R.Mika General Thread: She's Stone Cold

LEL In a situation like that, as soon as R. Mika says “HEY!”, that usually means something really bad is going to happen.

Or if you want to play it safe, you lag and it goes back to normal and she’s like “…and this is my DREAM!”

Ragequit, hehe. Anytime you see her do that hand arc signifying she’s done with the promo.

If they stay grounded, wouldn’t that make ‘Lady Mika’ (f.HP)** mandatory**, for a Wingless Airplane finisher? I mean, as it stands now, you can do a corner Passion Rope throw straight into Wingless Airplane, since they aren’t grounded. But if they do stay grounded, then f.HP becomes essential- making the opposite of what you said as true. my guess…

But you wouldn’t need to go into wingless aeroplane anymore since you can just do s.MP s.HP xx butt. Unless f.HP xx wingless aeroplane does more damage of course.

Yes, but that also means, a free Critical Art, after wall-bounce. So they are most likely going to keep it airborne. Keep the 50/50. Or take away 50/50 by removing airborne state, making a followup CA possible. Hmm, they could be lazy and change the startup-frames of her tackle altogether.

That was just me taking a shot in the dark on if they were going to nerf her corner reset somehow. That’s just the first thing that came to mind. But since you brought up being able to combo into her CA instead now I’m not too sure. Maybe they won’t touch her at all. I honestly think she’s fine the way she is.

Changing the** aerial** dynamic of Passion Throw, can greatly increase her combo DMG at midscreen. In theory, you may: j.HP/HK ~ St.HP > (Nadeshiko rear assist) > Passion throw ~dash > St.HP > Nadeshiko hits** > Passion throw (wall bounce) ~ dash > st.MP ~ Critical Art

If they let Bison keep his teleport, then Mika should be fine as she is, lol

An easier change would probably be to adjust the ending frames of her c.HP so she can’t possibly land behind. Could probably still turn the followup into a mixup situation but it wont be a corner left/right in the vein of Seth.

It’s perfectly reasonable to consider a lot of the tech players will inevitably find during the beta period wont even exist come release. So I don’t think it’s anything to worry about on either side (Mika players and players facing Mika)

Since the opponent looks like is airborne, couldn’t they just make the cr.HP whiff on airborne. I mean, i can see that the reset is good but i don’t find it as good to the point where it needs a nerf at this point. You still need to get them to the corner and the get an opening to do the irish whip. Usually in this game you are stunned after 2 combos anyways.

It does whiff on airborne, when executed early- and that’s how you end up behind them in the corner. Executed late, you are in front of them. All they need to do is adjust collision boxes, to prevent the mixup; this is preferable over changing startup/recovery frames of cr.HP. With proper spacing cr.HP can be used as a mixup, midscreen, on block, into command grabs or EX rekka etc. Adding recovery frames can ruin its utility altogether.

These days I quite frankly don’t see any reason to hold meter for CA. It used to be worthwhile, it is not now. I’m kinda disappointed about that too. I used to think that supers were TOO good, they’ve gone too far in the other direction. I can’t imagine a reason to action use R Mika’s super now.

Why would you wait to use mika’s super instead of using 3 EK moves now? Seems kinda scrubby to actually sit on the meter all the way through frankly =(. Especially considering how meter works where you sit on a full meter and get no meter, you’d have to be getting seriously rekt’d to be not using ex moves and not super with r mika.

In other words, mika’s super sucks =P. And so does Cammy’s, and so does Bison’s, and so does anyone’s? (in the beta anyway) (or maybe her ex moves are too good) one thing or the other. Her super definitely is not worth using though. It does poor damage for the meter and I would much rather use the EX like it’s sf4 and fuck st4.

Let’s find a happy medium please. I remember in beta 1 when supers HURT LIKE HELL and that was probably too much, so lets go from what we’ve got now, to back then and make it to where it’s relatively reasonable to hold ex moves or do a super?

I get that birdie shouldn’t do s. mp, headbutt xx super for like 60% of a life bar. Let’s figure out where it needs to be though. It shouldn’t be useless, else we’ll be back to “fuck supers for most characters, ex moves for days!”

Eh, Bison’s super is actually really good as you can use it airborne. It’s probably a bit weak on the damage side now for combos (in the beta is added 3x the damage that using EX instead of MK SK would add), but utilizing it like a Zangief U2 and occasionally out of headstomps is pretty nifty.

If R.Mika’s super is a 0f post flash command grab it’s still damn useful because it both catches people pushing buttons and people not pushing buttons.

[quote=“Blackout_2021, post:919, topic:176321”]

Just came across this video that I think has all the R.Mika mic performance promos. There’s definitely some great stuff here. The one about the shoes, dead.

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The people in the crowd must be so confused about what she is saying lol and i feel bad for whoever is getting smacked in the face with the mic lol

She’s so anime lmao, even if her VA isn’t the same person who does Naruto, that’s some Naruto style shit she’s saying. Not a bad thing by any means.

Also I thought her stance change with her ass to the camera was a bug, but it’s actually her idle animation if nothing happens.

Ono, you sly bastard.

Yeah actually I mentioned Cammy’s super sucks and it certainly doesn’t. It’s the best super in the game, it’s the mvc2 cable AHVB of supers. I remember backing up against someone in the beta that was playing Ryu, because as soon as I backed up (with full meter), sure enough a hadouken was coming that I could easily punish. This guy ended up goofing up the fb, threw a mp instead and I saw him flinch, mistook it for a fb, did the super and still punished him and hit the super.

But this is about the damage in combos, I should have clarified that. Noticed I never really did. If you have a super you can consistently land outside of combos depending on what character you use, by all means, use the super. Comboing supers is relatively weak now though, much like it is for most chars in sf4. I’d like to see the damage scaling for supers toned back a bit. Not back to where it was in the beta, that was brutal and it made me never ever want to ex moves.

Comboing supers is generally fun and I’d like to be rewarded for it appropriately.

Comboing supers is supposed to be an inefficent use of meter because you’re getting more damage out of that one hit than any other possible way. This is especially true if your super is useful outside of combos.

I could see the argument for supers being far too weak if they had no use in neutral, but most supers are pretty nifty. Some blow up fireballs, some are reversals, some are invincible 0f grabs.

I get exactly what you’re saying and I generally agree. I just think they went too far with the damage scaling. Agree to disagree I guess. It’s not a huge deal, supers are for the most part okay for most characters so I guess that is good enough. Depends on the combo and the move.

Supers seem to be better used outside of combos atm. But that’s not necessarily a bad thing because most of them are very good…

It’s a bit of a fringe case, but grab supers like Mika’s might be worthwhile after a reset for maximum damage, though that is debatable.

I do kind of agree that combo into super damage looks low now. I think part of it is that, in the trinity of meter use (raw super, combo super, and EX moves) Capcom is trying to make the first and the last the most useful. A combo super is therefore to be used if it will either win the round or put your opponent in a situation where pokes will kill them. Part of this is that the current level of minimum scaling really only saves you ~30 damage tops for most characters if they do their longest combos.

I guess the idea here is that supers are game changers when you have one; let them be really good in neutral and pressure through high utility but reduce their damage so they aren’t leading to half health kills.

I kind of prefer this approach honestly, as it opens up more design space for making cool supers and EX moves. You can either blow meter for EX moves that grant a bit more damage, utility in neutral, or positioning… or you can save to super which dramatically limits your opponent’s options.

I will say that they can keep it the way it is with the meter gain but i think the super combos damage scaling from the original Beta/E3. Right now, it looks like meter building is far too slow and supers scales really hard, i think they might have even reduced the raw supers damage.

As it stands right now, it looks like you will have no way of getting CA in the first round. I think they should either keep the damage low on supers OR reduce the meter gain but as it stands right now, most supers doesn’t seem to be useful or worth saving for when EX can do the same or have some really useful properties. I think that Capcom has gotten too far nerfing the supers but i hope they can adjust it to a happy medium at the end.