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Street Fighter V |OTVI| The More I Know, The Worse I Play

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FluxWaveZ

Member
Hi Flux.

Dont suppose I could get a few Mika Tips. Im getting better with her (was using guile but needed a change). Im silver playing casual only and mostly get matched against silver and super silvers. Feels about right for my skill level and prob have about a 40% win ratio at the mo as I am slowly getting to grips with her. However a few things a need work on and I wonder if you could offer your input:

In training mode, I set the dummy to 3 frame jab on wake up and after guard. I find that after a flying peach knock down I can dash then hit either LP or MP to get a counter hit and carry on the damage. However I find often when doing it online it seems to come out to early and misses somehow? the only thing I can think of is maybe they do a backwards wakeup that takes a few frames longer? What do you tend to do in this situation. HP maybe?

Also If I am applying preasure mainly with lp and lk and then maybe mk amd c.mk I always feel compelled to go for the jump in cross up after a bit as I have no real clue what else I can do at that range apart from maybe a charged HK. If I try to dash command grab I tend to get punished everytime.

Im sticking with Mika because while I am better with Guile I find her a ton of fun once you get her combos going. Her come backs can be godly as well.

A match to analyze helps for giving tips. For what you mentioned, though:

1. There are only two wake-up options available to the opponent after landing Wingless Airplane: normal recovery or delayed recovery. They can't recover backwards after WA; the same as any throw or command grab in the game. If you're missing a meaty, it's simply that you're missing the meaty timing. Dash > st.MP after landing WA will hit the opponent in the air and simply reset them if they reversal backdash. The go-to meaty would be st.LK or st.LP, which beats it cleanly. st.MP does work against a wake-up 3f, though, if you call that out. Same for a Dash > command grab.

Never use st.HP as a meaty. It is -6, and there is no good hit confirm from it.

2. Well, can't say much about this one except for seeing the situations you're in myself. If you get punished by trying a dash command grab every time, then you're not properly gauging situations. This option is used when the opponent is very much on guard, because you've managed to scare them enough by properly applying footsies, and also being patient enough that they wouldn't expect it at that moment. You can't just always go for a cross-up j.LK at a certain distance; sometimes you should just walk and throw out st.MK at good distances and moments where it'll hit them or where they'll block it but won't leave you on too much of a defensive. Throwing out uncharged HK is also a footsie tool that will avoid lows and can CC.

3. The most important things to know when playing Mika:
  • Patience is essential. She doesn't have the tools or the properties (e.g. health) to get away with being impatient anymore.
  • st.MP linking into EX Peach as a footsie tool. You have something like 4 frames to confirm this so it's relatively easy, and it's extremely important for damage, corner carry and pressure.
  • st.MP > HP Peach buffer. st.MP is the main footsie tool because it has decent range for her and good recovery so it's hard to whiff punish. You have to empty cancel into HP Peach at neutral when you throw it out, in case it hits so it can cancel into it.
There's a bunch else, of course, but those 3 are essential.

Holy crap, you've played 15,000 ranked matches Flux?
What level is your Mika? I want to know if anyone has reached level 100 yet, but I don't think so. And it looks like you're playing Birdie now anyway.

My Mika is Level 74. Like I've said before, I play several characters; that header doesn't really matter. My Balrog is level 60-something, my Guile is level 50-something, my Birdie is almost level 40, and even Laura and Nash are level 30. My player level is 558.
 

mnz

Unconfirmed Member
I wonder how much loading time is involved in 15000 ranked matches
Depends on rematches and if you're searching for matches in training mode where there's an extra 15 seconds of loading or not.

If we go by 2 matches on average in a row and 80s of loading in and out, it's 167 hours.
 
A match to analyze helps for giving tips. For what you mentioned, though:

1. There are only two wake-up options available to the opponent after landing Wingless Airplane: normal recovery or delayed recovery. They can't recover backwards after WA; the same as any throw or command grab in the game. If you're missing a meaty, it's simply that you're missing the meaty timing. Dash > st.MP after landing WA will hit the opponent in the air and simply reset them if they reversal backdash. The go-to meaty would be st.LK or st.LP, which beats it cleanly. st.MP does work against a wake-up 3f, though, if you call that out. Same for a Dash > command grab.

Never use st.HP as a meaty. It is -6, and there is no good hit confirm from it.

2. Well, can't say much about this one except for seeing the situations you're in myself. If you get punished by trying a dash command grab every time, then you're not properly gauging situations. This option is used when the opponent is very much on guard, because you've managed to scare them enough by properly applying footsies, and also being patient enough that they wouldn't expect it at that moment. You can't just always go for a cross-up j.LK at a certain distance; sometimes you should just walk and throw out st.MK at good distances and moments where it'll hit them or where they'll block it but won't leave you on too much of a defensive. Throwing out uncharged HK is also a footsie tool that will avoid lows and can CC.

3. The most important things to know when playing Mika:
  • Patience is essential. She doesn't have the tools or the properties (e.g. health) to get away with being impatient anymore.
  • st.MP linking into EX Peach as a footsie tool. You have something like 4 frames to confirm this so it's relatively easy, and it's extremely important for damage, corner carry and pressure.
  • st.MP > HP Peach buffer. st.MP is the main footsie tool because it has decent range for her and good recovery so it's hard to whiff punish. You have to empty cancel into HP Peach at neutral when you throw it out, in case it hits so it can cancel into it.
There's a bunch else, of course, but those 3 are essential.



My Mika is Level 74. Like I've said before, I play several characters; that header doesn't really matter. My Balrog is level 60-something, my Guile is level 50-something, my Birdie is almost level 40, and even Laura and Nash are level 30. My player level is 558.

Thanks for the tips Flux. I appreciate it. With point 1 though I was having issues following up after flying peach.

I remember forcing my self to be more patient in some of my later matches and having more success. Waiting till the really didnt know what I would follow up with. I think Im prograssing reasonably with her but as always I have plenty to learn still.
 

FluxWaveZ

Member
Thanks for the tips Flux. I appreciate it. With point 1 though I was having issues following up after flying peach.

Flying Peach requires other forms of meaty setups that are not the same as the ones for Wingless Airplane, because your frame advantage isn't the same when you dash on a recovering opponent, and also because they can back recover, which they can't from WA. Dash > f.MK is a good meaty for a back recovering opponent from that, which you can follow with her target combo. st.MP or command grab on normal recovery, beating out 3f buttons.
 
Depends on rematches and if you're searching for matches in training mode where there's an extra 15 seconds of loading or not.

If we go by 2 matches on average in a row and 80s of loading in and out, it's 167 hours.
Considering how bad loading times were early in season 1 that is probably a conservative estimate you've got there.
 

mbpm1

Member
Depends on rematches and if you're searching for matches in training mode where there's an extra 15 seconds of loading or not.

If we go by 2 matches on average in a row and 80s of loading in and out, it's 167 hours.

Loading times sound like good times to pick up a hobby
 

Grifter

Member
If someone else in my house wants to grind on my PC copy, can they make another CFN somehow?

Ucchedavāda;228996226 said:
Only the last 100 matches are stored on CFN, so that is all the website has to go by when you first register your account. But after you've registered, it'll update check your profile once a day and collect new matches.

That'd explain it. Cheers.
 
Flying Peach requires other forms of meaty setups that are not the same as the ones for Wingless Airplane, because your frame advantage isn't the same when you dash on a recovering opponent, and also because they can back recover, which they can't from WA. Dash > f.MK is a good meaty for a back recovering opponent from that, which you can follow with her target combo. st.MP or command grab on normal recovery, beating out 3f buttons.

Awesome thanks. Didnt realise MK on counter comboes into LK (I think thats what ya saying). I can use that certainly.
 

FluxWaveZ

Member
Awesome thanks. Didnt realise MK on counter comboes into LK (I think thats what ya saying). I can use that certainly.

Not just counter. If they do anything after a back recovery in that sequence, you can combo into st.LK without it being a CH. It's a meaty st.MK, so instead of being -3 you're at 0. That kind of change in frame advantage happens with many meaty buttons.
 
Not just counter. If they do anything after a back recovery in that sequence, you can combo into st.LK without it being a CH. It's a meaty st.MK, so instead of being -3 you're at 0. That kind of change in frame advantage happens with many meaty buttons.

And its stuff like that that shows how little I really know about this game.

Great stuff
 

Pompadour

Member
Who would think being upfront about this stuff makes the community happy.

Being upfront about a game's issues doesn't mean anything if you don't fix them. Ono can talk once a week about how embarrassed he is with the servers and how he wants to improve them but people would rightfully give him shit if he didn't produce results.

That's probably why Capcom stopped communicating with the fanbase directly. They realized there was no fix on the horizon so radio silence was the least painful way to handle it.
 
If someone else in my house wants to grind on my PC copy, can they make another CFN somehow?
CFN is tied to steam ID, so you'd have to share your library with them so they can access the game on their own account. This means having them log in on your pc once, and then you authorise their account in your steam family settings.
 

FluxWaveZ

Member
GGs, Producer. I always have a tough time with Birdie, eventually needing to rely on V-Trigger to bring it all back. I think I need to be relying more on Bullhorn than I do, but it can be tough to react. I also tend to try cr.HP too much as an AA instead of cr.MP, but the latter doesn't have enough horizontal range, so sometimes the only thing I can do is nothing if they're jumping at a certain angle, and that's tough. Hm.

I like our matches, you force me to be patient in ways I usually don't have to be, relying way more on conventional footsies and such. It makes me improve that aspect of my play, which is nice. In the corner, you were relying too much on trying to counter my drop kick reset, but I called it out everytime except for the first because I figured out you were too eager to. Should have tried to just do nothing when you saw I was waiting for your jump after the second time it happened.

Also, you started neutral jumping a lot more, so I couldn't get away with drop kicking as often as I was before. That was interesting. I made my own adjustments too, though...
 

Grifter

Member
CFN is tied to steam ID, so you'd have to share your library with them so they can access the game on their own account. This means having them log in on your pc once, and then you authorise their account in your steam family settings.

Thanks, didn't realize that was possible.
 

Producer

Member
GGs, Producer. I always have a tough time with Birdie, eventually needing to rely on V-Trigger to bring it all back. I think I need to be relying more on Bullhorn than I do, but it can be tough to react. I also tend to try cr.HP too much as an AA instead of cr.MP, but the latter doesn't have enough horizontal range, so sometimes the only thing I can do is nothing if they're jumping at a certain angle, and that's tough. Hm.

I like our matches, you force me to be patient in ways I usually don't have to be, relying way more on conventional footsies and such. It makes me improve that aspect of my play, which is nice. In the corner, you were relying too much on trying to counter my drop kick reset, but I called it out everytime except for the first because I figured out you were too eager to. Should have tried to just do nothing when you saw I was waiting for your jump after the second time it happened.

Also, you started neutral jumping a lot more, so I couldn't get away with drop kicking as often as I was before. That was interesting. I made my own adjustments too, though...

GGs man. Yeah i noticed that with Birdie, seems he has a tough time and has to go all in often, i was definately more comfortable jumping in on him and not ever too afraid to do air legs.

Also noticed i was jumping to much in the corner but i hate feeling like a sitting duck, so many things i can get hit by, command throw, meaty, shimmy etc i just feel helpless and go with the jump. Definately need to work on that. Seems like you got the hang of S2 Mika though, solid neutral game, mixups etc.
 
If SFV has a big announcement on stream tonight it would make sense that Tekken didn't want to drop release date news on the same stream.

Here's hoping.
 

don't be so hard on yourself, you're not a bad player.
There's 2 things I've noticed in all the videos you've posted so far:
1. confirms, you don't seem to look out for them.
you either hit a button and hit your opponent, but without follow up, or you go on auto pilot with a full combo even if it's blocked which leaves you negative.

2. you don't condition your opponent so you can go for certain setups; juri has an insanely good dash up throw and overhead distance, you should really use them to make your opponent fear those options, then mix it up for the CC punish.

5 pages until OT7 :O

It might be a bit later depending on when we reach 400 pages >_>.
 
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