He had a pretty good Mika. He used the cr.lk -> cr.lp -> lp shooting peach combo a ton and was very effective with it. He did say that Mika was the worst character in the game by a long shot and said he felt like he was playing Guess Fighter 5.
Iād be interested to know this as well. As soon as I get close they use a cr.lp or cr.lk or throw until Iām out of range, f+fp doesnāt work against cr attacks right?
There is nothing Mika can do to a properly timed meaty attack really. Even burning bar does not give you an invincible start up. Weāre not chun ryu ken.
You have to block, and get your spacing and pressure back. Maybe do a v-reversal to their meaty wake up to immediately reverse pressure.
This is not true. F+FP will definitely blow up a 3 frame c.lp if set up properly.
If you want to test it, you can go to training with a 3 frame c.jab as the opponent (Chun, Cammy) and then use the following:
Guard - First Hit Only
Set Guard Recovery Action - Reversal c.lp (youāll have to record this yourself)
With those two settings active, try the following sequence as R. Mika:
j.mk (blocked), f+hp
The opponent has enough frames to start an attack (this isnāt a true blockstring), so the 3 frame c.lp will come out, but f+hp will crush it every time for the CC because itās a frame trap, and f+hp eats c.lp alive.
Regarding how to deal with meaty attacks with R. Mika:
You basically have 3 options if you expect a meaty.
1./ Block. Why donāt people like to block?
2./ V-Reversal. You can react to blocking the meaty (see option 1) and then spend half a V-Bar for the reversal. Depending on the matchup or positioning, this could be worth it.
3./ Reversal CA. I know people think itās scrubby to wake-up super, but you DO have an invincible reversal option. Itās really high-risk, but you can eat people who get overconfident and get too aggressive on knockdowns. Wake-up DP works for a reason, the same goes for wake-up CA.
With those two points out of the way, I want to take a second to rant about something with R. Mika that is bothering me:
Holy shit her V-Skill is the worst in the game. Worst in the game. Not close. So bad.
I mean, I hope Iām wrong, and if someone wants to point out a character with a worse one, Iām listening. Last night though, I was playing with my friend for a few hours, and I tried using the V-Skill in a TONNE of different ways, and I got hit out of the damned thing just about every time.
My main complaint is that even the absolute shortest animation length is far too long to complete, and almost everything after that is essentially a joke/taunt anyway. If you could special cancel it I would at least find it useful as a baiting tool (i.e. full screen V-Skill activation, hold it, then do something like reaction EX Wingless + Buff if you see them jump).
However, as it is, the animation takes too long to complete after releasing the input for you to be able to react.
Iām getting the distinct impression that R. Mika is sitting pretty low in terms of overall power level relative to much of the cast (this is just my opinion, but I do think her and Laura [*Edit: totally willing to eat my words on Laura after watching what just happened in the Cannes Cup; the game is still young] are down towards the bottom of the roster in our current meta game understanding). One of the HUGEST culprits for this in my view is how asinine her V-Skill is compared to almost everyone else. Iām seriously struggling to find good applications. Not only is her V-Skill not very good, but itās also so RISKY that you canāt even whiff it as a bad V-Skill in order to build meter.
Anyway, this was REALLY bothering me as I was playing her last night. Does anyone want to share some V-Skill uses that might redeem it? As it is, even though I really like R. Mika, I donāt think I can keep her onboard as a main in this game because she has to work a little too hard for not enough pay off, and her V-Skill is just so, so bad. I still think sheās fun as hell, and Iāll probably play her on the side, but I donāt think I could pick her at a tournament Iām trying to win in good conscience.
I mean, I guess f+mk is ok, but Iām confused why youād use that as a pressure tool on wake up. There are situations where it provides a good meaty timing (i.e. s.lk, s.mp xx MP Peach, dash, f+mk will counter-hit a c.jab if the opponent back rolls, and CH f+mk links into s.lk, s.mp againā¦).
That said, both s.mp and f+hp are just better meaty tools imo. Both of them still beat c.lp, but s.mp canāt be punished on block (itās -2, f+mk is -3) and can be hit-confirmed into a long combo, and f+HP is amazing on hit, counter hit, or block.
Iām confused why opponents waking up with c.lp is problematic, and Iām not sure why I get why f+mk is preferable to either s.mp or f+hp as a meaty (unique timing considerations not-withstanding).
Edit:
s.lk is also a really fast option for a meaty that leaves you at advantage on block, and will stuff a wakeup c.lp for a counter hit, giving you CH s.lk, s.lk, s.mp xx MP Peach as an easy hit confirm. I can think of so many better tools for beating wake up c.lp than f+mk.
Edited Edit:
Responding to another thread made me remember something - f+mk is actually pretty solid meaty because in certain scenarios it can beat a wake-up 3 frame normal after EITHER a normal recovery or backroll. i.e. the sequence of s.lk -> s.mp xx MP Peach, dash forwad, f+mk will hit meaty and counterhit a c.lp if they did it after normal recovery or a backroll, and you can hit confirm CH f+mk into s.lk -> s.mp xx MP Peach again to reset the situation.
Theres def better options up close, but sometimes thereās a gap between the opponent and mika that has to be closed, during that time, waking up with cr.lp can stuff a lot of your options.
An example is st.lk mp target combo x flying peach then dash up f+mp. If it hits counter, you get a combo.