(Created page with "{{stub}}") |
No edit summary |
||
Line 1: | Line 1: | ||
{{ | == 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
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 |