God. I have such little idea on how to beat Mika corner pressure, 645. She's my Achilles heel
You don't. I know it's easier said than done, but don't spend any more time near the corner than you have to.
Anyway, here's a few points of interest:
Mika always loses her turn after her s.MP is blocked. It's -2 normally, and -5 in a target combo. At a bare minimum, you should always re-establish pressure after blocking it. You let me get away with it a lot.
I had a near 100% success rate with the body splash. Usually it's a bad idea to try to anti-air it unless you're using something invincible like an SRK, as it alters the speed at which she falls. You don't even have to anti-air it at all. It's very negative on block and should be a free punish for you.
I felt that you go to the sky a lot. I'm usually not that on-point with anti-airs but you were consistently jumping into the perfect anti-air throw trajectories, and also had a habit of trying to jump out of the corner. (If Mika has you cornered, but she's not in your face keeping up the pressure, she's looking for an anti-air opportunity.) I also don't think you set up enough throws; Necalli's frame trap game is scary, but you have to be willing to threaten with the throw often enough in order for the opponent to not just sit there and block. I know it sucks to whiff a command throw and eat a full damage punish, but you have to be able to be willing to "spend" some of your lifebar early on in a set to keep your opponent from getting a better read on you.
Mika's unblockable setups with Nadeshiko are pretty bullshit. This is often what I'm going to burn my V-Trigger on in a match, so here's the basic idea: Mika forces you to block a c.HP, then immediately VT cancels it, then goes for a command throw right as you get out of block stun. If you try to sit there and block Nadeshiko as she's falling on top of you (or if you try to V-Reversal out), you get scooped by the EX Typhoon for 220 damage. If you try to jump or backdash out of the way, the throw whiffs, but Nadeshiko tags you for 100 damage. Observant players will take the small damage from Nadeshiko instead of the big damage from the throw, but if I have a read on this, I can throw out a c.LK instead of a throw so that your legs get clipped and Nadeshiko pins you down for a full rope throw combo. (There are some specific considerations I go through to determine which option to use. If I have >50% HP left and have the life lead over you, I'll often just go for the guaranteed EX Typhoon / Nadeshiko damage to put me further in the lead, knowing that I'll have another opportunity for another V-Trigger later in the match, which has a good chance of killing you outright if I can keep whittling away your HP in the meantime. If I really need to make a comeback, I'll probably go for the c.LK into full combo for better damage, but at the risk of you blocking the c.LK. I only really have to change this thought process up if the opponent realizes what my "smart" options are and nullifies them. And even if I go for the "higher risk" full combo option and you block it... I still get free pressure.)
It's a pretty bad guessing game to be on the receiving end of, but you do have a character with an invincible reversal, so if you're playing a long set, use it at least
once so that Mika knows that she has to respect the option. She can of course blow this up as well (just by sitting there doing nothing after the VT cancel and waiting for your uppercut to whiff so she gets a full punish), but just establishing that you're willing to use it means that she is at least forced to cycle through more options and might end up wasting her VT for nothing. You didn't use it once, so I always went on the offensive one way or the other.
Also is the store not updated with anything? I thought it was open, was looking to buy hot ryu.
The only costumes in the store right now are the story costumes that can be bought with fight money. Hot Ryu is a premium costume and will be available when the real money shop launches (whenever that is).