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 |
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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 at the cost of losing customs and counter activate options.
V-Ism
Recommended
Easy VC with good damage. Generally her best option.