Her super looks pretty questionable to me as far as usefulness goes. Especially considering her great ex moves. I probably wouldn’t use her super much either unless she has a good hit confirm combo into super that does really good damage.
Which I’m assuming she does. But even so, ex command grab seems like something you’d want to use regularly if nothing else
Her metered options in general are very useful.
And yes, you can definitely combo into CA as it works as sort of a KOF-throw so to speak. You can also use it push some bad jump attempts and/or for whiff punishment in order to finish a round.
For the second videos, it’s a bit long. If you wish to watch the whole thing, make sure you are sitting down with some popcorn or a coffee or something while you doing it.
Every time I see R mika’s slide, the better it looks. That move is so good at the right range. It reminds me of sodom’s slide in alpha now where if you’re at max sweep range, just do it and everything is fine. It’s just as fast too.
Between her hopping mk, her great mp, her s. rh options and that slide her normals are so fucking good. Why jump? Ever? I would just challenge people on the ground permanently with my better normals and anti air anything they did.
Remember how good Cammy’s grounded normals are/were? Mika is right there with her. In fact she feels like the new Cammy with a damaging command grab.
Yo question for this idiotic fool who sucked horribly at fighting games and sucked even worse with R.Mika in Alpha 3:
I’ve been seeing plenty of her gaming footage and she obviously plays far better than she did in Alpha 3 by leagues…so in a comparison shot, do you guys think she plays more similarly to Abel or Zangief? I played with Abel for awhile in SSF4 but I was no god but atleast knew the basics meanwhile I’m just not good with Zangief overall, so anyone wanna toss me a ballpark range?
I personally thinks she plays more like Abel, since Mika has an launcher into throw, just like Abel… and the same combo potential. Her commands are identical to Abel, and not 360 like Zangief.
Skilled R. Mika vs Necalli ** (This might be an old video, but the Youtube user channel displays video as recent. Let me know if this is a repeat. The last thing we need is redundancy posts. I apologize in advance).** https://youtu.be/iRywIDHXa44
Xhominid from FSD?
Welcome to SRK.
It’s possible to do a comparison between R. Mika with the likes of both of the characters you mentioned, though she has her own little thing going in terms of general game play. What R. Mika has in common with both characters is the fact that she has a bunch of particularly threatening normal moves and that she can do a lot of damage at once with her command grabs and her metered-options. What makes her a bit more similar to Abel in a way are the nature of her mix ups from up close and personal. The general purpose of R. Mika’s game plan is to find a way to get in on the opponent in order to threaten the opponent with potential mix ups or command grabs. Although, this also suits Abel’s game play, R. Mika has a relatively difficult method of going about it. But much like Abel, you will not have to resort to 360 inputs for initiating command grabs (though this applies to the character with grappling moves in SFV). Another aspect that makes R. Mika a bit more similar to Abel is that she has a number of useful methods of changing positions quickly or getting out of a disadvantageous situations (For example, EX Wingless Airplane out from the corner). R. Mika general approach is to gain an advantageous situation in the neutral game and attempt to go for a low/throw mix ups or a command grab if you see that the player is too afraid to do anything. Other ways of getting in is through st.HK (or delayed st.HK), which is very hard to react to and has rather deceiving range. You can also whiff Shooting Peach (qcf+P preferably the LP version) and her Wingless Airplane (qcf+K) on purpose to change positions and/or get in closer onto the opponent. It also important to keep in mind that R. Mika normals are very well suited for poking, whiff punishing and counter poking within the neutral game. Dash-in command grab and tick throws are definitely encouraged as well.
That might be one way to put it. She has quite a few moves that still cause her to travel “forward” so to speak. To support your statement on the positional game play:
f+MK (the hopping sobat kick that will pretty much stuffs low hit confirms. She will get a combo on counter hit), crouching HK (R. Mika’s slide which can be safe when spaced properly… this will provide low profile, which can have R. Mika avoid highs, a few jump-ins and regular projectiles. I know you would like this sort of thing). You also have st.HK which is can be very terrorizing in the neutral game, even if the move is uncharged (keep in mind that the start up of st.HK is rather slow but the range is very good. It goes over regular projectiles, stops low hit confirms, safe on block and she gets a combo after it. You probably already know this as well but st.HK is also a “Crush Counter” as well. Keep this in mind when you’re punishing something that is terrible on block).
Have you played Tekken? If so… then in retrospect, R. MIka’s st.HK sort of reminds me of Jinpachi’s df+1+2 (or Devil Kazuya’s df+1+2 as of Tekken 7)… it may have very slow start up but it does SOOO many things at once. A very good button to press and the character seems to have buttons for days…
Any version of Shooting Peach (the LP is the safest bet because if the attack is blocked at a certain space, it would be too difficult to punish on any consistent basis).
EX Shooting Peach also has armored properties on it’s start up and is relatively safe on block.
Nadeshiko V-Trigger in general. The concept of Nadeshiko (Above, Front or Behind) is to instigate a really lethal mix up or to conduct a very elaborate combo.
Notice that when R. Mika uses a lot of these moves, she is also safe on whiff. Another thing about R. Mika is that you may also have an easy time playing passive-aggressive against different players because she has a butt load of anti-airs as well. A lot of the time, you don’t even have to jump-in. You can force opponents to make very bad mistakes by whiffing some of her moves on purpose. When she lands on the ground from a move such as cr.MP or Shooting Peach for example, she has little to no whiff recover and an R. Mika player like yourself can readily block an incoming attack. You’ll be able to bait out something unsafe and then R. Mika will have her way with the opponent. R. Mika also has jumping down+MP command move, where she does an elbow drop, which essentially causes her to change the trajectory of her jump. Potentially useful (though, it might be easy to forget that this move actually exists. I don’t know the frames of this move at all).
Be sure to keep her V-Skill in mind as well, in case you manage to get some space away from your opponent or if your opponent happens to be playing way too defensively. Otherwise, against more defensive players, you can focus on getting frame advantage via staggered offense… then you can resort to those light normals for frame advantage and go for a low and/or tick throw (or, command grabs).
R. Mika anti-airs:
st.LP (late)
cr.MP (THE anti-air. This will also cause a lot of trouble against opponents that are cornered).
Wingless Airplane (You notice that Combofiend used this VERY late in one of his videos).
cr. MK (late anti-air)
f+HP (There a few things I need to know about this move. She
R. Mika footsie / neutral game tools:
st.LP / cr.LP (confirm into LP Shooting Peach. It will combo).
cr.LK (Chains into her other light normals pretty well).
st.MP
st.MK/f+MK (stop other people from low confirming)
cr.MP
Keep in mind she has her target combo as well: st.LK~st.MP which can also cancel.
cr.MK has pretty good range by itself as well.
st. HK (you may catch the opponent sleeping but retain your position so that you are in range).
The main similarities between R. Mika and Hugo (as if SFIV) is that they both have powerful anti-air command grabs that will make the opponent think twice about jumping. They also very nasty normal moves to take advantage of when they are both trying to operate in the neutral game. They also have quite a few useful methods of “getting in” on the opponent. One example would include… the fact that they both have armored special moves that allow them to draw themselves closer to the opponent. Another aspect is that they would also be pretty good at corner pressure. The similarities may end here, however: R. Mika is generally faster than Hugo and is not as easy of a target as Hugo would be. The R. Mika player also does not have to resort to 360 inputs any more, as they would with Hugo. Another thing is that Hugo himself would be able to threaten a bit more with command grabs in the neutral game due to how USFIV works. The R. Mika player has to be careful about this (this also goes for any other character with a command grab in general. This may have something to do with the nerfed throw ranges). R. Mika is also a bit more suited for the universal SFV game play concept while Hugo may have a bit of trouble theoretically within USFIV while still being potential threat in high level game play in some situations (USFIV is a lot more match-up based than SFV).
Granted, I never actually played Hugo in USFIV before (I hardly touched USFIV to begin with… someone else may do a better job of comparing R. Mika and Hugo, but I do believe that all of what I stated above summarizes their likeness).
Granted, I have not played any matches with R.Mika yet but from the footage. I will say that Mika is somewhat similar to Abel but also not really. Abel is a mixup character that rely on some good footsies button and then goes into mixup city after scoring a knockdown. Mika does seem to fare better in the neutral than Abel from what we have seen but also she can’t score hard knockdowns. Abel has the roll as a strong get in and surprise your opponent tool while Mika just has some good buttons to work with.
I think Mika reminds me the most of Bane from Injustice. He had some really good buttons, armor on a fast advancing special with his venom and a command throw.
Hugo is a completely different beast than what Mika seems to be. Hugo has very little anti-projectile tools and the ones he has are hard to use without it being a hard read. In fact the entire playstyle of Hugo is based on hard reads. He is slow and have a huge hitbox which makes navigating fireball zoning really difficult. Once Hugo gets in, he has : multiple overheads, many airborne moves to counter lows, some nice frame traps, command throws and a somewhat low jump arc with high priority jumping attacks.
Basically Mika is a character with decent all around tools to navigate the opponent playstyle but it seems that it may not be easy to continue the pressure with her due to the lack of hard knockdowns. She seems to me like a good footsies characters with a better than average command throws than a full on grappler. I think she will work pretty well in this one.
One interesting thing that i haven’t seen used a lot is her body splash from jumping. It seems like it changes her jump arc and she falls straight down. If this move have little recovery on whiff, it could be a great DP/Anti-air bait then whiff punish tool.
Her sobat kick looks like it will fulfill a similar role as Abel’s stepkick in neutral. Then R.Mika gets her V Trigger as a setup/get in tool which quite frankly seems a lot stronger than Abel’s roll but balanced by needing to charge up.
But yeah, she definitely feels like a strike grappler in the same vein as Abel; a few very strong tools to force the strike/throw mixup rather than the Makoto style of having a bunch of different tools that are much more situation specific but excel when used correctly.
Looks like EX Shooting Peach isn’t as safe on block as we think it is.
Max put up a new video talking about who he thinks the last two characters are, but the interesting part of the video is that he has SFV footage playing in the background.
At 7:10, we see the R.Mika player do a raw EX Shooting Peach that the Ken player blocks, then instantly punishes with sweep.
I guess that’ll make R.Mika players think twice before throwing out that reversal. Makes sense, a safe armored reversal would be too much.
Maybe The Mika player was mashing something with long startup or just wasn’t blocking. I do think that it being safe is an overkill especially when no other reversal metered or not is safe thus far in the game.
Played about two days worth of R. Mika at Twitch Con. QCF+PP is not safe on block, but most people weren’t able to find the timing over the weekend. It seems like you don’t have a ton of time to punish it but Ryu’s st. MP did work as a punish.
It’s essentially a horizontal DP which means you have to punish it with the mentality of like a rekka or something. It’s not negative 30 or more frames like a traditional DP. You have to just pay more attention and punish it like a horizontal special rather than just lazy DP punish.