Not really to be 100% honest. Mika had some pretty derpy shit before. I am saddened to have to use a LTG video but look at this playstyle. Now LTG’s opponent might have been trolling but it is undeniable that the balls to the walls trolling Marn style was indeed a thing.
She still has Oki from an Alpha Counter, you just can’t do dash up Lights/Mediums or Brimstone. Which isn’t too horrible.
Grabbing a LTG video to prove your point makes you look like a shitlord dude.
I’m going to be a killjoy. This looks cool but it’s pointless. It’s easier and the reset is even scarier if you just do Lady Mika, it CC’s, dash, and then cr.HP. You either do cr.HP early or a little late to throw them off and make them guess wrong. It does almost as much damage as that TC combo and now that only EX moves have invincibility she’s even scarier.
That cr.HP after the V-reversal is very interesting.
@ISpitOnYourGrave Nice, video but the point was that Mika was playable as a nut character and that i feel is 99% of the reason that people bitched about her.
Tested for you this morning (full transparency only tested with Necalli’s 3f), 1. yes 2. yes (but frame perfect) 3. sorta but really eyeballed easy to mess up so requires a ton of character by character practice 4. same as 3 5. not relevant to your question I don’t think since it is a cc punish string
I guess performing the input slightly early, even though you’re technically supposed to be on the other side, might be the cause for this during a cross-under.
I need to play really differently, and to all the combos out there, just no. The scaling doesn’t worth the risk of dropping the combo. Also, the most important point is the reset. If you drop the reset, you are back into that footsie game which she is the worst at.
We all need to agree that this character is extremely broken, more than in season 1 and this was a decision took around a box of donuts. She is the only character with so much nerfs on her normals.
Also, many character can make the dropkick whiff only by doing cr.mk even if the move is not fireball invincible which is totally stupid. That move should be a middle hit like El Fuerte dropkick. There is no reason why that move whiff on such setups. Not only that, but it should be 4 frame active so something like that don’t happen.
I am not using claps for setups anymore. It’s super dangerous in comparaison to lady mika +3 on block and juggle + CC OS. Since there is no more DP, jump HP + lady Mika is great to catch anything. You got WA reset after that which is your vortex. Also, jumping HP is trading or having priority with a way better hitbox. Even there, I am still getting poke AA which is a joke.
^ Look at the height in relation to her head, foot, and forward knee. The size didn’t change, but the position did. They were lowered, and if you notice it extends slight further forward for the hit and hurt box. This means you will not fall as far before the hitbox collides with the opponent, preventing the deeper cross up she was able to get. It is harder to link off of a j.lk with this, and it may not cross up where before it would. This does make it the tiniest tougher to jab-aa since it slightly reduces the time the opponent has to jab, but the interaction (size of hitboxes) remains the same. This can help a jump back or neutral jump air to air as your hitbox is a bit further forward helping you tag the opponent. Instant air jumpback or neutral jump lk can also tag tall characters like birdie and gief (I think it did this before, but this change would make it easier).
This change is kinda neutral, because it isn’t clearly an advantage or disadvantage. It just trades away some of the ambiguous cross up potential for some offensive utility.
I honestly didn’t notice any difference using the move. I would say it’s even easier to link jp.lk with st.mp now. However it still doesn’t work well against tall characters like FANG, Zangief and Urien.
Well, yes, you can safe jump after an irish whip by dashing and jumping right away. It’s a tight timing, but fully manageable in real match. Also strong flying peach is safe when properly zoned. Still I prefer dash dropkick. If you charge when the opponent feet are losing the ground, any wakeup attack are going to be in CC. However the timing is really tight. If they block, they are dealing with a dropkick setup. If they wait and don’t recover, you are having full wakeup recovery options.