Street Fighter Alpha 3/R. Mika (2025)

Overview

Combos Matchups Strategy

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).

ProsCons
  • 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

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:
Damage6
Stun2
Chain CancelNo
Special CancelYes
Super CancelYes
Meter on whiff/hit0/1
Frame Count6/3/7
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
Damage14
Stun13/4
Chain CancelNo
Special CancelYes(first hitbox on V-ism)
Super CancelYes(first hitbox)
Meter on whiff/hit1/3(A)4(XV)
Frame Count8/10/13
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:
Damage18
Stun8
Chain CancelNo
Special CancelNo
Super CancelNo
Meter on whiff/hit1/4(A)6(XV)
Frame Count18/4/11
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:
Damage6
Stun2
Chain CancelNo
Special CancelYes
Super CancelYes
Meter on whiff/hit0/1
Frame Count6/3/5
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:
Damage12
Stun4
Chain CancelNo
Special CancelNo
Super CancelNo
Meter on whiff/hit1/3(A)4(XV)
Frame Count10/4/14
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:
Damage16
Stun8
Chain CancelNo
Special CancelNo
Super CancelNo
Meter on whiff/hit1/4(A)6(XV)
Frame Count11/2/25
Block Stun-4
Hit Stun/Counter HitLaunch/Launch
  • Note: Low crush from frames 7 to 16
  • Is a low crush, but tends to whiff on crouchers.
  • Crouching Jab:
Damage5
Stun1
Chain CancelYes
Special CancelYes
Super CancelYes
Meter on whiff/hit0/1
Frame Count6/4/8
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:
Damage13
Stun4
Chain CancelNo
Special CancelNo
Super CancelNo
Meter on whiff/hit1/3(A)4(XV)
Frame Count6/1/22(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:
Damage16
Stun8
Chain CancelNo
Special CancelYes
Super CancelYes
Meter on whiff/hit1/4(A)6(XV)
Frame Count11/18/19
Block Stun+2
Hit Stun/Counter HitLaunch/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:
Damage4
Stun2
Chain CancelNo
Special CancelYes
Super CancelYes
Meter on whiff/hit0/1
Frame Count6/4/15
Block Stun-2
Hit Stun/Counter Hit-1/+3
  • Longest reaching light. Often used to end light chains.
  • Crouching Forward:
Damage11
Stun4
Chain CancelNo
Special CancelNo
Super CancelNo
Meter on whiff/hit2/3(A)4(XV)
Frame Count7/1/20
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:
Damage15
Stun8
Chain CancelNo
Special CancelNo
Super CancelNo
Meter on whiff/hit2/4(A)6(XV)
Frame Count7/6/27
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:
Damage8
Stun2
Meter on whiff/hit0/1
Frame Count6/6/4
  • Quick air-to-air
  • Diagonal Jump Jab:
Damage8
Stun2
Meter on whiff/hit0/1
Frame Count7/6/8
  • Not particularly useful compared to her other jump-ins
  • Neutral Jump Strong:
Damage13
Stun4
Meter on whiff/hit1/3(A)4(XV)
Frame Count7/6/8
  • Hits more upwards than it looks
  • Diagonal Jump Strong:
Damage13|
Stun4
Meter on whiff/hit1/3(A)4(XV)
Frame Count6/6/8
  • Solid priority, useful for when j.hp or j.hk would lose to an anti air for being too slow.
  • Neutral Jump Fierce:
Damage17
Stun8
Meter on whiff/hit1/4(A)6(XV)
Frame Count8/6/10
  • Solid air-to-air but somewhat slow.
  • Diagonal Jump Fierce:
Damage17
Stun8
Meter on whiff/hit1/4(A)6(XV)
Frame Count8/6/8
  • Best jump-in in terms of hitbox, but not very good horizontal range. Great at stuffing most anti airs however.
  • Neutral/Diagonal Jump Short:
Damage6
Stun2
Meter on whiff/hit0/1
Frame Count5/8/10
  • Great counter hit fisher. Blazing fast at 5 frames so you can win a lot of scrambles with it.
  • Neutral Jump Forward:
Damage11
Stun4
Meter on whiff/hit1/3(A)4(XV)
Frame Count7/4/11
  • Really good horizontal hitbox, which is otherwise a weak spot for her jumping attacks
  • Diagonal Jump Forward:
Damage11
Stun3
Meter on whiff/hit1/3(A)4(XV)
Frame Count7/4/8
  • Same uses as Neutral Jumping Forward
  • Neutral Jump Roundhouse:
Damage17
Stun8
Meter on whiff/hit1/4(A)6(XV)
Frame Count9/4/20
  • Very good horizontal priority but comes out really slowly compared to her other options, sadly.
  • Diagonal Jump Roundhouse:
Damage17
Stun8
Meter on whiff/hit1/4(A)6(XV)
Frame Count9/4/12
  • 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: +
Damage11
Stun4
Chain CancelNo
Special CancelYes
Super CancelYes
Meter on whiff/hit1/3(A)4(XV)
Frame Count13/4/14
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 +
Damage6
Stun2
Meter on whiff/hit0/1
Frame Count6/3/11
  • Okay-ish jump-in, but overlaps a bit with j.lp, and doesnt have that good of a priority.
  • Flying Body Press: Jumping +
Damage17
Stun8
Meter on whiff/hit1/4(A)6(V)
Frame Count8/8/9
  • 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

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V-ISM combos

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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
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FAQ

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Sagat

Sakura

Sodom

Vega

Zangief

Home/Handheld Exclusive

Dee Jay

Eagle

Evil Ryu

Fei Long

Guile

Ingrid

Maki

T. Hawk

Yun

Street Fighter Alpha 3/R. Mika (2025)

References

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