R.Mika Matchup: 'cus pro wrestling is... the very BEST!

Quick note on this:

cr.mp is a great button for these situations, but you have to WAIT until they cross to the other side before doing the input. cr.mp is good at beating a cross-up, but if you do it while still facing the side they started the jump from, of course it’ll come out the wrong way. This is more a matter of you needing to delay your timing for the move to be effective, rather than the move not working to deal with these situations. If you know they’re going to cross up, you should do a slight walk forward under the jump, and then you can cr.mp the other way, no problem.

Here’s a tip if you’re struggling with this -

Go to training mode, pick R. Mika vs. M. Bison, then set the dummy to Playback recording.

Record Bison doing the following string - forward dash, forward dash, c.lk, c.lk, c.mp, forward jumping mk

The two dashes are to close to point blank. From there, the string spaces perfectly for the j.mk to cross you up.

Get the dummy to start running this sequence (I just did), and then block the first three hits and work on beating the cross up jump. You’ll find that all of the following will work:

Walk under, c.mp
Walk under, LK Wingless
Walk under, f+hp (which can crush counter if your timing is good)
Walk under, s.hp

Also, if you’re worried about being able to time your walk under and attack to beat the cross-up, you can also react to the cross-up jump by using c.hp. This won’t hit or give you any damage, but the low hitbox on c.hp combined with its forward movement puts you out of range and their cross-up will whiff.

The point is, cross ups aren’t that hard to deal with if you recognize the situations and react accordingly.

Incidentally, I think s.hp might be R. Mika’s best ground-to-air normal for beating jumping attacks coming from the front (c.mp is better for attacks coming more from above). It looks like s.hp has a hitbox that extends in front of its hurtbox, which gives it really good properties for beating other attacks as they come down. This move doesn’t look like it should be a good anti-air, but as others have noted it seems to be one of her better tools.

^^When i was testing ground normals to beat out Charlie’s air flash kick, Stand HP beat it out cleanly & far more consistently than all her other normals, so you’re probably right^^

performing her wingless as a reactive AA is annoying for me sometimes, occasionally a stand lk will come out & i’ll end up taking a jump in.

Cammy is a nightmare for Mika. Do you have any specific tips for beating her?

Slide underopponent neutral jump throw them off abit and get you a little beathing room.

My main tip is to understand Cammy’s frame traps. Basically, every single one of Cammy’s punch buttons, other than s.hp, c.hp, and b+mp, is at minimum +1 on block. Because of her high walk speed and good frames on block, Cammy tends to rely on a counterhit frame trap/walk-in throw mix-up. Practice using late throw techs to beat her block strings and you should start improving in the match-up.

My other piece of advice is that two of Cammy’s best buttons that she loves to use in neutral poking, c.mp and c.mk, will both lose to f+mk at the correct spacing. I feel like f+mk is therefore going to be one of your better tools in this matchup (and one of her best tools for poking in general), so be prepared to use it to keep Cammy honest about trying to space you with c.mk.

My final tip is to use good wake-up pressure when you do get the knockdown. Cammy is one of I think only 4 characters in the game with a fully invincible, meterless wakeup reversal (Ryu, Ken, Cammy, Necalli… am I missing anyone?). If you can show that you can maintain pressure after a knockdown, you’re increasing the likelihood that she’ll attempt reversal Cannon Spikes. I know this sounds counter-intuitive, but you actually want to condition her into thinking this is a good idea, so you can fake a meaty, block the wakeup reversal, and then convert to a CC combo from there.

Just a few thoughts. Hope it helps.

Edit: One last thing I wanted to add is that Cammy only has 900 stun, which is the lowest among current characters. This could inform your strategy against her by trying to go for optimal stun setups or full-stun reset style situations, rather than simply aiming for max damage. This used to be a strategy I’d use against Akuma in Third Strike. He had a really low stun threshold, so keeping their stun bar high can make them pretty paranoid about initiating. Something to keep in mind.

Are all of Cammy’s cannon spikes invincible? And can you CC charged st.hk vs all of them?

1./ Yes, all versions have full invincibility during start-up.
2./ You can full charge s.hk to punish all versions of her Cannon Spike (including EX) with a CC, but you have to start charging the s.rh IMMEDIATELY after you come out of blockstun. If you start late, she’ll recover in time to block. If you really want to max your damage you can work on the charged s.rh punish timing, but if you’re worried you’ll miss it or you really can’t afford to flub your punish, you can always walk-up -> f+hp CC instead, for a slightly less difficult punish.

For alot of these tough matchups, the answer is to go in the air - I’ve been trying to unlearn SFIV(don’t go in the air you’ll get DP’ed!), but its honestly helping.

Chun? Go in the air or try to inch closer to her. Her wakeup is garbage so knock her down once and you’re gonna make her scared. Even if she starts to ex-spinning bird kick, you can body slam to trade/bait it out/empty jump.

I recommend the body slam for Cammy matchup. Good for mixup and can ‘safely’ do it

Karin was a matchup that was changed by Mika’s s. MK nerf - jabs to interrupt her rekkas and body slam/neutral jump if she just wants to do it all day. This is another case where you win on wakeup w/ f. HP if she doesn’t EX

Laura is a match where you don’t care about defense - you’re both offensive as balls. My only advice is look for clap opportunities, don’t be afraid to ex butt. Of course she has her own armored EX so its a match that usually goes one way or the other very quickly.

Learn to love f.HP on wakeup(even sometimes if you’re opponent has a DP). I’ve been watching top online mika and this is what I’ve been gathering…

c.HP is great for ALOT of situations - neutraling with Cammys, Lauras, can usually jab after.

When in doubt, jab. There’s alot of gimmicks right now and you have a very good jab if they’re actually in your face. Even if they aren’t you can hit/trade ALOT of stuff with jab.

Having trouble with crossups myself. I see players use c.MP properly, but I’m not those players, lol.

Question, what the hell is up with Rashid’s eagle spikes? I can punish ground ones with the clap but sometimes I can’t? Is he doing those from the air or something?

Mmm, I agree that jumping in those situations can help, but I really wouldn’t bother jumping on Chun Li that often. The body slam trade is a shenanigan at best. That being said, if you really want to fuck with her? Just block. Her Ex Spinning Bird is the only useful thing right? And Mika’s throw range is way better than hers so its easy to just stay just out of Chun Li’s horrible throw range, block EX Bird if it happens and punish the hell out of it since its -12 of block.

Meaty Lady Mika is a really solid option over all though, your absolutely right. It is good to mix up between that and command throw and if you get a crush counter you can heavy or EX Wingless into it for great damage and its safe on block.

Don’t just mixup between F.HP and command grab, mix in regular throw as well. Those are straight 50/50 guess options and eventually you will lose to the opponent neutral jumping the command grab and punishing you hard. By doing regular throw if they neutral jump you can AA them with F.HP and put them back in the blender (especially if they were in the corner to begin with). Jab, walk forward, regular throw also good. As with any grappler, it’s never about getting the command grabs, it’s about stuffing everyone trying to dodge the command grab and then you force them to take the throw because they don’t want to get hit escaping again.

I hate the Bison matchup so much when I win I want to reach into the screen, grab the Bison player, and just stomp on his throat.

They need a hug, man - all that technology and they get beaten by Mika.

Knock down Bison. Easier said than done.

Zangief… I mean… Its so difficult to fight against. Trying to trick them with safe hold.HK dont work because they can just do V-skill then spd you. Jump ofc dont work because lariat but its really, really hard to go close against gief since thats where hes the strongest. How? I mean? how do you beat him?

mika can check gief w/ a jab mk, jump does work and u can beat/bait out lariat. Look for clap opportunities.

Protip: Gief can’t turn around during Vskill so jump or wingless behind him and have some fun :wink:

Excellent tip on the empty WA to get behind Gief.

How do you maximize punishment for a blocked lariat? What moves do you guys use?

I wish she didn’t have that one frame gap in armor on EX peach. It really hurts in the Bison matchup :frowning:

thats one thing i really wish they didnt nerf…beta mika won’t be forgotten T-T

how to deal with chun during her V trigger? it feels like it lasts forever and the pressure is so relentless, can’t find any holes in it.

It’s hard for us to find holes in it since it busts armor and adds hitstun. Be very careful, there’s always v-reversal.