R.Mika General Thread: She's Stone Cold

All of the moves you need to know about are in my pastebin:
http://pastebin.com/h1rcdFJ9

[details=Spoiler]
= Normal Moves =

  • st.LP: Very quick standing normal move. R. Mika slaps the opponent silly. Cancels to special moves and chains into itself easily. Decent poking tool. This normal leaves enough frame advantage on hit to combo into other stronger normal moves (based on the games current build).
  • cr.LP: Does a chopping motion with her outer arm. Chain cancels. Cancels to special moves.
  • j.LP: A very quick air-to-air move. Sense this move comes up quick on start up, R. Mika can beat out whatever the opponent is doing in the air if she is careful.
  • st.LK: R. Mika uses her outer leg to kick the opponents ankle. Can be good tick throw set up. Cancels into special moves. This move will also lead into a nice target combo.
  • cr.LK: A very nice low hit confirm. R. Mika leans away from the opponent and performs a back kick. This move will chain easily.
  • j.LK: Performs a forward knee strike while in mid air. This move will cross up very easily. After landing the cross up, it may be easy to conduct a combo with other light normals as soon as you land on the ground. Otherwise, if the opponent is blocking, keep your block strings tight and go for tick throws if you must.
  • st.MP: R. Mika chops outward with her hand. This is a very good poke which leaves enough frame advantage on hit to link into other normal moves (you can link a standing MP into a MP or her Passion Rope Throw for example. Very safe on block. Cancels into special moves.
  • cr.MP: This normal is one R. Mika’s anti-air moves. R. Mika performs a hopping headbutt motion. It will still hit grounded opponents. Causes air-reset against midair opponents.
  • j.MP: Leaning elbow attack. The R. Mika player may use this every once in a while, probably a quick jump-in tool.
  • st.MK: This is a very good normal. R. Mika does a hopping sobat kick. Has low invincibility which will prevent opposing players for using low pokes and/or hit confirms. It is possible to combo after this move on counter hit. The player can also tilt the control stick a bit to move R. Mika around a little during this normal as well, which can be potentially annoying on the opponents part… and very good for the player. Very safe on block. Probably one of R. Mika’s best normal moves.
  • cr.MK: R. Mika leans back and performs a kick towards the opponent. This can also be a very good poke but the kick and angled towards the opponents mid section. This move can be used for late anti-airs if R. Mika is positioned correctly.
  • j.MK: R. Mika performs a sobat kick in mid air. This is a very good air-to-air as she sticks her leg forwards which covers quite a bit of distance. Can be a descentjump-in tool as well.
  • st.HP: R. Mika does a uppercut sledge hammer motion. Cancels to special moves. Has enough frame advantage on hit to link into other normal moves. Might be useful
    for knocking opponents out of the air. Leaves enough frame advantage on hit to link into another normal.
  • cr.HP: Does a nasty shoulder check motion while rolling a forward a very short distance. This is actually safe on block but it is also minus on block and she
    is very close to the opponent after she recovers from the rolling animation.
  • j.HP: This is a very good air-to-ground jump move. R. Mika performs a nasty sledge-hammer motion with both of her fists.
  • st.HK: Crush Counter… Players… are going to be using this QUITE a bit. There is a lot to say about this move. First of all, this move is safe on block and can be delayed. It is possible to combo after this move as well. Despite the slow start up, the move has quite a bit of utility as R. Mika lunges forward with a painful looking drop kick motion. This move will also disregard projectiles when it is well into its active frames. It is also important to note that if R. Mika lands this move on counter hit, she can actually combo into command grabs.
  • cr.HK: A low forward sliding motion that will knock the opponent down. R. Mika has low profile against high hit-detection moves and even projectiles. This move is not safe on block when used at point blank against the defending opponent but it can be safe when R. Mika spaces herself properly so that the opponent is completely unable to punish on any consistent basis. Use this move with some discretion.
  • j.HK: Very good jump-in. R. Mika performs a drop-kick motion while falling from her jump-in.

= Target Combo =
standing LK~standing MP: R. Mika will perform her standing light kick into her standing medium punch. This has quite a few uses, such as block punishment, combo tool and for visually confirming hits when you are starting an offense from up close and personal. The last hit of the target combo will cancel into special moves. Always keep this target combo in mind. Very useful!

= Command Moves =
Dive Bomb [While Jumping FORWARD + Down+MP]: R. Mika will stop herself in midair and perform a slamming motion straight down to the ground, changing the trajectory of her jump.

Lady Mika [Forward+HP]: R. Mika performs a uppercut motion with her outer arm while seemingly flexing her bicep. This move will hit mid and while launch opponents into the air. R. Mika can juggle the opponent afterward but the window is somewhat small. If this move is used on counter hit, the juggle window is extended and the opponent is launched a bit higher which would allow for R. Mika to perform more elaborate juggle combos. It is a lot easier to finish juggle combos after Forward+HP in the corner. Otherwise, it is best to follow up with a regular normal move, forward dash into cr.HK or EX Wingless Airplace (qcf+K).

Passion Press [Forward+MP]: R. Mika thrusts her hands forward to hurt the opponent. There are two follow ups that R. Mika can do when she lands this move. It is
relatively easy to link into this move from regular normals such as st.MP.

Passion Rope Throw Forward [Forward+MP~ MP]: This is the follow up after Passion Press. R. Mika will perform a forward Irish Whip toss. She will spin the opponent around once after taking them by the arm. She then quickly tosses the opponent opponent forward a long distance away and they will fall forward to the ground. If R. Mika does nothing, then she gets a lot of space. Keep in mind that there are ways to combo out of this move. If R. Mika throws the opponent towards the corner, the opponent will suffer a wall splat and R. Mika will have an easy time following up with extra moves (such as Lady Mika - Forward+HP). If there is no corner, the opponent just trips and falls over, leaving some huge space between themselves and R. Mika. When the latter happens, R. Mika can simply dash up and perform cr. HK or follow up with EX Shooting Peach but the player needs to be very quick. Otherwise, if the player does not have a corner and if they want to go for a mix up of a sort, they can use Wingless Airplane to draw themselves closer (the reason for this will be explained later within the special moves description section).

Passion Rope Throw Backward [Forward+MP~ Back+MP]: R. Mika conducts an Irish Whip but this time she tosses the opponent backwards instead of forward. The same concepts still apply as forward version.

= Special Moves =
Shooting Peach [QCF+P] = R. Mika performs a butt slam attack, launching herself towards the opponent a short distance. She will lunge at her opponent with her well-shaped buttocks to destroy anything and all things in her way. The distance traveled is influenced by the button that is pressed. The light version can hop over opponents when she is extremely close to a crouching opponent, though this could situational. Another thing about this move is that it can be used as a secondary method of moving towards the opponent. When R. Mika lands on the ground, she recovers very quickly, making her very hard to whiff punish on any consistent basis. The player can use this move to bait an unsafe move from the opponent or just to simply make R. Mika travel forward. With this move, she is still effectively closing the gap between herself and the opponent. She is very safe if she lands on the ground successfully without hitting anything. The light punch version of Shooting Peach travels the shortest distance and is the safest version of the said move (possibly outside of the EX version which will be explained in a bit). The MP version causes R. Mika to lunge herself forward with her butt but a slightly longer distance while the HP version causes her to travel the further while also being unsafe on block.

*** EX Shooting Peach [QCF+Two Punches] = R. Mika performs two elbow rush attacks and then a her butt slam animation. If the first two punches on blocked, R. Mika stops altogether. Appears to be safe on block but it is still wise to use discretion when utilizing this move. There is armored properties on start up. It would be okay to utilize this as a wake-up reversal due to the fact that it is rather difficult for the opponent to deal with. This is also a very good combo
finisher in many situations.

Wingless Airplane [QCF+K]= This is purely an anti-air command grab. R. Mika will flip into the air. When she connects with an opponent in midair, she will grapple the opponent and then she somersaults them to the ground, landing on their face with her beautiful butt. This move will never connect with opponents who are on the ground. However, it is possible to finish a lot of juggle combo off with this move. It is generally a very good anti-air when R. Mika is positioned properly. Another thing that needs to be noted about Wingless Airplane is that R. Mika can also use this move as a secondary mobility option. When this move is used, R. Mika will continue flying up into the air until she lands successfully on the ground. When she does land, she has little to no recovery but keep in mind that during the moves animation in midair, she is vulnerable to anti-airs. R. Mika can also use this to draw herself quickly towards the opponent after Passion Rope Throw, if there is no corner available for her to perform better combos. In this case, R. Mika can get some very good okizeme.

*** EX Wingless Airplane [QCF+Two Kicks]: R. Mika will perform her Wingless Airplane a lot quicker and in a higher arc, making it a bit easier to finish some juggle combo. This move does a bit more damage than the regular version. The general animation is almost the same except R. Mika performs a few flips in a very quick fashion. As a standalone move, EX Wingless Airplane will definitely make opponents think before they jump. This can be used for getting out of the corner if the one is in a tight situation.

Rainbow Typhoon [HCB+P]: R. Mika performs the infamous Giant Swing. She will takes the opponent by the legs, spins them around a few times and sends them flying helplessly in the air away from her. Due to the absence of frame data, it is assumed that this throw comes out at 4 frames on its start up but this may depend on the button that is pressed. NOTE: There are has been some reports on the strength of the punch button influencing the start up frames to a degree.

*** EX Rainbow Typhoon [HCB+Two Punches]: The start up of this version does not seem to change. There is also no invincibility on its start up either. However, the throw does quite a bit more damage. R. Mika will spin the opponent around for a slightly longer period of time before throwing them away. When the opponent collides at the end point of the stage, Nadeshiko will appear from behind the opponent and then slam their head onto the ground to finish the throw, doing a lot of damage. Nadeshiko will then pose for a moment and disappear from the screen while R. Mika recovers and continues the fight.

Brimstone [HCB+K]: R. Mika grapples the opponent, flips herself over the opponent and then she lift them overhead. R. Mika will slam the opponent hard on the ground, leaving the opponent trying to figure out what just happened to them. Unlike the Rainbow Typhoon, the opponent is left a bit closer to R. Mika, though this throw reportedly does a bit less damage than the Rainbow Typhoon.

*** EX Brimstone [HCB+K]: When R. Mika finishes the throw, her partner Nadeshiko will leap and belly flop the opponent for extra damage. Does a lot more damage than the regular version but does not seem to influence the start up.

= Critical Art =
Peach Assault [QCB x2 + All Punches]: One of THE most lovely Critical Arts in the game (both in terms of animation and in gameplay). During the super freeze sequence, R. Mika will place her hand on her hip and smack her butt to taunt the opponent. She then poses at the opponent with a cheeky smile and points at them thus ending the super freeze sequence. Immediately after the super freeze start up animation, R. Mika will charge towards her opponent a short distance. Now here is the cool part about this Critical Art: This move is grappling move… but it can also be comboed into. Just like a KOF-styled command grab. It would
only be avoided by jumping away from R. Mika. This is probably one of the best Critical Arts in the game, besides a few others (so far… because this game is currently in production and is being beta-tested periodically by other players on consoles and within different arcade facilities). When R. Mika grapples the opponent, she bearhugs them and the flips them backwards to hurl the opponent towards her partner. Nadeshiko catches the opponent and headlocks them, throwing high up into the air. R. Mika then shouts while rushing towards the mid air opponent and Nadeshiko follows suit from the other side. They then use their buttocks to crush the opponents head and slam them on the ground in the most painful way possible. R. Mika then recovers to her fighting stance while Nadeshiko leaves the scene again. Obviously, this Critical Art is very useful[/details]

LoL

I also liked whoever referred to the shooting peach as “a classic butt slam attack”. Like that’s just something that’s always going on.

Its a shame nobody picked Mika at the SCR exhibition. I was looking forward to seeing some top players pick her up. It seems all we really got was Ryu and Karin. I should have expected this.

I’m looking forward to beating as many Karins as possible in the beta. After people get tired of chucking ken fireballs

Karin’s going to be a really obnoxious character for everyone to deal with. Fortunately R Mika is another strong character. I said before R mika seems like a character with strengths and no weaknesses, Karin seems to be the same way.

Since R Mika requires slightly more since we’re gonna have to get into some reads, I expect Karin to be the character a bunch of intermediate/decent players are playing due to her buttons and relatively decent damage punishes from afar. That could make her frustrating to play against since it’s a character that only decent players are gonna pick up, making her seem really good when she’s not any better than Mika.

Mika’s strats are apparent: You don’t need a sponsored player to show them to you. Use the fuck out of her s. mk (best poke, base your game around this), play with some s. rh, walk forward s. lp which seems to reach slightly further than the usual s. lp. c. lp (x 2 if you want) tick into hcb+k is great because it also threatens c. lp, s. mk. s. mk counterhit used to combo into s. lp. If it still does, you know what to do.

You can either choose to jump on knockdown with her relatively good j. wk (pretty good hit stun for a jumping short crossup) or just pressure on meaty and fiddle with throw tricks.

And when you’re spaced a bit away, her super fast c. rh which is now pretty close to sodoms alpha c. rh which was really strong.

Then do some combos and you’re well on your way. That’s certainly good enough for day 1 mika when the beta starts. We’ll figure more out from there.

https://youtu.be/IeYYL_KDYJs?list=PLiP_syBGSDaZGq1soGLra2AlXPaGr6gAN

https://youtu.be/xeKgqleubq8?list=PLiP_syBGSDaZGq1soGLra2AlXPaGr6gAN

https://youtu.be/4LFXDw_gR2E?list=PLiP_syBGSDaZGq1soGLra2AlXPaGr6gAN

I was coming in thinking “lemme play r mika cuz she’s funny”

She’s seriously the best character in the game imo, for now anyway. She’s good at everything. Jesus I’m going to murder people in beta 2 with her after like 5 minutes in training mode. Why are all her buttons so good? This is a waifu game, Karin is right behind her.

When the 22nd comes around it’s going to be just like when I played Cammy and I was ripping people up, jeez is there some rule where I play top tier or something, crap. the idea of R MIKA BEING TOP TIER is hilarioius though considering how garbage she was in alpha3 though hehe.

Then again Combofiend loves her so who knows.

You should know R. Mika is Yoshinori Ono’s prized character, let alone Combofiend… That convinced me.

https://youtu.be/0bfn7FF1-MM

https://www.youtube.com/watch?v=8pBl1jfcL14

Since at SCR Ultradavid mentioned that Zangief can combo a normal into his Ex throws. I am wondering can Mika do the same too ? She already can combo into her super like Zangief. I haven’t seen anyone really test this but would a HP into Ex Rainbow Typhoon works for example ?

The fantastic part about using Wingless Airplane to escape the corner is that if you catch the opponent in it, it still switches sides so you don’t have to corpse hop them later to get out of the corner like you were originally trying to.

Similar anti airs like El Fuerte’s Guacamole-whatever leave him on the same side.

EDIT: Also confirmed that EX Shooting Peach is sweep punishable. That Ryu in that last vid didn’t miss a single one.

If it can be punished by sweep, it means it can be punished by much more damaging combos. Use with caution.

Let us commence to analyzing those vids…
First Video

Spoiler
  • st.MP xx[link]xx st.HP, qcf+P (Shooting Peach) still works as a combo. Good frame advantage on hit for st.MP.

  • st.MP does not low crush.

  • Discretion is advised for using Wingless Airplane as a mobility option because she looked as if she was still recovering on her landing and she was thrown (Unless the player did not bother to tech the throw).

  • 1:13 - The range on EX Rainbow Typhoon (HCB+Two Punches) may be a tad better than what we theorized but…

  • Ryu’s Sweep can at least be punished by R. Mika’s cr.HK (the sliding move). If R. Mika is close enough, she can probably score a command grab, f+MP~MP/back+MP (the Irish Throw) or a combo off of cr.KP/st.MP (st.MP will hit crouching opponents as it’s hit detection is mid).

  • 2:56 - Case and point about Ryu’s Sweep being unsafe on block.

  • Impressive R. Mika sequence during the very last round.

  • Against the Ryu MU, it might be plausible to use a command grab on Ryu’s wake up. That is, if you’re reading a parry.

Second video

Spoiler
  • The range on st.HK is hilariously long when it is delayed…

  • Against the Ryu MU, you may also take advantage of the seemingly bad recovery on Ryu’s Parry

  • … This second video was… pretty much a beat down. :stuck_out_tongue:
    When R. Mika says she’ll kick your ass… she’ll kick your ass.

Third video

Spoiler
  • Might be a tight punish on Vega’s rolling attack.

Fourth video

Spoiler
  • What we can tell for sure is that Laura has quite a few good normal on par with the likes of R. Mika (and Karin to another character for example).

  • 0:44 - R. Mika just threw Laura out of a normal move (cr.MK?) with her hcb+P command grab (Rainbow Typhoon).

Fifth video

Spoiler
  • Reminder - do not throw out EX Shooting Peach unless you are sure that the opponent is going to do something first. The EX Shooting Peach has been punished several times by Ryu’s Sweep. This was stated and proven before based on an earlier post within the thread discussion.

  • … I swear the range on Rainbow Typhoon has been buffed… or… it could be based on the punch button that was pressed. She was hardly close to Ryu when she scored that command grab. Actually, it might not have been a buff… I think this is just something that some of us overlooked, as far as her command grabs go. We need someone to test the nature of the command grabs.

  • That EX Wingless Airplane is frighteningly fast…

Now… I am going to leave behind a few more videos.

Spoiler

https://www.youtube.com/watch?v=sgaFuLCPdfI
https://www.youtube.com/watch?v=-E_j-6ulH98

R.Mika’s sweep low profiled Ryu’s jump in and swept him for the knockdown.

Looks like it might be mighty similar to Deejay’s sliding sweep in USF4. Might even be more useful than cr.MP as an AA because you get the knockdown and set up afterwards.

What are the damage and start up differences between the command throw where she slams you and the one where swings you?

The slam puts you in much better positioning so I’m guessing the swing hits harder.

https://youtu.be/DrzXHigDdC0

https://youtu.be/cBHVpMZ5sFU?list=PL5aDlIC0fY3WwK8X4vzF19sPIUBi4kugf

This may have changed but I recall seeing something like a Crush Counter into her EX Rainbow Typhoon. Supposedly, you’ll have time to even combo a regular Rainbow Typhoon.

I know that’s not quite the same but to be fair, Mika already has some pretty excellent combo potential.

Both of her command grabs are 5 frame start ups. I made a post a few pages back with information that Tatsu discovered.
The Slam command grab does less damage than the Typhoon command grab because it leaves you right next to them for better set ups and pressure.

Holy crap, Rashid looks like total insanity in that last video. Even more slippery than Karin.

That definitely seems like it’ll be a battle of normals rather than grabs until he’s trained to stay out of the air. Lots of Wingless Airplanes to snipe him out of the air and keep him on the ground.

I wonder if his grounded whirlwind is command grab punishable.

https://youtu.be/qchEUPvThFc