R.Mika General Thread: She's Stone Cold

I thought I was the onyl that’s been thinking this. Thank you.

STSFR

Dafuq? How does one just assume that kind of shit?

People piss me off.

Watched the video…
Mr. Combofiend started off with st.MK, more than likely to put Mr. Ross’ Ryu in check at the mid range and to stop the Ryu from using his cr. MK.
Standing Heavy Kick looks slow but very lethal on hit and on block. R. Mika also linked something out of that standing Heavy Kick. That might be something to keep in mind, in case you’re punishing something or setting the opponent up for failure. Also, note that Ross tried to take advantage of Ryu’s cr. Heavy Kick shortly before R. Mika smacked out with the standing heavy kick. She’s in the air during MK and HK.

  • st.HK, xx link xx st.MP, Flying Peach = 3 hit combo. Good damage.

  • R. Mika’s st.MP also seems pretty nice tool for keeping opponents at bay while on the ground.

  • 2:48. R. Mika comboed into that Passion Rope Toss. st.MP, into f+MP… or he linked into it.
    st.MP, f+MP~MP, (post Passion Toss towards the corner), f+HP, air throw finisher
    Note: The V-Skill was not even used yet. And, Ryu was stunned after the said combo.
    Combofiend then attempted another Passion Rope Toss combo but the window to combo might be a tad smaller when used a second time in a combo.

  • 2:58. R. Mika’s crouching MK… appears to have decent reach.

  • Hang on… st. HK as a punish. Earlier in the match, it seemed like R. Mika delayed it… Crush Counter move evidently.

According to the momentum gain on Combofiends behalf, R. Mika is bound to do a lot of damage. Corner pressure does not seem like anything worth joking about, unless you’re suicidal. In fact, it seems like even more opportunities for combos will arise if the opponent is cornered. Otherwise, in the mid range, Passion Rope Toss could be used for positioning or for probably getting some guaranteed damage somewhere along the way (preferably if you’re trying to end the match).

  • 3:22 - st. HK delayed again and caused a CH on Ryu.

  • 3:39 - The use of V-Skill. There is also armor on it as well… interesting.

  • The player will have to block the other way if they don’t want to get hit by Nadeshiko V-Trigger (Forward+HP+HK)

  • 4:10 - … That was a good finish. He did the Critical Art after st. HK. But, it was not a combo sense the red threshold disappeared shortly the cute ass slap animation (Oh that animation is so trollish… and I love it…).

  • Random note. R. Mika is quite bouncy on her character select animation. … This is very important! B)

  • 5:52… Dash up, command grab! You might kill players if they start getting complacent.

  • 5: 55… And, the command grab leaves the opponent in a awkward situation, even if they tech the knockdown. R. Mika conducted a command throw again as she was nearly right in front of Necalli after the first command grab.

  • R. Mika’s V-Skill definitely something consider if the player can get past the start up (she still gets hit on start up). After the first hit, she slams the mic down.

  • 6:01 - … That throw did a lot of damage. O_o And, there wasn’t that much time passing by on the V-Skill either. Hm.

  • The player can control the distance on st. MK to some degree. This was also true for A3 R. Mika.

  • 6:30 - XD Well, that’s a funny way to end it. Nadeshiko seems to come up quick from the front. Even if Necalli blocked, there would have been a mix up after that anyway. And, is just me or is R. Mika’s walk speed relatively… quick? No. Just me. Forget about it.

  • 7:01 - Okay then. Crush Counter… which grants a juggle on mid air opponents. EX Flying Peach.

EDIT:
(Had to shut down computer for a moment)

  • 7:11 - STUNNER!! (It was going to happen at some point in this video. Of course it was).

  • 8:04 - Against moves like this, it would be wise to take advantage of the command grab as a block punish. Does quite a bit of damage… even without the V-Skill.

  • 8:28 - cr. MP… it will even hit grounded opponents. Appears to be a high and a much better anti-air than one would think.

  • Finished the match with the V-Trigger extension from Nadeshiko.

Nothing Follows

HELL YES!!!

Yeah came late to the party but had to say it.

So she is oficially a full grappler. I expect her command grabs to come out fast (3f or less) and be throw invincible in the startup frames. Given that she seems to have setups and combos at the ready, she seems to be the most fun grappler to ever have come from SF. I really hope she escapes the bottom tier treatment that is given to SF grapplers by default.

She’s looking pretty strong at the moment. Even is she’s not at the top, she doesn’t seem to be crap like before. Now she’s got a set of tools to get her to compete at the same level

Something to note as well at 8:15, Combofiend went for a reset after a Neutral Nadeshiko ground bounce. I thought he had mistimed the combo at first but it was actually a reset off of s.LP because he immediately jumped afterwards for a mix up. That was no accident.

The mix ups are strong with this one. I absolutely cannot wait to play this character.

Someone needs to tweet that to Ono

I wonder what her gameplan will be against zoning. Flying Peach could evade projectiles, and I think Paradise hold could too. With those gone, what will be the best way to deal with that? Didn’t they nerf cr.hk distance too?

Am bummed that those moves are gone; they were my favorites in A3.

So she gets stronger when she cuts a promo?
If she gets HHH mic time she’ll be unstoppable.

Yeah, it has a hit of armor so if they wanna zone you can hang back and talk shit to boost yourself. I mean you’d have to be smart about it. Lots of multi hitting fireballs out there.

The combo, pressure and mixup potential using Nadeshiko is crazy! It is legitimately a Marvel assist.

Even better you can s.HP xx V-Trigger, s.HP into guaranteed Nadeshiko reset or straight raw damage. That means you could potentially blockstring into also? Either way there’s so much utility to her V-Trigger I’m surprised at how awesome they made it. Wonder if Nadeshiko can actually interact with the opponent’s hitboxes… Didn’t look like it could in the demonstration.

She has armor on her V-Skill so if they sit back and zone you can absorb like a focus attack only you’re getting free damage buffs and EX Airplane also has armor and advances forward. She’ll do fine against zoning judging by what Combofiend showed, and once she’s in, it looks as if she has legit buttons to go along with the Command Grab mindgames.

Can not believe how legit she is looking. I’m too hype to play her now.

You know there’s going to be pseudo unblockables setups. Call your assist in the middle of a blockstring, tick command grab. They either get grabbed or the assist gets them

Please someone twitter this to Ono to show him a lot of us are happy that she’s in. She really is bringing the charisma to SFV!

Also abount the bouncy. I don’t think they fixed the 2p side physics yet. If they did then, I’m not complaining :^)

What was her paradise hold in alpha? I cant remember

Her 360p, the command grab where she did a front flip that had some range.

It’s stupid that they removed 360s. At least leave them as alternative inputs.

They have some really nice properties that half circles just don’t have. A 360 super would be way better than 2x half circles.

Personally I’m glad 360s as an input are gone. No more churning butter, you actually have to think and guess which side they’re on instead of just spinning and hoping they drop their link.

360s encourage mindless play.

Back in the Alpha 2 days, I remember hitting waaay more people with a charging super (Charlie’s boomerang barrage, Bison’s Psycho Crusher) that I had input the other way, and the cpu corrected me into the right direction, than I ever did with Zangief’s 360 or 720 grabbing to the side I wasn’t expecting.

If they are trying to lower execution, double half circles are the wrong way.