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 |
|
|
R. Mika | |
---|---|
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
Normals
Ground Normals
- Standing Jab:
Damage | 6 | |
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 | |
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 | |
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 | |
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. Quick situational poke at certain ranges where her other pokes would whiff on crouchers, but not much reward.
- Standing Forward:
Damage | 12 | |
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 | |
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 | |
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 | |
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 | |
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 | |
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 | |
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 | |
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 | |
Stun | 2 | |
Meter on whiff/hit | 0/1 | |
Frame Count | 6/6/4 |
- Quick air-to-air
- Diagonal Jump Jab:
Damage | 8 | |
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 | |
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 | | |
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 | |
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 | |
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 | |
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 | |
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 | |
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 | |
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 | |
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: +
Damage | 11 | |
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 +
Damage | 6 | |
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 +
Damage | 17 | |
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 invulnerableLevel 2 SBS: 18 framesLevel 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)
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 makes her strike/throw game much more threatening. Stronger option in some match-ups due to how much more dangerous it makes her sobat.
V-Ism
Recommended
Easy VC with good damage. Counter activate is great for her as she otherwise has trouble escaping 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.
A-ISM combos
Load video
YouTube
YouTube might collect personal data. Privacy Policy
V-ISM combos
Load video
YouTube
YouTube might collect personal data. Privacy Policy
Advanced Strategy
Match-ups
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
Street Fighter Alpha 3 | |
General | |
Controls Notation HUD Glossary System FAQ | |
Characters | |
Adon Akuma Balrog Birdie Blanka Cammy Charlie Chun-Li Cody Dan Dhalsim E. Honda Gen Guy Juli Juni Karin Ken M. Bison Rolento Rose Ryu Sagat Sakura Sodom Vega Zangief | |
Home/Handheld Exclusive | |
Dee Jay Eagle Evil Ryu Fei Long Guile Ingrid Maki T. Hawk Yun |