Not sure if you’ve been paying attention to things I’ve been posting in other threads, but what you’re looking for are what are called meaty setups. If you know what those are, great. If not, let me know and I’ll break it down for you a little more specifically.
That said, in the past few days I’ve posted a lot of advice about how to beat opponents doing this specific thing.
Check out the video thread for a response I gave to someone asking about beating Cammy waking up with c.lp:
I also posted some specific tips about this in the R. Mika combo/tech thread as well, which you can find here:
Check both of those out and it should give you the tools you need to overcome these situations.
I’m not sure why you described Mika’s knockdowns as “disadvantageous”, since she’s got enough advantage to set up after almost everything except for her HCB+P command throws and her normal throws. In fact, I’d say that scoring a knockdown is the situation that allows R. Mika to apply her greatest strengths as a character. She’s much weaker in neutral/footsies than she is when she gets to apply pressure to an opponent on the ground.
Is far range peach safe? When people are shimmying outside of the jump range in the neutral, instead of using the very obvious charged s.hk can far range peach do the job as well assuming they block the attack of course.
Thanks, You make a point that was kinda inferred by my question
Sorry i took so long to respond, I saw the meaty setup for f+mk after peach which should solve some problems I was having. I’ll employ the automatic meaty setups and that should help a bit. When i say disadvantageous i was referring to Mika’s inability to chase opponents after knockdowns when not throwing them towards the corner. Shooting peach is significantly different (So i’m happy i know about that). I’m also realizing that i’m prioritizing range and damage to corner control which i’ll focus on changing.
How can I train my opponent to just block more most of the time and not just mash buttons? My buddy plays Ken and Karin and while I feel im playing Mika as intended (in-close, grappler), he wont really put much pressure on me and just does random stuff most of the time except** when I’m right next to him, and then he just mashes buttons, mostly jabs.
Essentially, how do you train people that are random in nature and how can I stop his mashy shit?
What type of jabs? Like wake up jabs? Or you just jumped in jabs? Or he just blocked your move and punished you jabs?
If it’s wake up jabs you need to practice your meaty. If it’s you just jumped in jabs, practice your frame traps. If it’s he just blocked your move and punished you with jabs, teach him how to combo deeper and really punish you for your unsafe mixup ^_~
And then there are some people who just don’t learn and press buttons regardless. Ask them what type of game Street Fighter is and they’ll tell you its a button masher. You cannot train such types of players to stop pressing buttons. You have to play your opponent.
https://www.youtube.com/watch?v=8J9QqHcTX5U
I know its long and only slightly related, but JChen does a pretty good job on explaining what it is about ‘random button mashers’ that gets everyone’s goat and how to get better at handling them. Honestly, the most important lesson I feel like I learned between IV and V was how to block. Button mashers who get blocked a lot tend to get upset and fall into a pattern that you can then punish if you observe it and adapt to it.
Purely out of curiosity (I dropped off 4 when xTK came out and never went back; I’ve been playing SF fighters pretty regularly since SF2). I feel like you’re not alone in this whole “5 is teaching me how to block due to XXX in SF4” - what is XXX? Was it just the whole vortex + focus thing?
I’m working on the meaty stuff as we discussed in the other thread but for this issue, its mostly him blocking me and punishing me with jabs.
I think part of it might be because Im trying too hard to throw him once I get close, perhaps? When your so close to your opponent as a grappler, and if youre not trying to throw him, what should you be doing? A hit confirm combo?
You edit with the cog button in the dark gray bar above your post to the far right.
So the reason I ask is that the best teaching is likely to counter what he’s doing. This is an important thing for you to learn and practice, especially as a Mika player, since a lot of her game is reads.
If he is jabbing when you are close, I’m assuming you got in close with something like a jump in attack, or a c.hp roll, or charged s.hk. What you may want to do is do a s.lp first and THEN throw, as it creates a frame trap where you can throw before he can jab back. You can use a s.lk in the same manner with a slightly different timing. This is called a tick throw, and is useful because it sets up better against people who jab at you.
Another thing you can do is turn this around to a counter hit combo. If you’re really close you can s.lp s.mp which gives him enough time to try and jab, but not enough time to actually do it. This is a frame trap. IF he jabs, then you get a counter hit s.mp which gives you plenty of time to s.hp xx hp peach for good damage. If he blocks the s.mp you are out of revenge range. If they jab it will wiff, if they srk you will have recovered and can block. This is also a really good range for s.mk or f.mk.
If you’re not quite so close you can s.lk s.mp target combo which can still serve as a hit confirm into mp peach, although the target combo is not safe on block, so even if you hit confirm and don’t mp peach, they can still reach you with some moves to punish you.
Here is a tip to practice. In training mode record a guard recovery jab. Make sure it’s on the first possible frame, it should signal “reversal” when timed right. Turn this on and have the cpu set to guard. Practice s.lp throw, and s.lp s.mp. You should be able to beat a jab with both easily. Then pull these on your friend, and when he’s frustrated you can explain to him about the 50-50 and help elevate his game after you elevate yours
Awesome. The frame trap s.lp, s.mp will probably help quite a bit, because just as you mentioned, if the jab isn’t working, then he’ll try to take me to srk town.
Can I just say how great it is that the R.Mika community actually helps each other out at this level? Not all places in the forum try to help out beginners and intermediates and I really appreciate that aspect around here.
Couple questions, before I get to try some in game tonight…
Can you v-reversal Bison’s scissor kicks between the first and second block of scissor kick?
Has anyone been working on setups after landing a v-reversal? I think this might end up being a strong part of Mika’s game because you can’t back/quick rise, so it should lend itself well to setups. You end up close to the person after v-reversal as well.
Yes you can, tested for you. Really hard to do though, you probably have to feel it coming, otherwise you’ll just get it on the third block.
If you got a guaranteed hard knockdown I’ve found that using Mic sets you up not only for a good tic throw/frame trap, but it also can stop non ex shoryus (up to medium, once you get to heavy still possible but really really time sensitive and likely to miss.) Not great set ups but its a thought anyway.
Man, thanks a ton. I had already known what the concept of tick throwing was, but just setting the guard recovery options has shown me that my timings were awful. This should help a lot.
Why did you ask if I got close via charged HK, jump-in or c.HP?
Quick question, when up close would u ever choose to start with anything higher than a low punch or kick, generally speaking, for any character?
Confirmation, they took this out right? I’ve seen at least two vids making mention of how SFV made the crouch state airborne, but tests i’ve done don’t indicate that.
For Reference: https://www.youtube.com/watch?v=vu221yll_Ls