After my last visit to the lab, when I got around to studying her counterpokes (if any), I found that st.HP xx Ex Peach is pretty damn good aganst some of the best pokes in the game (Necalliâs and Karinâs st.HK, to mention a few). You can also buffer st.HP into CA easy as 1, 2, 3 and it doesnât suffer from the problem f.MP does, when the rope doesnât connect if the opponent is a tad too far away.
I never see Mika players using that. Is it by any means new tech? lol In all seriously, though, I thought it was pretty good so I decided to share it with you guys. Let me know what you think.
Itâs annoying that after a blocked s.MP they can just mash jab and win.
This was the last straw for me, they REALLY need to buff Mika, I hardly touch the game these days because I canât find any other fun character to play.
I agree that Mika could use a few buffs (though they would have to nerf some of her tools to compensate) but I donât think st.MP is the move that needs a buff. A st.MP thatâs positive or even neutral on block would be far too powerful. If it were +1 on block, you would get a guaranteed strike/command throw 50/50 against all characters without 3f normals. Even characters with 3f normals would still be wary of pushing buttons lest they eat CH st.LP->st.MP, which again allows you to go for a strike/command throw 50/50. If st.MP were even neutral, characters without 3f normals would still be fucked because they wouldnât be able to challenge an immediate st.LP or cr.LP from R. MIka, both of which have 3f startup. Characters with 3f normals can only hope to trade at best. If they mistime their normal, then theyâre eating a counter-hit combo or a command throw. Thatâs still incredibly powerful, especially since the blockstun on st.MP is very short and it can be difficult to react with a button in time.
Iâm not worried about s.mp, I donât use it to poke.
I donât want to talk about Mika balance. Iâm kinda a noob⌠But I feel that Mika is balanced enough for her play style. If she were stronger in any area, I fear it would only be compensated by being nerfed in another, and there isnât a strong point about Mika I would want to lose just to shore up some of her weaknesses.
S.mp is the combo starter I use after a jump in, it seems like the best hit to land as a combo starter, but if itâs blocked youâre forced to block or get hit, that means that youâre not even allowed to start a hit confirm.
If you arenât able to react to the jump in hitting, which is sometimes the case, then I would recommend s.lk s.mp target combo. This can confirm into super, ex peach, or mp peach, and is relatively safe on block (most moves that hit at that range donât reach in time) You can also mix this up with a s.lk to throw. The startup is only 4 frames, compared to mp 5 frames which can also help stuff some moves that might tie a s.mp anyway.
Sheâs not about blockstring pressure. Her pressure is in the threat of a command throw. Basically, rather than do a blockstring, you want to alternate between s.lp, s.mp and s.lp, command throw whenever you get close. The opponent is forced to either just block to counter the s.mp, or jump to counter the command grab. Itâs an automatic 50/50 mix-up which makes her so dangerous up close.
St.MP is to be used in footsies ( st.MP buffered into EX flying peach is great as a counter poke). You can also use st.MP after a light punch or a cr.LK because it will combo on counter hit. Thus establishing a mixup between tick throwing after a LP or following up with the st.MP after it to catch them trying to backdash or jump.
Another good use is as a meaty attack on wakeup or after a reset. However, using it straight after a jump in is a bad idea in general IMO. The only time you would use it is like others said above, when you have confirmed the jump in was a hit.
I donât know how many individuals are still trying Survival HARD Mode for more colors. But for convenience, Iâll have posted some things i found through testing.
[details=Spoiler]It should be noted that a whiffed [Passion Press/Irish Whip] is registered as a command grab by the computer; at times making the CPU jump. This opens up opportunity for MIKA players. Because of this, even if you do this series: st.LP> MP~f.MP, the CPU seldom does optimal punishes if at all. Use this series often, because the computer loves to counter poke after st.LP or after st.MP. Donât worry about confirming Irish Whip. Tossing a Passion Press just out of range automatically baits the CPU into jumpin for an ez anti-air. Also, instead of doing the target combo LK > MP > Booty - use cr.LK into MP~f.MP for frame traps⌠Since cr.LK > MP isnât a true block strong, you can get a counter hit from the st.MP or the Irish Whip. CPU is also very weak against charged HK mixups. Note that if you do a charged HK, and proceed to cmd grab after the CPU blocks it; KEEP using cmd Grab if it succeeded. At this point that particular character isnât programmed to neutral jump cmd.Grabs after blocking a charged HK. Characters like Birdie and M. Bison usually always detect command grabs and jump- while other characters do not. If a command grab fails, DO NOT attempt it again. If it does⌠then spam command grabs until CPU dies.
Once you score a knockdown, crossup with LK on a quick-rise, or a neutral jump HP/HK on delayed wakeup.
Neutral jump HP/HK> st.MP> HP> Booty> is the best think you can spam in the corner. CPU finds it difficult punishing neutral jump-ins [/details]
A better combo starter from a blocked cross up imo is st.lp, as it leaves her plus on block and sets up her mix up. Finally, once youâve conditioned them with the st.lp, you can even do jump-in then command grab.
I have to disagree with it being the better combo starter. I will say its one of various combo starters that should be used for conditioning. You want to do cr.LK simply because that is one of 2 of her buttons that forces the opponent to block low.
You are more likely to hit with a cr.LK than st.LP, since st.LP is used primarily for maintaining pressure, setting up tick throws and frame traps into st.MP. But cr.LK > st.MP works as well for frame traps, without the negative edge of a target combo.
When MIKA crosses you up, the opponent will either jump, spam jab, back-dash or walk back (block), maybe even tech; shotos I digress. If an opponent is pressing back during your light.punch tick throw- your Brimstone, Typhoon and normal throw, can whiff⌠and the st.MP frame-trap will fail. However, EX typhoon after st.LP has enough range to scoop them. Simply pressing back (blocking) shuts down the tick throw meta on some characters, based on their back-walk speed. However jump-in command grab works, since there is no additional push-back from jab + their walking back (blocking). Note that crouching opponents have an expanded hitbox.
cr.LK > st.LP> booty
cr.LK > cr.LP> booty
These 2 combos forces them to block low.
And this my friend, allows for your crossup LK into st.LP tick throw to work successfully- even before u start doing jump-in LK > cmd grabs. Use all of her tools for conditioning.
Well you play Ryu, probably the most OP character in the game. Just deal with it. We have to deal with annoying Ryus 95% of the time and you dont see us bitchinâ
That looks suspiciously like bitching to me XD HAHA
But seriously - as Ryu you just have to learn what a reset looks like, and fap out a srk about half the time, jump the other half. Characters with DP can stuff Mika resets pretty easy, you turn the guessing game back on her.