Okay, I found the part (around the 4 minute mark). It’s very brief and you can barely understand her cause they’re talking over the game footage but she definitely does mention how Ryu’s not wearing shoes.
0:45 - qcf+K (Wingless Airplane) was whiffed. The player used it to get closer to Vega. It really does not seem to have that much whiff recovery when she lands on the ground.
0:47 - qcf+LP (Light Punch version of Shooting Peach) was used to hop over the crouching opponent… The player might have intended on hitting the Vega player with it to score a counter hit.
The R. Mika player tried to conduct a combo but was not properly hit confirmed into Shooting Peach
st.LP, st.LP, qcf+P (Shooting Peach)
2:14 - There might actually be a slight recovery on the whiffed Wingless Airplane.
Well, in the video, you can see that she missed a command grab when she was really close to Claw. And if you watch it at 0.25 speed, you can see that Vega was using his V skill (Matador turn) which, I think, extend his horizontal hitbox. So, I don’t think the range of the brimstone is that good.
Really not liking the range of her command grabs. You literally have to be at point break range to get them. I wonder if that’s an issue with her directly, or if it has to do with throw range in general?
I mean, that’s command grabs in general when you’re not factoring in kara-throws. Couple that with the fact that the throw ranges in SFV are greatly diminished in general, it makes perfect sense. She already looks really decent, asking for increased throw range is a bit much when a lot of her normals already seem really dominant at the mid range. Train them to block and stand still, or just keeping hitting them in the face with your ass until they do.
In terms of throws, the ranges of both regular and command throws seems to have been nerfed. We see that constantly in games where either Combofiend, Mike Ross, Gootecks, LIjoe, etc are caught in a range where the throw would register in SF4 but whiffs in SF5. It’s just something that we’re going to have to get used to but based on how aggressive and in your face R. Mika is, I guess players will adapt quickly to that range.
We’ll just wait what happens next… I personally think it would make sense for her grapples to have a little more range, considering her conceptualization.
During the gamestop stream, I’ve got some information (I miss one part of the win quote against Ken, I think she says something like “Oh, cool moves, can you learn them to me ?”)
So :
Her standing heavy kick pass trough Ryu and Ken’s Hadoken
Her critical art combos after a Standing HP (I think the sequence was Stun > Lp > HP > CA)
And the moonsault whiffed wingless aiplane is a really great tool to close the distance, especially after a passion rope throw in midscreen.
Wait just a second… I had a thought.
I wonder if it is possible to “stock” the buffs by using V-Skill. As if to say, the player can save the damage buff they just received from R. Mika’s V-Skill… and then ADD ON to the damage buff by using V-Skill again at some point later in the round. This might be trustworthy for ending some rounds sooner if the player does not use a command grab first. At the same time… this sounds rather diabolical.
Spoiler
Not that I would mind if that actually IS the case.