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

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===A-Ism===  
===A-Ism===  
Lets her get the most out of f. MK at the cost of losing customs and counter activate options.
Lets her get the most out of f. MK and c. FP at the cost of losing customs and counter activate options.
 
===V-Ism===
===V-Ism===
Recommended  
Recommended  

Revision as of 18:46, 11 August 2022

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


R. Mika
SFA3 R. Mika Art.png
Character Data

Notes:

- full health meter and super meter = 144 points

- 1 frame = 1/60 of a second

- frame data = x(x)x (startup/hitframes/recovery)

- damage = D, not reflected to show increase/decrease in attack strength with X/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

- dizzy = DZ

- gauge = how much meter you get for doing the move

- hit bonus = HB, additioal amount of meter you get for connecting with the move



Normals

[1] Standing

[LP] (???-Chop)

6(3)7 // D:6 // DZ +2 // HB+1 // MISC: Cancels into special/super


[MP] (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.


[HP] (Reverse Fist)

18(4)11 // D: 18 // DZ +8 // HB+4 (VX+6)


[LK] (Low Kick)

6(3)15 // D: 6 // DZ +2 // HB+ 1 // MISC: cancels to specials/supers


[MK] (Mika Sobat)

10(4(14) // D:12 // DZ +4 // HB+3 (VX+4)


[HK] (Japanese Ocean Dropkick)

11(2)25 // D:16 // DZ +8 // HB+4 (VX+6) // MISC: Knocks down


[2] Crouching

[LP] (Low-Angle ???-Chop)

6(4)8 // D: 5 // DZ+1 // HB+1 // MISC: Cancels into special/super, chains into self


[MP] (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)


[HP] (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.


[LK] (Back Heel Kick)

6(4)15 // D: 4 // DZ+2 // HB+1 // MISC: Cancels into special/super, must be blocked low


[MK] (Rainbow Kick)

7(1)20 // D: 11 // DZ+4 // Gauge+2, HB+3 (VX+4) // MISC: can be blocked standing


[HK] (Mika Sliding)

7(6)27 // D: 15 // DZ+8 // Gauge+2, HB+4 (VX+6) // MISC: knocks down (sweep type), must be blocked low


[3] Neutral Jump

[LP] (Knuckle Press)

6(6)14 // D: 8 // DZ+2 // HB+1


[MP] (Knuckle Press)

7(6)8 // D: 13 // DZ+4 // HB+3 (XV+4)


[HP] (Jumping Elbow)

8(6)10 // D: 17 // DZ+8 // HB+4 (XV+6)


[LK] (Jumping High Kick)

5(8)10 // D: 6 // DZ+2 // HB+1


[MK] (Jumping Sobat)

7(4)11 // D: 11 // DZ+4 // HB+3 (VX+4)


[HK] (??? Dropkick)

9(4)20 // D: 17 // DZ+8 // HB+4 (VX+6)


[4] Offensive/Defensive Jump

(names/damage/dizzy/hit bonus are the same)

[LP] 7(6)8 [MP] 6(6)8 [HP] 8(6)8

[LK] 5(8)10 [MK] 7(4)8 [HK] (High-Angle Kick) 9(4)12


[5] Command Normals

[1] offensive/defensive jump d HP (Flying Body Press)

8(8)9 // D: 17 // DZ+8 // HB+4 (VX+6) // MISC: airborne, recovery time varies on height


[2] offensive/defensive jump d LK (Knee Drop)

6(3)11 // D: 6 // DZ+2 // HB+1 // MISC: see above


[3] f MK, f/b MK in X (Rainbow Sobat)

13(4)14 // D: 11 // DZ+4 // HB+3 (VX+4) // MISC: cancels to special/super in A and X-ISM


[Throws]

[1] (XAV) German Suplex = b/f PP

5(1)18 // D: 20 // DZ+0 // Gauge+0 // Range: 31


[2] (XAV) Brain Buster = b/f KK

5(1)18 // D: 20 // Gauge+1 (VX+3) // Range: 31


[3] (XAV) Headbutt = db/df PP

5(1)18 // D: 8+2x(0-11)+4 // Gauge+1 (VX+3) // Range: 31


[4] (XAV) Hip Buster (air) = b/f PP

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

[5] (XAV) Neck Breaker (air) = b/f KK

1(1)X // D: 20 // Gauge+1 (VX+3) // Range: 31 horizontal x 8 vertical (pixels 68-76) // MISC: Recovery time depends on height, airborne


Specials

[1] (XAV) Flying Peach = qcb P

[LP]

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

[MP]

33(18)15 // D: 17 // Gauge+4 (VX+6) // HB+ 3 (VX+4) // MISC: Invulnerable as: [4|12] (first 16 frames), airborne from frames 5-20 and 30-55

[HP]

35(20)16 // D: 18 // Gauge+4 (VX+7) // HB+ 3 (VX+4) // MISC: Invulnerable as: [4|16] (first 20 frames), airborne from 5-22 and 32-60


[2] (XAV) Shooting Peach = qcb K

[LK]

12(16)65 // D: 16 // Gauge+3 (VX+4) // Dizzy: 8 // HB+ 3(VX+4) // MISC: airborne from frames 9-31

[MK]

12(18)67 // D: 17 // Gauge+4 (VX+7) // Dizzy: 8 // HB+ 3(VX+4) // MISC: airborne from frames 9-34

[HK]

12(20)70 // D: 18 // Gauge+4 (VX+7) // Dizzy: 8 // HB+ 3(VX+4) // MISC: airborne from frames 9-38


[3] (XAV) Paradise Hold = 360 P

[LP]

23(1)40 // D: 20 // Gauge+1 // Range: 32+31 // MISC: airborne from 3-19 and 23-51

[MP]

23(1)40 // D: 22 // Gauge+1 // Range: 48+31 // MISC: airborne from 3-19 and 23-51

[HP]

23(1)40 // D: 24 // Gauge+1 // Range: 64+31 // MISC: airborne from 3-19 and 23-51


[4] (XAV) Daydream Headlock = 360 K (tap P/K rapidly)

[LK]

4(1)18 // D: 3x(1~10)+10 // Gauge+1(VX+3) // Range: 31

[MK]

4(1)18 // D: 3x(1~13)+10 // Gauge+1(VX+3) // Range: 31

[HK]

4(1)18 // D: 3x(1~16)+10 // Gauge+1(VX+3) // Range: 31


[5] (XAV) Wingless Airplane (air) = hcb K


Supers

[1] (A) Heavenly Dyanamite = 720 P (tap P/K rapidly)

[Level 1]

4!1(1)22 // D: 3x(1~15)+21 // Range: 51 // MISC: invulnerable for the first 5 frames

[Level 2]

4!1(1)22 // D: 3x(1~18)+26 // Range: 51 // MISC: invulnerable for the first 5 frames

[Level 3]

4!1(1)22 // D: 3x(2-21)+32 // Range: 51 // MISC: invulnerable for the first 5 frames


[2] (A) Rainbow Hip Rush = qcf x2 P

[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


[3] (XA) Sardine's Beach Special = qcf x2 K

Level 1 SBS: 14 frames invulnerable Level 2 SBS: 18 frames Level 3 SBS: 22 frames

-> Hashiru = b/f (after S.B.S.)


--> Dageki 1: Ocean Drop Kick = LP (during Hashiru)

--> Dageki 2: Mika Sliding = MP (during Hashiru)

--> Dageki 3: Mika Lariat = HP (during Hashiru)


---> Moonsault Press = P / do nothing (after Dageki 1/2/3)

---> Missile Kick = K (after Dageki 1/2)

---> Paradise Hold = b/f or b/f P (after Dageki 1/2)

---> Wingless Airplane = b/f K (after Dageki 1/2)


--> Tobikoshi = K (during Hashiru)

--> Tobikoshi = run into enemy (during Hashiru)


---> Haigotori = tap P/K (during Tobikoshi)


---> Enzui Lariat = P (after Haigotori)

---> Enzui Drop Kick = K (after Haigotori)

---> Rainbow Suplex = b/f P (after Haigotori)

---> Daydream Headlock = b/f K (after Haigotori)

The Basics

Which Ism?

A-Ism

Lets her get the most out of f. MK and c. FP at the cost of losing customs and counter activate options.

V-Ism

Recommended

Easy VC with good damage. Generally her best option.

X-Ism

Advanced Strategy

Match-ups

Discussion

Game Navigation

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