Street Fighter Alpha 3/R. Mika/Introduction: Difference between revisions

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* Slide is incredibly fast with a lot of range
* Slide is incredibly fast with a lot of range
* A lot of her normals have deceptively large amounts of priority, particularly c. FP
* A lot of her normals have deceptively large amounts of priority, particularly c. FP
* Several normals move her forward during the animation, which can help with positioning
* f. MK has low crush properties and is cancellable into her run super
* f. MK has low crush properties and is cancellable into her run super
* c. MP is a great anti-air at close range
* c. MP is a great anti-air at close range
* Punch command grab will hop over lows and punish and can be used in strings
* Punch command grab will hop over lows and can be used in strings
* Grab supers recovers nearly immediately and allows her to punish even if they jump out in the corner
* Grab super recovers nearly instantly and allows her to punish even if they jump out in the corner
* Run super lets her get decent damage off a variety of situations with multiple follow-up options
* Run super lets her get decent damage off a variety of situations with multiple follow-up options
* Good set of custom combos
* Good set of custom combos
* Air grab does full damage when teched
* Air grab does full damage when teched
| cons =
| cons =
* Unlike many other characters, her slide is very unsafe on block
* Slide is very unsafe on block
* Awkward normals make it difficult to play footsies in match-ups where slide is too risky
* Awkward normals make it difficult to play footsies in match-ups where slide is too risky
* Poor anti-air from further away
* Poor anti-air from further away
* Specials are largely unsafe or gimmicky
* Specials are largely unsafe or gimmicky
* Awful BnBs without meter
* Awful BnBs without meter
* Kick command grab has the same range as a normal grab
* Kick command grab has the same range as a normal grab if done without a kara
* No meterless reversal option
* Customs do good damage, but have poor meter build options at the end
* Customs do good damage, but have poor meter build options at the end
}}
}}

Latest revision as of 12:44, 24 March 2023

Introduction

Rainbow Mika, a fan of Zangief, is a rookie wrestler who is ready to make a name for herself by traveling the world and participate in the street fighting circuit. In the end, she gains the patronage of Karin after a surprise defeat, meets her idol Zangief, and was sought by the IJWPW (Iwashigahama Japan Women's Pro-Wrestling).

Pros Cons
  • Slide is incredibly fast with a lot of range
  • A lot of her normals have deceptively large amounts of priority, particularly c. FP
  • Several normals move her forward during the animation, which can help with positioning
  • f. MK has low crush properties and is cancellable into her run super
  • c. MP is a great anti-air at close range
  • Punch command grab will hop over lows and can be used in strings
  • Grab super recovers nearly instantly and allows her to punish even if they jump out in the corner
  • Run super lets her get decent damage off a variety of situations with multiple follow-up options
  • Good set of custom combos
  • Air grab does full damage when teched
  • Slide is very unsafe on block
  • Awkward normals make it difficult to play footsies in match-ups where slide is too risky
  • Poor anti-air from further away
  • Specials are largely unsafe or gimmicky
  • Awful BnBs without meter
  • Kick command grab has the same range as a normal grab if done without a kara
  • No meterless reversal option
  • Customs do good damage, but have poor meter build options at the end