No edit summary |
|||
Line 170: | Line 170: | ||
:Airborne on frames 6-11 | :Airborne on frames 6-11 | ||
:Crushes lows on frames 3-17 | :Crushes lows on frames 3-17 | ||
:Can have 1F faster start-up (12F) if buffered into during the 5F buffer window of SFV (and having already released the HK | :Can have 1F faster start-up (12F) if buffered into during the 5F buffer window of SFV (and having already released the HK button before the move starts) | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/R.Mika/normal/Stand%20HK}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/R.Mika/normal/Stand%20HK}} | ||
}} | }} | ||
Line 256: | Line 256: | ||
|active=<nowiki>6</nowiki> | |active=<nowiki>6</nowiki> | ||
|recovery=<nowiki>17</nowiki> | |recovery=<nowiki>17</nowiki> | ||
|hit=<nowiki>-2</nowiki> | |hit=<nowiki>-2(3)</nowiki> | ||
|block=<nowiki>-6</nowiki> | |block=<nowiki>-6(-1)</nowiki> | ||
|damage=<nowiki>80</nowiki> | |damage=<nowiki>80</nowiki> | ||
|stun=<nowiki>150</nowiki> | |stun=<nowiki>150</nowiki> | ||
Line 267: | Line 267: | ||
|description= | |description= | ||
:+3 oH / -1 oB on last active frame | :+3 oH / -1 oB on last active frame | ||
:Advantage listed with parentheses format; x(y) - refers to worst(x) to best(y) frame advantage depending on how late into active frames it hits | |||
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 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. | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/R.Mika/normal/Crouch%20HP}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/R.Mika/normal/Crouch%20HP}} | ||
Line 1,237: | Line 1,238: | ||
|description= | |description= | ||
:Parry window on frames 3-12 | :Parry window on frames 3-12 | ||
:Cannot parry Low hits / Projectiles / EX Specials / V-Reversals / Nadeshiko | :Cannot parry Low hits / Projectiles / EX Specials / Supers / V-Reversals / V-Trigger Specials (Nadeshiko, Cody Pipe Swing, etc) | ||
:Counter-Hit state for the entire duration | :Counter-Hit state for the entire duration | ||
: | :On successful parry, causes 40 grey health damage to R.Mika, builds 20 V-Gauge, and builds another 80 V-Gauge on the follow-up counter (100 V-Gauge total) | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/R.Mika/normal/Pumped%20Up!}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/R.Mika/normal/Pumped%20Up!}} | ||
}} | }} |
Revision as of 02:49, 1 February 2022
Introduction
About R. Mika
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.
Final Patch
Players to Watch
- Fuudo
- Luffy
- Nuckledu
R.Mika | |
---|---|
Vitals | |
Life Points | 950 |
Stun Points | 1000 |
V-Gauge Points | |
V-Trigger 1 | 2 Bars |
V-Trigger 2 | 3 Bars |
Ground Movement | |
Forward Walk Speed | 0.042 |
Backward Walk Speed | 0.03 |
Forward Dash Speed | 18 |
Backward Dash Speed | 24 |
Forward Dash Distance | 1.342 |
Backward Dash Distance | 1.2 |
Backdash CH Frames | 3-10 |
Jumping | |
Back Jump Speed | 46 (4+38+4) |
Neutral Jump Speed | 46 (4+38+4) |
Forward Jump Speed | 45 (3+38+4) |
Forward Jump Distance | 2.128 |
Backward Jump Distance | 1.824 |
Throws | |
Throw Hurtbox | 0.25 |
Throw Range | 0.85 |
![]() |
Frame Data & Descriptions are provided by FATOnline.
|
SFV Frame Data Glossary | |
---|---|
Active |
How many frames a move remains active (can hurt opponents) for. |
Attack |
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). |
Cancel options |
Available cancel options.
|
Confirm windows |
Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.
|
Crush Counter |
Crush Counter hit advantage written as opponent state, frame advantage, and v-gauge gain on hit. |
Damage |
Attack damage on hit. Notation may denote multi-hit or "sweet spot" damage values on certain frames. |
Hit/Block |
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 |
Knockdown advantage against Normal, Quick Rise and Back Rise wake up options. |
Recovery |
How many frames it takes for a move to finish after it's been active. |
Startup |
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. |
Stun |
Amount of stun added to the opponent's stun bar on hit. |
Normals
5LP
5MP
5HP
5LK
5MK
5HK
5HK (hold)
2LP
2MP
2HP
2LK
2MK
2HK
8LP
8MP
8HP
8LK
8MK
8HK
Command Normals
9 > 2MP
6HP
4 or 6MP
4 or 6MP > MP
4 or 6MP > 4MP
Target Combos
8MP > 8HP
LK > MP
Throws
LPLK
4LPLK
Special Moves
236LP
236MP
236HP
236PP
236LK
236MK
236HK
236KK
63214LP
63214MP
63214HP
63214PP
63214LK
63214MK
63214HK
63214KK
Critical Art
214214P
Taunts
5PPPKKK
V-System
V-Skill 1
MPMK (VS1)
MPMK (VS1) (hold)
V-Skill 2
MPMK (VS2)
MPMK (VS2) (counter)
V-Trigger 1
- R. Mika can hold HP and HK when using either V-Trigger to delay Nadeshiko's arrival. This is shown with R. Mika doing an additional animation after the V-Trigger activation.
HPHK (VT1)
HPHK (VT1 hold)
4HPHK (VT1)
4HPHK (VT1 hold)
6HPHK (can hold)
6HPHK (hold)
V-Trigger 2
HPHK (VT2)
HPHK (VT2 hold)
HPHK
HPHK (hold)
V-Shift
MKHP
V-Shift Break
MKHP
V-Reversal
6KKK