Well, mika does not have an anti-air like birdies cr.mp that hits behind him. lol so generally youre just going to have to block the cross up. but mika can avoid the cross up entirely if you do cr.hp as they are jumping at you. she will just roll under them and it generally puts the both of you back in a neutral situation. another option is to just anti-air with wingless airplane. sometimes if they time their jump-in badly you can smack them out the air with st.lp and even if they cross up mika will turn around and hit them, but you need to time it correctly. if done too late youll either trade with them in their favor or they get a counter hit jump in.
First, no shame in coming to ask questions. That’s a big part of what these forums are here for. Everyone is new to the game at some point, and we’re all always learning.
I talked a lot about Mika’s options to beat cross-ups in the match-up thread a while back.
Go have a look and it should give you some ideas to start working with. Two things I can probably add that I didn’t mention at the time but occur to me now are:
Jump Back, Attack - They can’t cross you up if you’re moving up and backwards. You can jump back with HK for great horizontal range, but jump back MK has incredible forward range and a slight upward angle, and her foot has a hitbox in front of its hurtbox. Basically, the move is an ideal ranged air-to-air, and is angled to work when the enemy is above you, which is probably the case if you’re reacting to a jump. Jump back LP is your fastest option for an air-to-air. It doesn’t share j.mk’s range, but it is fast and also has a hitbox in front of its hurtbox, so again it’s likely to outclass incoming attacks. Finally, neutral jump MP is also pretty good. Her jumping MP is very strange because of the way it hits almost directly above her, instead of in front or below. Not so good for jumping in, but great for winning as an air-to-air vs. an opponent coming from above. Also, as with the other two, the hitbox has a longer range than your hurtbox, except in this case it extends above you instead of in front of you.
The other thing is c.hk - I didn’t really think much of this move until noticing recently that it lowers your hurtbox by a lot. This makes it very difficult for jumping attacks to connect with it because Mika puts herself so low to the ground. It’s especially good at escaping from a cross-up, because the combination of super low hurtbox and forward movement make it almost impossible for a cross-up to connect if you reacted in time. It won’t hit the cross up or anything, but you’ll slide underneath them and to safety. Think of the way Dhalsim players will use his slides to move under jumping attacks, it’s the same idea.
As for quick rise, it’s just a matter of timing it, and that timing varies depending on the move that knocked you down. I can’t comment on SF4 timing changes because I didn’t play much 4. That said, the timing window you’re looking for is roughly just as your character makes contact with the ground and you see a dust cloud appear. If you’re having a lot of difficulty, try using the training dummy to record the specific move knocking you down, and you can practice your timing to rise on it. Also, don’t forget that directional inputs also work, so if you’re trying to get a quick rise you can try to input P+P and a down input to give yourself a greater chance of success. Ditto for the back roll (input K+K and a back input).
c.mk isn’t a low-profile normal, so no, strictly speaking, you can’t do that, but, as pointed out, her hurtbox gets pretty small, so you can approximate that setup. It’ll just come down to the opponents hitbox and active frame count.
The best I’ve found for close crossups is st lp, or crlp. Everything else wont work. Another option is to do f.mp (passion press) because she moves forward so they will miss their crossup and you can either punish them or go for a command grab quickly and usually win.
One of the commentators at Final Round (maybe it was Magus/Skisonic) put it quite nicely (the difficulty of a mirror match): all of the ranges you want to be at in order to pressure your opponent are the same ranges they want.
This mirror is especially brutal because Mika can’t defend herself at all due to lack of reversal. So you end up scrambling trying to touch each other first to get frame advantage. Not unlike the Mika/Laura fight really.
If you’re in a situation where you can do jabs or f+mp, you should do c. fp because that will get you out of the way in most situations. Then again, if you have that kind of reaction, you might as well just use Mika’s jump back lp which is godlike and beats everything. It even beats Vega’s EX wall dive followups. It’s the “secret move” no one talks about, the hitbox on it is excellent.
Typhoon is longer than Brimstone. Hard versions are shortest, Light are longer, EX is Longest.
Throws from Longest to Shortest Range:
EX Typhoon
EX Brimstone (unsure about this, might need to test but SRK wiki says it’s 2nd longest)
LP Typhoon
MP Typhoon
HP Typhoon
LK Brimstone
MK Brimstone
HK Brimstone
Normal Throws
Two other notes:
You can do hcb,f+(button) to slightly increase the range of your throw. The throw will take longer to start up (the forward input is to walk forward for a frame or two), but the game stores the hcb input in the “buffer” for long enough that the move will still come out if done quickly enough.
The second thing is a general rule of thumb re: Mika throws - you’re in range for any command grab after one blocked light normal at point blank (i.e. s.lk, c.lp, etc.). After two light normals are blocked, you’re pushed out far enough that non-EX Brimstones won’t connect, but all Typhoons & EX Brimstone should still connect.
thanks
ill see if i can work on that hcb,f+(button) input . im still learning mika, not use to playing a grappler.
my bad habit is j.LK into throw or command crab is a bad habit because they can punish me with a dp and doing c.hp into grab or typhoon(ex and reg)
you mean getting hit out of it? it’s only has 1 hit of armor during part of the move(“EX version has 1 hit of armour starting frame 3 that last until after the first hit.”, https://www.reddit.com/r/streetfighter/wiki/v/rmika), which sucks big time.
It can absorb one hit, but it doesn’t get this property until frame 3 of the move. So you are probably getting hit in frames 1-2 (usually on wakeup if someone is meaty’ing you) You’ll lose the meter and hear the sound but it won’t come out when this happens.