I feel capcom has gone too far on a lot of things
Mika’s f.HP being +1 on block is crazy. She gets a confirmable juggle after it and can still keep pressure on block. Well not totally sure on the pushback so might not be able to do crazy stuff after it, but still, being at advantage you can set CH or CC stuff.
Something about that list is confusing. According to this. st.M to st.H is a 1 frame link, but I thought they were moving away from that in SF5.
Unless, I’m just stupid and reading it wrong?
1 frame links technically do exist, but the way sfv handles it now is that it introduces buffering during combos; iirc its a 3 frame buffer is what people are saying. So as long as you hit the button within the last 3 recovery frames of a move then the button you pressed will come out. This way, it allows easier links without changing the frame data. Think of how Tekken allows you to press the buffer button press between hits in a combo, but in SFV its just a smaller window.
I see. I didn’t know that. That’s good to know.
I hope she gets bodied by the nerf hammer and is made as playable as her Alpha 3 days.
jk. She looks fun.
Impossible, Combofiend likes R Mika.
It’ll be like HHH in the WWE. =P
True 1 frame links do exist. You can walk forward or back during a link which shuts off the buffer. Theres certain links like that in SFxT from what I’ve heard.
Nice… we got some frame data to work with! Updating the pastebin!
st.LP and cr.LP are apparently her quickest normals at 3 frame start up.
Best to keep these two normals in mind when you are trying to punish something that is unsafe but requires tight timing. Both normals
will cancel into special moves and her CA (which combos from normals evidently). The uncharged st.HK is -2 on block. Yep. Safe on block but still minus.
… Why is f+HP is +1 on block? Whatever. That’s something to take into consideration I suppose. And, it seems to come across as another decent anti-air to boot. All that is really left is to take a small look at the frame data on her special moves specifically so that we can really see what properties they have.
Good times
Booty girl is really fun. Lots of good normals. s.MK seems like a tough one to beat and her charged up s.HK seems really scary. The regular s.HK is decent, but lot of start up and a lot of recovery if whiffed.
Yay no one seems to be online so I get some training time finally…
f+HP is VT cancellable… that’s interesting.
Airplane has a lot of landing recovery. Punishing slide is free at all ranges also.
Slight mixup after landing HP Peach, follow up with j.LK, if they quickstand it crosses up, or you can do j.d+MP for the splash which will land in front… May be reactable because splash is kinda slow need to see how it goes in a real match.
Nadeshiko resets I got… The Combofiend one isn’t really working for me. I do
Corner: s.HP xx [hold] b+HP+HK, s.HP EX Peach, VT Hits, c.MP
Midscreen: s.HP xx [hold] f+HP+HK, s.HP EX Peach, VT Hits, c.MP
You can also follow these up with LK or EX Airplane instead of c.MP for the straight damage…
Nadeshiko’s drop kicks (either front or back) leave the opp in a floaty spinning state, c.MP air resets then you can dash in, cross up, whatever you want to do into Command Grab or normals pressure… Seems like it’ll be really crazy in the corner. Comeback potential seems nuts.
Of course there’s the Max reset in the corner. It’s strong just because you can always direct them back into the corner, and even crazier, her f+MP doesn’t seem to be punishable by normals, in fact, I can only punish with Mika’s EX Giant Swing or Critical Art. As a reset it’ll be safe to attempt against a lot of the cast it seems. Will have to test vs players to see its full effectiveness.
A quick midscreen Nadeshiko combo I found before I hit bed…
s.HP xx [hold] b+HP+HK, b+MP>b+MP, VT Hits, s.HK (fully charged), EX Airplane
Does a fat chunk and a ton of stun, could probably modify to work in the corner but my systems off.
Shit that was fun…
This character seems broken. Tap mp+mk. You get 150% damage on throws. And the damage keeps going up from there the longer you hold. Appears to last indefinitely until you input a grab.
tap(mp+mk) + super does 525
Super does 2875 fully charged
Kick grab does 1700 fully charged
Anyways:
mic, st. fp xx FP
cr. lk, st./cr. lp xx FP
st.lk xx st. mp xx FP
chrg Rh, st./cr. lp xx FP
st. mp, st. mp xx FP
st. mp, st. fp xx FP
I think you can super into any of these, replace xx Fp with xx Super. Did not test all of them.
Her tick throw game seems retarded. Reminds me of AE Yun and ex cmd grab.
I did an air grab by accident, not sure how to do it. Not in her command list.
Her jump Hp can be made ambiguous, can hit front or behind but leaves you in the position that it hit the opp with. When it hit from behind there was no cross-up message, so I am unsure if it actually crossed up or not, it hit the opponent and I switched sides.
Are you trying to tell me that a grappler in a fighting game that as yet to be played extensively seems really strong? Impossible, that never happens.
Spoiler
KA-KA-KA-KAPPA!!!
Crush Counter seems really fun.
https://www.youtube.com/watch?v=hS7U2fbZoNw
Also works outside of Crush Counter (not sure if people have done this btw)
https://www.youtube.com/watch?v=T74MTLc_oSY
Got this one right before I got disconnected
So from about a 1/4 away from the corner I’ve been doing this when I have V Trigger.
J.fp, st.mp, f.mp mp, Nadeshiko Behind, LVL 3 st.rh, LP or EX Wingless.
This character is so much fun!!!
@JokeeBoi
I said seems. Which is a good thing, cause I like op and or broken stuff.
I wish I had a programmable stick for p2 side, that guard recovery mode setting does not work at all or maybe I am missing something. She gets a crossup after FP with jmpf lk, when they normal recovery, hits really high. Was wondering if I use fp early if it will whiff dps and or other reversals, but the game kicked me out before I could record it.
Also, xx FP, Nadeisko(hold), jmpf, look for normal or back recovery, release Nadeisko. Will she cover my jump in?
Note: definitely need a stick for this game. PS4 pad is horribad.
https://www.youtube.com/watch?v=5bOa_L0WLwE
confirms into v trigger combos
https://www.youtube.com/watch?v=8GO1Es3HUoA
sample mixup w/ v trigger in combo
next step is figuring out how to use VSkill during fMP-MP to see how good that will be
I wish that neutral V-Trigger caused juggle state when it hit air to air.
Why are you sharing Vega videos in the Mika threaD?