R.Mika Video Thread: "I'll Totally Make This Look Cool!"

been awhile since i posted some material but i got a few matches to share with you guys

i really need to capitalize on punishing jab mashers. this cammy did it every time on wake up -_-

https://www.youtube.com/watch?v=IOLB2qoewaI

https://www.youtube.com/watch?v=T8e-oGB7z6g

https://www.youtube.com/watch?v=QMY_4zCZMmA

LOL

https://www.youtube.com/watch?v=M6Jo-xItOYo

https://youtu.be/JLWaeij_Bhg

https://www.youtube.com/watch?v=bfNHJw2hJYE

Tip on how to deal with this:

Go to training mode, set opponent to Cammy. In the lab, use the record wake-up actions option to record Cammy doing c.lp.

Now everytime you knock Cammy down, you’ll get a reversal timed wake-up c.lp.

Once you’ve got this done, start going over your common knockdown situations, and cycle through all three opponent recovery options (no recovery, normal, back recovery) and start to play around with timing situations that will always beat wake-up c.lp cleanly.

Example:

A very common situation for R. Mika is to get s.lk -> s.mp xx MP Peach. Let’s explore how to pressure after this knockdown. Set the opponent to Normal recovery (with reversal c.lp set), then try the following string:

s.lk -> s.mp xx MP Peach, dash forward, s.mp

With a normal recovery, s.mp will hit meaty and counter-hit c.lp (or any throw-tech attempt, and will catch the pre-jump frames of any jump attempt) cleanly every time. You have plenty of time to react and hit-confirm into f+mp and continue your combo from there. Great, so now we have a tool to cleanly beat normal recovery into c.lp.

What about backwards recovery? Because the backwards recovery takes a few frames longer, dash forward s.mp now whiffs, and the c.lp will hit you in recovery. However, you can do s.lk -> s.mp xx MP Peach, forward dash, f+HP to cleanly crush counter the wake-up c.lp. Amazing. f+hp crush counter gives great damage, and even on block it is +3 so you get to continue your offense.

However, dash, f+HP will lose to a c.lp if they do a normal recovery instead of a back recovery. So, we have an option to cleanly beat the c.lp in each specific case for a big combo, but is there anything we don’t have to guess on?

Now try this:

s.lk -> s.mp xx MP Peach, Forward Dash, f+mk

That f+mk will hit meaty on either a normal OR back recovery. It cleanly stuffs the c.lp, and also combos into s.lk on CH. Therefore, this sequence can punish people for trying to wake up with c.lp after EITHER wakeup option, and can be confirmed into a full combo.

This is the kind of thing you need to just spend some time in the lab with. Use the wake-up recording settings to test whether you can cleanly beat a 3 frame normal, and for all of your common knockdown situations (after sweep, after throws/command throws, after wingless, after peach, etc.) play around with different combinations of dashing and pushing buttons to get clean meaty timings. The Cammy was mashing you out with c.lp because you didn’t give her a reason not to. Show that you’ve got some meaty setups up your sleeve, and force them to respect it and start blocking on wake-up. You REALLY want them to start doing this anyway, as it then opens them up to eating command or tick throws on wakeup, instead. People know Mika is a grappler, so they know you want to throw them, so they’ll stick out fast buttons all day at close range until you make them respect your attacks.

One of the most important skills as a grappler player is teaching your opponent to block. Only once you scare them into NOT pressing buttons do you get to start throwing them, and only then can the mind-games truly begin.

Hey I’ll be posting all of my videos in here. They will be compiled in a playlist on my youtube channel so you won’t have to look around. There’s only 2 in there thus far but will be more (hopefully daily)!

https://www.youtube.com/playlist?list=PLqXvrmZ2h9HJ9viSOGJ-dRtW5cwc2ji62

Here goes a FT5 set I did with a friend (ranges from decent to great with alot of the cast). Stopped doing rank due to the large amount of Rage Quits.

My problems from watching this set
[list]
[] Meaty Timing on Normal Recovery
[
] Going into Rope Throw on Block
[*] Corner Mixups once I get someone there
[/list]

Appreciate all constructive crits!

https://www.youtube.com/watch?v=QOj8490wzNI

Nice videos man. One thing I wanna mention, in the Laura matchup, you know how they like to wake up with that EX shoulder move when they get pressured (Not sure what its called) ?? You can actually grab them out of it before it hits instead of going for meatys on them or jumping out the way.

Made it to silver! I didn’t expect to beat this guy.

https://www.youtube.com/watch?v=2J8SmHZYBGA

Yeah, nice work, man. I like your use of WA - I don’t trust it enough yet to have worked it into my options.
I liked the splash towards the end of round 2.

I’m liking the meaty st.mk, can you get anything off it if they backroll though? btw does anyone know if all the versions of peach leave you in the same situation on knockdown?

Hey folks

I gonna add my epic comeback against a strong Karin (77th ranked). What do you think on my Mika playstyle?

(PS: It’s clearly visible how nervous I feel myself when I challenge whoever online, specially on Ranking Matches)

https://www.youtube.com/watch?v=t7Okmw76J98

Good looking bro. Yea this is something I definitely need to work on. I’ve messed around with the feature but haven’t gone into full depth with it like the examples you mentioned. This will definitely raise my mika skill up and take it to another level.

In the situation I described (s.lk -> s.mp xx MP Peach, forward dash, f+mk) the f+mk will hit meaty on a normal recovery OR a backroll, which is why it’s a good setup (covers 2/3 options). Remember, at either of these spacings, a CH f+mk guarantees another s.lk -> s.mp xx MP Peach combo. CH f+mk, s.lk -> s.mp xx MP Peach is all guaranteed. Also, if they don’t recover at all, you can do:

Combo into MP Peach, dash in, f+mk (see no recovery), s.mp (whiff), s.mp (meaty) and the timing is perfect.

So yeah, there you go. Off of MP Peach, forward dash, f+MK can lead to frame-tight meaty setups for all 3 recover options.

The ONLY downside of this setup is that f+mk is unsafe if they do a normal recovery and block. f+mk is -3 on block, so characters with 3 frame punishes can get you. However, it IS safe on back recovery setups. Back recovery takes a few more frames than a normal recovery. The normal recovery setup looks like f+mk hits on the first possible frame. On the backwards recovery though, f+mk hits later into its active hit frames, and you are safe on block (not sure the exact frames here, but definitely not worse than -1, might even just be 0).

As for the knockdown situations after Peach, according to the SRK SFV Wiki, MP Peach, HP Peach, and EX Peach all give the exact same amount of frame advantage after the knockdown. LP Peach, however, gives slightly fewer frames, so you’ll need to come up with separate meaty setups for combos into LP Peach finishes, e.g. c.lk, s.lp xx LP Peach.

Yeah for sure. Because timings windows in this game are really tight, it’s hard to just “eyeball” when to do a move to have it hit meaty. Once you get more accustomed to using meaty setups, you’ll start to get a better feel for what your meaty timings are, and you’ll be able to improvise a little more.

That said, I think that if you’re serious about getting better at SFV, then it’s really important to take your character into training mode and come up with optimal knockdown meaty timings for all of your character’s common knockdown situations. Things you should specifically test being able to beat are…:

  • Wake-up 3f normal
  • Wake-up 4f normal (for characters with no moves faster than 4f you might be able to apply stronger setups)
  • Wake-up throw-tech (any proper meaty will beat this anyway)
  • Wake-up jump (ditto here - any proper meaty should cover the 3f normal, throw tech, and catch their jump animation before it leaves the ground for a full combo)
  • Wake-up DP / best invincible / armored reversal (9/10 out of 10 this will just mean blocking the reversal and converting into a CC combo, but it’s worth practicing because different reversals leave you at different spacings, so you need to be ready for that)

Taking the setup we’ve been talking about this whole time, you basically have this:

s.lk -> s.mp xx MP Peach, forward dash…

1./ (Quick Rise or Back Recovery) Opponent Blocks - Command throw.
2./ (QR or BR) Opponent does normal attack, throw tech, or jump - f+mk, etc. (note that f+mk will CH a button or throw and give you an s.lk combo, but will NOT guarantee a combo if they just tried to jump out - this makes it important to watch for the counterhit notification and to plan your follow up accordingly)
3./ (QR or BR) Opponent does reversal - Block, punish.
4./ (No Recovery) Opponent Blocks - s.mp (whiff), Command throw.
5./ (NR) Opponent does normal attack, throw tech, or jump - s.mp (whiff), meaty s.mp -> combo (no CH requirements here so this eats jumpers, too)
6./ (NR) Opponent does reversal - s.mp (whiff), block, CC punish.

So yeah, for any given knockdown there are at least 6, possibly 9 (depending on QR/BR setups being interchangeable) situations you should be prepared for. For some people this is a lot easier because they don’t have any true reversals other than their CA (i.e. R. Mika), so it also depends on your matchups.

https://www.youtube.com/watch?v=MBJ3zPqAMlU Is this vid good play? No its me fighting a scrub. But I /totally/ made this look cool. Thought y’all would appreciate.

That WA in the corner, jump out, c.hk gear will get you into a lot of trouble. c.hk in general is a high-risk, low reward neutral tool - on wakeup like that… break that habit now.

Your opponent also had a very limited gameplan, but he took a lot of health from you because of the number of jump-ins and being button-heavy next to Chun. In those situations, it’s often better to let them push you out to Mika’s strong footsie range.

After the passion press, you might like to start with a charged hk if you’re going to tack on an ex.peach afterward. Save the f.hp option for mixups against opponents who will fall for it.

More high rankers

Spoiler

https://www.youtube.com/watch?v=VcajGZDIJ1A
https://www.youtube.com/watch?v=90svb7YypGc
https://www.youtube.com/watch?v=geg0PxaSmJ4
https://www.youtube.com/watch?v=B2T0CAKG090
https://www.youtube.com/watch?v=z6749o4p1ic

I don’t understand what you’re saying. Do I start that combo while they’re waking up? The s.lk is intended to whiff?

What he is saying is:

The l.lk -> s.mp xx MP Peach is the combo, when the peach hits it knocks the opponent down. Then you dash forwrd and s.mp. If you do the dash forward as soon as you recover from the peach, then the s.mp will catch the quick rise giving you an advantage (unless they employ an invulnerable startup move, but this type of thing can easily bait that, allowing you another counter)

This Birdie kept going for the same anti air at the same time!

https://www.youtube.com/watch?v=TUlb-P2n5pQ

so many body slams sniff, its beautiful!

This is true but s.MP will whiff if they backroll and you can get punished, fyi

lol I don’t know why or how but since that fight I’ve beaten another 4 Birdies! I’m on a Birdie binge!