, St mp, St hp, HP peach does 340/555 as opposed to 340/540 that St mp, St HP. V trigger neutral, St HP, trigger hit, St mp, f mp, f mp, charged HK, lk wingless and it also keeps you out of the corner. As far as ex wingless is concerned it only does 343/540 and I donā€™t feel it is worth using it outside of the risky CR. HP setup afterwards.

What am I missing?

https://youtu.be/4tQ4KIXLK3g

Guys, am I supposed to be doing irish whip combos at mid range or st.lk, mp, flying peach? Cuz at mid range I swear I canā€™t get anything going with the whip. They run towards the wall but im too far away to combo.

You have to backdash in order for the opponent to bounce of the wall and for the follow up charged HK to hit them on their way back.

Backdash and then forward dash off of it and you can get a f.hp to wingless.

I have found that if you have the meter to spend, ex peach after lady mika is the best damage to move towards corner ratio when doing the center stage passion press. You can also use V-Trigger to extend the juggle off of lady mika even further but it requires a lot of timing and execution practice. Edit: Though during the thread I saw that :hk: might be better than lady mika for moving people towards corner? Will test later.

st.HK charged does more damage than f+HP, thus itā€™s the go-to for max damage combos unless st.HK will whiff (like in the corner).

After passion throw midscreen i like to do backdash, forward dash, cr.HP instead of dropkick.

This will reset the opponent near Mika.

So Iā€™m thinking cr.MP might be Mikaā€™s best meaty. Its got 4 active frames and better frame advantage than MK. Normally its -1 but if you hit it on the last active frame its +2.

Not sure if this was posted yet but here are a few meaty setups I saw. Enjoy :slight_smile: https://youtu.be/tKui3yb5mVY

Wow this is exactly what Iā€™ve been hoping for! Canā€™t wait to apply this in a match :smiley:

f-hp is the best meaty as it leaves you at +3 on block which is insane. Of course mp is also good when going for Irish whip resets etc.
Watching streams I remembered if you donā€™t have meter and you land a mid screen whip. Best thing is to back dash, forward dash, d-hp for a close reset. They will then fall for a kick grab more often then not.

Double post

You can cross up with j.HP. It always hits from the front, but you can land on either side. Not sure if anyone will find this useful. Just found it while messing around in training mode (tested on Ken).

Edit: to clarify, if you space it properly, it will hit from the front, but you will land on the other side, as if you had crossed up; it also happens to look very much like a crossup, so itā€™s ambiguous. You can also hit from the front and land in front of them as well, like normal.

My friend was hitting me with a Bison meaty setup: bthrow followed by dfHP. I kept getting hit by it over and over again, I kept quick rising and trying to use EX shooting beach to blow through it. After some testing it looks like EX shooting peach armor doesnā€™t start on frame 1 so it will lose to certain meaty setups. In the case of that particular Bison setup its maybe better to just do a normal get up OR make a read and do CA.

So every one knows on a forward throw against a crouching opponent you get better oki. Afterwords I have been alternating between jump towards lk to cross up and jump towards HP to hit in the front. This is particularly usefull as it beats wake up dragon punches and if they do not quick rise you still have time to do a meaty Fhp butā€¦
I just learned that the above options lose to wake up jab, so I cried. On the bright side jump towards d.mp will counter the jab but loose to a dragon punch.

The following list details various characters options for escaping the mix-up.

Ryu- stand jab beats j.lk and j.HP but looses to j.dMP

Ken- no options

Nash- j.lk stuffs ex sonic dragon punch thing.
V trigger to escape

Sim- can teleport out of all options though mika can punish with HP peach.
Sim can also slide out of all options though he is left close enough to whiff punish.
Stand jab beats j.lk and j.HP but looses to j.dMP
Super beats all options

Chun- ex spinning bird

It should be noted that all characters can jump and take 108/48 damage instead of trying to block.

I will test for options for the remaining cast when I get a chance

i only played around with this for like 10 minutes a couple days ago so thereā€™s prob something way better but after crush counter (is there shorthand for this yet) sweep:
3x5MP (57 frames? based off), 6HP - meaty enough to beat a wakeup 3f normal

also can someone figure out this fake crossup in the corner? seems useful since i landed in front? idk if thatā€™s real or just a weird thing that happened when he died. probably important to note that he is standing from a crouch. i did it accidentally here
just ignore the play B)