I blanked out and completely forgot, you’re right it wouldn’t work anymore. Guessing they thought having a comboable low along with a crouching throw that gives you major frame advantage was too good (part of the reason I suspected they never made cr. MK a low).
What’s the advantage of Mika after V-Reversal right now?
edit: ok found out. Advantage went down from +1 to -1 after dash. At least she’s still in range for throwing (Laura’s V-Reversal doesn’t even leave her in range for meaties anymore)
Well, accommodating for the distance and such, She should still be able to meaty people on wakeup. That is a relief to hear. Quite the nerf on EX peach though, I don’t think it was like that before.
I’m assuming j.mp is still slower than j.lk? Are they changing anything with the hit/hurt box of j.mp? can you neutral jump mp and still land a target combo?
I am not sure. We will have to look at what Juri’s and Ibuki’s air TCs do now to get an idea but i doubt it. I am not sure what is the point of his TC anyways, Mika already had decent enough anti-airs. It would be nice for air-to air situations but i don’t know.
I think the knockdown has some purposes because it usually sends the opponent right next to where you’re gonna land with a great advantage on wake-up. I guess the choice will depend on positioning - if you’re too early or too late for the juggle you can just take the KD instead.
The damage Mika is going to get off anti airs will increase with these air target/juggle options. Now people will be even more afraid to jump at Mika. Anyone who’s getting these juggle buffs is getting a big buff in the anti air game. You can now chase people in the air like XTekken and make them pay big.
Capcom released the official patch notes for season 2. Here are Mika’s changes
R. MIKA
Dream Driver (throw against crouching):
Reduced damage 130 to 100
Reduced stun 170 to 120
Reduced CA meter gain
Standing LP:
Changed startup 3F to 4F
o Increased duration of entire move 1F
Reduced hitbox size in forward direction
Changed advantage on-hit +3F to +4F
Standing MP:
Increased hurtbox size forward during active frames
Reduced active frames 3F to 2F
Changed advantage on-hit +7F to +8F
Standing HP:
Increased damage 80 to 90
Crouching LP:
Changed so collision box doesn’t move forward
Crouching MP:
Now grounded during the entire movement
Crouching MK:
Changed advantage on-hit +2F to +3F
Crouching HP:
Changed advantage on-block -4F to -6F
Crouching HK:
Increased size of hurtbox upwards
o Only the increased size of hurtbox has added projectile invincibility
Jump MP:
Changed startup 6F to 7F
Reduced damage 70 to 60
Reduced size of hurtbox to match visual
Changed hit effect from air recovery damage to knockdown damage
Stomp Chop:
Reduced block pushback
Shooting Star Combo:
Added a new target combo (Jump MP to Jump HP)
Lady Mika:
Reduced damage 90 to 80
Passion Press:
Changed startup 6F to 8F
Changed recovery 13F to 20F
Reduced active frames 4F to 2F
Changed advantage on-hit +2 to ±0
Changed advantage on-block -2 to -8
Standardized hit and block stop for grounded and air damage
Added hurtbox to feet during motion
Now cancellable into rope throw on-block
Passion Rope Throw (forward, backwards):
Changed duration of move 38F to 50F
Opponent no longer hits wall mid screen
V-Skill - Mic Performance:
Changed activation of super armor from after 11F to after 5F
You don’t lose power up effect even if you get by opponent
Reduced increased damage on throws at Level 1 from 25% to 20%
V-Reversal - Peach Gator:
Changed startup 15F to 17F
Changed recovery on-hit
Wingless Airplane:
Removed proximity block box during move
Rainbow Typhoon:
Reduced CA meter gain on whiff
Increased CA meter gain on-hit and block
LK Brimstone:
Reduced damage 130 to 120
Reduced CA meter gain on whiff
Increased CA meter gain on-hit and block
MK Brimstone:
Reduced damage 140 to 130
Reduced CA meter gain on whiff
Increased CA meter gain on-hit and block
HK Brimstone:
Reduced damage 150 to 140
Reduced CA meter gain on whiff
Increased CA meter gain on-hit and block
EX Shooting Peach:
Added 4F recovery after third attack
Increased active frames of second attack 2F to 5F
Increased size of hitbox forward during third attack
I don’t understand the change. I thought it meant you could throw someone even if they blocked but indeed it behaves like before in the beta (if they block it will whiff). Unless they changed it after the beta…
P.S. welp, she can link f+HP after a CH st. MP now.