Street Fighter Alpha 3/R. Mika

From SuperCombo Wiki

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

Mika States.png


Normals

Ground Normals

  • Standing Jab:
Damage 6 Mika 5lp.png
Stun 2
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 0/1
Frame Count 6/3/7
Block Stun +4
Hit Stun/Counter Hit +5/+10
  • Good button to just throw out. Decent priority, and starts combos as an anti-air thanks to qcb+k or with CCs.


  • Standing Strong
Damage 14 Mika 5mp.png
Stun 13/4
Chain Cancel No
Special Cancel Yes(first hitbox on V-ism)
Super Cancel Yes(first hitbox)
Meter on whiff/hit 1/3(A)4(XV)
Frame Count 8/10/13
Block Stun -4
Hit Stun/Counter Hit -3/+1
  • 10 frames active makes this move a very easy meaty. The priority is great but it's very lenghty overall so take care in whiffing this.


  • Standing Fierce:
Damage 18 Mika 5hp.png
Stun 8
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/4(A)6(XV)
Frame Count 18/4/11
Block Stun +8
Hit Stun/Counter Hit +9/Launch
  • At +8 on block, this makes for a really good meaty. Lenghty start-up makes this hard to use on neutral.
  • Links into cr.hk on normal hit. on counter hit and in the corner, it is possible to do st.lp xx qcb+k
  • Can kara cancel into any of her specials. This is specially important for her command grab, as it gives it a much needed range increase.
    • The input for the kara cancel is 41236HP98K. It doesn't need to be frame adjacent, there is a lot of leniency.


  • Standing Short:
Damage 6 Mika 5lk.png
Stun 2
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 0/1
Frame Count 6/3/5
Block Stun -4
Hit Stun/Counter Hit -3/+2
  • A kick to the shin. Not particularly useful outside of super confirms after cr.lp chains


  • Standing Forward:
Damage 12 Mika 5mk.png
Stun 4
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/3(A)4(XV)
Frame Count 10/4/14
Block Stun +1
Hit Stun/Counter Hit +2/+6
  • Note: Low crush from frames 10 to 19
  • Very important move for her neutral. Evading lows is essential for Mika as he otherwise has a lot of trouble against characters with good low pokes.


  • Standing Roundhouse:
Damage 16 Mika 5hk.png
Stun 8
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/4(A)6(XV)
Frame Count 11/2/25
Block Stun -4
Hit Stun/Counter Hit Launch/Launch
  • Note: Low crush from frames 7 to 16
  • Is a low crush, but tends to whiff on crouchers.


  • Crouching Jab:
Damage 5 Mika 2lp.png
Stun 1
Chain Cancel Yes
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 0/1
Frame Count 6/4/8
Block Stun +2
Hit Stun/Counter Hit +3/+8
  • Her most important light. Chains into all other lights and can't be crouched compared to st.lp.
  • Very oppresive in X-ISM thanks to being able to chain into cr.hp and st.hp, bot advancing plus on block buttons with great reward on hit.


  • Crouching Strong:
Damage 13 Mika 2mp.png
Stun 4
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/3(A)4(XV)
Frame Count 6/1/22(AV)26(X)
Block Stun -4(AV)-8(X)
Hit Stun/Counter Hit -3(AV)-7(X)/+1(AV)-3(X)
  • Note: Above waist invul from frames 5 to 8
  • Great anti-air against cross-ups, but the forward movement makes it somewhat unpredictable.


  • Crouching Fierce:
Damage 16 Mika 2hp.png
Stun 8
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 1/4(A)6(XV)
Frame Count 11/18/19
Block Stun +2
Hit Stun/Counter Hit Launch/Launch
  • Note:Remains active until the opponent blocks or gets hit by it, then enters recovery inmediately after.
  • Awesome button for her pressure. Acts as her best punish starter in a lot of cases.


  • Crouching Short:
Damage 4 Mika 2lk.png
Stun 2
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 0/1
Frame Count 6/4/15
Block Stun -2
Hit Stun/Counter Hit -1/+3
  • Longest reaching light. Often used to end light chains.


  • Crouching Forward:
Damage 11 Mika 2mk.png
Stun 4
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 2/3(A)4(XV)
Frame Count 7/1/20
Block Stun -2
Hit Stun/Counter Hit -1/+3
  • Pretty solid mid poke. Not that good priority but there's a lot of pokes you can avoid with this.


  • Crouching Roundhouse:
Damage 15 Mika 2hk.png
Stun 8
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 2/4(A)6(XV)
Frame Count 7/6/27
Block Stun -10
Hit Stun/Counter Hit -
  • Probably Mika's best button. Very quick slide. Very unsafe on block when done up close, but being able to threaten with this is very important.

Air Normals

  • Neutral Jump Jab:
Damage 8 Mika 8lp.png
Stun 2
Meter on whiff/hit 0/1
Frame Count 6/6/4
  • Quick air-to-air


  • Diagonal Jump Jab:
Damage 8 Mika 9lp.png
Stun 2
Meter on whiff/hit 0/1
Frame Count 7/6/8
  • Not particularly useful compared to her other jump-ins


  • Neutral Jump Strong:
Damage 13 Mika 8mp.png
Stun 4
Meter on whiff/hit 1/3(A)4(XV)
Frame Count 7/6/8
  • Hits more upwards than it looks


  • Diagonal Jump Strong:
Damage 13 Mika 9mp.png|
Stun 4
Meter on whiff/hit 1/3(A)4(XV)
Frame Count 6/6/8
  • Solid priority, useful for when j.hp or j.hk would lose to an anti air for being too slow.


  • Neutral Jump Fierce:
Damage 17 Mika 8hp.png
Stun 8
Meter on whiff/hit 1/4(A)6(XV)
Frame Count 8/6/10
  • Solid air-to-air but somewhat slow.
  • Diagonal Jump Fierce:
Damage 17 Mika 9hp.png
Stun 8
Meter on whiff/hit 1/4(A)6(XV)
Frame Count 8/6/8
  • Best jump-in in terms of hitbox, but not very good horizontal range. Great at stuffing most anti airs however.


  • Neutral/Diagonal Jump Short:
Damage 6 Mika 89lk.png
Stun 2
Meter on whiff/hit 0/1
Frame Count 5/8/10
  • Great counter hit fisher. Blazing fast at 5 frames so you can win a lot of scrambles with it.


  • Neutral Jump Forward:
Damage 11 Mika 8mk.png
Stun 4
Meter on whiff/hit 1/3(A)4(XV)
Frame Count 7/4/11
  • Really good horizontal hitbox, which is otherwise a weak spot for her jumping attacks


  • Diagonal Jump Forward:
Damage 11 Mika 9mk.png
Stun 3
Meter on whiff/hit 1/3(A)4(XV)
Frame Count 7/4/8
  • Same uses as Neutral Jumping Forward


  • Neutral Jump Roundhouse:
Damage 17 Mika 8hk.png
Stun 8
Meter on whiff/hit 1/4(A)6(XV)
Frame Count 9/4/20
  • Very good horizontal priority but comes out really slowly compared to her other options, sadly.


  • Diagonal Jump Roundhouse:
Damage 17 Mika 9hk.png
Stun 8
Meter on whiff/hit 1/4(A)6(XV)
Frame Count 9/4/12
  • Very far reaching jump-in. Can always combo into slide if if hit deep enough, so catching an extended limb can still mean a knockdown.

Command Normals

  • Rainbow Sobat: f+MK
Damage 11 Mika 6mk.png
Stun 4
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 1/3(A)4(XV)
Frame Count 13/4/14
Block Stun +1
Hit Stun/Counter Hit +2/+6
  • Note: Low crush from frames 10 to 20
  • A low crush that moves forward, great on that alone. Recovers more slowly compared to st.mk to compensate.
  • Can cancel into super which is a great thing to have in a low crush to put more threath behind it.


  • Knee Drop Jumping d+LK
Damage 6 Mika j2lk.png
Stun 2
Meter on whiff/hit 0/1
Frame Count 6/3/11
  • Okay-ish jump-in, but overlaps a bit with j.lp, and doesnt have that good of a priority.


  • Flying Body Press: Jumping f+HP
Damage 17 Mika j2hp.png
Stun 8
Meter on whiff/hit 1/4(A)6(V)
Frame Count 8/8/9
  • Typical grappler body press. Awesome cross-up, but pron to be anti aired due to its poor priority. Definetly no Gief, but still a great option.


[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

Loses access to her important level 1 and 2 supers. Avoid.

Combos

A-ISM combos

V-ISM combos

Advanced Strategy

Match-ups

Notable Players

Japan

Chikyuu (A/V-Mika)

Kayaman (A-Mika)

Kyofe (V-Mika)

Sarada (A-Mika)

VER (A/V-Mika)

North America

AMikelyStory (A/V-Mika)

Europe

Middlekick/s-e-h (A/V-Mika)

Discussion

Game Navigation

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