I figure that approach would be taken…
Then if they on blocked or whiffed… then that will spell disaster for the SRK user. Based on what we know now, if a reversal like this is whiffed and/or blocked, the next hit on their move recovery is a counter hit. A nasty punishment would await for the overly reckless player by any character that the defender is utilizing at the moment.
What does that mean for R. Mika…? Well… the answer is rather simple…
Spoiler
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Wait for it.
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Wait for it.
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I quote myself…
A lot of people here are already taking that literally… Basically, the opponents life bar won’t even exist anymore. I feel sorry for anyone who gets caught by R. Mika with two (or even one) throw damage buff and she combos into her CA… Which already does a lot of damage on its own without the throw damage buffs in the first place considering what kind of character R. Mika is.
On a side note… we got another buxom babe in the roster! Laura!
And, (eventhough this is already well-known at this point)… Zangief is back! R. Mika and Zangief are going to tear everything up just like they did in R. Mika’s own ending from SFA3 (which is probably half-“canon”… but… eh… SF story :rolleyes: …"
I hope everyone is excited. A lot of good moves being made so far.
This is totally more an anime-fighter thing, but I sometimes see things like Light is the normal version, Medium has brief armor but slower startup, and Heavy is an anti air version.
I don’t think SF would go that far, but it might fix the problem of ‘why use the medium version’ by giving it armor or invincibility.
But she doesn’t really need it imo, her anti air throw seems to be very effective from the videos I’ve seen. Combofiend even used it very late and it still worked.
This move and her bunny hop are really nice anti air moves.
Damn… we need more footage and the next Beta test sequence pronto.
Listen to what @Neclord has to say.
In the neutral (both players are on the ground with their characters trying to gain advantage over each other)
st.MP and st.MK are great for poking and counter-poking. Forward+MK works pretty well on counter hit because R. Mika would get a combo
out of it and it pretty much kills other players for trying to visually confirm their own hits on whatever low poke they have with their character (in retrospect, R. Mika’s st.MK and st.HK does this job extremely well). A st.HK without a charge delay is clearly safe on block but she is still left at minus and is close to the opponent. A delayed st.HK would be a more threatening because you can just throw/command grab afterwards, do a block string or make opponent whiff a reversal. You can stick out st.MK before the opponent tries to use a normal against you. Quite a few of her normals have enough range to whiff punish opponents for using their own normals (or special moves). R. Mika’s anti-airs are threatening enough to keep the opponent on the ground (not even including Wingless Airplane which is already pretty decent of an anti-air throw and a nice juggle combo finisher). Then there are things like her cr.HP… that shoulder tackle move she does. Crouching HK can be hella useful at certain spaces and you can also try to confirm into a combo or cancel cr.LK.
Neutral Game (Against smart intermediate and/or top players)
Always be ready to threaten with dash up command grab (HCB+P or HCB+K).
Make use of R. Mika’s walk speed and dashes (forward and backward)… stagger your offense just in case the opponent is anticipating something.
st.LP, st.MP, st.MK, st.HK (normalized or delayed), cr.LK, cr.MK are all pretty good normals to poke/whiff punish/counter poke with against opponents on the ground. Retain a certain distance against the players character in case they want to jump, shoot a projectile, whiff a normal/special move… position yourself and move in a certain way where you will be prepared to kill the opponent for whatever mistake they make.
Mind Games to take advantage of.
Something as simple as staggering your own movement.
If an opponent is a little too far away or is getting a little too defensive… Then… it might be time for R. Mika to conduct a speech… (V-Skill). Otherwise, from up close and/or against a cornered opponent, get ready to mix the opponent. Walk forward throw or low hit confirm into a combo. Be sure to use normals that are plus on block so that R. Mika can wear the opponent down.
Many players (like Combofiend) may whiff cr.MP to scare the opponent. A lot of R. Mika’s normal moves… and even her special moves have little to no recovery when she finishes using them.
There are many other things to take into consideration…
I really wish we had a little more game play footage to work with… and another short-term Beta Test with R. Mika in it.
The one thing this Gief footage does is make me feel really bad for him. It is messed up that her throws looks like they do more damage. I mean since SPDs doesn’t net a hard-knockdown why is the damage on them this low ?
I have always disliked grappler-grappler matchups as a player personally. Overall, i didn’t notice anything much different in that build which is good for us.
Her base damage Command grab (using Kick button), is most likely the same amount of damage as his, before she uses the mic. But this Mika plays smart and uses the mic before each throw. But who’s to say Zangief wasn’t using his Lp SPD, instead of his Fierce. I think his SPD dmg changes on which Punch is pressed.
I noticed that different strength for Gief does result in higher damage but considering that she has superior mobility, actual combo potential because of her flying peach ( gief has no green hand and only hit special is lariat) and her having the ability to power up her throws. Him doing equal base damage on the throw is disappointing, especially when his throw is a 360 Vs a Half circle.
I have no interest in Gief but I hope that Capcom brings him to her level and doesn’t nerf her to his level.
He looks bad in that vid. If he is a pure grappler they need to up his damage. I’m sure his spd will be 2 frames like most games though. He might be the only grappler who can churn butter effectively.