R.Mika Q&A Thread: Mic Night

How do you guys deal with projectiles? QCF+MP seems to get me over them sometimes, other than that I’m really uncertain.

Ehhh… block?

I like ex.peach during blockstrings where there’ll be a small gap between the cancelled normal and the projectile. All too often I’ll go for a predictive jump (Mika’s j.hk has pretty excellent range). ch.hk and c.hk can both avoid plasma, but are somewhat finnicky (much like peaching over them). Oh, and neutral jump. Also V-Skill.

wat?

I wonder if this has anything to do with that whole “1f of standing on wake-up” - not sure where I saw reference to that, but that hit-box software for the PC shows that for 1 frame at the end of wake-up, your hurtbox is in standing state (allowing for IHO malarkey even if you wake up crouching).

If it is Ken or Ryu ‘jump’ is better if they are at far screen. peach, slide kick, and charged heavy kick can all also go projectiles at very specific ranges. They are finnicky, but they make good punishes in some cases, such as Charlie who’s fireballs are slow enough to do it more managably. But honestly jump if they are defensive and block if they are offensive is pretty much it yeah. V-Skill is more so if they are the type to throw one or two, not like pure zoners who keep throwing them out from afar. You can block two of them with hype if you time the mic throw right so it is /ok/ just not good especially if they know to mix up their fireball timings. Its really unsafe because of that possibility.

Should have said I was particularly thinking of spammers. V-Skill to catch them from behind is good, but also feels slightly wasteful. Ex. Peach I’ll definitely try using.

Ryu doesn’t have a good way of getting in on you if they just spam fireball. If you neutral jump them, they have to come to you and then R.Mika is at the advantage since she has a lot of ways to poke and punish forward movement.

Oh so stand my ground instead? I’ll keep that in mind too.

Ryu builds meter with every hadouken. I like to go walk forward then jhk at the start of the match. Most Ryu players like to walk back then hadouken. Sort of sets the tone. Lets them know they can’t fireball to their hearts delight.

That is pretty decent advice in general, but some people are just spammy. Ryu and Ken’s meter is mostly damage out put and a safer wake up rather than allowing them to get in on you harder. The main issue is Super, so if they are getting closer to that it might be worth going forward more even if they are just spamming to see if you can lure out an ex hadoken. But if they do have full bar, its best to just keep jumping and let them come to you since if you try closing that distance Ryu has too many ways to combo and cancel into Super which can basically seal the deal on some rounds.

Neutral jump is mostly for when you have more equal or even just a bit less life and the aforementioned situation AND the shoto is playing really defensively or zoner style (which is common at the lower levels.) Mic is for people who spam but don’t know how to mix it up well. Jumping heavy kick is good but not if they already got you a full screen distance. Which reminds me to add that if Ryu has V-Trigger jumping forward is safer due to the charge time increase of his Hadokens. But yeah Sel_Feena, standing your ground is mostly if they don’t want to budge from the far side of the screen.

Screen positioning is a resource like your health and meters. Only spend it if you have a plan for return-on-investment.

Does anyone know if Mika has any safe(ish) corpse hop setups mid-screen? or at all?

Another thing that’s always been a part of the game-plan to fight against fireballs, especially for grapplers in Street Fighter, is walking forward and blocking. You always have enough time in between fireballs to walk forward a bit on the screen and block before the next one hits.

This tactic, known as “bulldogging,” will eventually either a) get you into a close enough range that they can no longer safely throw fireballs, or b) force them to back off in order to keep at effective fireball range. Either of these is good, because either you get close enough that fireballs become too risky, or you force them to back themselves into the corner, where they can’t keep retreating.

One thing I have to emphasize as being important for playing grappler characters is patience. You have to be willing to take your time, and be meticulous about creating your opportunities. I know it’s frustrating facing down a wall of fireballs as you try to get in, but if you take your time and pick your spots, you’ll be able to find the gaps or vulnerabilities in their patterns and open them up so you can play your game.

Thanks for all the advice, guys. The last few Ryu/Kens I played in ranked that tried spamming I used neutral jumps and it seemed to frustrate them a little. Good stuff.

You have to dash back as soon as you throw them or they will just stumble and fall.

er… i mean…

She’s not YOUR Mika, she’s ouR Mika.

why didnt u post to beginner mika thread? you might find some of the info helpful there :slight_smile:

i tried that and it worked!

wtf, is it some sort of glitch? i hope it will still be there after the march update

Eehh? This is normal and perfectly acceptable. It’s a great move with solid follow-ups - the price is a slight increase in execution cost. And that’s pretty slight: 1 back-dash.

considering its been there for multiple betas, I doubt its disappearing. They did take it away for a while, but we don’t talk about those dark times.

PS: Check out beginner Mika thread :wink:

It’s not a glitch.

Cleavergamer - The reason you have to do the backdash first is to “pull the screen back”. This is how the move was designed to be used, it was very deliberate on Capcom’s part. When you backdash after doing the rope throw, what you’re really doing is making the far end of the screen closer to your opponent. Capcom designed the rope throw so that the wall-bounce could only happen in the mid-screen if you did this first - it’s just how they wanted it to work.

Rope throw won’t work in the same way all of the time - it depends on your screen position. You need to be aware of your distance from the corners when you land it, and then decide on an appropriate action from there.

Also, I’ve honestly never much been a wrestling fan (I just like playing grapplers in FGs guys, leave me alone!), but isn’t this also true-to-form for how this works in the ring? Like, swing them, throw them to the ropes, then run backwards and bounce of the ropes on the other side, and then meet in the middle with a big clothesline/flying knee/whatever the fuck wrestlers do?

TL;DR
It’s a feature, not a bug (unironically).

Hey guys, I feel stupid having to ask for such basic stuff but here goes:

One thing I really haven’t found an answer to with Mika is cross-ups. I just can’t figure out a decent timing to use c.MP since it will mostly whiff forward while they are landing behind, or just get stuffed if I try to do it later. Is there some other move that beats cross-up attempts? Right now I am getting killed simply blocking cross-ups and having to deal with throw mix-ups once my opponent lands. I really need a way to make them stop. There has to be something that I’m missing, because I can’t believe a character can be designed to be that free to cross-ups.

What move am I not using? What am I doing wrong?

Another thing, not really Mika related, is that I can’t for the life of me figure out the proper timing for quick rise. I’m getting it right maybe 1 out of 10 times. Am I supposed to tap PP or KK considerably earlier or later than in SF4?