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 she 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. Gaining a command grab super turns her strike/throw game much more threatening.

V-Ism

Recommended

Easy VC with good damage. Counter activate is great for her as she otherwise has trouble scaping from pressure. Generally her best option.

X-Ism

Loses access to her important level 1 and 2 supers. She gains great pressure thanks to being able to chain into her launcher (cr.hp), increasing her damage, or into st.hp, which makes her very scary to block. Losing the ability to air block and lacking counter activate means she either latches onto the opponent quick or she may not be able to play the game.

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

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