That pseudo “R Mika is overpowered” shitstorm (not exactly a shitstorm but I don’t know how to call that) reminds me of Omen’s Demonic Despair in Killer Instinct (for those who don’t know, Omen has a command grab which deals 100 % potential damage. When they saw that, they cried about how broken Omen is, without thinking about it)
People tends to forget that some stuff are totally unpracticable in game and the only way Mika finish her promo is that the opponent let her do or do the same thing (in a Mika mirror I mean)
There is no way in hell that something like that is going to happen in a real match. And, I really wish people would stop crying “Dis character iz OP” after seeing something like this. The video even demostrated circumstances around the throw damage buff and people still call that “OP?”
So I went to fanexpo toronto today and got to play 6 matches using mika. There were only two monitors running SFV and a weird mix of utter scrubs and people who knew what was up, and most people just wanted to play so I didn’t get to really test her out as I would of wanted to. On top of that, it was pad only as expected and controls couldn’t be changed…but oh well. My brief thoughts on her:
c.hk is godly. It goes under fireballs clean. No strict timing on it whatsoever. It feels like an improved version of vega’s slide. Forward + mk is a fantastic tool for aproaching. I believe it goes over lows but I’m not 100% sure. It doesn’t seem to have a lot of negative frames on block if spaced right either. C.mp is as good as birdies, it’s virtually the same move if anything. Mic is a fireball destroyer too. You can simply tap mp+mk and absorb a hit, and the timing is not strict at all either. I’m not sure if the mic has to hit for the power up to work, but if someone chucks a fireball at max or near max screen distance, it’s pretty much a free power up. Wingless airplane is definitely unsafe but the startup is nowhere near as telegraphed as it is in A3, comes out very quick. To slap the fireball game in the face even more, EX wingless airplane goes through fireballs, travels forward fast and does good damage. I punished quite a few fireball attempts by chucking it out from a distance at which you would not expect it to connect. Her walkspeed is good, considering all walkspeeds in the game so far. She can do very well in footsies by weaving back and forth. It’s very evident that she’s supposed to have a lot of forward momentum, as a lot of her moves push her forward quite boldly.
Standing HK is weird, I don’t get it. It feels like a special move. The startup is tremendous, almost on par with birdies F+HP command normal.
Lastly, her jump arc threw me off a bit too. It feels like the inverse of gen’s from IV. Instead of being short and wide, its steep and narrow, comparable to vega’s jump arc in IV(didn’t test him out much in this build of V).
And that’s my thoughts. Again, it was hard to really get a grasp on things when playing against people who would not give you a fucking second to even try out your normals or specials.
I’m glad to hear that about her crouching heavy kick, I thought that had to be like her only good normal from Alpha 3. Honestly, the more I see gameplay and from what I’m hearing, they really made a special effort to make her better because they knew just how awful she was back in Alpha 3.
I know so far that her critical art can be comboed into after a HP right ? That might be a somewhat tough super cancel since it is one hit into 2 HCB motion. I do not even remember any Street Fighter game where you had to super cancel a normal into 2 HCB motion. Everything about that supers seems to be KOF.
I am also wondering what is the difference between the two command throws she have that will make us decide when to use one or the other. The swing seem to switch sides with your opponent but also throws them really far away. The slam one does not switch sides and you are closer to them after it is done.
Doesnt it also seem like her EX throws are hard knockdowns ? I think this will not matter because she always does an animation after she does them so you probably can not capitalize on them.
Akuma in Alpha 2 or 3 probably had some hcbx2 off normals for his fireball super, but the custom combos probably allowed better options where it wasn’t necessary.
Were they not running winner stays on? They did that on Thursday. I ran my Chun to stay on until the decent players left and then messed around with Mika haha.
By Wingless Airplane… Do you mean the anti-air grab or the flying ass move? I always thought the ass move was Shooting Peach but Combofiend was calling it Wingless Airplane in a few gameplay demos.
Nope, it was a bunch of bullshit. At first you’d be allowed 3 games but then because the line was getting too big, they would only allow you one game regardless. I did stay on after winning only to be prompted by the PS staff to give my controller to someone else. The funny part was that the SFV lineup was a lot larger that of uncharted and CoD, as they both had like 15 monitors so the wait was very short. Only 2 monitors for SFV is utter bullshit.
Also, I assumed wingless airplane was the butt move due to combofiend’s explanation, so for the sake of clarity I was refering to that move. The anti-air grab is standard fare, also very quick and reliable but you can’t really react to it late. From what I fooled around with, i’d say an opponent would have to be at the apex of his jump at the latest for it to not get stuffed. The range on her command throws is pretty damn short though. I played some abel in IV and the range is nothing like his lp version command grab…its waaaay shorter.
I remember anticipating for people to poke in ST with zangief only to piledrive them from far away, due to their extended hurtbox. I enjoyed that quite a bit and I was hoping to maybe see some of that with mika but as with grabs, you’ll have to be right up in someone’s face for grabs to connect.
Oh man, that sucks. Guess I got lucky going on a Thursday because it was pretty dead. My problem on Thursday was that I didn’t really have anybody that wanted to cooperate and learn Mika’s moveset, so I had to just play and learn. Because it was all beginners that jump, I did get to test if her AA grab is good on reaction and it’s pretty fast.
Hoping this build (or a later one) sneaks its way into Canada Cup.
Mika is a very hybridish grappler. She has extreme movement and footsie options like El Fuerte so her actual command grab game is subdued like his to compensate. He didn’t even have like a traditional command grab at all since he would be even more annoying to fight if he did.
Command grabs will be part of her gameplay but you’ll most likely be opening people up with frame traps and other stuff more often.
Yeah more like a standard offensive/pseudo-offensive character w/ a command grab (see: Abel, Seth or Makoto). Necalli seems to fit this description as well. Wondering who will be the traditional grappler then, Birdie definitely isn’t one… I guess Gief will make an appearance at some point.