View Full Version : Alpha 3: R. Mika
bbq sauce
05-26-2005, 05:41 PM
Ok, so I was in my arcade the other day, and me and my friend decided we'd play A3, since the machine is generally untouched.. and you can tell it gets like no play, because the sticks weren't even broken in yet..
Anyway, back on topic - I never got into Alpha 3 when it came out, so I really know nothing about the game..
In short, if anyone could post general info for R. Mike, like what Ism she's best in, strats /combos etc. it'd be much appreciated.
Middlekick
05-27-2005, 11:21 AM
i think mika is at her best when played in v-ism. she has damaging, fairly easy-to-land vcs, and the usual benefits of the mode: invincibility, free command throws, and the ability to otg.
her best pokes:
low jab: this is rapid fire and can be combo'ed from.
low short: this has great reach and even better priority; try to use this offensively rather than defensively. it's not ideal to reverse poke strings with, but if executed at the same time or before the opponent's attack, it will usually win.
low forward: not a bad poke. it's quick and its priority/usefulness varies, depending on the opponent.
t+forward: slightly slower than the all the pokes listed above, but once it's in its full hitting frames, this move can be highly dominant. not only does it beat low-hitting attacks such as the shoto's crouching kicks, it will also beat a large number of crouching strong type moves. in close combat it's usually a good idea to use this move as a follow-up to a previous poke - low jab, low short or even a t+forward will help reduce the impact of its start-up.
low roundhouse: a slide that knocks down, but can be recovered from, depending on the distance. when close, it can travel under some projectiles: sonic boom, psycho shot. decent priority again, but has recovery and as such must be spaced correctly and/or used sparingly, for a surprise tactic. it's an important move though, because you'll need it to set up her wake-up games.
anti-air:
low jab-> fierce flying peach: this seems to be her most her effective anti-air normal. it works from all ranges. if the jab scores a counter hit, the flying peach will hit nearly every time. if the jab didn't counter-hit the opponent, but you still cancelled into the flying peach, be careful as you can be punished by quick players. its priority is great. it beats all the important jumping attacks - zangief's splash, all shotos' jumping attacks, charlie's, karin's jump short, guy's d+strong etc. hit the button just before the move makes contact.
for akuma's dive kick, use standing jab-> fierce flying peach instead.
low strong: not bad. be sure it's done early.
kk airthrow: great range.
combos:
jumping roundhouse -> low roundhouse
(optional jumping attack)low fierce-> roundhouse shooting peach
cross-up splash-> low jab x 3-> low short
basic vcs:
anti-air vc: low short or low jab-> roundhouse shooting peach x n -> whiffed normal-> otg roundhouse daydream headlock
for an anti-ground vc, start with low fierce. p2 v-r.mika cannot use the shooting peach x n when in the corner so use the following instead to switch sides during the vc and keep them mid-screen:
vc1: shooting peach-> whiffed shooting peach-> shadow shooting peach hits-> continue in other direction with shooting peach etc.
corner: any vc activation-> fierce paradise hold x 4. this is most effective against ryu, ken, akuma, dan, honda and blanka, because they are the only characters who can't perform a recovery during the combo.
unblockable (prefereably after a knock-down and against a meterless opponent) :
vc1: cross-up splash-> low short-> low fierce-> shooting peach-> etc.
basic strategy:
low jab x 2~3-> low short short-> jab flying peach is a semi-safe combo that leaves you safe and in a good position when blocked: paradise hold, anti-ground vc etc.
the paradise hold has great range and can grab opponents even when they're in the midst of a normal attack. eg. ryu's low foward.
at times you can even just walk with range and paradise hold the opponent.
use her pokes to make the opponent become defensive so you can set up ticks into her fierce paradise hold or pressure with her t+forward. low jab x 2~3-> low short-> fierce paradise hold works even if the opponent blocks or is hit. her low strong can be used as a dash - useful against defensive opponents, where you can hop close to them for your daydream headlock, more low jabs, or low short-> paradise hold.
mix up your strategy against waking up opponents by using:
standing fierce: great guard damage and also puts you in position to cross up the opponent. a fierce paradise hold after a blocked standing fierce works well when used a surpise tactic.
(optional) low short-> fierce paradise hold
taking a few steps back and then low strong-> daydream etc.
jumping over the opponent, feigning a cross-up splash and landing
into a daydream headlock.
i hope that's given you rough idea of what to do with v-mika. if you have any more questions or queries, post them and i'll see if i can help.
bbq sauce
05-27-2005, 12:27 PM
Thanks for the info, man.
skankin garbage
05-27-2005, 01:43 PM
I've been attempting to learn R Mika myself (And this game, for that matter :P), and another good anti-air option that I know of is her standing roundhouse. It's good for long reaching air attacks, like most of Zangief's, or like jumping roundhouses from Shoto characters.
Any good tips on A-ism? I'm really not good at V-ism stuffs. :/
Slide
05-28-2005, 11:49 AM
Any good tips on A-ism? I'm really not good at V-ism stuffs. :/
I can give a couple tips for that. Cause I currently use A-Mika, i'm gonna try and pick up V-Mika though..
A-ism tips:
Level 1 720 super is your best bet. You can mash it for more damage when she's headbutting. Three level 1s does alot more damage than 1 level 3. The level 1 720's damage is not that far from the level 3 anyway. So for the most part, ALWAYS go for level 1s ONLY. Unless the slight increase of damage for the level 3 is enough to win the round.
The main goal is to throw out set up after set up, and watch how your opponent reacts after blocking.
Set ups for 720:
1. f+foward kick tick into level 1
2. jump roundhouse cross up, this should keep them in place as you jump over and land for 720.
3. Whiffed *any punch flying peach(according to your distance from opponent)* buffer the 720 while she's moving. Land and connect.
4. On wake ups, whiff stand fierce or stand roundhouse into 720. I've seen a vid of Chikyuu vs BAS's V-Akuma where he did the whiffed stand fierce into this.
5. Cross up splash, crouch jab, 720.
The 720 can grab the very very early part of v activates.
Go for distanced crouch roundhouse slides, to get knock downs, and mix up from there. A crouch fierce shoulder will outprioritize most wake up normals. So this will have the opponent, blocking or going for DPs or V activations. Best bet is to go for the crouch fierce when opponent's meter is empty. Upon hit of crouch fierce(doesnt even have to be a counter hit!), you can immediately forward jump roundhouse. Also, if you do the jump roundhouse upon them blocking(midscreen), you cross up for the 2nd 720 set up above. I thought that a forward jumping roundhouse would be a better option than a shooting peach because upon landing the shooting peach she's on the ground recovering, whereas a jump roundhouse she can go for the wakeup 720 mixes.
As for the rest of basic gameplans, pretty much the same can be applied as what Middlekick said for V-Mika. Poke strings, etc.
An anti air option that hasn't been mentioned yet is her crouch strong in deep. It's not super priority but it does help against some cross ups. And on counter hit you can get a jump up roundhouse opportunity
skankin garbage
05-28-2005, 07:36 PM
Rock on! Thanks for the help! That Crouching Fierce tactic really helped me become tons more aggressive, instead of just doing lots of insta-slide kicks with varying levels of success, heheh. :D Some questions:
1. You mention J. Roundhouse crossups...Just how DO you crossup with that? Do you have to be kinda far away? Do you have to hit high in the jump with it, or what? Does it not work well on some characters, or something? I still can only crossup with the body splash... :/
2. With that Crouching Fierce into Jumping Roundhouse tactic...What are the best moves to mix it up with? Sometimes, the opponent flies waaaay too high to tag them with J. forward Roundhouse...It seems like J. Short, and J. Roundhouse (Straight up, that exploder kick) work well for this, especially J. Short since it aims up (Finally, a good use for this kick!). Also, Standing Fierce and Roundhouse work alright for hitting the enemy as they come down (For when they recover and attempt to counter)...What do you think are the safest ideas?
Slide
05-28-2005, 08:57 PM
Rock on! Thanks for the help! That Crouching Fierce tactic really helped me become tons more aggressive, instead of just doing lots of insta-slide kicks with varying levels of success, heheh. :D Some questions:
1. You mention J. Roundhouse crossups...Just how DO you crossup with that? Do you have to be kinda far away? Do you have to hit high in the jump with it, or what? Does it not work well on some characters, or something? I still can only crossup with the body splash... :/
2. With that Crouching Fierce into Jumping Roundhouse tactic...What are the best moves to mix it up with? Sometimes, the opponent flies waaaay too high to tag them with J. forward Roundhouse...It seems like J. Short, and J. Roundhouse (Straight up, that exploder kick) work well for this, especially J. Short since it aims up (Finally, a good use for this kick!). Also, Standing Fierce and Roundhouse work alright for hitting the enemy as they come down (For when they recover and attempt to counter)...What do you think are the safest ideas?
The jump roundhouse doesn't connect for cross up, i meant cross up as in just jumping over to the other side of your opponent. But it's not empty cause you have the roundhouse out and it should keep the opponent in place IIRC, as you pass over their head, then they can move. Often times, I'm jumping over them and they're whiffing moves medium and up. Or trying to jab as I land and they eat the 720 soon as Mika hits the ground. Doing this tactic of jumping over them with roundhouse works really well against charge characters too because it ruins their commands.
As for doing the jump roundhouse after a connected cr. fierce, it should connect everytime if it's not a counter hit. If it's a counter hit, you can jump up for her hcb kick air throw. If it's a CH where they pop up real high, you can try and position yourself directly under them and cr. strong.
Also, a tip vs Gief i've found that jump away roundhouse works pretty well. As gief is waking up, do a jump away roundhouse and it stuffs everything he gets up with including the lariat. And as for the V activate, i'm not sure. It might actually knock her away where his stand fierce would whiff. Also vs Gief NEVER do the kick shooting peach, unless it's in VC. Even if it lands, Gief can recovery roll and SPD her.
Also, against hop kicks from Akuma and Ryu, use crouch forward kick.
----------
So I've been using V-Mika a bit, and i'm still trying to work on getting the anti air VC begining started in terms of the jab to the ass. Also, to build meter I use crouch foward kicks and jump away roundhouses, instead of throw whiffs(which i've seen is common among v building).
skankin garbage
05-29-2005, 04:22 AM
That idea of stopping the counter with the air throw is totally pimp. Thanks, man!
Since we're all trying to learn R. Mika...here's a random thing I found out that I just haven't seen documented anywhere. I can't say whether or not it's practical, but the Fierce version of the Punch Shooting Peach can go over fireballs. I know that both of them can, but I'm talking about the first hop...you can use it to go right over projectiles, even some high ones like Rose's Soul Spark. Anyone who has time can fuck around with this, but I don't think it's useful for anything that I can think of...it might even be obvious to other people. I just never thought about it, heh :P
Also, for A-ism Mika, Here are some nice little corner juggles:
1. Hit em with Crouching Fierce, and juggle them with her Lv.1 Rainbow Hip Rush super. The other two won't connect all the hits, but you can time the Lv.1 version properly to connect all the hits.
2. Hit em with Crouching Fierce, and then do any level of Sardine Beach Special (Why not Level 3? :P). After you activate the super, tag them with the Exploder Kick (Jab) or the Clothesline (Fierce) and get ready for some megalo damage. With any luck, the attack will stun them (I didn't know the moves on that super could stun!), since R. Mika's fierces and roundhouses do hella stun. Good stuff! The trick is to buffer the super immediately, instead of waiting for the opponent to fall into a good spot like with the Rainbow Hip Rush.
Middlekick
05-29-2005, 06:22 AM
So I've been using V-Mika a bit, and i'm still trying to work on getting the anti air VC begining started in terms of the jab to the ass.
the key to landing the anti-air vc is to have the opponent low to the ground and activate late. you'll have the best success with a 100% meter, but landing the jab-start vc with a 50% meter is still possible, though a lot harder.
some more anti-air starters:
vc1-> standing roundhouse-> shooting peach etc.
again, the opponent must be low to the ground. the timing is slightly harder to land due to its long start-up.
vc1-> low roundhouse-> shooting peach etc.
once again this must be used against very deep jump-ins, but more importantly, it must be used a against an actual attack. if the opponent jumps in without attacking, it will not work.
Slide
05-29-2005, 08:55 AM
once again this must be used against very deep jump-ins, but more importantly, it must used a against an actual attack. if the opponent jumps in without attacking, it will not work.
Ah. That's the key then. Cause I'll have the jab hit all the time, but the shooting peach will whiff, and then sometimes it all connects. Ok, so it's based off of if they attack or not. So I guess i'll have to do more setting up than the usually VC.
I need to work on the unblockable one then.
Also, I have a question about comboing the splash, into activate. How is that done? I was watching a BAS vid of a V-Mika VC where there was the cross up splash hitting, then activate into cr. fierce then shooting peach. However it was done on the console version cause of the practice menu. Is this possible on the arcade version and if so, how?
Middlekick
05-29-2005, 09:39 AM
Ah. That's the key then. Cause I'll have the jab hit all the time, but the shooting peach will whiff, and then sometimes it all connects. Ok, so it's based off of if they attack or not. So I guess i'll have to do more setting up than the usually VC.
no, the jab-start vc works even if the opponent doesn't attack.
for the low roundhouse-start vc however, they must attack for it to work; the low roundhouse hits them of out of their jumping attack.
Also, I have a question about comboing the splash, into activate. How is that done? I was watching a BAS vid of a V-Mika VC where there was the cross up splash hitting, then activate into cr. fierce then shooting peach. However it was done on the console version cause of the practice menu. Is this possible on the arcade version and if so, how?
it's possible. uh... just make sure the splash is deep and that you hit low fierce as soon as you can after activating.
Iczer one
05-29-2005, 09:55 AM
Mika topic, yay :] I play her a lot nowadays, simply because she's very unique in her way of playing and a lot of fun.
A-Mika and V-Mika are both good, but i still prefer A-ism since it's a lot more versatile and complements her very well. Freestyle super = so much fun :]
Another thing is that Mika deals a lot of her damage without the need of meter, and since A-ism has more base damage than V-ism i prefer it any day.
[important moves] (edited 07-12-07)
c.short (4) ***
c.jab (5) *****
s.jab (6) ***
s.short (6) ***
c.forward (11) ****
f forward (11) *****
s.strong (13) *****
c.strong (13) ****
c.roundhouse (15) *****
c.fierce (16) ****
s.fierce (17) ***
j.forward (11) ****
j. d fierce (16) *****
j.fierce (16) ****
j.roundhouse (16) *****
[combos]
--> [1] BnB
- c.jab x2, s.short (3 hits, 15)
=> your basic combo for everything, can combo into super and special (most important = 360 P and qcb jab) and generally leaves you in a good position
- crossup j. d fierce, c.jab x2, s.short (4 hits, 31)
=> this is also the way to go after a crossup d fierce, setup = VERY easy since you can do the most meaty & deep splash ever after any connected max range c.roundhouse (which you should use a lot, goes under fireballs and a lot of other stuff, great range and nice priority, awesome for footsie games)
- crossup j. d fierce, c.jab x2, s.short xx qcb jab, ...
=> this is a good way to keep the pressure going after every connected BnB, the jab ass doesn't combo, but Mika is not about big combos anyway
- (close) c.jab xx qcb roundhouse
=> as anti air, don't use it if they are jumping from far, in that case the ass will whiff
- (close) f forward xx qcb short
=> for punishment
--> [2] linking the fierce
- s.fierce -> c.roundhouse (2 hits, 31)
=>
- s.fierce -> c.short (xx lvl.2/lvl.3 freestyle super)
=> this is a quite useful link for Mika since you can combo the super on reaction after every connected s.fierce, solid damage
--> [3] launching
- meaty c.fierce (launch), f forward (2 hits, 26)
- meaty c.fierce (launch), jump after them / wait for them to flip and catch them with c.strong / s.strong / c.jab xx qcb roundhouse / freestyle super -> elbow / flip
=> the c.fierce is a very meaty move (18 active frames), making it easy for you to follow up, beware of reversal dp's and stuff though
=> f forward pushes them back very far & hopefully into the corner, flippable but it's most of the times safe to throw out the f forward (you can also whiff cancel it)
- (corner) meaty c.fierce (launch), c.fierce (2 hits, 31)
- (corner) meaty c.fierce (launch), s.jab xx qcb roundhouse (3 hits, 38) / qcb jab (3 hits, 37)
=> both "combos" can be flipped and involve a little risk, going for a s.jab after a meaty c.fierce into qcb jab is pretty safe though
[block strings / mixups]
THIS is where Mika really shines. She can take down half of an average guard meter with one block string. Another bonus is that she can combo specials (and supers) out of or in the middle of a block string, and when you learn to use this well (and you should) she can be quite confusing while setting up her 360's and some nice 50/50 situations. I give some examples ...
--> [1] blocked BnB
- c.jab x2, s.short (blocked) xx qcb jab - f forward - c.roundhouse
- c.jab x2, s.short (blocked) - f forward xx qcb jab (whiffed), 360 K
- c.jab x2, s.short (blocked) - f forward xx 360 fierce
--> [2] blocked c.fierce
- meaty c.fierce (blocked) - c.jab xx qcb jab - f forward - c.roundhouse
- (corner) meaty c.fierce (blocked) - c.jab xx qcb jab, 360 P / 360 K / whatever
- (max range) c.fierce (blocked) - f forward xx qcb jab (whiffed), 360 K
(...) be creative ;]
[super combos]
--> [punch super]
- close s.strong xx qcf x2 P (5/8/11 hits, 43/54/70)
=> you can combo all versions of the punch super after a close strong, of course this is not too practical since you can only use it for stuff like punishing big whiffs, a better method for getting good damage out of the punch super is connecting it after a crossup slpash:
- j. d fierce, close s.strong xx qcf x2 fierce (12 hits, 84)
=> this is the best way to hit confirm into the punch super, you have to range the crossup splash carefully though since only the close version of s.strong is cancellable, not the far one
--> [grab super]
First rule when using the grab super: don't be predictable :P make them blocks your strings and bring the super if you are sure you scared them enough, a whiffed qcb jab is a good setup for any command grab of her. You can also be ghetto and do it after an early crossup splash ^^
I would never use any other version than the lvl.1 720, you shouldn't waste meter when playing Mika (or in general, heh).
- j.jab x2, s.short (blocked) - f forward xx qcb jab (whiffed), 720 P (7/9/11 hits, 40/49/59)
- (max range) c.fierce (blocked) - f forward xx qcb jab (whiffed), 720 P (7/9/11 hits, 40/49/59)
--> [freestyle super]
----> [1] combo from BnB
- c.jab x2, s.short xx qcf x2 K -> strong (slide), b/f K spinning scissor grab (4 hits + grab, 28/32/36 + 18/30/42 = 46/62/78)
=> this is the best and most practical way to hit confirm into freestyle super, the spinning grab ending of the super doesn't combo but will get them most of the times since it can also grab them out of the air, it can be beaten though, if people start to dp you out of it use the simple K ender instead
----> [2] combo from f forward
- f forward xx qcf x2 K -> strong (slide), b/f K spinning scissor grab (2 hits + grab, 25/29/34 + 18/30/42 = 43/59/76)
=> a good way to connect the super from a distance, and pretty safe since she can vary the super (see below), keep in mind that it's way harder to connect a lvl.1 after a f forward since the slide seems much slower/shorter, so it's recommended using this one with higher level activation
----> [3] 50/50
Well yeah, this is another way to make her block strings even more scary. After activating the super the oppenent can do NOTHING to stop you the ground if you activated lvl.3, the invincibility lasts long enough to get into the range for the flip over their head, it's 100% unblockable. If they try to jump away (of course you can also bait this, hehe) use the running elbow to catch them. The damage isn't anything great, but it will cause a lot of WTF situations for your opponents ;]
- c.jab x2, s.short xx qcf x2 K ...
- c.jab x2, s.short xx qcb jab - f forward xx qcf x2 K ...
- meaty c.fierce (blocked) - c.jab xx qcb jab - f forward xx qcf x2 K ...
--> ... K (flip), hold b (go behind), b/f P/K (unblockable throw, 15/27/39)
--> ... fierce (elbow), splash (2 hits, 23/40/57)
Slide
05-29-2005, 10:38 AM
no, the jab-start vc works even if the opponent doesn't attack.
for the low roundhouse-start vc however, they must attack for it to work; the low roundhouse hits them of out of their jumping attack.
it's possible. uh... just make sure the splash is deep and that you hit low fierce as soon as you can after activating.
Ok, I still need to work on the jab-start one then.
And i'll have to definintly work on the one with the splash, because I can land surprise splashes every now and then.
Thanks.
- c.jab x2, s.short (blocked) xx qcb jab - f forward - c.roundhouse
This block bread & butter you mention. Wouldnt this get me killed? Unless the f+foward distances me enough to where the cr.roundhouse can be safe on block? Cause that can get me hit over and over if performed too close.
-------
Middlekick, I have question, how does Mika defeat the Blanka balls? Can't seem to punish them in time. Sometimes I can get lucky and surprise my opponent with a cr.roundhouse. Others I cant get to Blanka in time and it can be abused.
Iczer one
05-29-2005, 10:49 AM
This block bread & butter you mention. Wouldnt this get me killed? Unless the f+foward distances me enough to where the cr.roundhouse can be safe on block? Cause that can get me hit over and over if performed too close.
Yeah, the c.roundhouse is only safe on block if you hit with it at max range. You shouldn't have a problem with the distancing in that string though, i use it a lot and it leaves you at a good distance to use the c.roundhouse. If you don't wanna use it try something else, like cancelling the f forward into qcb jab or something else. Freestyle ^^
Middlekick
05-29-2005, 11:29 AM
how does Mika defeat the Blanka balls? Can't seem to punish them in time. Sometimes I can get lucky and surprise my opponent with a cr.roundhouse. Others I cant get to Blanka in time and it can be abused.
if you anticipate your opponent's rolling attack, an early standing strong will cleanly counter it.
if you don't have that much time, and you need something a little quicker, iirc mika's low short might beat it too.
against players that like to abuse the roll, it's a good idea to try and close in by walking forward after blocking a rolling attack, eventually preventing blanka from using the roll once he's cornered (a low roundhouse can punish a roll performed by a cornered blanka).
Slide
05-29-2005, 01:45 PM
Yeah, the c.roundhouse is only safe on block if you hit with it at max range. You shouldn't have a problem with the distancing in that string though, i use it a lot and it leaves you at a good distance to use the c.roundhouse. If you don't wanna use it try something else, like cancelling the f forward into qcb jab or something else. Freestyle ^^
In A, i wonder if the 720 can reach after that string.. cause that could be enough pokes to trick your opponent into staying grounded for the move to land. Cause my normal set up of just doing f+foward kick into 720 is telegraphed.
if you anticipate your opponent's rolling attack, an early standing strong will cleanly counter it.
if you don't have that much time, and you need something a little quicker, iirc mika's low short might beat it too.
against players that like to abuse the roll, it's a good idea to try and close in by walking forward after blocking a rolling attack, eventually preventing blanka from using the roll once he's cornered (a low roundhouse can punish a roll performed by a cornered blanka).
Thanks for that bit of info. I'm sure this will help me.
One more question for now: Does V-Mika have CC series after her VCs? I know after the shooting peach in the corner with VC1, i do a cr.fierce and go back up and i follow with a jump roundhouse dropkick. Is it possible to continue this with jump shorts or anything?
Middlekick
05-29-2005, 03:31 PM
One more question for now: Does V-Mika have CC series after her VCs? I know after the shooting peach in the corner with VC1, i do a cr.fierce and go back up and i follow with a jump roundhouse dropkick. Is it possible to continue this with jump shorts or anything?
with the exception of her splash (which i haven't really experimented with in crouch cancels), all of mika's jumping attacks don't seem to float the opponent very high to continue a finished vc into a long crouch cancel series. the best i've come up with seems to be this:
vc1 shooting peach x n -> till you travel near the corner but not actually in it-> whiffed standing forward-> shadow standing forward hits-> jumping roundhouse-> crouch cancelled jumping roundhouse-> crouch cancelled wingless airplane.
you might be able to get more jumping roundhouses into the series if you hit the opponent late, enabling them to bounce a tiny bit higher.
Slide
05-30-2005, 10:14 AM
with the exception of her splash (which i haven't really experimented with in crouch cancels), all of mika's jumping attacks don't seem to float the opponent very high to continue a finished vc into a long crouch cancel series. the best i've come up with seems to be this:
vc1 shooting peach x n -> till you travel near the corner but not actually in it-> whiffed standing forward-> shadow standing forward hits-> jumping roundhouse-> crouch cancelled jumping roundhouse-> crouch cancelled wingless airplane.
you might be able to get more jumping roundhouses into the series if you hit the opponent late, enabling them to bounce a tiny bit higher.
Alright, i'll give that one a try.
Also, for the anti air one, do you do VC1 or 2?
Slide
05-31-2005, 04:01 AM
I can't seem to be able to stop Gief's splash with Mika's crouch jab, I still need to work on that one. I wonder if the timing is sort of like Guy's crouch strong.
Also, I've attached a V-Mika VC of BAS performing the one with the splash hitting, then activate into the combo.
The quality of the vid is low, but it's atleast a considerable size to be attached.
Drunken Master
05-31-2005, 07:05 AM
In A, i wonder if the 720 can reach after that string.. cause that could be enough pokes to trick your opponent into staying grounded for the move to land.
Kara s.HP into 720. I believe it can grab them at the start of the round even. It's huge.
kara HP into 360+K is big too.
shadowcharlie
05-31-2005, 07:38 PM
everyone regestr and vote a3 at evo!
skankin garbage
06-01-2005, 03:38 AM
I can't seem to be able to stop Gief's splash with Mika's crouch jab, I still need to work on that one. I wonder if the timing is sort of like Guy's crouch strong.
I have never been able to stop the splash with any grounded attack except for a far away S.Roundhouse. Even then, it isn't entirely successful...it takes some practice to stop it clean, and if he's too close with it (Or any of his long range jump ins for that matter), you'll probly get your Roundhouse stuffed. You just have to keep him a certain distance away. A good distance is just out of the range of her C. Short kick. Too far away though, and she could whiff an empty jump-in from Zangief, which is dangerous.
Anyways, I say if you wanna beat that splash, you should go airborne. Her ground-to-air options vs. Zangief are like, pretty much nothing.
Middlekick
06-01-2005, 08:24 AM
mika's low jab can beat zangief's splash cleanly and nearly everytime. the key is to hit the button just before the move makes contact. this also depends on how early or late your opponent decides to use the splash, forcing you to adjust your timing. in other words, the timing is varied and you can't use the low jab without taking into consideration the opponent's height from the ground.
Slide: i use vc1 for all of mika's vcs. when in the corner the shooting peach vc does more damage in vc1, whereas with the other activations, the less damging shadow shooting peaches will tend to hit instead of mika's.
skankin garbage
06-01-2005, 12:28 PM
Middlekick, thanks to you I figured out how to beat the splash with C. Jab. Thanks! :D I dunno, though...I still think I prefer S. Roundhouse from far away, cos at least when the blows trade with S. Roundhouse, it's a little more manageable damage...the C. Jabs will take a long ass time to rake up the damage of a CounterHit Fierce from Zangief. But, when he jumps in really close, S. Roundhouse isn't even an option. This is definitely cool info, man. Thanks again!
Middlekick
06-02-2005, 03:29 AM
the total damage from the low jabs will be greater if cancelled into a fierce flying peach, as described earlier.
Duck Strong
06-04-2005, 05:35 AM
Any tips on cancelling crouch fierce? I know it can be done, but I only get it to work once every 10 tries. It's really inconsistent for some reason so I figure it's like a 1 or 2 frame window.
Middlekick
06-04-2005, 10:23 AM
Any tips on cancelling crouch fierce? I know it can be done, but I only get it to work once every 10 tries. It's really inconsistent for some reason so I figure it's like a 1 or 2 frame window.
yeah, i think so too. what i try do to is cancel on the 2nd or 3rd frame (or at least, that's what it feels like) after the low fierce makes contact.
some info on the sardine's beach special:
the tobikoshi(the flip-over grab thing during the sbs) has four follow-ups. pressing punch after you've landed the tobikoshi will cause mika to perform a lariat, while pressing kick results in a drop kick; towards + punch or kick will make mika execute various throws. the damage from these moves is very poor, even at level 3, but there is a way to maximize the super's effectiveness.
when you have the opponent in the tobikoshi, your opponent's sprite will flash, indicating that they cannot move till the move is over. from here you have a limited time to perform her various follow-ups. any button that is pressed during this time will activate these. however if you delay your button presses and joystick inputs so that this 'follow-up time' expires, the opponent will still be flashing but you can perform any move, be it a special, a normal or even a super.
with that in mind, here are some of the things that you can do
once you land the tobikoshi:
tobikoshi-> wait till time expires-> low fierce-> shooting peach or t+forward-> forward shooting peach.
tobikoshi-> wait-> daydeam headlock or heavenly dynamite
tobikoshi-> wait-> low fierce-> sbs-> mika lariat-> moonsault press
tobikoshi-> wait-> low fierce-> sbs-> japanese ocean drop kick-> follow-up
tobikoshi-> wait-> low jab x 2-> low short-> sbs-> mika sliding-> follow-up
the opponent cannot escape, even if he or she mashes during the move, making all of these pretty much guaranteed.
the japanese ocean drop kick causes a lot of stun (28 points).
low fierce-> sbs-> japanese ocean drop kick is a guaranteed dizzy against akuma, who has 34 points in his stun bar.
skankin garbage
06-05-2005, 01:39 AM
You know...Mika has that damn Knee Press (D.Short Kick in air), but I've never been able to find any really great use for it. The move doesn't stay out long, the hitbox is kinda weird, and there are definitely better air-to-air and air-to-ground options. The only thing I've ever found is that it's okay for Paradise Hold ticks, but there are also much easier, SAFER ticks than that. Any ideas on just what it's good for, if anything?
Slide
06-06-2005, 04:14 PM
You know...Mika has that damn Knee Press (D.Short Kick in air), but I've never been able to find any really great use for it. The move doesn't stay out long, the hitbox is kinda weird, and there are definitely better air-to-air and air-to-ground options. The only thing I've ever found is that it's okay for Paradise Hold ticks, but there are also much easier, SAFER ticks than that. Any ideas on just what it's good for, if anything?
You ever got into those situations where you air recover and your opponent begins to track you? And then try to land another move on you?
I tend to try and avoid those at all costs, typically these situations present themselves when I'm up against V-Akuma and Karin every so often, especially after Akuma's hurricane kick mix ups and Karin's rekkas ending with neutral kick. Try the knee press and see if that can stuff some of their anti air attempts as you fall.
Middlekick
06-07-2005, 08:12 AM
i posted something similar to this before in the q&a thread. here's the updated version.
for some reason in a3, moves that you can normally recover from (e.g mika's daydream headlock and depending on the opponent - her paradise hold) cannot be air-recovered from when used to otg after certain moves. the only stipulation of these moves is that they must not be air-recoverable and the opponent must have the ability to ground roll upon being hit by them.
as mentioned earlier, her fierce paradise hold x 4 corner-only vc (she has variations of this) only works against 6 characters in the game - discounting dizzy-otgs. all other characters will be able to perform an air-recovery after the 1st paradise hold is finished.
however, if you start your combo from a move that cannot be air-recovered from - her flying peach - and otg from there, all opponents will be unable to perform an air-recovery, making the the paradise hold x 4 vc possible aginst all characters.
but there's a slight problem that makes landing the combo difficult (timing issues aside) - rolling. the opponent can still decide to roll if they think that you'll try to otg.
if you see or anticipate the roll, use a low roundhouse to punish them.
so...
in terms of combos, and if you think your opponent might not roll, here's what you can do:
in the corner, (optional) low fierce-> jab or strong flying peach-> activate any vc then one of the following:
1. -> otg fierce paradise hold x 3-> whiffed low roundhouse otg daydream headlock
2. -> otg fierce paradise hold x 4
3. -> otg fierce paradise hold-> whiffed low roundhouse otg short daydream hold-> otg fierce paradise hold
4. -> otg short daydream-> otg fierce paradise hold x 2
5. -> otg short paradise hold-> whiffed low roundhouse otg roundhouse daydream headlock
6. -> otg fierce paradise hold-> whiffed low roundhouse otg short daydream headlock-> whiffed low roundhouse otg roundhouse daydream headlock
7. -> otg short daydream headlock-> otg fierce paradise hold-> whiffed low roundhouse otg roundhouse daydream headlock
combo #1 is the most damaging but the last otg in the combo requires accurate timing (e.g when to low roundhouse and when to cancel it).
this is made even more complicated when you take into account the various frames in which each character can be otg'ed.
combo #2 is very damaging and probably the easiest. i use this the most. the other combos are not as damaging and are mainly
for style. however, otg'ing with the daydream headlock is easier to time.
ryu,ken,akuma,dan,honda and blanka cannot perform an air-recovery after a normal paradise hold. so if you tick into the ph,
you have the option to take off about up to 80% damage. useful.
i tend play as p2 mika a lot, and because she can't use the shooting peach vc when in the corner, it's handy to have the option to use actually your meter if the situation arises.
Iczer one
06-07-2005, 02:35 PM
when you have the opponent in the tobikoshi, your opponent's sprite will flash, indicating that they cannot move till the move is over. from here you have a limited time to perform her various follow-ups. any button that is pressed during this time will activate these. however if you delay your button presses and joystick inputs so that this 'follow-up time' expires, the opponent will still be flashing but you can perform any move, be it a special, a normal or even a super.
Man, thx for that post Middlekick, that was a HUGE inspiration :tup:
Her freestyle super into flip is probably the best use of a lvl.1 meter EVER because it gives you a combo FOR FREE ! The lvl.1 itself has enough invincibility to pass nearly everything up close, the flip is unblockable, and with the right setup it can be hard to escape. It's even impossible to straight jump out of it, because Mika can run under the opponent and hit them with the elbow (fierce starter) from behind. It's also a perfect wakeup option in certain situations.
- qcf x2 short, hold b (go behind), wait, ...
--> ... 360 P (throw, 24)
--> ... f forward xx qcb short (2 hits, 26)
--> ... 360 K (mash throw, 28)
--> ... s.fierce -> c.roundhouse (2 hits, 31)
--> ... c.fierce xx qcb roundhouse (2 hits, 33)
=> without meter her most damaging option is comboing the fierce, both versions require accurate timing though
--> ... qcf x2 forward (lvl.2) -> fierce (elbow), splash (2 hits, 40)
--> ... (close) s.strong xx qcf x2 strong (8 hits, 54)
=> when using the freestyle super the elbow starter is the only way with a guaranteed follow up but the damage isn't worth it, it's better to use the punch super instead if you can't afford any risk
--> ... qcf x2 forward (lvl.2) -> jab (dropkick), b/f K spinning scissor grab (1 hit + grab, 18 + 30 = 48)
--> ... qcf x2 forward (lvl.2) -> jab (dropkick), K ender, instant j.fierce (1 + 2 hits, 18 + 33 = 51)
--> ... f forward xx qcf x2 K -> strong (slide), b/f K spinning scissor grab (2 hits + grab, 29 + 30 = 59)
--> ... c.jab x2, s.short xx qcf x2 forward (lvl.2) -> strong (slide), b/f K spinning scissor grab (4 hits + grab, 32 + 30 = 62)
--> ... c.jab x2, s.short xx qcf x2 forward (lvl.2) -> strong (slide), K ender, instant j.fierce (4 + 2 hits, 32 + 33 = 65)
Slide
06-11-2005, 09:20 AM
Excellent OTG and SBS stuff. That'll help me fight the shotos, i gotta get the timing down on these things. I'm gonna give it a try.
Also, for A-Mika I think that the Level 1 SBS actually has more invulnerable frames than levels 2 and 3. A friend told me about this one from having a look at the All About Zero 3 book. I think he said 14 frames IIRC. I'll try to confirm this info again.
Could this be used in the nature of a counter activate, or to bait activations?
Looks as if LEVEL 1 is the thing to do all 'round with A-Mika. More strategy on making sure you ALWAYS have a level 1 filled when getting close to the opponent.
Middlekick, do you have more information on Stun Points? For example how much the splash(CH'd or not) into cr. jab x2, cr. short does?
A couple of times, I've gotten away with, cr. roundhouse(for knockdown) cross up splash series x2. Then cr. fierce, jump. roundhouse = Dizzy. Then VC = round over.
--------------
EDIT: Another bit of information. VS Akuma(no other shotos fireballs): Whenever Akuma gets in deep with a hadoken combo. If Akuma does NOT do more than 3 cr. shorts. It's a free cr. roundhouse CH for Mika, guaranteed when the combination is blocked.
Example: Blocked Akuma dive kick, cr. short x2, hadoken. Free Mika cr. roundhouse counterhit on Akuma.
This applies to his fireballs in general, if they're blocked in proximity of Mika's cr. roundhouse. But if Akuma can get off 3 cr. shorts than it's a miss IIRC.
What I wanna know is... is it possible to activate, THEN cr. roundhouse. Cause if so, a counterhit cr. roundhouse in activation can lead to the shooting peach VC??
Middlekick
06-11-2005, 01:35 PM
do you have more information on Stun Points? For example how much the splash(CH'd or not) into cr. jab x2, cr. short does?
unfortunately, i don't have access to my aaz3 book so i can't supply you with that info. i do know though that the counter hits do increase the amount stun inflicted to the opponent. however, i don't know the exact rate of this effect. i believe the aaz3 also has this information. i think both TS and Xenozip have it though, so maybe they can help.
What I wanna know is... is it possible to activate, THEN cr. roundhouse.
i don't see why it wouldn't be possible. and i doubt that you'd even need reversal timing to pull it off.
Cause if so, a counterhit cr. roundhouse in activation can lead to the shooting peach VC??
because you'll attempt to land the unblockable? that's assuming the opponent is not going to attempt a wake-up dp, teleport or something nastier.
in my experience, i've never come across akuma players who finished a blocked chain with a fireball - it's usually something a lot safer, such as a spaced low roundhouse or his b+roundhouse if it's v-akuma. but if your opponent persists with ending a chain in this way, feel free to use the low roundhouse punish and set up some wake up games.
Slide
06-11-2005, 02:00 PM
because you'll attempt to land the unblockable? that's assuming the opponent is not going to attempt a wake-up dp, teleport or something nastier.
in my experience, i've never come across akuma players who finished a blocked chain with a fireball - it's usually something a lot safer, such as a spaced low roundhouse or his b+roundhouse if it's v-akuma. but if your opponent persists with ending a chain in this way, feel free to use the low roundhouse punish and set up some wake up games.
I was talking about if the cr. roundhouse is CH, in activate can a roundhouse shooting peach connect?
And often times, Akuma players ive faced won't go for the fireball in the blocked chain, but there are times when it happens out of habit. That's the kill spot. And there are times when I'm moving forward and I end up blocking a fireball in the right spacing for me to counter it.
Middlekick
06-11-2005, 03:19 PM
I was talking about if the cr. roundhouse is CH, in activate can a roundhouse shooting peach connect?
no; the low roundhouse will cause a knock-down, putting the opponent into a special type of knock-down state where they cannot be juggled.
Slide
06-11-2005, 09:27 PM
no; the low roundhouse will cause a knock-down, putting the opponent into a special type of knock-down state where they cannot be juggled.
Ah yeah =\
Well considering that I could activate after blocking the fireball and can strike Akuma, i wonder if I can land a shooting peach flat out then. I'll try and test this one out eventually, and report back.
Middlekick
06-13-2005, 05:50 PM
all versions have 4 frames of start-up and a grab range of 31 dots.
all 3 versions will leave the opponent at 3 different distances when the move is finished.
the short version leaves the opponent closest to mika while the roundhouse version will have the opponent at the farthest;
the forward version's finishing-distance is somewhere between the other 2.
iirc, the only type of aerial recovery available after a daydream headlock is the defensive version (away+pp).
with this in mind, a good baiting tactic is: corner daydream headlock-> take a small step forward-> opponent recovers->
low jab-> flying peach or the anti-air vc if you are playing in v, or a level 3 sbs-> mika lariat-> moonsault
press for a/x-mika.
x and a-mika can increase the range of the daydream headlock by employing whiff-cancelling with her t+forward.
i'm not sure on which frame the kick must be cancelled - though it's pretty early - but you must allow mika to travel
a slight distance first. if done correctly, mika will scream "yah!", and immediately grab the opponent.
i guess the following applies to mashable throws too.
each version of the daydream headlock has a set time in which mika will choke the opponent before performing the final
slam part. the weaker the strength, the less time you have to choke the opponent, so obviously the roundhouse version
will be the most damaging version. the actual choking part is where you must mash to inflict the most damage. there is
no set amount of hits possible for the dh; so in theory, if the choking part was not limited by time, you could mash the
move for an infinite number of hits.
when i use the dh, in terms of damage and the number hits (including the slam) scored, various situations can happen;
i've listed these below. i've used the roundhouse dh as an example because i use it the most and because it's the most
damaging.
a: you don't mash and neither does the opponent. 6 hits. poor damage - slightly more damaging than a low
roundhouse.
b: you don't mash but the opponent does. 5 hits.
a1: mashed fairly quickly, and the opponent does not mash. this will result in something around 8-9 hits.
b1: like above but counter-mashed. assuming the opponent mashes at a similar rate to you, this will result in no more
than 6-7 hits. basically, anything over 7 hits is respectable damage.
a2: you start mashing at the earliest available opportunity. opponent does not mash. you score anything from 10-12
hits, resulting in very high damage (more than a roundhouse siberian suplex).
b2: same as above, but the opponent mashes. good damage. 7-8 hits but more is possible. see below.
mashing the dh
when using the dh, there are 2 important things to remember: 1. it's a good idea to start mashing before your
opponent does - this will ensure you get the slight advantage of a few rapid chokes before the opponent slows
this down; 2. although you should try mash the dh as early as possible, there is a certain frame, or certain frames,
where, as soon as you start your mashing on them, will cause mika to choke the opponent at a very rapid pace. i think
when i'm successful in doing this, i will almost always get a minimum of 8-10 (non counter-mashed) hits. in other words,
you must time when you start mashing.
regarding the joystick inputs during the dh, i've had the most response when i've used a rapid up-down or a left-right
input as opposed to repeatedly spinning the controller or a random frenzy of directional inputs.
for the button inputs however, i found that i would still get the same number of hits whether i used all 6 buttons or
just 3.
Xenozip.
06-15-2005, 12:49 AM
Great thread indeed.
I don't really have much to add at the moment except:
-You can modify the generic cross-up unblockable VC to make it so reversal DP's can't escape or counter it (along with most other escapes). Reversal activations, teleports, and a few other character specific moves can still always escape it, though.
-If you have trouble jabbing gief out of his splash, deep air-blocking it is slightly better than ground-blocking it (but still fairly risky).
-Mika's P and hcb+K air-throws are slam throws (break damage scaling rules). Not really useful, but it might be worth it to try and find a CC set-up at the end of her B&B VC in order to regain some meter while still tacking on some slam damage at the end. Of course, the only advantage to doing it would be to regain meter. I haven't tried finding one yet though.
-Indeed, the game only accepts a certain ammount of mash inputs per every few frames. There are also frames in which the game will not accept mash inputs during Mika's DH (every 3rd frame, I believe). So it's possible to actually mash faster than is "necessary".
The game doesn't seem to accept negative edge inputs (both directional and attack) for mash inputs, contrary to what I've been told.
Diagonals are accepted as mash inputs but only if they are inputted individually (seperately) from horizontal and vertical inputs -- a 360 motion will cause the game to ignore diagonals because it treats the diagonal as both a vertical and a horizontal input, and not it's own seperate direction. EG: you pressed left, the game ticks, you press down+left the game ticks again for down (not diagonal), you press down, nothing happens. If you press left, then down, the game will tick for both left and down. If you press diagonal down+left, the game ticks, if you then press either left or down nothing will happen (because it interperated down+left as both down and left, not diagonal).
-Actually, I don't have the good book. I do most of my technical research through emulator testing. I'll get around to buying a copy when I'm not penniless.
Slide
06-18-2005, 06:07 PM
Also, for A-Mika I think that the Level 1 SBS actually has more invulnerable frames than levels 2 and 3. A friend told me about this one from having a look at the All About Zero 3 book. I think he said 14 frames IIRC. I'll try to confirm this info again.
To confirm:
Level 1 SBS: 14 frames invulnerable
Level 2 SBS: 18 frames
Level 3 SBS: 22 frames
So no. The level 1 doesn't have more invulnerable frames than 2 or 3. But even still, level 1 is not a bad choice. Especially since A-Mika's game is best built around the level 1 720 so level 1 SBS is smart for not burning meter.
"D:" indicates damage in points, "DZ:" is for dizzy points, range for throws is in pixels, times are in frames (1 frame = 1/60 of a second). Numbers in parenthesis are active frames where moves can hit, I was gonna underline them, but this browser doesn't have a copy/paste fuction, so to hell with that. Damage points not reflected to show increase/decrease in attack strength with X and V-ISM (# x 1.2 or 0.8, respectively, not taking damage scaling into account) or Counter Hits (# x 1.125 in most cases), or opponent's varying defense ratings. For scale, a full health meter and super meter are 144 points.
Gauge is how much meter you get for doing the move, Hit Bonus (HB) is the additioal amount you get for connecting with it. Gauge is almost always 1 for medium/hard attacks and 0 for weak ones, V-ISM and X-ISM build meter a a faster rate than A ("VX+#"). Enjoy.
Frame Data
Standing
JP (???-Chop)- 6(3)7 //
D:6 // DZ +2 //
HB+1 //
MISC: Cancels into special/super
~
SP (Mika Lariat)- 8(10)13 //
D: 14, 13 // DZ +4 //
HB+3 (VX+4) //
MISC: first part cancels to specials in V, and supers in all.
~
FP (Reverse Fist)- 18(4)11 //
D: 18 // DZ +8 //
HB+4 (VX+6)
SK (Low Kick)- 6(3)15 //
D: 6 // DZ +2 //
HB+ 1 //
MISC: cancels to specials/supers
~
FK (Mika Sobat)- 10(4(14) //
D:12 // DZ +4 //
HB+3 (VX+4)
~
RK (Japanese Ocean Dropkick)- 11(2)25 //
D:16 // DZ +8 //
HB+4 (VX+6) //
MISC: Knocks down
Crouching
JP-(Low-Angle ???-Chop)- 6(4)8 //
D: 5 // DZ+1 //
HB+1 //
MISC: Cancels into special/super, chains into self
~
SP (Headbutt)- 6(1)22 { X-ISM= 6(1)26 } //
D: 13 // DZ+ 4 //
HB+4 (VX+6) //
MISC: airborne from frames 7-22 (7-26 in X), cancels afterwards into super like Akuma/Ryu hopkick? Cancel during startup frames? Unsure, can't read note.
~
FP (Shoulder Tackle)- 11(18)19 //
D: 16 // DZ+8 //
HB+4 (VX+6) //
MISC: Knocks down, airborne from frames 12-23, possible cancel same as above.
SK (Back Heel Kick)- 6(4)15 //
D: 4 // DZ+2 //
HB+1 //
MISC: Cancels into special/super, must be blocked low
~
FK (Rainbow Kick)- 7(1)20 //
D: 11 // DZ+4 //
Gauge+2, HB+3 (VX+4) //
MISC: can be blocked standing
~
RK (Mika Sliding)- 7(6)27 //
D: 15 // DZ+8 //
Gauge+2, HB+4 (VX+6) //
MISC: knocks down (sweep type), must be blocked low
Neutral Jump
JP (Knuckle Press)- 6(6)14 //
D: 8 // DZ+2 //
HB+1
~
SP (Knuckle Press)- 7(6)8 //
D: 13 // DZ+4 //
HB+3 (XV+4)
~
FP (Jumping Elbow)- 8(6)10 //
D: 17 // DZ+8 //
HB+4 (XV+6)
SK (Jumping High Kick)- 5(8)10 //
D: 6 // DZ+2 //
HB+1
~
FK (Jumping Sobat)- 7(4)11 //
D: 11 // DZ+4 //
HB+3 (VX+4)
~
RK (??? Dropkick)- 9(4)20 //
D: 17 // DZ+8 //
HB+4 (VX+6)
Offensive/Defensive Jump
(names/damage/dizzy/hit bonus are the same)
JP- 7(6)8
SP- 6(6)8
FP- 8(6)8
SK- 5(8)10
FK- 7(4)8
RK (High-Angle Kick)- 9(4)12
Command Moves
Offensive/Defensive Jumping d+FP (Flying Body Press)- 8(8)9 //
D: 17 // DZ+8 //
HB+4 (VX+6) //
MISC: airborne, recovery time varies on height
~
Offensive/Defensive Jumping d+SK (Knee Drop)- 6(3)11 //
D: 6 // DZ+2 //
HB+1 //
MISC: see above
~
f+FK, f or b+FK in X-ISM (Rainbow Sobat)- 13(4)14 //
D: 11 // DZ+4 //
HB+3 (VX+4) //
MISC: cancels to special/super in A and X-ISM
Throws
f or b+PP (German Suplex)- 5(1)18 //
D: 20 // DZ+0 // Gauge+0 // Range: 31
~
f or b+KK (Brain Buster)- 5(1)18 //
D: 20 // Gauge+1 (VX+3) // Range: 31
~
d/b or d/f+PP (Headbutt)- 5(1)18 //
D: 8+2x(0-11)+4//
(other info same as Brain Buster)
Jumping f or b+PP (Hip Buster)- 1(1)X //
D: 20 //
Gauge+1 (VX+3) //
Range: 27 horizontal x 8 vertical (pixels 60-68) //
MISC: Recovery time depends on height, airborne
~
Jumping f or b+KK (Neck Breaker)- 1(1)X //
Range: 31 H x 8 V (pixels 68-76) //
MISC: Other info same as Hip Buster
Alpha/Zero Counters
(f or u/f or d/f+P+K of equal strength while guarding)
A-ISM (standing Strong animation)- 31(8)13 //
D: 4 //
MISC: Invulnerable from frames 0-31, time stopped from frames 0-28.
~
V-ISM (crouching Roundhouse animation)- 27(6)23 //
D: 4 //
MISC: Time stopped from frames 0-24, invulnerable from frames 0-27.
Special Moves
QCB+P (Flying Peach)
Invulnerablitly at start is high(?) for the first four frames, and then switches to low (?). Knocks down.
JP- 31(16)14 //
D: 16 //
Gauge+3 (VX+4) // HB+ 3 (VX+4) //
MISC: Invulnerable as: [4|4](first eight frames), airborne from frames 5-18, and 28-50
SP- 33(18)15 //
D: 17 //
Gauge+4 (VX+6) // HB same as Jab version
MISC: Invulnerable as: [4|12] (first 16 frames), airborne from frames 5-20 and 30-55
FP- 35(20)16 //
D: 18 //
Gauge+4 (VX+7) // HB same as above
MISC: Invulnerable as: [4|16] (first 20 frames), airborne from 5-22 and 32-60
QCB+K (Shooting Peach)
Dizzy on all 3 versions is 8, and HB is 3(VX+4). Knocks down.
SK- 12(16)65 //
D: 16 //
Gauge+3 (VX+4)
MISC: airborne from frames 9-31
FK- 12(18)67
D: 17 //
Gauge+4 (VX+7) //
MISC: airborne from frames 9-34
RK- 12(20)70 //
D: 18 //
Gauge+4 (VX+7)
MISC: airborne from frames 9-38
HCB+K while jumping (Wingless Airplane)-
Damage on all versions is 22, and Gauge+1(VX+3). Airborne, rRecovery time depends on timing (+1?).
All versions- (1)x1
Range: 28 H (#-1~27) x 8 V (#59~67)
360+P (Paradise Hold)
Gauge+ is 1 for all versions. Frame and MISC data is the same for all versions.
JP- 23(1)40 //
D: 20 //
Range: 32+31
MISC: airborne from 3-19 and 23-51
SP- D:22 //
Range: 48+31
FP- D: 24 //
Range 64+31
360+K (Daydream Headlock)
All versions are Gauge+1(VX+3) and have 31 range and same frame data.
SK- 4(1)18 //
D: 3x(1~10)+10 //
FK- D: 3x(1~13)+10
RK- D: 3x(1~16)+10
QCF, d, d/f+K (Sadinzu Beach Special)
Level 1-
Level 2-
Level 3-
~~~~
QCFx2+P (Rainbow Hip Rush)
All versions knock down. Time stops after the first four frames.
Level 1- 4!11(4)16(4)23(4|14)63 //
D: 12x2+8+12 //
MISC: knocks down, airborne from frames 58-80. Invulnerable for first 16 frames.
Level 2- 4!11(4)16(4)15(3)24(4|4)15(6|13)63
D: 10x4+9x3 //
MISC: Invulnerable for first 24 frames, airborne from frames 100 to 123
Level 3- 4!11 (4) 16 (4) 16 (4) 15 (3) 20 (4|4|4|) 9 (5|6|15) 63
D: 12x3+8x7
MISC: Invulnerable for first 36 frames, airborne 119-144
720+P (Heavenly Dynamite)
Range on all versions if 51 and frame data is the same. All versions are invulnerable for the first five frames.
Level 1- 4!1(1)22
D: 3x(1~15)+21)
Level 2- D: 3x(1~18)+26
Level 3- D: 3x(2-21)+32
Done for now. I'll get to the variable X-ISM super...it's complicated.
http://geocities.com/zero3_book/ #2. It's a bad scan, but if you squint very hard, you can see the boxes for R.Mika's jumping throws, and the 2 special versions from the Beach Special super. Throws tend to be more about the speed involved than the range...ie if you can actually SEE the box for Vega's air throw, it's not that big, but his jump is quick and it's at a good position. And Chun Li has always been able to get away with more ground throws than shotos, because her walking speed is faster- her throw range is actually a little smaller.
Edit: please don't tell me that's actually "Sardines" Beach Special...? Damn Japan....
Slide
06-22-2005, 05:19 PM
Information
Oh yeah that's tight.
This thread is powerful.
Iczer one
06-23-2005, 08:59 AM
Sweet ! :tup:
I've fooled around a little more with Mika's s.fierce.
I'm pretty sure now that the move is +8 on hit (makes c.roundhouse slide a 1 frame link without counter hit) which allows a pretty cool link into c.short (6 frames startup) or s.short (same as c.short, just with more damage and a little less range). Why it's cool ? Three reasons ...
[1] Most damaging combo option into freestyle super and VERY easy to hit confirm:
- s.fierce -> c.short/s.short xx qcf x2 roundhouse -> strong (slide), ...
--> ... b/f K spinning scissor grab (3 hits + grab, 43/45 + 42 = 85/87)
--> ... K (high angle kick), instant j.fierce (3 + 2 hits, 43/45 + 45 = 88/90)
[2] You can add another mixup possibility since a qcb jab will whiff if you cancel it out of the c.short, making this one a good grab setup with high damage output.
- s.fierce -> c.short xx qcb jab (whiffs), 360 K (2 hits + throw, 21/23 + ~28 = 49/51)
- s.fierce -> c.short xx qcb jab (whiffs), 720 jab (2 hits + throw, 21/23 + ~40 = 61/63)
[3] It makes her lvl.1 unblockable even more scary :wink:
Slide
08-13-2005, 08:35 PM
New update.
Cr. Roundhouse slide is NOT SAFE vs V-Sakura. :tdown:
V-Sak's b+fierce or cr.roundhouse connects on a blocked Mika cr. roundhouse.
Dammit that sucks. Absolutely no knockdown options, outside of throwing, 360/720s and shooting/flying peaches.
Still the sliding roundhouse is good to go under Sak's stand roundhouse.
If youre V-Mika though and you get the move blocked, you can mash activate hoping for some human error.
EDIT: Let me clarify, this is at the maximum ranges too. After a good splash, 2 cr jabs, cr. short, f+fwd kick, then cr. roundhouse. Still gets punished on block.
Middlekick
08-20-2005, 01:51 PM
recently, i've adopted the following rule for playing mika: don't use the low roundhouse unless you're absolutely sure that it will hit. time to face facts; the move's recovery is lousy, and it's a lot harder to list the characters who can't punish a blocked low roundhouse than to list the ones that can. yes, the priority is decent and scoring a knock-down is important, but the risk you take if the move is blocked, is far too great. this can vary from anything such as losing momentum and pace in your pressure strings and such, or through to something worse, such as being swept in your recovery; or in the worse possible scenario: being on the receiving end of a full level 3 super or high damage vc. remember, this is having your low roundhouse blocked, not anticipated.
more bad news. the shooting peach should not be used when in the middle of the screen. upon being hit with this move, anyone with a quick enough roll (read: 98% of the cast) can use this move to get close to mika and combo her as she's recovering! this eliminates the already timing-strict low fierce-> roundhouse shooting peach combo. so that basically means, when you want to punish a huge mistake, your options are either a: low roundhouse, b: one of her command throws, or c: use your meter. i guess things aren't as bad with a-mika, who is able to select the amount of super meter used; but with v-mika, the idea of using her super meter to punish mistakes when she can't afford to is a little off-putting - you may able to take off 65% of the opponent's health, and if you kill them that's fine, but against a character with a strong block-damage or unblockable vc, this can be a suicidal move. perhaps i'm being too critical of mika's mistake-punishing abilities without meter - it's not like everyone has sakura's or ryu's strengths in this area - they don't need to - almost everyone else seems to be better at this than mika.
some good news. vc1-> standing roundhouse-> shooting peach etc.
again, the opponent must be low to the ground. the timing is slightly harder to land due to its long start-up.
actually, with a full meter, this set-up seems to be more reliable and easier to perform than the low jab/short version, (the roundhouse shooting peach seems to connect a lot easier after the standing roundhouse) and ultimately, slightly more damaging, too. **this should be your main anti-air vc starter**
however, the crouching jab/short-start set-up seems to serve a particular function - anti-air when knocked down. mika's low jab-> roundhouse shooting peach - or low short-> roundhouse shooting peach depending on the character - will hit the opponent just before they land. i think how easy it is to land this vc may depend on a few things. namely, the move used to knock down, its recovery, and the opponent's jumping height, speed etc. for example, i can always land this vc after being knocked down by ryu's low roundhouse, and activating against a jumping fierce or even his cross-up jumping forward, but i have a slightly harder time landing this against karin, who can land as i activate.
it's possible with a 50% full meter but ideally, a full meter is best. overall, this set-up is very pracitical and very reliable. which equates to 60% damage againnt opponents ignorant of this, or forces wary opponents to attack her on the ground as she's waking up, therefore allowing her the option of using the paradise hold in this situation.
p2 v-r.mika cannot use the shooting peach x n when in the corner
as seen in the mika vid (http://www.youtube.com/watch?v=AYb-oFreefI), deep short shooting peach x n works nicely. keep a steady rhythm and watch the opponent's height to make any timing adjustments if need be.
random notes.
mika's whiffed crouching punch throw builds meter slightly quicker than the others.
a whiffed 360 can be used to escape jumping attacks when performed early enough, especially cross-ups.
her crouching short cleanly beats the shotos' hop kick.
you might be surprised how often you can get away with corner: crouching punch throw-> walk up crouching punch x 2
jumping forward and jumping short are great for aerial-recovering opponents. a good tick/trick with this is, corner air-blocked jumping short/forward-> dh/hd as you land. not guaranteed though.
could some one please confirm if her punch air throw can or cannot be tech. bonused(sp)? **edit: confirmed. mika's punch air throw cannot be throw escaped**
http://geocities.com/zero3_book/
#18 and #19. Sorry the scans aren't of the best quality... If anyone wants to wait a week, I can rotate the images, but as it is you can just save them and turn them 90/270 degrees in the appropriate direction in MS Paint or whatever. I suggest you save it as soon as it loads if you plan to keep it, as Geocities is not the most reliable host, and the page will be "temporarily down..."
Slide
08-16-2006, 04:23 PM
NEWS
THIS IS 98/07/27 ON ANTHOLOGY. SOMEONE CONFIRM THESE FINDINGS OR I'LL EDIT THIS POST OUT
that's the standard on anthology, no?
It's been a minute since i've posted in this thread and read it too. since being back from iraq i picked up anthology, so i've discovered some new things:
vs. the characters that can't air recover paradise holds: Akuma, Ryu, Ken, Dan, Honda, and Blanka:
in corner use 360+jab* - activate - otg vc.
*reasoning for jab instead of any other strength is because Mika is much closer to her opponent after the slam, which makes the activate into otg possible before the opponent wakes up.
since they cannot air recover from the paradise holds, they fall prey to the activate into the otg combo.
----
vs. anyone:
if they fail to air recover from her jab paradise hold in the corner, then you get activate otg.
--------------------
vs. anyone:
*deep cr. roundhouse - activate - 360 roundhouse.
*note that deep cr. roundhouse slide with Mika is just a stupid thing to do in general though because then you're punished if it's blocked. but point of this is that if you make the mistake(like say you goof the 360 kick and do a cr roundhouse deep and it connects) at any point you capitalize on your own mistake with an otg. and punishing whiffs with cr. roundhouse too.
----------------------
Discovered she can do a "BAS" combo like V-Akuma
vs. anyone:
activate: cr roundhouse, 360+fierce otg.
what's good about this though is that it can be done at max sweep range. so if you're having trouble countering someone or even getting in on them, this is a good one.
and dont forget that vs Akuma, Ryu, Ken, Dan, Honda and Blanka if it puts them in the corner then you have the otg vc tagged onto this set up.
I think that Mika can be a VERY good threat vs V-Akuma and V-Ryu now. If Akuma tosses out a hadoken near you, and you block it, you can activate and do this combo. immediately out of block stun. Cause Akuma's hadoken recovery is longer than Ken and Ryu's.
------------
NOW think about THIS set up. V-Akuma comes in for dive kick, Mika does st. Jab into fierce shooting peach. If you're near the corner and you see akuma tech roll, you do cr. croundhouse which would end up being a deep one because he rolls into it, then you activate then do 360. However, if V-Akuma doesnt tech roll, then you have the otg vc good to go cause he's laying on the ground from the shooting peach. punish that fool for abusing dive kick.
Slide
08-17-2006, 05:39 PM
Middlekick if you ever check this thread out again:
what changes were made from the arcade version of a3 to the anthology version?
also what determines if the opponent stays on the ground from Mika's shooting peaches? Cause on the rom whenever i hit my opponent with the peach they did not stay on the ground as long as they do on anthology. is it a certain star on anthology that enable disables? Cause this pretty much defeats a good portion of my findings as far as timing leniency goes.
98/07/27
this is supposed to be the version that's used correct?
this version i use and it has them stay down on the ground long.
so the ps2 version is NOT arcade perfect or what's going on? can someone confirm?
the ps2 98/07/27 is zero3 and Mika's peach keeps them grounded. On the rom version of 98/07/27 they get up fast. So the ps2 version is not 100% arcade perfect or?
Middlekick
08-18-2006, 04:54 PM
Middlekick if you ever check this thread out again:
what changes were made from the arcade version of a3 to the anthology version?
http://www.shoryuken.com/forums/showthread.php?p=3164131#post3164131
also what determines if the opponent stays on the ground from Mika's shooting peaches? Cause on the rom whenever i hit my opponent with the peach they did not stay on the ground as long as they do on anthology. is it a certain star on anthology that enable disables? Cause this pretty much defeats a good portion of my findings as far as timing leniency goes.
The 15th dip switch on the 2nd row governs the following:
R.Mika's Shooting Peach and Flying Peach cannot be recovery rolled from. If these moves connect, the opponent remains laying on the ground for a significant amount of time, where it is easy to perform an OTG if playing in V-ISM. Also applies to Juni's Psycho Streak.
Xenozip.
01-19-2007, 04:04 AM
Her kara is surprisingly easy and has huge range. hcf+FP-up+K/P
She doesn't have a hcf+P move so you get the FP and then cancel the startup animation into a grab.
FullMetalRoss
01-19-2007, 12:55 PM
I play Mika as well in A, I may be switching to V, her vc's seem pretty simple and to do heavy damage.
The kara-xeno mentioned is pretty easy, I wish I could do it into super consistently.
I just wanted to say thanks for this thread you've inspired me to play her more.
Kyokuji
01-19-2007, 02:35 PM
Honestly, if a character's got decent VC's, there's no reason to use them in A.
A-ISM characters are anti-air/jump-in VC bait. With the exception of Gen and Dhalsim.
Slide
01-19-2007, 05:18 PM
A couple of other things ive found out but forgot to post up:
You can st jab Akuma dive kick on reaction. So vs Mika, Akuma no longer has dive kick.
Zangief cannot jump in on V-Mika(besides the obvious v-drop in which youre supposed to counter activate). So far my findings is that her cr jab beats every last one of his jump ins, and if he empty jumps you can pretty much spot that, because most of his jump attacks have to be started rather early(early enough for you to react with cr jab). Once you're in the damage zone to finish the round with a VC, when Gief jump attacks activate way ahead of time with shooting peach.
When knocking Zangief to the ground, stand next to him on wake up and do an immediate jump away roundhouse. It beats all lariats, obviously beats reversal SPD, and it takes you out of range on Gief activations. Doing this process a few times makes some gief players think twice about pulling a reversal on Mika on wake ups. Allowing you to use stand fierce as he's waking up, or actually throw him instead.
Crouch Roundhouse's best purpose is for whiff punish. Don't have it make contact with the opponent unless it's hitting an extended hitbox. Have the slide itself whiff so you can be safe.
crouch strong(the jumping headbutt) can go over a number of low attacks. It also moves Mika forward very fast, so do them repeatedly to close the gap if necessary. Also a good mix up you cr strong in their face and throw with down/back+punch throw, which has a ton of range.
stand strong has tons of priority.
stand fierce crushes guard extremely fast.
EXCELLENT wake up meaty games. It comes out so obvious, that you can bait with it by throwing it out a split second earlier so it doesnt connect with your opponent, and you can block their reversal every single time. Or you've now got them on the defense for a throw attempt.
Tip vs Gief, do a whiffed stand fierce and then an immediate jump away roundhouse, :rofl:.
Sneak in a couple stand fierces and your opponents guard meter will go down in no time at all. When your opponent is in guard scare that's when whiff punishing becomes a big gameplan.
For every counter hit stand or crouch jab as anti air, go into a CC series. The simple fail safe is just doing a jump roundhouse. Doing the jump roundhouse after the counter hit jab is a MUCH better tool than the flying/shoorting peach because if the jab is not a counter hit, then you're dead.
Iczer one
01-20-2007, 11:33 AM
Haha your Mika style seems to be very similar to mine, i too use a lot jab / s.strong aa, s.fierce in meaty games and blockstrings and hop c.MP to close gaps nowadays.
Nice to see people still care for Mika :karate:
I still think A-Mika is on par with V-Mika, even though almost nobody plays her in A. Don't know what i would do without the freestyle super :lovin: she's my favourite when it comes to mixups, that's for sure.
Kyokuji
01-20-2007, 05:06 PM
Really though, any character on A is anti-air VC bait.
Counter activate is a godly thing to have, which is why the Japanese are so intent on using V-Ken.
A-ISM seems viable until you start running into people who CC infinite, or people who VC, then run away, then VC again. You just won't have enough meter to keep up on A-ISM.
Iczer one
01-21-2007, 03:57 AM
Really though, any character on A is anti-air VC bait.
Have you seen that Guy in the latest A-cho vids ? Whiff cancel ftw :wink:
About the meter thing: Mika is a character that works fine even if you have just 1 level of meter. Lvl.1 grab super is ~40 damage in your face (to give them something to fear), lvl.1 freestyle super is your anti everything (whiff cancel into it when they wanna blow through, it also works against crossup VC's, almost perfect wakeup option).
Kyokuji
01-21-2007, 08:37 AM
What does proxy canceling have to do with AA VC's?
All that's fine and dandy, but it also means that A-Mika can't jump at you 'at all', because the second she does, she's getting anti-air VC'ed (likely into a CC infinite) and the round is over, because she's got no counter activation to deter them from VCing her as soon as they see her feet leave the ground.
I don't see anything that A-Mika has that V-Mika can't do better. The damage on her level 1 super isn't anywhere near 40% anyway unless you've got a turbo controller.
Middlekick
01-21-2007, 10:01 AM
I don't see anything that A-Mika has that V-Mika can't do better.
The ones that matter:
- near-full-screen fireball counter with a Level 3 SBS-> Mika Lariat; also makes for more ranged anti-air
- better mistake punishing abilities; she can select how much meter she uses. V-Mika is usually at a disadantage when she uses her VC if it does not kill the opponent
- damaging, decent-ranged (Level 1) Heavenly Dynamite; also grabs V-ISM activations, and makes her more threatening when she's close
- can hit-confirm her crouching Jabs with the SBS-> Mika Sliding
Kyokuji
01-21-2007, 10:13 AM
- near-full-screen fireball counter with a Level 3 SBS-> Mika Lariat; also makes for more ranged anti-air
True enough, but you can also punish fireballs from quite a distance with a slide > OTG VC, and you get more damage.
- better mistake punishing abilities; she can select how much meter she uses. V-Mika is usually at a disadantage when she uses her VC if it does not kill the opponent
I don't know how much of a difference that really makes considering how much faster V-Mika gets her meter back. Especially if you manage to land the post VC CC's.
- damaging, decent-ranged (Level 1) Heavenly Dynamite; also grabs V-ISM activations, and makes her more threatening when she's close
Useful, but isn't all that threatening damage wise. Plus if these don't end up killing your opponent, you're just as open to some kind of guard crush/unblockable VC as you would be after a non-killing VC, and you'd be in a much tighter spot since A-Mika has a hell of a time building meter.
- can hit-confirm her crouching Jabs with the SBS-> Mika Sliding
Nice, but it barely does any damage.
A-Mika seems to have more offensive options, but she lacks damage output, while V-ISM gives her a range of defensive options and better damage output.
psychochronic
01-21-2007, 10:14 AM
Any good OTG to Beach CC's?
Middlekick
01-21-2007, 10:22 AM
I don't know how much of a difference that really makes considering how much faster V-Mika gets her meter back.
The point is, once she uses her VC, she's prone to V-ISM unblockables and guard crushes.
Useful, but isn't all that threatening damage wise.
It's better than using crouching aRoundhouse or a command throw to punish a mistake.
Nice, but it barely does any damage.
See my previous sentence.
Kyokuji
01-21-2007, 10:39 AM
It seems like you'd have to use those supers very conservatively though to prevent yourself from ending up in a similar no meter situation, which means your damage output would be pitifully low.
Slide
01-21-2007, 11:14 AM
It seems like you'd have to use those supers very conservatively though to prevent yourself from ending up in a similar no meter situation, which means your damage output would be pitifully low.
That's not true.
For every hit that V-Mika does without meter, A-Mika does it better.
A-Mika can use 2 level 1 720s and get near the damage output that her VC brings, while still having the ability to alpha counter afterwards.
You never jump in with Mika unless it's at the tip of her jumping roundhouse, or your opponent is knocked down and you're going for a meaty jump in or meaty jump cross up splash.
To empty meter: A-Mika has 3 chances to punish better than what she normally would. V-Mika has one. V-Mika bets it all on one shot but has the ability to get that chance again much faster than A-Mika. A-Mika does not have to bet it all in one shot, but she DOES have the ability to do so if need be.
--
V-Mika is better than A-Mika, but it's not by such a longshot as ppl may be thinking. V-Mika has the obvious advantages that playing v-ism bring(counter activate, drop-ins, etc.) and the ability to get out of more situations than A-Mika. But the damage output is quite possibly the same, maybe even weighing more in A-Mika's favor at times.
Middlekick
01-23-2007, 04:47 PM
True enough, but you can also punish fireballs from quite a distance with a slide > OTG VC, and you get more damage.
Did you edit your initial response to my quote to add this in?
Anyway, crouching Roundhouse-> OTG in general -- without specific situational-only uses -- is a pretty ill-advised use of meter. Once you land this combo, the most you'll get from it (meaning: guaranteed damage) is one crouching Roundhouse + a 6~7 hit DDH, after which the opponent can air recover with Mika still in V-ISM and unable to block. So not is only the damage not consistent with the amount of meter it requires, it gives the opponent an ideal chance VC/Super Mika.
Please explain how this combo is more damaging than a Level 3 SBS Mika Lariat sequence.
And FYI, VC-> Roundhouse Shooting is a much better counter to fireballs than your OTG combo.
Kyokuji
01-23-2007, 06:26 PM
Can't you do:
c. RH > QCB+RH > OTG 360+LK > QCB+RH > OTG 360+RH from mid-screen?
Worked when I tried it at least.
VC-> Roundhouse Shooting is a much better counter to fireballs than your OTG combo.
You're probably right there. Slipped my mind.
Middlekick
01-23-2007, 07:08 PM
The opponent can air recover after the OTG.
Kyokuji
01-23-2007, 07:45 PM
Ah right. Forgot OTG throws have different properties. My mistake.
FullMetalRoss
01-23-2007, 10:20 PM
I have a question about vcs.. do you guys use the version where you can techroll after qcb+k or P or the one where you can't, cause on the one where you can't, you can just do VC3, rh, qcb+rh, rh, qcb+rh, qcb+rh... then you should be near corner to do whatever you want to finish.. like cc setups or some such....
Unless I'm on crack, in that case sorry, I'm new to alpha 3...
Middlekick
01-24-2007, 12:57 AM
Well, for a similar game to the CPS2 version, most would have the settings where the Peach attacks can be rolled from. Though I'm not sure how changing the settings for the Peach attacks affects CC set-ups.
Xenozip.
01-24-2007, 06:34 AM
For Alpha Anthology it's best to go with the 980727 preset, then enter "Customize" and switch star 2-15 to unlit (second to last star on the second row -- switch to unfilled) so that Mika and Juni's moves can be rolled. This mirrors the latest arcade version perfectly.
[/repeat]
FullMetalRoss
01-24-2007, 01:02 PM
cool thanks for the tip xeno!
http://www.youtube.com/watch?v=UENxaorxtJ0
http://www.youtube.com/watch?v=FD2iXXWANGU
Some Mika vids.
Iczer one
05-17-2007, 07:48 AM
[Hyper stuff]
Since Hyper SFA is based on Upper, Mika is no longer able to cancel her f MK into specials/supers, which totally sucks because she now has lost her only other practical option beside c.LK to combo into freestyle super, and lost a way to pressure the opponent with qcb jab ass and combo into qcb HK ass :[
The only bonus Ism she's good with is DS-Ism imo ...
(damage, stun)
[DS-Ism]
- c.LP -> s.LK -> s.MP -> c.HK (36, 15)
- c.LP -> s.LK -> s.MP -> c.HP xx (kara cancel) 270 P (23+24=47, 7)
In DS-Ism her s.HP becomes much more valuable, because she now can get more than just one c.LK after it, and she can chain into it (covering the huge startup). Really good damage options after it ...
- s.HP -> (2 frame link) c.LK -> c.HK (35, 18)
- s.HP -> (2 frame link) c.LK xx qcf x2 K -> instant MP (slide), b/f K (flying scissor grab) (43+42=85, 29)
- s.HP (counter hit launch), (they flip, doesn't matter how), qcf x2 K -> LP (drop kick), follow up (19+23=42, 38 stun without follow up, go for the dizzy, free flying scissor grab !)
GoldFox70
07-01-2007, 10:17 PM
I'm a proud R.Mika fan through and through. Has anybody tried this V-ism combo yet?
Activate V-ism with LP+LK, D+HP, MK Shooting Peach X2, HK Shooting Peach, repeat the process until you're in the corner then do two more MK Shooting Peaches, then finish the combo with D+HP, Wingless Airplane.
Daidoji Kage
08-16-2007, 10:51 AM
I'm a proud R.Mika fan through and through. Has anybody tried this V-ism combo yet?
Activate V-ism with LP+LK, D+HP, MK Shooting Peach X2, HK Shooting Peach, repeat the process until you're in the corner then do two more MK Shooting Peaches, then finish the combo with D+HP, Wingless Airplane.
I'm pretty sure they can tech out before your finisher of d+HP.
Just replace it with cr.RH->360+k
Middlekick
08-17-2007, 03:30 PM
I'm pretty sure they can tech out before your finisher of d+HP.
nope, because it's most likely used to cancel the shooting peach; no neutral state. however, the jump into wingless airplane can, of course, be escaped from.
Just replace it with cr.RH->360+k
heh. the opponent can recovery roll before you can do this.
Iczer one
10-08-2007, 07:23 AM
I uploaded some A-Mika matches on my youtube account: http://www.youtube.com/profile_videos?user=IczR1
Unknown player, i don't even know where i got those vids from 3 years ago (sftchina forum i guess), but it's the best A-Mika i've seen to date.
Iczer one
12-07-2007, 12:59 PM
I came up with a meaty mixup a while ago, which you can use everytime you knock somebody down with a slide:
[1] c.HK (knockdown), instant c.MP hop (whiff), instant f MK (whiff), 360 HK (Daydream Headlock)
[2] c.HK (knockdown), wait a tiny bit, c.MP hop (whiff), instant f MK (meaty) xx 360 HP (Paradise Hold)
[3] c.HK (knockdown), wait a tiny bit, c.MP hop (whiff), instant f MK (meaty), walk forward a tiny bit, PP/KK throw / 360 HK
[4] c.HK (knockdown), wait a tiny bit, c.MP hop (whiff), instant f MK (meaty), c.LP (counter hit setup) / whatever
[5] c.HK (knockdown), wait a tiny bit, c.MP hop (whiff), instant f MK (meaty), wait and see (bait)
The reason to use a c.MP hop after the knockdown is that it makes the timing for the meaty easier afterwards, because f MK only has 4 active frames. It also closes the gap no matter at which range you hit the opponent with the slide, so you don't have to worry about range inconsistency. Just make a small adjustment in the timing of the hop depending on from where you hit with the slide (should be natural for any Mika player because the art of sliding should be second nature when using her).
[1] If you input every move instantly, the f MK will whiff. The recovery of it is really short, so you can grab them directly after they stand up. 20-25% damage right there.
[2] If you delay the hop a tiny bit after the knockdown, the f MK will hit meaty. You can cancel f MK directly into 360 P after it makes contact for a frame-exact tick throw. ~17% damage
[3] The f MK gives anything from +1 to +4 frame advantage on block, making it easy to tick normally after it.
[4] Sometimes the opponent tries to hit you back after the f MK, because it doesn't look like it gives frame advantage at first. This is an opportunity to setup a counter hit, a c.LP will earn you +8 frame advantage if you are sucessful, you can link c.LK xx lvl.2/lvl.3 freestyle super after it (2 frame link), or just keep the pressure on. Because of all the tick throwing going on, the opponent also might want to jump, try to get them (Mika has the advantage after all).
[5] This is just there for not making them think they can blindly get out of this with activation. If they activate through your f MK meaty attempt, cancel it into qcb HK to get out of there and hope they don't catch you with anything huge before you recover. You can also try 360 P, which has the airborne property, and has the weird ability to magically dodge some stuff if they try to hit you at the wrong time.
As a longtime Mika user, i claim that f MK is her most awesome ground normal, i looove using it :karate:
vBulletin® v3.7.3, Copyright ©2000-2008, Jelsoft Enterprises Ltd.