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

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== Moves ==
 
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===
===V-Ism===
Recommended
 
Easy V-Cycles and V-Strings
 
===X-Ism===
 
== Advanced Strategy ==
 
== Match-ups ==
 
== Discussion ==
*[http://forums.shoryuken.com/showthread.php?t=91439 SRK Mika thread]
{{Street Fighter Alpha 3 characters}}
 
[[Category:Street Fighter Alpha 3]]
[[Category:Street Fighter Alpha Series]]

Revision as of 21:59, 21 August 2020

Moves

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

V-Ism

Recommended

Easy V-Cycles and V-Strings

X-Ism

Advanced Strategy

Match-ups

Discussion

Street Fighter Alpha 3
Characters
Adon - Akuma - Balrog - Birdie - Blanka - Cammy - Charlie - Chun-Li - Dee-Jay - Cody - Dan - Dhalsim - Eagle - E.Honda - Evil Ryu - Fei-Long - Gen - Guile - Guy - Ingrid - Juli - Juni - Karin - Ken - Maki - M.Bison - R.Mika - Rolento - Rose - Ryu - Sagat - Sakura - Sodom - T. Hawk - Vega - Yun - Zangief