R Mika Street Fighter 5

R Mika Street Fighter 5




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R Mika Street Fighter 5


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R. Mika Street Fighter 5: Champion Edition moves

Overview

Rainbow Mika was released on February 16, 2016 as part of the launch roster for Street Fighter 5. She is one of the game's initial 16 playable fighters available with the base version of the game.
The explosive professional wrestler was first introduced on June 29, 1998 in Street Fighter Alpha 3. Her return from the Alpha days was one that was highly requested by fans, and the people's voices were finally heard when Street Fighter 5 launched with four Street Fighter Alpha representatives including Mika.
R. Mika has only been in two main Street Fighter titles at this point, and her design has stayed virtually the same as her Alpha iteration here in Street Fighter 5. She wears a frilly blue and white wrestling leotard, eye mask, white wrestling boots, and rocks blonde hair in two long pigtails.
As one of the few grapplers in Street Fighter 5, R. Mika's gameplan revolves around getting in on the opponent and mixing them up. Alternating between traditional command throws and quick combos that lead to a knockdown and another dangerous wake up situation, Mika wants to to corner her opponent and quickly melt their life bar with good reads and guesses.
Grapplers generally want to close the distance, but can often be limited in their options for doing so. Mika's charged standing heavy kick is a great option for this purpose, allowing her to fire off a far reaching drop kick that leaves her at frame advantage when blocked.
R. Mika's Irish Whip also gives her a unique tool that sees her throw the opponent toward the wall, has them bounce off of it and come back for the opportunity to land a combo or reset into a mix up. The original version of this move created an invisible wall when used away from the corner that was eventually nerfed out making the move not work as originally intended. Ultimately, the invisible wall was brought back with the Definitive Update.
Mika's placements on the tier list have fluctuated over the years, though she has certainly seen success in major tournaments at the hands of some top players. Here in the final version of the game, some consider her around mid to low tier.
I've had the most luck setting up her command grabs by negative-edge after her normals. You can move forward pretty far with her sMK, then just hold it and roll out the grab. Same works with cHP; once you get the timing, negative edge out of the roll works more often than not.
Hey Mika players! I hope this resource helps you out, whether you are struggling with the Mika match-up or are trying to refine you Mika play! More are coming, so please look forward to them.
My WIP Rainbow Mika guide on the forums http://forums.eventhubs.com/viewtopic...
Here's a nice jump in punish combo:
J.HP > St.MP > St.HP > VT towards them > St. HP > Chg. HK > Ex WA
You have to start charging the kick right after the HP animation, but it does 394 damage and is the highest hitting combo I've seen out of her so far.
If you want to combo into delayed v-trigger, wait until Mika puts up both of her hands, that's also a nice trick to know if you are playing against another R.Mika who is trying to mix you up with Nadeshiko.
Half-circles have me thinking about Abel from SFIV.
[Capcom needs to fix Rank Matches back to SF4 where the person that quits needs to get a real punishment in losing points, they need to implement something new like people getting rewarded with the Quitter's points. I put this here because I'm a R. Mika Main. And I'm fed up. SMH]

You-know-what hit the fan, and we are desperately trying to fix it.

Something wen't wrong on our end, It's not your fault, we'll work on tracking it down.


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Passion Rope Throw Forward 4 or 6MP > MP
Passion Rope Throw Backward 4 or 6MP > 4MP
Dream Driver Throw LPLK (crouching opponent)
Heated Mic Performance lvl 1 MPMK (VS1)
Heated Mic Performance max MPMK (VS1) (hold)
Pumped Up! (attack) MPMK (VS2) (counter)
Nadeshiko (Above) (hold) HPHK (VT1 hold)
Nadeshiko (Front) (hold) 4HPHK (VT1 hold)
Nadeshiko (Behind) 6HPHK (can hold)
Nadeshiko (Behind) (hold) 6HPHK (hold)
Fightin' Dirty (secondary) HPHK (hold)
This page was last edited on 16 August 2022, at 00:07.
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Hailing from Japan, Rainbow Mika is a trained professional women's wrestler, already on her path to stardom.

To put it simply. Mika is annoying. She loves harassing the opponent with her great normals, a command grab that loops into itself, and great mobility. Mika has a vast variety of tools to keep the opponent on their toes and make sure they aren't falling asleep. Although her damage output isn't remarkable, this is more than made up for by the fact that her moveset is designed to annoy your opponent with fast and long ranged normals. If you like frustrating your opponent, testing their patience, and overcoming their mentality, then Mika might be just for you.

How many frames a move remains active (can hurt opponents) for.

Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked).

Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.

Crush Counter hit advantage written as opponent state, frame advantage, and v-gauge gain on hit.

Attack damage on hit. Notation may denote multi-hit or "sweet spot" damage values on certain frames.

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit.

Knockdown advantage against Normal, Quick Rise and Back Rise wake up options .

How many frames it takes for a move to finish after it's been active.

How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.

Amount of stun added to the opponent's stun bar on hit.

Cancels and combos into lp, ex peach and super. Key normal for Mika's pressure. On block, linking into itself can be a frame-trap that beats 3f normals, and can mixup with tick throws (note that command grabs not recommended due to their startup). on hit, you can convert for decent damage anyway.

Key normal for combos/punishes. Luckily its safe on block, so you don't get punished for using it after pressure. You can actually cancel it into mk wingless airplane oB to reset to neutral and potentially avoid punishes, although it may not always be a favorable position. oH you can link into st.hp.

One of your better pokes that, unfortunally, don't convert. moving your forward and evading lows makes it a key normal in neutral, especially since its only -2 oB. oG you are +2, so you get a mixup at best.

Your V-Trigger button. At any distance, you can cancel this by activating VT to either get a solid conversion oH or a great mixup oB. It has a great range, so you can basically threaten at midscreen once you have your VT full. Useful button.

Your fastest low, and actually has a lot of range for a light attack, although doesn't convert at the furthest ranges. Maybe can be used as a safe gut check poke.

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