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

Was playing around with charged st.hk on block (frame traps). Found something out that didn’t turn into anything. If Mika does a charged drop kick, Ken blocks, then does a reversal dp to avoid an ex.throw (for example) if Mika hits cr.lk, st.lk or st.mp it’ll trade with his DP, best advantage looks to be off of st.mp, but Mika’s either too far or not positive enough to combo from the trade (unfortunately), I tried her CA, ex.sp and normals. Other DPs may have other results, but i’m almost 100% positive if something exists it’ll be with st.mp. The damage trade seemed to be relatively even, but Mika’s not at an advantage i think.

That’s because Ken and Ryu’s lp and hp DPs aren’t fully invincible. If they do MP or EX Shoryu they will beat anything clean.

I can’t for the life of me figure out the timing to the f.MP OS. Is there some sort of trick or rhythm to it to always get the cancel on the last frame?

Actually it trades in ken’s favor cause he can just HP Dp if it trades.

I don’t have any tricks for the timing I just kept practicing against the AI with random block.
The only trick I have is trying to do it as late as possible because if you mess up the timing by pressing it after the last cancel frame nothing happens and you are still safe but if you press it before the last cancel frame you will trigger the whiff throw animation on block.

I found that plinking this helped me get this accurate for myself

Not sure if this was already posted (Started reading at Page 2 like a NF), but you can get slightly better range from Command grabs if you buffer in a forward after the HCB motion.

As far as organization is concerned, we could do pull a mika-bae-wide effort to use combosumo.com. The tool seems great for annotation and organization, but is woefully underused. Includes a voting system that allows us to self-moderate the quality of our shite.

Everything you needed to know about crouching fierce punch:

https://www.youtube.com/watch?v=3ap0oZQwSag

hey new guy here. While this may be some old news ( i didn’t see anything in this thread) but here are a few corner combos i use. This is the most damage i could find.

390 damage / 620 stun. 1 meter + V-trigger
https://www.youtube.com/watch?v=PU1ObbP1Dxs

374 damage/ 615 stun V-trigger only
https://www.youtube.com/watch?v=E54r1Kot1F8

374 damage/ 605 stun V-trigger only
https://www.youtube.com/watch?v=DYKW45w00es

For the last two combos, i realised i could sneak in an extra Standing MP if i hold foward right after hitting the V-trigger, or the combo whiffs.

Am I doing bnbs wrong? Right now I’m doing:
s.mp, f.mp xx irish whip, bb, ff, (If i have meter: f.hp, ex peach. if no meter: d.fp, brimstone).

Should I be incorporating charged s.hk instead of f.hp?

Depends on your interpretation of BnB. Personally, I would not describe an unsafe mixup as a BnB. The d.fp, brimstone is not a combo. It’s a mixup, intended to be used alongside other options in order to confuse and thusly successfully connect the throw. However, that’s just my opinion of what BnB means (or in this case, does not mean).

Yup, I know the d.fp to brimstone doesn’t combo and that it’s a mixup. It’s something I don’t use very often because gaining meter is pretty fast in this game I find but if I see that I have no meter during the irish whip animation, I will most likely do that mixup.
My post is more about the question of “should I be doing forward dash in f.hp” or “charge s.hk” after the backdash.

Well, the point of Mika is to mix up, so it’s good to have a mix up to alternate with the bnb, where the opponent isn’t expecting you to drop combo for a throw. You can get a lot more damage if you can do an EX Typhoon instead of an EX Peach at the end of that combo, but then you’re not cornering them. If it would end the game though, that is better than corner :slight_smile: And EX Typhoon does a lot of damage.

I don’t use R. Mika specifically for combos, I use her set ups to get most of my damage. Of course when a combo comes along I’ll complete it, but if I can find a way to get a set up in. I’ll go for that.

The set ups I use the most are:

  1. Any combo that goes into whip, back dash, forward dash, c. hp.

This sets up for a 50/50. By the time you recover from c.hp, they’ll still be recovering from the fall. So you’ll be at advantage and be able to do s.mp into whip again or a command throw. I’d recommend using
s.mp the first time you do this set up though, because it knocks them out of the air. It’s a good way to find out if they are a jumper or not. Then they’ll get scared after a while and eat a lot of throws. It’s a good way to get at least half the stun bar up.

  1. [blocked set up] c. hp, v-trigger (inst body splash), jab, forward dash, wait a little, 50-50.

This set up leaves you at mad advantage because while you forward dash (Nadeshka?) will be body slamming them. Leaving them at a huge disadvantage frame wise so you can basically do anything you want. It’s even a combo if you see they got hit.

  1. [Corner set up] Any combo into whip in the direction of the wall, f. hp, c. mp, V-Trigger (inst body slam), forward dash.

What this does is that you can get behind them when Nadeshka body slams them, so it hits on the other side of them leaving for a combo opportunity to do another combo. The only thing is that when you do this, after you go onto the other side. You have to do another forward dash so you can connect the combo. If you don’t, then you’ll be limited to a situation on wether they got hit with the body slam or not.

These resets have gotten me the biggest comebacks I’ve ever had in my life where I’m at 1% and he’s at 100% and I still win. These will get their stun bar full really quick.

Assuming you want a cross-under, is there any reason at all to go for a cr. HP after a V-trigger mixup in the corner instead of just a fwd dash? I seem to be a lot more consistent with dashing under them, and unlike cr. HP it allows you to do st. mp and hit confirm into another passion press from there, while you would be out of range for that with a cr. HP cross-under.

Feel free to correct me if any of this is wrong, I’m still in the process of getting acquainted with VTC resets.

After some further testing I’d like to add ambiguity can’t be the reason you’d do a cr. HP either, you can simply slightly delay the cr. mp before the VTC (or the dash after the VTC if that helps your timing more) and you’ll stay on the same side when you dash. I wouldn’t say it’s exactly easy to recognize for your opponent whether you’ll be dashing under them or staying on the same side either.

Exchange the f.HP for dropkick and you get 394 damage and 620 stun. IMO it’s even easier to do because sometimes the f.HP whiffs and opponent ends up on the other side.

Edit: NVM it’s only easier to do if the jump-in was a bit further away than normal. It’s better to do f.HP and guarantee the combo. 4 damage is too little of a trade-in.

Some cool but impractical combos that could be slightly useful:

Notations:
1 - CH HK(Hold), ff, MP, HP xx b.VT(hold), qcf.PP, HK(Hold), qcf.KK- 454 dmg / 680 stun (Corner, 2 Meters, VT)
2 - CH c.HP, MP, HP xx b.VT(Hold), walk forward, f.HP, qcf.PP, HK(Hold), qcf.KK - 390 dmg / 615 stun (Corner, 2 Meters, VT)
3 - CH HK(Hold), c.HP, LP, LP, qcf.PP - 315 dmg / 540 stun (Corner, 1 Meter)
4 - f.VT(Hold), CH f.HP, qcf.HP, HK(Hold), qcf.KK - 444 dmg / 620 stun (Midscreen, 1 Meter, VT)
5 - CH f.HP xx f.VT(Hold), ff, f.HP, qcf.PP, HK(Hold), qcf.KK - 382 dmg / 529 stun (Midscreen, 2 Meters, VT)
6 - qcf.HP, f.HP xx b.VT(Hold), qcf.PP, qcf.PP - 397 dmg / 605 stun (Corner, 2 Meters, VT)

And a practical crush counter punish with the highest damage I was able to do without a super:

f.VT(Hold), CH f.HP, HK(Hold), walk forward, HK(Hold), qcf.KK - 444 dmg / 620 stun (Midscreen, 1 Meter, VT)

https://youtu.be/2hWrb7s_Yns

Probably highest damaging meterless punish to SRK’s in corner. Found it a while ago & have decided to pull out the new capture device and give it a test run (Sorry for video quality, rushed the whole thing)

Combo is

F+HP -> MP Shooting Peach -> LK Wingless

works on all DP’s

Meterless combo does 293 damage, Cammy combo does 430

Has this been discovered already? I found out a double cross up in the corner with Mika in the training mode by altering a reset I previously posted before:

https://www.youtube.com/watch?v=dIzIxSNi-OQ

Edit: The double cross up works mid-screen, too!