R.Mika General Thread: She's Stone Cold

Sadly, the first match was a Mika match won by ignorance.

Thank you for the link, I wasn’t finding it on youtube. I can’t watch streams at work, only youtubes. Stupid locked down computers haha XD

So, what have we learned from this weekend ladies and gents?

Mika made top 5, so at this point, I think it’s not the character, its just me. Maybe Alex will be a better fit. Maybe I’ll just eventually adjust. Shrugs

It’s not just you. Mika feels like she’s ALMOST that character I’m looking for. Alex feels like a Birdie with weaker normals and damage in return for stun and wake-up. He may be what we’re looking for that Mika almost fits.

That top 5 was a bit disappointing. It was clear that experience and not skill that gave Mika the loss. Maybe next time.

Well, glad I’m not alone, lol. I was a Hakan player in SFIV and as much as I love Mika I think I need a character with a more well-rounded approach, Alex seems like he’ll be a natural fit, if he ever comes out, that is.

What did u mean by your last part? I was watching Daredevil instead of Final Round

Edit: Highlight reel is being released: https://giant.gfycat.com/FickleGroundedGiantschnauzer.mp4

Any reason why mikas are using s.hk instead of f.hp on corner combos?

Edit. How do you guys know that Alex has a wakeup attack?

Might want to give combo examples…s. hk and f. hp have varied uses.

We don’t know anything about Alex besides what has been given. We’re assuming he’ll be more well rounded than Mika from Capcom’s offcial description of him.

I think it is for positioning / timing. f.hp may be less consistent then s.hk to a c.mp reset for timing the reset.

Sorry I wasn’t more clear.

In corner anything into f.mp f.mp charged s.hk c.mp instead of f.mp f.mp f.hp c.mp.

you’re pretty free to do whatever in the corner, the first one you’ve said is simply a reset, second one looks like fishing for crush counter? don’t quote me on that though

INCOMING WALL OF VIDEOS!!! lol been awhile sine i posted in here. got some matches i uploaded that i want to share. feedback is always welcomed!

https://www.youtube.com/watch?v=GxIqOo-MYl8

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

my crowning achievement. making a ryu player salty cause i REFUSED to chase him down. LOL

https://www.youtube.com/watch?v=QgtDqmkRM1A

https://www.youtube.com/watch?v=ic3zwx7nyOk

:slight_smile:
https://www.youtube.com/watch?v=jtGUgdc08iQ

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

4got to post this ft5 i did with valle awhile back
https://www.youtube.com/watch?v=VSqyRmOq1p4

Move evidence Mika usage is low, but it is increasing a bit:

http://i.imgur.com/OAdCO45.png

I keep saying Ken wrecks Mika and Chris T vs Fuudo showed exactly why I think that: Shoto tools shut down mika’s entry ways, he has a decent wakeup, his frame traps are beefy as fuck and wreck Mika’s wakeup pretty hard while also hitting like a truck WITH good corner carry…

I mean, it’s certainly not impossible, but I think both shotos are Mika’s worst matchups.

Fuudo’s stick wasn’t 100%

Also Chris was Yolo’ing like crazy lmao

Better damage than f+hp resets. More stun, too. After messing around with it I actually think it should be the Mika standard instead of f+hp.

Actually, of all the things I saw Mikas do at Final Round, Nando using charged s.rh, d.mp (reset) after PP in the corner (instead of f+hp, d.mp resent which is what I most see) was the one thing where I thought to myself ā€œI should be doing that.ā€

Anyone with a meterless invincible reversal is going to be be one of Mika’s worst match ups. When Mika is fighting against the rest of the cast she’s basically throwing them into 50/50 guessing games every time she gets an opening to start offense on her terms (i.e. she already got in once and got the knockdown/reset, now she’s making you guess), and most of the cast has to either a) spend resources or b) use incomplete defensive options to regain initiative. For Ken, however (and Ryu, Cammy, and Necalli), at best Mika is getting a 33/33/33 guessing game at all times, because in addition to throwing and attacking, sometimes you have to block and respect the reversal threat.

It’s the nature of the character design - R. Mika was made weak in some regards (few footsies tools, weak V-Skill, very poor reversal options, no ability to combo or hit-confirm any of her specials into a super), and extremely strong in other regards (basically the strongest character in the game when she has an opportunity to run her offense off of resets or knockdowns, especially in the corner, and her corner carry is among the best in the game).

Mika’s game plan is very straight-forward:
1./ Get them to the corner.
2./ Throw, reset, combo, and stun them to death.

She is very, very good at executing this plan. Characters with invincible reversals will always giver her issues in step 2, because they force Mika to respect the possibility of shoryu blowing through her attacks and throws. It’s just a fundamental characteristic of the way she was designed to be played. Unlike a Ryu, Chun-Li, or Nash type character (generalists) with a wide range of skills and versatile tools, R. Mika (point blank offense specialist) is more in the same camp as Dhalsim (zoning specialist), or Vega (poking specialist).

Mika makes up for being bad at some things by being really amazing at one thing. Unfortunately for her, it means her worst match ups are going to be against the characters with the best tools for fighting that thing. Ken falls in that category.

C’est la vie.

Damn hokage, I loved that reset on gief you pulled in the vid haha. I gotta practice that.

s.hp v-trigger ex peach j.hp forward reset haha.

There’s so much stream that I’m still going through it, but this was my exact thought. First chance I got, I was in the lab with s.hk after pp in the corner. Genius stuff. Keeps them naturally lower too making it easier for the brimstone follow-up.

I actually avoid charge kick like the plague. I’d rather have the higher pop-up from FHP while in the corner. Different story when midscreen though.

Note that Mika can stuff the option select wake-up shenanigans due s. MP and Brimstone command throw both hitting at 5 frames. May explain why Tokido got hit with it 3 times in a row trying to do the OS not realizing the frames don’t work out that way.

How meaningful is the ā€œhigher pop-upā€ in practical terms, though? In some ways it just seems like ā€œmore time for them to reactā€.

We’re discussing the specific situation of post-PP moves of choice in the corner, and the virtues of f+hp vs. s.[hk], respectively (using square brackets is 3D game notation for holding a button, not sure if 2D uses the same one but since we need it discuss Mika I’m going to use it from now on).

Here’s what I do know:

1./ s.[hk] is optimal damage.

2./ Neither setup gives the option to cross under. They don’t get high enough after PP -> f+hp to allow a cross under (please correct me if I’m wrong about this, but I can’t remember seeing post PP, f+hp cross under tech). So, in this sense, ā€œhigher pop-upā€ is irrelevant, because ā€œhigherā€ is still not high enough.

3./ f+hp is meaty enough to stuff a 3 frame button or catch a jump after the s.[hk], c.mp reset. The opponent isn’t on the ground until at least 8 frames after using the PP, s.[hk], c.mp reset. I know this because I was testing it earlier, and after c.mp a buffered hcb+k would whiff every time. hcb+k has 5 frame startup and 2 active frames, meaning that for at least 7 frames, the opponent wasn’t on the ground. By adding extra frames and doing the hcb,f+k input, I was able to kill enough time for the throw not to whiff. I didn’t test if f+hp is truly meaty (overlapping on frame 1), but it meets my threshold of ā€œgood enoughā€ (which is ā€œstuffs a 3 frame button and catches people pre-jumpā€).

Edit: I did some further testing and this is not accurate. The s.[hk], c.mp reset is only +2. I’ll explain my math when I update another thread with the resets I just worked on today (March 24, 2016)

With those three points being true, I don’t see a reason to prefer the f+hp version of the reset over s.[hk], UNLESS you have some specific VTC traps in mind and the timing makes a difference. Otherwise, I think ā€œhigher pop-upā€ is really a red herring.

Does it pop them up higher? Sure.

Does popping them up higher make a meaningful difference in how Mika approaches her post-reset mix-up? Not that I can tell, UNLESS you’re trying to deploy a specific VTC tactic.