Sadly, the first match was a Mika match won by ignorance.
Thank you for the link, I wasnāt finding it on youtube. I canāt 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 itās not the character, its just me. Maybe Alex will be a better fit. Maybe Iāll just eventually adjust. Shrugs
Itās not just you. Mika feels like sheās ALMOST that character Iām looking for. Alex feels like a Birdie with weaker normals and damage in return for stun and wake-up. He may be what weāre 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 Iām 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 heāll 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 examplesā¦s. hk and f. hp have varied uses.
We donāt know anything about Alex besides what has been given. Weāre assuming heāll be more well rounded than Mika from Capcomās offcial description of him.

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?
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 wasnāt 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.
youāre pretty free to do whatever in the corner, the first one youāve said is simply a reset, second one looks like fishing for crush counter? donāt 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
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
I keep saying Ken wrecks Mika and Chris T vs Fuudo showed exactly why I think that: Shoto tools shut down mikaās entry ways, he has a decent wakeup, his frame traps are beefy as fuck and wreck Mikaās wakeup pretty hard while also hitting like a truck WITH good corner carryā¦
I mean, itās certainly not impossible, but I think both shotos are Mikaās worst matchups.
Fuudoās stick wasnāt 100%
Also Chris was Yoloāing like crazy lmao

Any reason why mikas are using s.hk instead of f.hp on corner combos?
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 āI should be doing that.ā

I keep saying Ken wrecks Mika and Chris T vs Fuudo showed exactly why I think that: Shoto tools shut down mikaās entry ways, he has a decent wakeup, his frame traps are beefy as fuck and wreck Mikaās wakeup pretty hard while also hitting like a truck WITH good corner carryā¦
I mean, itās certainly not impossible, but I think both shotos are Mikaās worst matchups.
Anyone with a meterless invincible reversal is going to be be one of Mikaās worst match ups. When Mika is fighting against the rest of the cast sheās 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 sheās 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.
Itās 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).
Mikaās 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. Itās 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.
Cāest 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.

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 āI should be doing that.ā
Thereās so much stream that Iām 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. Iād 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 donāt work out that way.

I actually avoid charge kick like the plague. Iād rather have the higher pop-up from FHP while in the corner. Different story when midscreen though.
How meaningful is the āhigher pop-upā in practical terms, though? In some ways it just seems like āmore time for them to reactā.
Weāre 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 Iām going to use it from now on).
Hereās what I do know:
1./ s.[hk] is optimal damage.
2./ Neither setup gives the option to cross under. They donāt get high enough after PP -> f+hp to allow a cross under (please correct me if Iām wrong about this, but I canāt remember seeing post PP, f+hp cross under tech). So, in this sense, āhigher pop-upā is irrelevant, because āhigherā 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 isnāt 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 wasnāt 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 didnāt test if f+hp is truly meaty (overlapping on frame 1), but it meets my threshold of āgood enoughā (which is āstuffs 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. Iāll 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 donāt 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 āhigher 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 youāre trying to deploy a specific VTC tactic.