R. Mika - Season 2

Is Brimstone still 5 frames ? The video is showing it losing to a 4 frames button on wakeup. If it was indeed 5F then shouldn’t it have been a meaty throw ?

Were you able to test if V-Reversal dash up was still plus frames?

No way they are keeping this. It is a universal nerf to everyone.

If it wins against a 3f jab when you’re +2 after dash then it can’t be anything but 5f.
Also the new air target combo looks like an amazing tool. If you complete it you slam down the opponent and he’s +22 in your face, if you don’t you get some funny juggles.

Still plus after crouch forward throw? Nice.

Can you support Dee Mika Jin ?

j. LK hitboxes:

S1

Spoiler

http://i.imgur.com/H7MOY24.png

S2

Spoiler

http://i.imgur.com/gnpZClH.png

hitbox significantly lowered and moved slightly to the right. I guess it’s better for regular jump-ins but worse for ambiguous cross-ups.

No. Dee is reserved for honest characters that don’t have setups and corner vortex.

Plus DeeMika doesn’t ring like DeeJuri did.

No way is Chun’s new st.LK be able to AA this. Dear lord.

The hitbox still looks very solid regardless. The move will still be good by the look of it.

Man, I’ve never been so worried to see a changelog in my life lol

so wait… if st.lp is +4 and f.hp hasn’t changed… can’t we do st.lp f.hp frame trap?

I know the frame data for start up kinda sucks but it seems like the extra hit stun can open up some possibilities

You can claim bias all you want. I’m just saying that the scale and scope of the nerfs relative to the strength of the character would seem to suggest that Mika is getting worse nerfs relative to what Sagat experienced.

About the only people I have ever seen put Mika in the top 5 are people who have to play against one of the two or three best Mika players in the world on a regular basis. That, to me, would seem to be a bit biased. Like I just don’t see where she’s better than some combination of Cammy, Karin, Ken, Ryu, Chun-Li or Nash. I can agree with just outside the top five but putting her ahead of more than a few of the character I just listed seems highly questionable.

Obviously there’s a tipping point but I do, in general, think that having better and more diverse tools at ones disposal is more important than dealing damage which in turn is more important than being able to tank it out. This is usually easier to see in anime games (e.g. based on their respective tools it would take substantial nerfs for Milia to be worse than Potemkin despite the fact that she, combo for combo, hits like wet newspaper and has all the health and staying power of a gnat) but it’s still applicable in Street Fighter. Perhaps SFV less so than previous titles given how limited practically every character in the game feels, a fact that makes any nerfs even more offensive. It’s a kind of sad thought experiment to think about what would happen if some of the lower tier characters from USFIV got ctlr+c -> ctrl+v (i.e. just copy 1 for 1 their moves and frame data) into SFV. Out some of the worst characters in that game I feel like Gen, Cody, Makoto and DeeJay would fuck up most of the SFV cast. These are characters that are considered exceptionally limited in USFIV but in SFV, I feel, would handles themselves, for a variety of reasons, quit well. That a game like that [SFV] is seeing significant and substantial nerfs for any character is IMO kind of tragic.

Its pretty sad when are scrambling to find things we used to have. Are we still able to etc… whole situation is because people complained. So disappointed

It is such bullshit. I don’t know why they are going this hard.

The PP and cr.HP nerfs alone were enough to tone down this character significantly. I don’t know why throws may or may not suck. Why did they take out st.LK, cr.LK, st.LP ? I am hearing rumors that we aren’t positive after Peach and EX peach.

I am baffled at these changes. I really am.

St. lk, cr. Lk never combo’d unless it was on counter hit. Unless you’re just referring to the removal of cr. Lk into st. LP. And yes, if the footage I’ve seen is right she’s not plus after dashing up after shooting peach.

I am not. The past ~year of this game has proven to me just how reluctant people are to actually bother researching characters or moves that are giving them trouble and just how many people there are out there who would rather complain about something until it’s solved for them. For example, one of Mikas most bitched about moves is charged s.HK (s.[HK]). This is despite the fact that the move is, by fighting game standard and I believe this is the technical term, slow as fuck and has a kind of shitty hitbox. Now I rewatched the Capcom Cup match between Daigo and Fuudo and over the course of nines rounds and losing 3-0 Daigo blocks s.[HK] a grand total of seven times out of the ten times that Fuudo attempts the move. He gets hit by it exactly once (perfectly timed and spaced dropkick goes over a fireball). That, to me, is someone who has done their research and has a lot of experience in the matchup. Now, some people might point out that they are not on Daigo’s level and they would be correct. Yet they’re talking about the Mikas they’re playing as if those players are on Fuudo’s level when that’s also far from the case.

Does anyone have a complete list of changes for Mika yet?

It comboed as a meaty. I use that meaty sequence all the time. st.LK, cr.LK, st.LP into peach.

I looked this up to the current build (ver.2016). Currently we can still meaty people without dashing at all. Just walking up button. If they have increased the recovery on peach then maybe walk up pressure would be the way to go.

https://www.youtube.com/watch?v=VWVRmUMJvp4

Technically it should still work in S2 if st. LP is 4f.