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

Very sick stuff! I thought I was cool when I found out a combo with 2EX Peaches, but this is much better!

Not sure if this is common knowledge, but two blocked s.mp puts Mika at a good range for c.hp (late frame contact on block - should be useful against reactive opponents).

this is going to sound - well, this is a stupid question, but here goes: How do you do the power bomb throw/grab? It doesn’t say on the command list and the throws that I do make are neither powerbomb. What the heck is going on???

Are you talking about her crouched opponent throw?

You just have to do a forward throw on a CROUCHING opponent.

If you guys haven’t watched Chen’s Mika videos, do yourself a favour. Some good ideas in there.

https://www.youtube.com/watch?v=tQ2Z1h-PtGE

https://www.youtube.com/watch?v=QdtXhhgqH80

oooh chet. okay, that made sense. kinda absurd, but… yeah. Thanks.

Didn’t Mika and Gief have crouch throws in alpha?

Dashing under the opponent as they are spinning from the Nadeshko hit? Because you can’t guarantee what get-up option they use (default, quick rise, back rise). cr.HP makes their recovery pattern deterministic.

Since F+HP is clearly one of R. Mika’s better tools, I was playing around with ways to create good situations in which to apply it.

Messing around with her jumping normals, I realized that her j.MP and j.MK are the perfect moves to set up F+HP.

Here’s the sequence, and then I’ll explain why I think it’s good:

j.mk/j.mk, F+HP …

a) Your Jump-In Hit: On hit, you get respectable damage just doing HK Wingless for no meter, or EX Wingless or EX Peach if you want the extra damage/stun or positioning/corner carry.

b) Your Jump-In is Blocked, They Press Buttons: On BLOCK, this is where it’s great. If the opponent blocks either j.mk or j.mp, the frames are perfect for F.HP to stuff either a throw tech or 3 frame normal and to net you a crush counter F+HP. This is amazing, because it means you now get to set up scary tick throw games when you get a blocked medium attack jump-in, once they learn to respect the F+HP trap. Obviously they can invincible reversal out of this, like any trap, so be aware of their meter levels and options, and make your choices accordingly. If you get the read and block, you get a sweet CC combo for your troubles.

c) Your Jump-In is Blocked, They Don’t Press Buttons: The third scenario is the one where they block the j.mp/j.mk, and block the subsequent F+HP. Good for you - now you’re +3 and get to run your guessing game accordingly (s.mp and F+MP are good to trap with in this situation).

Anyhow, just thought I’d share this tech with you other R. Mika players. F+HP is one of the best moves in the game from a risk/reward standpoint, but it is very limited in opportunities for use due to its short range. This means we need to actively look for ways to create opportunities to apply the tool.

Note that this setup is unique to her jumping mid attacks. Jumping Jab and Short don’t give enough blockstun for F+HP to beat an opponent mashing a 3 frame normal, and Jumping Fierce and Roundhouse give you too much blockstun and the result is just a blockstring of the jump-in into F+HP. Still leads to a combo or + frames, but doesn’t give the potential for the sweet, sweet Crush Counter/Throw mixups.

Thanks man, I will try this today.

I’ve been totally ignoring her j.MP and j.MK.

Anybody remember a setup someone back in like beta 2 found where RMika could do meaty s.HP, and it would bypass the on-block animation and be plus on block?
Anybody know if she can still do it?

Np, hope you find it useful.

FWIW I actually think her j.mk specifically is one of her best jumping buttons. The forward range and upward angle makes it great for air-to-air situations, and as a jump-in it can hit really low to the ground from long range because of the hitbox size. I mean, j.HK is obviously a great button, but j.MK definitely has some uses j.HK doesn’t cover.

Incidentally, I think because of how well this trap works, that Capcom was specifically thinking about enabling it when designing the charter. It seems like this was quite deliberate.

Edit: Also, reagrding j.MK or j.MP, I think MK is better on your forwards or backwards jumps, but that j.MP is the better button if you’re doing a neutral jump directly above them. j.MP has a really weird hitbox and active frames, and seems like it was designed to be an air-to-air tool when the opponent is above you. That said, it’s a really solid jump-in if you land it deep off a neutral jump.

Crush Counter OS hit confirm

Notation:
1 - f.HP, qcf.HK (as soon as possible), ff, f.HP, qcf.KK
2 - HK(hold), LK~f.MP, f.MP, bb, ff, c.LP

What happens on block? Does she do the WA?

Some R.Mika swag combos

Yeah I think she does.

Axion:

Ok, the s.mp, s.mp, s.hp xx Delayed Back VTC, f+MP -> MP, jump over (VTC hit), c.hp roll under, EX Peach combo was fucking money. The double cross up is hilarious. I’ve been trying to work on finding good delayed VTC setups, more for offensive pressure and ambiguous mixups, but this one was seriously great.

Also, I did not know j.hp could cross up if it hit deep enough on a crouching opponent. That’s actually practical, as opposed to just swag.

Question about the final combo - can you not end with EX Wingless after the VTC hits, instead of EX Peach? Peach has better positioning, but Wingless is better damage and stun, AND (most importantly IMO) takes advantage of the damage buff from using the V-Skill in combo.

I’m glad you liked it.
The j.HP have a REALLY specific range to crossup tho, you have to jump from the exact distance with a margin of error around 0.3 of a small square.
So about the final combo EX wingless whiffs every time at the end, I think it has something to do with running out of juggle points because the first hit of the EX peach also whiffs but for some reason the 2nd and 3rd hits still connects.

^^It is juggle potential EX Wing is JP4, second hit of EX Peach is JP5^^

For anyone who understands JP heres what i’ve got. Mika was the first character i dissected


R Mika

[details=Spoiler]Crush Counter Attacks

Stand HK

Ground - Short Launch
Air - Short Launch

Stand HK (Charged)

Ground - Increased Hitstun
Air - Short Launch

Lady Mika (F+HP)

Ground - High Launcher
Air - High Launcher

Juggle Potential

Jump HP

JP3 - Stun – Reset

Crouch MP

JP2 – Stun - RESET

Stand HK (Charged)

JP3 - Stun - SKD*

*Adds 2 Juggle Points on juggled opponent

Lady Mika (F + HP)

JP0 - SKD – SKD*

*Adds 2 Juggle Points on juggled opponent

Dive Bomb (Jump - Down + MP)

JP3 - SKD - SKD

Passion Rope Throw (F or B + MP after Passion Press (F or B + MP)

JP0 - Throw* - N/A

  • Hits during hit stun, leaves enemy in grounded airborne state & has corner carry properties.

Shooting Peach (Bum Launcher) Normal

JP0 – SKD (CH=Float) – SKD (CH=Float)

Shooting Peach (EX)

1: JP4 - Stun - SKD
2: JP5 - AUTO - AUTO
3: JP6 - FLOAT - FLOAT

Wingless Airplane (DP)

JP1 - N/A - THROW

Wingless Airplane (EX)

JP4 - N/A – THROW

Mike Toss (V-Attack)

JP0 – Stun – Float*

Adds 4 to JP when hitting juggled opponent

Nadeshiko Side Attack (V-Trigger)

JPX - FLOAT - FLOAT

Nadeshiko Vertical

JPX - Stun – FLOAT*

*Has OTG Properties

Peach Assault (Critical Art)

JP0 - THROW* - N/A

*Hits during hitstun.[/details]

If I don’t understand juggle potential, where can I find some cliffs notes for it?