Street Fighter V

Street Fighter V SFV R. Mika Guide Tech Box

Info

StrengthsExtremely strong corner pressureHigh damage outputGreat comeback potentialVery fast for a grappler
WeaknessesWeak neutral & mid-screen gameVery low health for a grappler
DescriptionMika is primarily a grappling character, whose main weapons are prioritised command grabs. Unlike most grapplers in the Street Fighter series (and fighting games in general), who are slow and heavy, R. Mika is fast and agile.
Name: Mika NanakawaStyle:  Pro-Wrestling
Health: 950 Stun: 1000

ShortMoveVersionVariants
LPPShooting PeachLightMPP, HPP, EXP
M WAWingless AirplaneMediumL WA, H WA, EX WA
HTRainbow TyphoonHeavyLT, MT, EXT
EXBBrimstoneEXLB, MB, HB
CGCommand GrabTyph+Brim
CACritical Art | Super

TCTarget Combo
j.TC
st.HKst.HKChargedst.HK (Uncharged)
f+IWIrish WhipForwardb+IW
b+VTTap   | V-Trigger 1Backb+VT, n+VT
n+VTHold | V-Trigger 1Neutralb+VT, f+VT
VT2aTap   | V-Trigger 21st Activation
VT2bHold | V-Trigger 22nd Activation

Credits:

Status

PatchInfoFrame DataCombosSetupsPressureFrame KillsReversalsPunishes
5.0050%0%0%0%0%0%0%0/39


Live: Google Docs

PDF: Download

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InfoGameplanNeutralV-TriggerFrame DataNormalsCmd NormalsCmd GrabsSpecialsV-SystemCombosStandardV-TriggerV-Trigger IIStyle CombosSetupsEarly Resets & OSNadeshiko SetupsRope Throw ResetsV-Trigger IISetup CompendiumPressureEffective PressureTick ThrowsFramekills & OkiMid screenCornerReversalsNormalsInvincibleMatch-upsPunishesNotesMatch-upsCharacterPunishNotesCharacterPunishNotesAbigailLinkLinkM. BisonLinkLinkAkumaLinkLinkMenatLinkLinkAlexLinkLinkNashLinkLinkBalrogLinkLinkNecalliLinkLinkBirdieLinkLinkPoisonLinkLinkBlankaLinkLinkR. MikaLinkLinkCammyLinkLinkRashidLinkLinkChun-LiLinkLinkRyuLinkLinkCodyLinkLinkSagatLinkLinkDhalsimLinkLinkSakuraLinkLinkEdLinkLinkSethLinkLinkFalkeLinkLinkUrienLinkLinkF.A.N.GLinkLinkVegaLinkLinkGLinkLinkZangiefLinkLinkGillLinkLinkZeku (O)LinkLinkGuileLinkLinkZeku (Y)LinkLinkE. HondaLinkLink


IbukiLinkLink


JuriLinkLink


KageLinkLink


KarinLinkLink


KenLinkLink


KolinLinkLink


LauraLinkLink


LuciaLinkLink



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Reviews

“Because of the tech box, I made it to Diamond.”
– Nagui

“It’s honestly, by far the best guide I’ve seen.”– Nyaanyaa Mewmew

“Yeah this document helps out a lot, for real.”
– CowAndLady

“I’ll totally make this look cool!”– Rainbow Mika

Thinking isn’t going to get us anywhere!– Bonnie Gordon

Gameplan

S2 Mika:The Thing about the Sim match up is that out of the corner it’s 9-1 sim, but once you have him cornered it’s 9-1 Mika, so it kinda balances out

  • Luffy: (Paraphrased)

S2 Mika:I believe in R.Mika, she has good offense, especially in the corner, once I corner the opponent, whichever the character, I’d be able to beat them

  • Fuudo (Translated)

R. Mika’s entire gameplan revolves around cornering the opponent, once there, her pressure can be relentless. However in most cases Mika must sacrifice damage or Oki for better corner carry. For example, where Zangief’s SPD does 220 damage and maintains pressure on wakeup anywhere on screen R. Mika players must choose between one of two command grabs.

Rainbow Typhoon

160-180 Damage (240 EX)Long active rangeNo wakeup pressure (Unless re-cornering, EX less so)

Commonly referred to as Big Swing

Brimstone

140 Damage (180 EX)Short active rangeMaintains wakeup pressure (EX moreso)Maintains great wakeup advantage in corner

Of course it’s easier to land a Typhoon than a Brimstone but where Zangief can potentially end a game with 3 SPD’s, R. Mika won’t likely be doing the same with 8 Brimstones. However once in the corner, the opponent must deal with multiple guesses one after the other frequently, followed by more guesses on success of the previous guesses. If this game were Corner Fighter 5 I don’t doubt that Mika would be beyond god tier, sadly, the Neutral exists.

Neutral

Zoning & Poking

I’ll start off with Mika’s 4 primary tools of entry which are:

Dash

Jump (Including Splash)

Charged Dropkick

Stand MP/EX Peach

She has others of course but they are less consistent. For example Crouch HP (Roll) can also get you in, but you are left at -1 at best on block, with a move that screams to be whiff punished, so the opponent will still generally have the advantage. As a Mika player, you want the opponent to focus on the wrong entry tool. If they think you’ll jump you want to dash or Dropkick, if they start reacting to your dashes you want to jump in with, ideally, j.HP, a strong jumping attack that can even beat some anti airs, like Ken or Ryu’s Crouch HP. If they’re periodically throwing loose buttons to stuff your dashes & also be ready for the jumps then you want to fish with stand MP for a link into EX Peach. If they start punishing or stuffing Dropkicks you want to throw ranged, uncharged/semi charged Dropkicks into your footsies make them more ambiguous. You can of course slowly walk opponents to the corner, however Mika isn’t so much the walking brick wall that Zangief is & she also can’t tank a great deal of damage.

Nevertheless, over time you’re going to end up dealing with people who handle Mika’s ‘Entry’ very well, or even in fact people who force mika into submission with superior buttons, better movement speed & frame advantage against her very weak defence. So relying on the above 4 alone will not help you in the long run. It’s imperative to anyone wishing to get better with this charismatic little salt grinder that they learn at least some form of neutral, irrespective of how gimped it might be.

Spacing of course varies from character to character. But aside from the obvious fact that Mika wants her opponent in the corner, she must make do with the limited tools she has when it comes to playing the neutral. That said, generally they’re not bad, but aside from her light attacks Mika has no other normals that are + on block, (With the exception of Charged Dropkick, bad startup & Lady Mika, no range.) & her pokes are on the stubby side. With good spacing however, her moves can still be quite frustrating and often leave her out of range of retaliation.

If you have an opponent that likes to hover in & out of footsie range, testing you out, then stand MK can make their efforts a real pain. It offers controlled forward movement so it is a very difficult move to whiff punish, It tends to win over most other normal attacks & can be considered one of Mika’s strongest offensive poking tools thanks to the forward movement itself forcing the opponent backwards while giving Mika some form of defensive offence. That said she gets very little off it, whether it hits or not, besides being a nuisance, of course. If you’re close enough however and it hits counterhit, you may be able to link in to stand LP or target combo.

stand MK has its flaws, it has a long start up that doesn’t do anything to keep Mika’s hurtbox back & leaves you very exposed, certainly to quick, beefy mid height attacks (Laura’s/Cammy’s Stand MK) it’s not particularly suitable when you have a very offensive opponent, whom you are actively trying to keep away from, (Ken & Karin for example) then crouch MK Could be considered a defensive poking tool. Her low profile makes it difficult to stuff & it has a very nice range. On top of this, if it hits counter hit & you have the reactions, you can link it to an EX Peach at most distances or buffer Nadeshiko into it when you’re sure it will whiff, for the option of a heavy damage combo or a mid screen mix up. Example (from Set-ups)

Uncharged Dropkick itself is a moderate poking tool, it’s -4 so needs to be spaced well, but, coupled with the fact it can potentially crush counter (For pretty poor CC damage or corner carry) it also has the advantage of making any charged HK’s & future dash-ins more ambiguous to defend against. stand HK is an ideal move to throw out when you have someone at distance throwing their own low risk buttons (EG: Guile/Ken’s cr.MP) usually in an effort to prevent dash entry while keeping their anti airs available. There are certain characters that this simply cannot be done on block however. Ken, Ryu, Ibuki & especially Sakura can get a punish on block from almost all ranges. 

The problem with all of the above is that they all take time. If you commit to any of the above & the opponent jumps, there’s a very good chance you won’t be able to punish it with a suitable AA and will have to deal with the jump in. crouch LK would generally be considered Mika’s lowest risk zoning attack. It’s fast, has good range is actually + for a change, is very unlikely to impede on your ability to anti air & *Gasp* hits low. That said, aside from once again making yourself a nuisance nothing really comes of it… except 20 damage for a hit, VT2 does allow for follow-ups when this is VTC’d, however you are sacrificing a lot for rather meagre returns when you use this tool.

Speaking of hitting low, Mika has severe trouble with walking characters. Blocking high or low is not a mix-up situation that Mika can intimidate people with, she gets a paltry 102 damage from a low hit confirm, and even that must be point blank without having to spend meter. It’s not uncommon to play against opponents who freely walk out of block strings and the more mobile a character is, Vega, Sakura, Ibuki, Akuma, Karin, the more risky command grabs become. She can of course punish people for not crouching, even from some distance with crouch HK, (Or dash > crouch HK for the fastest of the bunch, Ibuki/Sakura/Vega) but this is a very big gamble for very little reward, her sweep on the whole, outside of being painfully slow, has a variable wakeup advantage giving Mika no consistency in her pressure afterwards, often a back recovery will get them back out of trouble. That said if you succeed in hitting one it often seems to work in keeping the opponent more stationary. Getting hit by a raw sweep is a punish they failed to capitalise on, so they often like to wait for the next one and give you what you wanted from the beginning, a less mobile opponent. (And a crouching Vega is a sad, sad thing to see) But it is a very dangerous thing to throw out often. Though, with practice, you can use this more liberally when you have a full VT bar and cancel only when it is blocked.

Mika’s strongest neutral tool is most certainly her stand MP, it is very fast & near impossible to punish, doesn’t impede on anti airing a great deal. tends to win out on a lot of moves, good for catching dashes from out of range, good for Mika to dash up from far range to stuff the opponent trying to close some ground themselves & also good for Mika to buffer HP Peach into the animation in situations where it will either hit or miss. (Which can also be done with Stand HP for a more risk but better range option) A successful hit from almost any range with stand MP is a guaranteed EX Peach follow up. If there was ever a fundamental to learn with Mika, without a doubt confirming a standalone stand MP hit & linking into EX Peach is one of them. The main drawback to this is that it requires meter, without which, Mika’s neutral suffers greatly.

Stand HP is not bad, it certainly serves its purpose. Though it’s -6 it’s quite difficult to react & punish it, its 3 active frames are chunky & stuff a huge amount of moves. Its ideal usage is to throw it out with a buffered MP Peach in the animation at a distance where you can be sure it won’t hit. It’s also an ideal go to move to use after a throw tech reset as if the opponent does nothing the move will miss. Another advantage with this move is, if you react fast enough, you can react to the hit or block with MP Peach, EX peach or CA, but it’s not the easiest of confirms. But, overuse this & you’re liable to be whiff punished, or punished on block. Lastly, this has very good forward range, so is a strong move to use as a whiff punish or counter poke attempt, like Cammy’s stand HP only considerably worse.

Crouch HP serves a lot of functions, but it’s a shadow of what it used to be. It’s active for 6 frames & the hitbox is a wall. If spaced perfectly you can earn yourself -1 on block or +3 on hit (+5 with CH) which means after it’s use on hit, it’s always worthing throwing a few cr.LP out to see if you can confirm into EX Peach. It is heavily whiff punishable though & you pretty much lose you turn against 3 framers. This move shines when Mika has V-Trigger though, opponents have to be very careful with their spacing as this move cancelled into V-Trigger on block is still a very scary prospect & very hard to avoid. See Nadeshiko Setups

tl;dr:

Stand MPPrimary fishing tool, particularly looking to convert a hit into EX Peach as a means of entry, can also Buffer HP Peach at close ranges where the opponent may walk into the hit.
Crouch LKSafest defensive option, very fast, good range, very little reward.
Crouch MKIdeal defensive poke, good range, can be buffered with Nadeshiko when opponent may walk into it, can sometimes convert into EX Peach on counterhit keeps her hitbox low & hard for opponents to beat
Stand MKIdeal offensive poke, often beats counter pokes, moves forward, forcing the opponent back, has airborne frames making it harder to get a strong punish when stuffing it.
Stand HKPrimarily used in the neutral from distance to make ground entry more viable, has airborne frames, can crush long distance attacks, has good priority when striking but has a long startup time & is unsafe on block so needs to be spaced well.
Crouch HKSituational & very dangerous option to punish mobile players, offers very little reward if successful but heavily punishable if unsuccessful, can be punished even at max range but Mika has no strong offensive lows.
Stand HPSituational normal, used while buffering HP Peach as a high priority neutral poke, whiff punishable & -6 on block, though fairly hard to punish, can react during hit/block stun & confirm into MP Peach. Strong option for whiff punishing slow moves.
Crouch HPHas huge priority, heavily whiff punishable. Strong move to cancel into Nadeshiko, very hard for opponents to deal with. -2 on hit up close, -1 at best on block. Not a viable entry tool but good to cover ground.

Anti Airs

It would be fair to say that Mika generally has very good anti air options. Her crouch MP is debatably one of the best in the game and deals with standard jump ins very cleanly from most angles, you really don’t need to worry or learn about the specific jump in attacks, besides dive kicks or other arc altering moves, that people have that are good against anti airs because it will beat most all of them, it also has quite a lot of landing recovery for the opponent giving Mika time to get her options ready when they land from the reset. With movement before hand, it can also be used to deal with cross up attempts & high jump ins, though consideration needs to be taken when doing so. 

She has other options, stand HP is quite a strong anti air for standard jump ins, and is also good at stuffing particular airborne special attacks from range. (Nash’s Air Scythe) But it is slow & arcs upwards so not all frames of the attack would be considered anti air worthy. Crouch MK is a decent anti air to use when you may feel Crouch MP is a bit too much of a gamble, for example close-range neutral jumps from the opponent ‘can’ be anti-aired with crouch MP if they throw out an attack, but if they don’t then there is a risk they may hurt you on landing. Crouch MK will generally avoid this & still stuff the neutral jump without Mika having to commit to a dangerous situation, thanks to her low profile during the attack.

For raw damage Lady Mika is quite a considerable anti air. It has a high hitbox, causes a knockdown which allows for follow up Wingless/EX Peach & does good damage. But it is severely hampered by its 10 frame startup & Mika’s hurtbox does nothing to avoid getting hit by the jump in so it needs to be done well in time, it’s considerably more difficult to use as an effective anti air & with Crouch MP being so much easier to utilize it’s often disregarded. 

You would of course believe that Wingless airplane, an anti air by design, would be her best anti air, unfortunately that’s not the case. It greatly suffers from its lack of typical anti air benefits like invincibility against airborne attacks, fast start up or long active frames & is prone to trading, with no damage being awarded on a trade. That said, LK version is not entirely useless. The arc is high, allowing it to stuff higher overhead jumps, it becomes active at frame 5 & on hit leads to decent Oki. On the downside the side switch can be a problem, with corner carry being important to Mika swapping sides can be a double edged sword. 

EX Wingless is, however, a fantastic anti air. It’s invincible from frame 5, active for a considerable amount of time, very fast & travels very far & unlike most other anti-airs, hitting range doesn’t affect the damage or wake up pressure it provides, making it an ideal punish to jump-ins from even long range. High priority air attacks & even distanced neutral jumps, often used as a deterrent to Mika’s Charged HK, & can even be used to chase down evasive back jumps when chased down with a dash, on a read. Once again the side-switch can be a problem.

As a final option to her arsenal of anti airs is EX Peach, while it doesn’t do as much damage or offer the strong Oki EX Wingless provides, it is an ideal punish to close neutral jumps & maintains corner carry, which is often more important to Mika than the damage EX Wingless might provide. As a bonus with armour on frame 3, active on frame 5 & fast forward movement makes it a very reliable punish.

tl;dr 

Crouch MPThe ‘Go To’ anti air, handles all manner of jump-ins & close range neutral jumps very well, always keep this move in mind when performing a normal throw. (People like to neutral jump against Mika). Can also be used to beat forward jumps to avoid throws. (That cross up at distance) Mika gets good reset pressure after hit.
Stand LPHer best anti-cross up option, but still not great, walk in the opposite direction before throwing it out to increase its suitability. Can deal with normal jump ins but it can be risky to do so, can lose to a lot of the characters with strong jump in attacks. Has the potential for cross unders on hit.
Crouch MKReasonably good, situational anti air. A safe option to beat close range neutral jumps in the neutral. Can low profile some high attacks. Can also low profile jump ins (Though not consistently)
Stand HPSituational anti air, suitable for stuffing jump attacks from normal jump in range. Also useful for stuffing Nash’s Air Scythe
Lady MikaPowerful punish anti air but very hard to utilize, can potentially crush counter for V gauge but on hit can guarantee a free Wingless. Has a higher hit box than Crouch MP so can potentially stuff higher arcing jump ins.
L WAOK anti air with good damage & strong Oki pressure, liable to trade unless used early due to no invincibility. Trade does 0 damage to opponent. Can be used to stuff higher arcing jumps than Crouch MP can manage. Side switches so may not be your ideal option when near corner.
EX WASolid Anti air that can punish Neutral jumps from range. (For example if they start trying to avoid Charged HK by Neutral jumping mid screen) Invincibile on Frame 5. Will not beat meaty jump ins. Side switches, so may not be in your best interest to punish jumps in the corner.

Ticking, Shimmying & Command Grabs

The big question with Mika is how do you ensure your command grabs work, it’s tough to answer. The philosophy behind how liberal you are with command grabs is heavily varied even among high level players. (Just look at Fuudo, Du & Luffy, 3 different sides of the same… Coin?) So me telling you the ideal way to use them is kind of silly. You must remember this at all times though.

If you perform a command grab you can never hit one where the opponent can’t neutral jump & punish you for more damage.

That is outside of Nadeshiko setups & punishes mind. It’s important to look at what people do during your pressure & knockdowns & doing your best to learn from it. Also it’s ideal if you mentally keep track of how often you have pressured them with attacks as opposed to command grabs. & ideally this needs to be mentally checked with every wakeup situation you force them in, be it after Peach, EX Peach, Wingless, Brimstone, Sweep, AA’s etc. It’s hard for opponents to have a ‘go to’ for every knockdown you perform. It’s easy for them to be ready with what they want to do after a brimstone because the animation isn’t confusing & lasts long enough for them to gather their senses, Wingless isn’t much different, even though it side switches. EX Wingless is a quirky exception because when it hits a lot of motion occurs & that coupled with the side switch & its speed leaves opponent a bit less prepared on top of the fact it tends to hit the opponent when they don’t expect it.

For command grabs in the neutral you need to really look at what they do in the neutral. The most common neutral CG would be ‘Dash > CG’ (LK/EX Brimstone, EX/LP Big Swing for damage) but once again, you need to realise when this is viable. Mobile opponents may avoid it simply by being mobile & not even being ready for it. It’s a tough thing to go for when they like to jump as well, & it’s worth practicing only committing to the command grab after the dash & not before, but this is surprisingly quite hard to do. It’s also not ideal when they are on the offence, spacing is always erratic & ensuring you’ll hit with a dash first just takes too long.

They’re not entirely useless during your opponent’s pressure, you can pseudo-option select a command grab on your wakeup when cornered to beat shimmies & block meaties by executing the half circle motion during your wakeup & time the Typhoon with the blockstun you ‘expect’ to be in while holding back. (Good for Shimmy heavy opponents like Karin & Cammy) Sadly you can’t add a tech into this so it doesn’t beat throws. It’s not bad when you’re trying to interrupt pressure with cr.LP as it’s an unexpected time to be hit by one midway through their pressure, but that comes with the risks of interrupting pressure to begin with.

Mika’s normal throws are very poor. While forward throw does well above the average damage & stun it leaves Mika too far away for any follow up. Crouch throw leaves Mika very + but she has no answer to backdash at all outside of very hard & very dangerous reads with HP or EX peach. Crouch throw when the opponent  is cornered is reasonable but offers no auto set up outside of a meaty stand HK (-3/+3) but that offers little reward, save for perhaps goading an opponent into retaliating on block thinking they can punish (like Ken, Ryu, Sakura etc) Back throw also has no oki, except when used to recorner, in which it offers oki comparable to Typhoon (when used as a recorner) All in all, taking the throw against Mika shouldn’t be a problem 

Lastly, training your opponent is equally important. If you hinge on similar setups for command grabs you become easily readable. Varying like for like mix ups is very important. Say, for example, after peach hits you like to close ground & pressure with stand lk (usually into cr.LK > cr.LP & confirm into EX Peach) & you’ve used this alot. You’ve then trained your opponent to start blocking low during this string & it will make a command grab more viable. 

Mikas range on the light & EX versions of her command grabs are all better than standard throw range, so she can end block strings into command grabs & maintain pressure from greater distances. See Tick throws This can be made better with some strong tech known as micro walking. Effectively what you do is after your last blocked attack you input the motion for the command grab then walk forward for a few frames before executing. This does take some skill but this gives Mika some great benefits. After a blocked Lady Mika in the corner, unless you’re opponent is close to stun they’re often happy to just block because EX Typhoon would reset pressure & it’s not in Mika’s interest to use it. But with Micro walking you can confirm the block into EX Brimstone (LK Brimstone works too, but it’s a lot harder) also using it you can attack with two attacks & hit or block the micro walk will ensure you’ll still be in range for EX Brimstone. That said this all still comes with the risk of performing a command grab to begin with & also has the liability of possibly being stuffed by fast counterpokes. (As micro walking is very rarely frame tight)

Shimmying with Mika is dubious, for one the odds are against you, people generally don’t tech against Mika & people like to jump on her wakeup. It’s also incredibly difficult to ‘choose’ to shimmy & react to a wakeup jump at the same time it’s also more difficult, quite galling in fact, to choose to give up pressure for a read & watch the opponent to walk away safely. She doesn’t have any auto shimmy spacing moves either aside from charged HK, which people learn early to not worry about the normal throw. But it is a viable option. Throw someone enough & they will learn to tech against you. Common Shimmy set ups are these. (All knockdowns VS Quickrise)

Charged Dropkick  > stand still (auto shimmy, your throw will still reach)

Mid screen | Brimstone > Dash > Walk Back (Will not work in corner)

Everywhere close range | jab/short > Walk back a little

& Mika’s punish options are these

st.MP > EX Peach

  • Safe, easy to commit too, fast startup can potentially anti air in corner after the st.MP
  • Low damage for what is a pretty strong read & requires meter.

st.HP > HP Peach

  • Moderate damage, good range, fairly safe, fairly quick, viable anywhere on screen
  • Won’t be able to AA if you commit to the st.HP before a jump.
  • Punishable, but unlikely to be punished

Rope Throw

  • Can lead to huge damage in the corner. 
  • Most unsafe, will be forced to block the jump in if you commit
  • Punishable if they block the clap
  • Slowest start up

So the above would have you believe that in the corner you should be clapping like a seal during your shimmy, but if they jump (Which they bloody well may), you can lose your corner pressure pretty sharpish. It also takes a lot of work to get the opponent to respect your normal throw. So shimmying with Mika is not the vital tool to learn that it is with, say, Cammy.

V-Trigger

Potential

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So what if Mika doesn’t have neutral! Once that V-bar is full it’s time for her to get on the ground and roll like a trained puppy. Alas, this is true. Mika’s VT is a clear bypass of neutral, it allows her to win games. It allows her to gain entry into seemingly impenetrable walls of defence. After all, Crouch HP itself is a forward moving wall of a hitbox & when cancelled in to VT she’s +5 on block and the mix up commences. Anyone who isn’t ready for this, and even often when they are they’ll have to be ready for potential left or right mix ups anywhere on the screen, option selects to beat V reversal, block string lows that allow strong follow ups that are used to beat mashed DP’s or people trying to walk out of trouble… And that’s just on block!

It’s easy to see why many consider it one of the best VT’s in the game. And why not, even when used randomly in neutral from full-screen you’ll have the opponent shook. They know Nadeshiko is coming and anything you do they’re going to sit there like a docile little kitten and take it. This isn’t exactly true, but then, nor is it true that Mika’s VT is among the best in the game. It’s actually quite middling. It gets overdramatized because the moment of the VT is very intense, but that’s all it is, a small moment and at the end of the day if all Mika gets from her VTC is a command grab then she’s getting a raw deal. Take Laura as a good example. Almost anything cancelled in to her VT offers her a frame trap/command grab/overhead mix up on block and if you manage to avoid that you still have to deal with the fact she’s now going to be souped up for the next 30 seconds. Avoid Mika’s mix up and that’s it.

Application

Let’s not downplay though. Middle of the road is still pretty good. It’s still enough to win games. But Mika certainly doesn’t rely on VT to win games. She can without doubt win without it. It’s important for Mika players to understand their options at any given time when they apply her VT as it’s very very easy to waste. Setups have been thoroughly researched and there’s many that can be applied on hit or on block when near the corner, after rope throw in & out of the corner, on CC sweep, for fireball punishes, wake up activation punishes, buffered button combo extensions, neutral activation setups to goad reactions or to eke out that scratch health the opponent has. Learning and getting comfortable with V trigger options at any given time is fundamental to improving as a Mika player. There’s many examples of application in the techbox, however it’s not realistic that all are listed here, so the onus will inevitably fall on you to look for them, or, better yet, create them.

If you’re a new player I would concentrate on VT1 first of all and would recommend looking for some key V trigger setups & work on applying them rigorously in to your game. Look for one that you can do from a roll mid screen and in which the follow ups vary on hit and on block to get you into the habit of actively looking for the confirm and adjust accordingly. A good place to start is to find a single setup and option for these situations (they don’t have to be complicated, a simple left right is still a mix up, even without mika flying all over the screen).you can work on adding more to your game when you get comfortable. 

cr.HP xx VTC – On hit or block, Mid screen and when Mika is cornered

Corner Rope Throw – this usually gets cancelled into during a Lady Mika follow up, or the cr.MP immediately after and often leads to situational set ups and 50/50’s that can deal with a myriad of opponent options or even give Mika multiple chances to hit. 

There was once a time where damage extensions were also important to learn. However since the VTC scaling nerf from season 2 most VT damage extensions actually do less damage, and the ones that do more only add scratch damage. So it’s no longer vital. Nevertheless. Learning one or two setups from the above situations will give you a good foundation to eventually branch into other situational setups.

For a more seasoned Mika player I’d suggest it’s more important to have 1 set up for any given situation than learning a dozen for one, like after cr.HP or Rope Throw. And don’t limit yourself to believing that ‘situation’ means on hit or block from a cancelled move.

There’s situations like this all over the place. Sometimes it’s worth looking to see if Mika’s V-Trigger can offer a meaningful solution to the problem. 

Choosing V-Trigger

It’s almost universally agreed that VT1 is better all round than VT2, the three bar activation overall just isn’t worth it. This isn’t a Mika only thing, look at Ibuki. Ever since she was given a 2 bar VT that basically offers her the same thing that her 3 bar VT offers her, from then on the bombs just don’t get a look in. The reason for this is that the benefits of a 2 bar VT are not to be sniffed at. Especially for a character like Mika who has no meaningful way of building V bar outside of taking damage and also has very poor defence (certain characters are a nightmare for Mika to deal with without resorting to V Reversal to get them off of you). The sacrifice and risk she’s taking waiting for that extra bar is huge. That could be the bar you didn’t build that killed you, that could be the V reversal you didn’t do for for the sake of bar that killed you. 

Not to mention VT1 offers far more control than VT2. It’s easier to predict where you will be and where you’re opponent will be when Nadeshiko appears on screen, you don’t have to adjust when your opponent is backing off & most importantly VT1 has shown time & time again it offers better rewards on block, which is a significant fault in V2. VT2 also can’t be used to punish predictable firebalIs. 

It’s not all bad however. What VT2 lacks from on-block  it more than makes up for in hit confirms. The ‘ideal’ scenarios activations for example (mainly after rope throw in the corner) can be full on  guess for game situations from full health. However these are quite rare activations. Considerably less common than you might think. 

VT2 also has a huge amount happening on screen, which can terrify opponents, the problem with this however is you also lack a lot control yourself. So these situations you kind of have to ‘wing’ your options on the fly & hope it pans out, overall it’s not ideal.

It also turns crouch LK in to a VTC cancel that will link in to EX peach almost any range. The damage is quite poor, but this is still quite a strong tool when you consider how good & safe Mika’s crouch LK is, it also leaves her with better oki than EX peach typically offers & far closer. 

Finally, the quick activation maintains its fast startup even when cancelled, this allows mika to OS or simply command grab fast V reversals, like Zeku’s, and not have her VT wasted on block, which is prone to happening with VT1.

As for the 2nd activation, it sucks!

Summary

VT1

  • Good lockdown of opponent when used in neutral 
  • Exceptional mix up potential in the corner on hit
  • Good Mix ups & options on hit or block mid screen
  • Great situational punish application
  • Good usage in ‘one hit kill’ scenarios
  • 2 bar
  • Struggles against 12 Frame V Reversals on block
  • Single activation, miss your opportunity & it’s all gone
  • Most opponents are more aware of mixup options with this VT as opposed to VT2

VT2

      ++  Exceptional mix up potential mid screen & monstrous in corner. But only on hit.

  • Combos from crouch LK in to EX peach from max range. Good oki after
  • Has options in dealing with fast V-Reversals.
  • Decent situational setups
  • Chaos situation when used in neutral can do well to make the opponent make mistakes

      —   Poor mixup potential on block, anywhere on screen

      —   3 bar VT on a character who struggles to build V-gauge

  • Chaos situation when used in neutral lacks control, loses heavily to back jump.
  • 2nd activation has poor usage on set up extensions & when used in neutral or on knockdowns
  • 2nd activation is a liability to use, has a large window to be punished when opponent is close & is always heavily minus on every cancel that doesn’t knock down, even on hit.

Frame Data

Normals

  • Clicking on any image takes you to a video clip with the hitbox in motion
  • VT2X is based on quick tap activations, when held down the frame advantage is same as VT1
    • 2nd activations(unlisted) are extremely unsafe no matter the normal it is cancelled from
st.LPSTARTUP 4ACTIVE 2RECOVERY 7GUARD LVL HLON HIT 4ON BLOCK 2VT1X HIT 1VT1X BLOCK-1VT2X HIT 5VT2X BLOCK 3

st.MPSTARTUP 5ACTIVE 2RECOVERY 13GUARD LVL HLON HIT 8ON BLOCK-2VT1X HIT 11VT1X BLOCK 1VT2X HIT 15VT2X BLOCK 5

st.HPSTARTUP 7ACTIVE 3RECOVERY 18GUARD LVL HLON HIT 2ON BLOCK-6VT1X HIT 11VT1X BLOCK 6VT2X HIT 15VT2X BLOCK 7

st.LKSTARTUP 4ACTIVE 3RECOVERY 8GUARD LVL HLON HIT 2ON BLOCK 1VT1X HIT 1VT1X BLOCK 0VT2X HIT 5VT2X BLOCK 4
Hurtbox retracts on frame 2
st.MKSTARTUP 8ACTIVE 4RECOVERY 15GUARD LVL HLON HIT 2ON BLOCK-3VT1X HIT-1VT1X BLOCK-6VT2X HIT 3VT2X BLOCK-2
Frame 8-17 crushes lows
st.HKSTARTUP 12ACTIVE 2RECOVERY 20GUARD LVL HLON HIT 2ON BLOCK-4VT1X HIT-2VT1X BLOCK-6VT2X HIT 2VT2X BLOCK-4
Frame 7-12 airborneFrame 3-17 crushes lowsCrush counter: Spinning KD

Crouching

cr.LPSTARTUP 3ACTIVE 2RECOVERY 7GUARD LVL HLON HIT 3ON BLOCK 1VT1X HIT-1VT1X BLOCK-3VT2X HIT 3VT2X BLOCK 1

cr.MPSTARTUP 7ACTIVE 4RECOVERY 16GUARD LVL HON HIT 1ON BLOCK-1VT1X HIT 9VT1X BLOCK 7VT2X HIT 13VT2X BLOCK 11
Cannot hit crouching opp
cr.HPSTARTUP 11ACTIVE 6RECOVERY 17GUARD LVL HLON HIT-2ON BLOCK-6VT1X HIT 9VT1X BLOCK 5VT2X HIT 13VT2X BLOCK 9
3 stages of active hitbox
cr.LKSTARTUP 4ACTIVE 2RECOVERY 8GUARD LVL HLON HIT 3ON BLOCK 1VT1X HIT 1VT1X BLOCK-1VT2X HIT 5VT2X BLOCK 3
Note
cr.MKSTARTUP 7ACTIVE 3RECOVERY 15GUARD LVL HLON HIT 3ON BLOCK-2VT1X HIT 9VT1X BLOCK 4VT2X HIT 13VT2X BLOCK 8
Low profile
cr.HKSTARTUP 12ACTIVE 8RECOVERY 21GUARD LVL LON HIT KDON BLOCK-12VT1X HIT KDVT1X BLOCK 5VT2X HIT KDVT2X BLOCK 9
Frame 9-28 low profileCrush counter: Hard KD

Jumping

j.LPSTARTUP 3ACTIVE 5RECOVERY GUARD LVL HON HIT ON BLOCK 
j.MPSTARTUP 7ACTIVE 5RECOVERY
GUARD LVL HON HIT
ON BLOCK

Juggles on hit
j.HPSTARTUP 8ACTIVE 5RECOVERY
GUARD LVL HON HIT
ON BLOCK

j.LKSTARTUP 4ACTIVE 8RECOVERY
GUARD LVL HON HIT
ON BLOCK

Can cross-up
j.MKSTARTUP 6ACTIVE 5RECOVERY
GUARD LVL HON HIT
ON BLOCK

j.HKSTARTUP 7ACTIVE 7RECOVERY
GUARD LVL HON HIT
ON BLOCK

Cmd Normals

Passion Press (b/f+MP)STARTUP 8ACTIVE 2RECOVERY 20GUARD LVL HLON HIT 0ON BLOCK -8
Target combo into —>
Passion Rope Throw (b/f+MP)STARTUP 6ACTIVE 2RECOVERY 50GUARD LVL HLON HIT KDON BLOCK -28(b)/-40(f)
Opp bounces off corner
Lady Mika (f+HP)STARTUP 10ACTIVE 3RECOVERY 12GUARD LVL HLON HIT KDON BLOCK 3VT1X HIT KDVT1X BLOCK 6VT2X HIT KDVT2X BLOCK 10
Juggles on hitCrush counter: Flip Juggle
Stomp Chop (st.LK~MP)STARTUP 4+4ACTIVE 2RECOVERY 14GUARD LVL HLON HIT 1ON BLOCK-5VT1X HIT 5VT1X BLOCK-1VT2X HIT 9VT2X BLOCK 3

Divebomb (d+MP)STARTUP 16ACTIVE 7RECOVERY 27GUARD LVL HON HIT KDON BLOCK-9
Can cross-up
st.HK (hold)STARTUP 35ACTIVE 1RECOVERY 23GUARD LVL HLON HIT 4ON BLOCK 2VT1X HIT-3VT1X BLOCK-5VT2X HIT 1VT2X BLOCK-1
Frame 23-38 airborneFrame 26-39 lower body & projectile invincibleCrush counter: Spinning

Cmd Grabs

Rainbow Typhoon | BrimstoneEXCritical Art
Typhoon side switchDisables back riseTyphoon side switchBrimstone forces quick riseFrame 1-4 invincibleOpp lands in mid screenDisables back riseGains significant range increase when cornered

Specials

Shooting Peach

L PeachSTARTUP 10ACTIVE 6RECOVERY 25GUARD LVL HLON HIT KDON BLOCK-7
Projectile invincibleFrame 8-24 airborne10F Extra adv on delayed wakeup compared to M+H
M PeachSTARTUP 13ACTIVE 8RECOVERY 25GUARD LVL HLON HIT KDON BLOCK-10
Projectile invincibleFrame 12-28 airborne
H PeachSTARTUP 20ACTIVE 13RECOVERY 17GUARD LVL HLON HIT KDON BLOCK-12
Projectile invincibleFrame 15-35 airborne
EX Peach 1st hitSTARTUP 5ACTIVE 5RECOVERY GUARD LVL HLON HIT KDON BLOCK 
Frame 3-9 full body armorContinues with —>
EX Peach 2nd hitSTARTUP 23ACTIVE 5RECOVERY 18GUARD LVL HLON HIT KDON BLOCK-15


Wingless Airplane

L WinglessSTARTUP 5ACTIVE 5RECOVERY 43GUARD LVLON HIT KD
Cannot grab grounded opponentsAirborne on frame 4Considered as a throw – prevents back rise
M WinglessSTARTUP 7ACTIVE 8RECOVERY 40GUARD LVLON HIT KD
Cannot grab grounded opponentsAirborne on frame 6Considered as a throw – prevents back rise
H WinglessSTARTUP 11ACTIVE 11RECOVERY 37GUARD LVLON HIT KD
Cannot grab grounded opponentsAirborne on frame 9Considered as a throw – prevents back rise
EX WinglessSTARTUP 5ACTIVE 11RECOVERY 37GUARD LVLON HIT KD
Cannot grab grounded opponentsAirborne on frame 4Considered as a throw – prevents back riseFully invincible frames 5-15


V-System

Mic PerformanceSTARTUP 75ACTIVE 25RECOVERY 15GUARD LVL HLON HIT 11ON BLOCK 4
Projectile hitboxRecovers during active framesFrame 5+ armorPowers up next grab 20%**Each bump increases damage and VT gain
Nadeshiko (VT1 Above)STARTUP (T) 1+25STARTUP (H) 1+120ACTIVE 8RECOVERY (T) 6RECOVERY (H) 10GUARD LVL HLON HIT 33ON BLOCK 32
Free juggle state when hitting airborne
Nadeshiko (VT1 Side)STARTUP (T) 1+35STARTUP (H) 1+116ACTIVE 4RECOVERY (T) 6RECOVERY (H) 10GUARD LVL HLON HIT KDON BLOCK 32
Flipping Juggle on hit
Peach GatorSTARTUP 17ACTIVE 2RECOVERY 24GUARD LVL HLON HIT KDON BLOCK-2
+17 Quick Rise Advantage-1 After f.dash+66 Delay Rise Advantage
Steel Chair (VT2 Tap)STARTUP 1+63ACTIVE 25RECOVERY 7GUARD LVL HLON HIT ON BLOCK 
3 hit projectile
Fightin’ Dirty (VT2 Hold)STARTUP 1ACTIVE 28RECOVERY 11GUARD LVL HLON HIT ON BLOCK 
First hit is an attack2nd hit is a 1 hit projectile

Pumped Up!STARTUP 3ACTIVE 10RECOVERY 39GUARD LVL HLON HIT KDON BLOCK 4
Does not work on EX, Projectiles, Low hitting moves, V-reversal+3 Quick rise advantageCounter hit state on recovery40 grey life on successful 

Combos

Standard

Mid ScreenDMGEXNotes
cr.LK > cr.LP xx LPP102 | 253
BnB low hit confirm
st.LP > TC xx HPP167 | 318
Quick punish from close or after a high j.LK jump-in
st.MP > EXP177 | 2801 Standard long range hit confirm
st.MP > IW > f.dash > EXP209 | 3501 Great corner carry
st.MP > st.HP xx HPP221 | 355
Standard BnB punish combo
st.HK > TC xx HPP237 | 398
Dropkick hit confirm
f+HP xx HPP > EXP274 | 4451 Primarily used after a jump-in or st.MP (CH)
st.MP > st.HP xx CA429 | 2353 Standard BnB Punish Combo
Corner
f+HP > cr.MP134 | 240
Walk under opportunity
st.MP > IW > f+HP > cr.MP221 | 355
Standard corner BnB for Oki
st.MP > IW > st.HK > L WA277 | 415
Standard corner BnB for Damage
Air-Air
j.MP > H WA177 | 280
For side switch
j.MP > f+HP xx HPP | EXP*212 | 3551 If hit high enough, EXP can combo (difficult to notice)
j.MP > f+HP > EXP236 | 3951 Use EX WA for more damage and stun
CC Lady Mika (f+HP)
f.dash > cr.HP160 | 300
Fairly ambiguous mid screen mix-up
f.dash > f+HP xx HPP230 | 405
 
st.HK > EX WA288 | 4401 End with EXP for same side (or meterless WA)
Corner
f+HP > cr.MP202 | 370
Walk under opportunity
CC Dropkick Hold (st.HK) (every combo starts with a f.dash)
st.MP > st.HP xx HPP291 | 455
 
f.walk > f+HP xx HPP > EXP332 | 5251 
st.MP > st.HP xx CA447 | 3653 
Corner
st.MP > IW > f+HP > cr.MP285 | 445
For reset
st.MP > IW > f+HP xx HPP301 | 465
+10/+15 after f.dash
st.MP > IW > st.HK > L WA323 | 485
For damage (EX WA for extra damage)
CC Dropkick Tap (st.HK)
MPP180 | 300
cr.HK180 | 300
+4 after dash
st.HP x HPP180 | 300
st.HP will reset & HPP hits meaty, 0 ob
EXP212 | 3401 Long range
Corner
f+HP > cr.MP214 | 370
Can’t be far to max range, may offer walk under
f+HP xx HPP242 | 405
+13/+18 after f.dash

V-Trigger

NormalDMGEXVTNotes
cr.HP xx n+VT > cr.LK > f.dash > st.HP xx HPP239 | 394
N VT fishing hit confirm
st.MP > st.HP xx f+VT > st.HP xx EXP > L WA287 | 5251F High resource punish combo (easy)
st.MP > st.HP xx n+VT > f+MK > st.HP xx CA443 | 4053N Full Resource Punish
Corner
st.MP > IW > f+HP xx n+VT > EXP > EX WA299 | 4452N High resource combo
st.MP > st.HP xx b+VT > EXP > st.HK > EX WA357 | 5252B High resource combo (difficult)
st.MP > st.HP xx n+VT > st.HP > f.micro > st.MP > st.HP xx CA476 | 4603N Full Resource Punish
Air-Air
j.MP > f+HP xx n+VT > st.HK > EXP294 | 4501N Use EX WA for more damage and stun
CC Lady Mika (f+HP)
f.dash > f+HP xx f+VT > f.dash > st.HK > EX WA298 | 4701F End with EXP for same side
CC st.HK (hold) (every combo starts with a f.dash)
st.MP > st.HP xx f+VT > f.micro > st.MP > st.HP > LPP > st.HK318 | 505
F Mid Screen. Can end with EXP / WA
st.MP > st.HP xx f+VT > st.HP xx EXP > L WA339 | 5251F
st.MP > st.HP xx n+VT > f+MK > st.HP xx CA483 | 4653N
Corner
st.MP > st.HP xx n+VT > st.HP > f.micro > st.MP > st.HP xx CA498 | 4903N
CC st.HK (tap)
f+VT > LPP > EX WA270 | 4001F End with EXP for same side
n+VT > EXP > EXP288 | 4302N Replace with f+VT for side switch
Corner
f+HP xx n+VT > st.HK > EX WA310 | 4701N 
Pre-Activation
n+VT > f+HP (CC) > st.HK > st.HK > EX WA386 | 5601N DP punish
n+VT > st.HK (CC) > f+MK > fj.HP > st.MP > st.HP xx CA538 | 5303N 
n+VT > st.HP (whiff) > j.HK (CH) > st.HP > j.HP > st.MP > st.HP xx CA607 | 6353N DP punish (only vs specific reversals)
Anti-Air
n+VT > LPP > EXP274 | 4001N Use EX WA for more damage and stun

V-Trigger II

NormalDMGEXVTNotes
cr.LK xx VT2a > st.MP > st.HP > f.dash > st.MP > st.HP xx HPP217 | 420
2a Point blank only
cr.LK xx VT2a > st.MP xx MPP > st.HK > EXP225 | 42512a Will work only between point blank and max range
st.MP > st.HP xx VT2a > f+micro > st.MP > st.HP > f.dash > st.MP > st.HP xx HPP292 | 505
2a 
st.MP > st.HP xx VT2a xx b+IW > nj.HP(whiff) > HPP > LWA324 | 505
2a Max damage meterless mid-screen
st.MP > st.HP xx VT2a xx b+IW > Dash > cr.HK (whiff) > f.HP > st.HK > EXWA339 | 53012a Max damage 1 bar mid screen
st.MP > st.HP xx VT2a > f+micro > st.MP > st.HP > f.dash > st.MP > st.HP xx CA462 | 49032a
Corner
cr.LK xx VT2a > st.MP > st.HP > j.HP > st.MP > f+IW > b.dash > f+HP xx HPP231 | 445
2a Point blank only
cr.LK xx VT2a > st.MP xx HPP > st.HK xx EXP231 | 42512a Will work only between point blank and max range
st.MP > st.HP xx VT2a > f+micro > st.MP > st.HP > f.dash > st.MP > f+IW > f+HP xx HPP295 | 510
2a Offers the usual mix-ups from IW as well
st.MP > st.HP xx VT2a > st.HP xx HPP > b+micro > st.HK > EXP325 | 54512a
CC Lady Mika (f+HP)
VT2a > f.dash > MPP > st.HK > EXP259 | 46512a Great corner carry
CC st.HK (hold) (every combo starts with a f.dash)
st.MP > st.HP > VT2a > f.micro > st.MP > st.HP > f.dash > st.MP > st.HP xx HPP319 | 520
2a 
st.MP > st.HP > VT2a > st.HP > HPP > st.HK > EXP332 | 53512a Corner-to-corner carry
st.MP > st.HP > VT2a > micro > st.MP > st.HP > f.dash > st.MP > st.HP xx CA489 | 50532a 
Corner
st.MP > st.HP > VT2a > micro > st.MP > st.HP > f.dash > st.MP > f+IW > st.HK > L WA331 | 535
2a They don’t need to hug the corner
CC st.HK (tap)
Corner
VT2a > f+HP xx HPP > b.dash > EXP269 | 46512a 
Pre-Activation
VT2a > st.HP xx HPP > st.HK > EXP376 | 63012a Quick and damaging VT2a punish
VT2a > f.dash > st.HP > j.HP > f+HP xx HPP > EXP415 | 73012a If the opponent whiffs something big from far
VT2a > walk under > st.HP (CH) > st.MP > st.HP > f+HP xx HPP > EXP520 | 77012a Example EX DP punish
Stun > VT2b > f.dash x2 > f.jump (empty) > st.HP > st.MP > st.HP > st.MP > st.HP xx CA624 | 20032b Post-stun damage, dmg value is off H Typhoon stun
Corner
VT2a > f+HP (CC) > st.HK > b+micro >  st.HK > b+micro > st.HK > EX WA475 | 67512a DP Punish only, difficult

Style Combos

Mid ScreenDMGEXVTNotes
st.MP (CH) > cr.MP > TC xx MPP239 | 426

Point blank then b.micro back for correct spacing
f+HP (CC) > f+VT > Mic Toss > EX WA253 | 3551 Difficult to time, delay f+VT slightly & b.micro back
n+VT > f.dash > st.MP > b+IW > f+HP > EXP319 | 4951
j.HP > st.MP > st.HP xx f+VT > f+IW > cr.MK (whiff) > HPP > EX WA343 | 5351 Need specific distance to corner and start with j.HP
j.HP > cr.MP xx n+VT > cr.LP > f.dash > cr.MP > TC xx CA429 | 4133 Highly inefficient, needs max range j.HP
Corner
f+HP (CC) > nj.MP > L WA235 | 400

Would be viable but timing of j.MP is stupidly hard
HPP (CH) > EX WA264 | 3601
Literally the least practical combo in the game
f+HP (CC) > MPP > L WA256 | 440

Better to punish with st.HK
f+HP > b+VT > st.LK (whiff) > EXP > EX WA311 | 4502 Not too bad for the re-corner and Oki
V-Skill xx f+VT > st.HK > st.HK > EX WA290 | 3901 Spacing dependant, unlikely to land in a match
f+HP (CC) xx b+VT > st.HP (Whiff) > f+HP > EXP > st.HK > EX WA314 | 4672 

Setups

Early Resets & OS

NOTE: Below are situational opportunities where you may want to put Mika into a dangerous situation to punish a read or to end a combo early, be it due to scaling, to surprise the opponent or to put Mika in a favourable position. As well as resets that adjust, reduce or negate the risk factors of certain options. Generally these aren’t things you want to do on a repeated basis, but to keep them available if you think they may suit the situation.

Set Up Mid screen | IW* > f.dash > fj.HK**
Outcome: Safe jump with potential OS
Maintains corner carryj.HK will be safe from ‘4 frame invincible reversals’ (ex. Ryu’s Medium DP and Ken EX DP)Leaves Mika in a very favourable positionCosts no meter
Opponent may not fast recoverWill not beat 3 frame invincible reversalsWill often forgo good extra damage to create this set up

*Back rope throw will leave you closer than forward rope throw after jump in.

**Hold back while performing this attack

OS Extension Mid screen > IW > f.dash > fj.HK* | f.dash > f+HP
Outcome: If opponent does not quick rise, forward dash will execute & f+HP will beat all reversals & Crush counter backdash. However jump will no long be safe to 4 frame reversals.

*Execute forward dash while performing this move

Set Up Mid screen | f+HP > L WA (whiff) > st.LP
Outcome: Leaves Mika in a vulnerable looking position, opponent may attempt to retaliate. st.LP will hit meaty & Link into st.MP xx HPP Irrespective of counterhit.
More likely to work against strong opponents
If opponent back rises will lose pressureLosing damage & Wakeup position due to intentionally whiffing Wingless
Set Up Mid screen | f+HP (CC) > st.HK > f.jump (empty) > cr.LK > cr.LP xx LPP
Outcome: Empty jump creates ambiguous high low situation that covers both back & quick rise.
Due to cross up, opponent less like to backdash on quick riseOpponents very unlikely to contest jump incr.LK will hit backdash grounded VS backriseStrong option if you have no meter for standard follow up.
Low Damage followupCorner carry may be reversed depending on opponents wakeup
Option Select During opponents wakeup/reset perform motion for command grab but slightly delay button press while holding back
Outcome: Swaps risk/reward variables of wakeup command grabs.
If opponent performs any fast invincible reversal, will blockSlightly safer than performing a raw command grab
Will still lose to opponent jumping on wakeup or backdashingIf opponent wakes up with a normal,will likely block it.
Rope Throw Reset Mid screen | b+IW > cr.LK > options
  1. Walk > EXT / LT
  2. cr.HP = -1 | +3 > Confirm into cr.LP xx LPP on hit
Outcome: optionable reset situation that works mid screen
Both options cover many opponent reset optionsVery unexpected time for a resetCommand grab performed at distance, harder to punish after backdashPast usage could give weight to opposing options in future matches
cr.HP leaves you -1 on blockOther command grabs require more forward movement, reducing ambiguity
Rope Throw Reset Corner | IW > st.MP > options
  1. Delay > Any Throw or Command Grab
  2. f+MK = 0 | +5 > Confirm on hit into st.MP > IW
Outcome: optionable reset situation that works in the corner
Reset occurs earlier than normal, can catch people unawaresPast usage could give weight to opposing options in future matchesf+MK leads to big damage on hitCan adjust risk of throw option by performing normal throw.
Trades good damage & a strong alternate reset for ambiguityf+MK on block removes Mika’s pressure advantage
Rope Throw Reset Corner | IW > st.HP > options
  1. Throw hits meaty
  2. Delay > Command Grab
  3. st.LP = +3 | +5 > Confirm on hit into st.MP xx EXP
Outcome: optionable reset situation that works in the corner
Very ambiguous, reset happens quicker than expected after st.HPst.LP > st.MP option after has two confirm points to catch opponent pressing buttonsWith practice can confirm HPP cancel off of st.MP
Trades moderate damage & a strong alternate reset for ambiguityFairly risky setup in general
Rope Throw Reset Corner | IW > st.HK > options
  1. EXT / LT
  2. st.MP = -2 | +8 > Confirm into EXP
Outcome: optionable reset situation that works in the corner
Super ambiguous when nearly charged but not entirely, especially when not hugging the cornerExcellent for closing out rounds
Most commonly used for the throw, if noticed the option could be read & punishedOther Command grabs often have range issues, even LT may whiff

Nadeshiko Setups

NOTE: There are likely 100 of these in the game, these are simply a sample of options. For V-Trigger damage combos, see the combos section

Reset Set UpUsing Nadeshiko to generate a reset situation during your pressure
Often stacks with stun the opponent currently has to maximize the likelihood of a dizzyNadeshiko resets do not suffer from activation scalingTypically the most ambiguous Resets R.Mika hasOften leads to huge damage
Requires pressure to begin with
Confirmation Set UpUsing Nadeshiko to generate a reset situation during your pressure
Can help ‘Get In’ against strong defensive opponentsExcellent for closing out roundsCan still lead to big damage or ambiguous mix ups
Varies depending on opponent actionsV-Reversals are usually an adequate counter
Reset Set Up Mid screen | st.HP xx f+VT > f+IW > f+MK (whiff) > fj.HK > f.dash
Outcome: Cross under
Strong mix up option mid screenRequires no meter
Fairly unambiguous for the resources used
Reset Set Up Corner | IW > st.HK > cr.MP xx n+VT > options
  1. nj.HP
  2. f.jump (empty) > st.MP > IW
Outcome: Hopefully a salty opponent
Quintessential 50/50 sideswitch, impossible to anticipate which side to blockBig damage & further pressure after successful hitFavourable frame advantage if blockedBoth n.jump & f.jump avoids most invincible reversals
Reset Set Up Corner | IW > f+HP xx n+VT > cr.MP* > f.jump (empty) > cr.LK > options
  1. oH | fj.HP > st.MP > IW
  2. oB | fj.LK (Cross up) > st.MP
Multiple points & multiple variable to catch opponentVery High damage output0 to Stun in one mixup under the correct conditions
Opponent jumping on initial reset can ruin the setupDifficult to guarantee combo from cr.LK to Nadeshiko, tight link

*cr.MP has to be done as late as possible for cr.LK & j.HP to combo

Reset Set Up Corner | IW > f+HP > cr.MP | cr.MP (delayed)* > options
  1. oH | TC xx MPP or CA
  2. oB | st.MP to frame trap them

*Frame advantage varies with length of the delay

Reset Setup Corner | Rope Throw > cr.MP xx n+VT > st.LK (Whiff) | CA
Outcome: Guaranteed CA (unblockable)
Buttons, b.dash and jumps inputted after the super freeze will all get caught by CAJumps and backdashes inputted before the super freeze will get hit by Nadeshiko (Mika safe)
Invincible reversals and CA by the opponent will win

Awkward to time, helps if buffer with qcb+LK~qcb+HP

Confirmation Set Up Mid screen | cr.HP xx b+VT > options
  1. oH | b+VT > b+IW > f.dash > st.HK > EX WA / EXP

                                 f.dash > f+HP xx HPP

  1. oB | b+VT > M WA > f+HP xx HPP
Outcome: High damage on hit, Strong mix up on block
Difficult to deal with for newer opponentsHigh damage if first hit hits or followup hits
No advantage if they defend succesfullyLoses to V-Reversal
Confirmation Set Up Mid screen | cr.HP xx n+VT > cr.LK > f.dash > options
  1. oH | st.HP xx HPP (optional: st.MP > IW if the cr.HP hits close)
  2. oB* | If blocked, tick into command grab
Outcome: Variable mix up, allows for wall bounce on hit if used while Mika is cornered
Works at most range cr.HP might reachCan punish V-ReversalsGreat control over corner carry
Low Damage output mid screen

*Can Tick command grab after cr.HP to also beat most V-Reversals

V-Trigger II

Reset Setup Mid screen | cr.HP xx VT2a > b+IW > cr.HP (whiff) > f.dash > cr.MK > options
  1. nj.LK > st.MP > st.HP > HP Peach
  2. st.HP (cross under) > st.HK > EX WA

NOTE: Very slight delay between f.dash > cr.MK

Outcome: 
st.HP cross under is extremely ambiguous, also leaves opponent one command grab from stun without counterhitsChair hit allows Lady Mika cancel to be confirmed so Mika can stay +3 on blockChair hits on frame 0 on reset, frame 1 invuln only escapeNeutral jump option will beat most EX DP’s & CA’s when done correctlyNeutral jump option must be block left then right when done correctly 
Neutral jump option is very difficult to do correctlyst.HP option will lose to invincible reversalsWill not work if Mika is near to the corner
Reset SetupMid screen | cr.HP xx VT2a > b+IW > f.dash > cr.HK > options
  1. Reset: cr.LP (reset) xx L WA (cross-up) | st.MP > combo
  2. Damage: f+HP > st.HK > EX WA
Outcome: 
Reset is very ambiguous if opponent has not seen it beforeReset on hit leaves opponent one command grab from stun without counterhit.Requires no meter
Almost never safe from invincible reversalsWill not work if mika is close to the corner
Reset SetupCorner | f+IW > f+HP xx VT2a > cr.MP > f.walk | st.MP > st.HP > f.dash > options
  1. Reset: st.HP | H/EX Typhoon
  2. Damage: st.MP > st.HP > st.MP > IW towards corner
Outcome: 
Reset will almost certainly stun & kill if the command grab hitsDamage option can also be used to safely activate 2nd VT for a weaker mixup, opponent will be close to stun
Situation is too idyllic, will not occur often.Not safe against invincible reversals. 
Confirmation Set UpMid screen | cr.HK  > options
  1. CC: VT2a > f.dash > b.dash > f.jump (empty) | cr.LK > cr.LP > st.MP > st.HP > st.MP > IW or st.HP
  2. oH: VT2a > f.dash > f.dash > LWA (cross-up) | st.MP
  3. oB: VT2a > TC + OS EX Typhoon > HK Wingless | EX Peach
Outcome: 
Very heavy damage and options on the CC option, opponent likely one EX Typhoon away from stunWill beat all jump escape attempts except forward jump (towards Mika) however this isn’t likelyCan risk the CC option on non-CC, typically opponents delay rise here in an attempt to avoid NadeshikooB option – Target will be a true block string, opponent cannot perform an action besides V ReversalOn block option – HK wingless cross up will beat jump escape attempts during target
On-block option – As this is a true block string it offers no frame trap attempt & as it is not a low it  will not beat mashed DP’sOn-block option – Must be fairly close otherwise target may whiffCC option – Will not beat jump escape attemptsOn-hit option – Works well on back rise but will lose to wakeup buttons or EX DP on quick riseOn hit option – Will lose to opponent holding up on back rise.

Rope Throw Resets

ResetAdv.Ideal FollowupsNotes
cr.LK+15cr.HP (-1 / +3) or Command ThrowCovered in detail here
f+HP > cr.MP+12
Covered in detail here
st.MP+10st.MK (0/+5) or Lady Mika (+4 oB, crushes 3 frame & Backdash)Covered in detail here
cr.MK+7

st.MK+6

st.HK > cr.MP+6

cr.MP+5

st.HP+4st.LP (+3/+5)Covered in detail here
st.HK+3EXT/LT or St.MP (-2/+8)Covered in detail here
f+MP+2

Advantage on f+HP/st.HK > cr.MP values are variable, ones shown are the max.

Setup Compendium

The Good

Mid screenSSVTNotes
f+HP (CC) > f.dash > cr.HP xx n+VT > f.dash1 
b+IW > f+VT > f.dash > fj.LK > b.walk1 Cross-up air reset into crossunder
xx f+VT > EXP > cr.MP > f.dash1 Hitconfirms off any button cancelled into f+VT
f+HP (CC) > f+HP xx f+VT > fj.HP > f.dash1
xx b+VT > b.IW > nj.HP (whiff) > cr.HP (whiff) > [whiff cr.LP | CG] or [whiff st.LP | st.LP]?1 f.micro instead of whiffing a jab after cr.HP to switch sides
cr.HK (CC) xx f.dash > b.dash > f.walk > fj.d+MP or fj.LK cross-up?1 Ambiguous cross-up. Safe oB, enough to pressure with f+HP and oH juggles into EXP/WA
Corner
f+HP (CC) > f+HP > cr.MP > f.walk?
BnB corner setup, ambiguous cross-under
f+HP > cr.MP xx b/n+VT > f.dash1 
IW > f+HP xx n+VT > nj.HP > f.dash1 
IW > f+HP > cr.MP xx n+VT > f.micro > f+HP (whiff)1 
xx b+VT > EXP > cr.MP > f.walk?
f+IW > f.dash > f+HP xx n+VT > cr.MP > f.walk > st.MP > st.MP > fj.HP > b+IW1 High damage and stun reset

SS=Offers Side Switch

The Bad

Mid screen
f+HP > n+VT > EX WA > f.dash | CG?1 Unblockables
xx f+VT > cr.MK | VS
1Covers QR+BR, against DWU whiff st.HP | f+HP Reversal info
Corner
f+IW > late bj.LK (reset) > n+VT > st.HP (whiff)1
xx b+VT > f+MK | VS
1Covers QR+BR, against DWU whiff st.HP | f+HP Reversal info

The Ugly

Mid screen
j.MP > cr.HP
Has to hit j.MP later in the jump arc
j.MP > cr.LP

Early j.MP at the apex of your jump
Corner




Pressure

Effective Pressure

Hit Confirms | Pressure Strings

st.MP

Examples

st.MP > Confirm Hit > EXP
j.HP > st.MP
j.LK > st.MP (Cross Up)
st.LP > st.MP
cr.LP > st.MP
st.LK > cr.LP > st.MP

Usage
After jump in & cross up, pressure after resets/mixups, counter poking opponents negative frames (-2 or above), after dash from mid to far range, fishing just inside close to mid range, punishing on block. (-5 and above)

Pros

  • If confirmed from a jump in or mix up, can lead to big damage or big corner carry (st.HP or IW)
  • Confirming EXP from st.MP is widely considered a ‘fundamental’ to playing Mika
  • Can confirm st.MP into HPP after counterhit st.LP, cr.LP or cr.LK

Cons

  • Severely weakens pressure when blocked.
  • Can often be stuffed when attempted during a cross up
  • Very common, relatively easy to recognise & handle
  • When used after light attacks, often out of range of IW & st.HP
cr.LK > cr.LP

Confirm hit & cancel cr.LP into LPP/CA/EXP

Examples

Ambiguous wakeup situation > Confirm wakeup > st.LK > cr.LK > cr.LP
j.HP > st.LK -> cr.LK* > cr.LP
j.LK > cr.LK > cr.LP
After WA or Crouch Throw > f.dash > cr.LK > cr.LP

Usage
After jump in & cross up, during wakeup pressure, after dash from close range, against mobile characters (Cammy, Vega, Ibuki) when opponent is close to stun.

Pros

  • Multiple trapping points when used from jump ins, cross ups or st.LK, tight frame gaps
  • st.LK has 3 active frames & a 4 frame start up, reliable poke for ambiguous wakeups
  • Strong mid screen option
  • Catches late walk back (Common defensive strategy vs R. Mika)
  • Maintains frame advantage & close proximity
  • Leads opponents to block more & stay more stationary increasing viability of tick throws

Cons

  • Low damage output
  • st.LK > cr.LK will not combo unless st.LK hits counter hit or full meaty
  • Requires meter to convert into damage if used at any range other than point blank, or with st.LK used before it.
st.HK (Varying charge but not full)

On Crush Counter, convert into LPP/MPP, L/M WA, Sweep or EXP depending on distance

Examples

j.LK > st.LP* > st.LP > cr.LK > st.HK
Identify opponents wakeup > st.LK -> cr.LK** > cr.LP > st.HK
Hovering outside poking range > st.HK (to bait reaction to st.HK)
Back throw or Typhoon re-cornering but not point blank > st.HK
Playing an opponent that is punishing st.HK with Parry > st.HK (Whiff) > React to parry with EXP

*If this hits cancel 2nd st.LP into LPP

**Must use EXP or CA

Usage
Hovering just outside/inside poking range, after a series of light attacks, against seasoned opponents who are capable of dealing with charged st.HK

Pros

  • You feel like a boss when it CC’s!
  • Makes future use of st.HK more ambiguous

Cons

  • Converting off it is rare, requires CC, often requires meter after
  • No conversion if it hits regularly
  • Total removal of pressure on block
  • If executed too closely it can be punished
st.HK (Hold)

On Crush Counter, can dash into full combo (See Crush counter BnB section)

Examples

Mid Range > st.HK > TC > Confirm hit > MPP
j.HP* > st.LP* > st.LK > cr.LK > st.HK > Confirm block > st.MP**
Blocked slow recovery EX SRK > st.HK (CC) > Dash > Combo
Far from opponent > n+VT > Dash > Dash > st.HK > Confirm block > f.throw***

* If hits, confirm st.LK into TC > MPP

** Confirm hit into EXP

*** If opponent Neutral jumps cr.MP or LK Wingless

Usage
Hovering just outside poking range, mid screen, after regular use of st.HK, against opponents who fail to deal with it on startup, against opponents who do not neutral jump regularly

Pros

  • Very difficult situation for opponents to deal with on block
  • Strong ‘get in’ tool mid screen
  • Converts to respectable damage on hit & big damage on Crush Counter
  • Great corner carry

Cons

  • Dangerous to use against jumpy opponents
  • Most characters can comfortably V-reversal it
  • Experienced players will punish the startup
  • TC follow up on block can be punished, st.MP after dropkick will hit backdash airborne
  • Only TC will reach as a hit confirm after dropkick
  • Not advisable to use near corner (back jump can punish it)
Lady Mika (f+HP)

See combo sections for follow ups when hitting CC

Examples

Mid Screen > j.HP > f+HP* > cr.LK > f+MK (Will hit meaty if they block all)
Mid Screen > j.HP > f+HP* > f.dash > Command Grab
Corner after Rope Throw reset > f+HP** > cr.LK > st.HK
After Typhoon Recorner close > f+HP** (Meaty) > st.HP***

*Confirm into H/EX WA or EXP

**Confirm into cr.MP for walk under reset or L WA for damage

***Visual Confirm into MPP on hit (Difficult)

Usage

Corner after reset, (same side) Corner after unambiguous wakeup, (throws) after jump ins

Pros

  • Very difficult for all levels of player to deal with
  • Converts into very ambiguous mix ups in corner on hit or block
  • Converts into big damage out of corner &/or mix ups on CC in the corner
  • st.MP after blocked f+HP will hit backdash grounded in the corner
  • Exceptional move to use when opponent is cornered.

Cons

  • Very short forward hitting range
  • Opponents backdash severely weakens the pressure on block when used mid screen
  • Long start up limits the occasions you can use it.
j.HK Pressure Post Brimstone / V-Reversal
While this will not hit meaty it is a good way to punish someone trying to escape pressure by waking up with b.dash. Follow up with st.HP or IW on hit. This works on everyone with the few exceptions detailed below:
Brimstone > j.HK (whiffs)Ken
Brimstone > j.HK (delay)R. Mika, Birdie, Necalli VT, Rashid, M. Bison, F.A.N.G, Sagat
Brimstone > j.HK (micro > st.HP)R. Mika, Vega, Necalli VT, M. Bison, F.A.N.G
V-Reversal > j.HK (Blocked)Vega

Tick throws

HINT: Always prepare for a jump when performing a normal throw & be ready to punish with cr.MP or Wingless

Light Attack Pushback

NormalNotes
st.LPBetter frame advantage on block, good for when you need to micro walk before throw
cr.LPFastest light attack
cr.LKHits low, more likely to hit, hitstun generates more pushback than blockstun
st.LKLooks like it causes more pushback than it actually does

*Immediate throws after counterhit lights will ALWAYS whiff except for st.LK

Spacing

ThrowWherePoke string/SetupNotes
ThrowMid screenj.LK > st.LK > ThrowAll other lights will lose to walk back when not crossing up
CornerOpp wakeup > st.LK > Throw
M BrimstoneMid screenst.HK -> Confirm block -> MBMust use LB for Vega and Sakura
L Brimstonef.dash > LB
EX BrimstoneOpp wakeup > st.LK > cr.LK > EXBLoses to walk back vs most characters mid-screen
L TyphoonCornerf+HP > Confirm block > LTLoses to walk back in mid screen, whiffs if f+HP is blocked crouching in the corner and they walk back
Cross-up j.LK > st.LK x 2 > LTTyphoon between any LK
EX TyphoonAnywherest.LK > cr.LKOther light strings may lose to walk back mid screen
Cornerf+HP > Confirm block > EXT
Throw has the lowest range of all Mika’s grabs, EX Typhoon has the most. (Ignoring CA) Therefore EX Typhoon will work with all above strings, as will LP Typhoon with all strings above it & so on. Stand LK offers the least pushback of all Mika’s normals, then Crouch LK, Crouch LP & Stand LP

Frame Kills & Oki

QuickBackDelayed+Frame Advantage | Post DashOki Calculator
Peach*MeatyoBoHNotes
+23 | +5f.dash | st.LK+3+4stlk > crlk >crlp xx LPP won’t combo, need EXP
f.dash | f+MK-3+2Will hit backdash airborne
+28 | +10f.dash | f+MK0+5
+82*f.dash > f+MK > st.HP | f+HP+5KDFor LPP swap st.HP with f.dash (+3oB)

*LPP delayed Rise is +72

EX PeachoBoHNotes
+19 | +1f.dash | cr.LP+1+3Beats 3 frame attacks & Backdash
+24 | +6f.dash > delay | st.MP-2+8
+78f.dash > cr.LP > f.dash x2 | f+HP+4KD
Wingless | BrimstoneoBoHNotes
+20 | +2f.dash | CGKD
f.dash | cr.LK+1+3
f.dash | st.MP-2+8Backdash hits airborne
+69f.dash > throw > cr.MK | CGKD
f.dash > st.LP > st.LK > st.LK | f+HP+5KD
f.dash > st.MP > f+HP | f+HP+3KD
EX Brimstone Forces Quick RiseoBoHNotes
+21 | +3f.dash | CGKD
f.dash | cr.LK+1+3
f.dash | cr.LP+2+4
f.dash | st.MP-2+8
Critical ArtoBoHNotes
+26 | +8f.dash | f+HP+3KD
f.dash | cr.MK0+5
+75f.dash > cr.MK | st.HK+2+4
f.dash > f+HP > f+MK | f+HP+3KDWill Crush Counter backdash
Crouch ThrowoBoHNotes
+12f.micro | f+MK0+52f delay
st.HK-3+3
+61f.micro > f+MK | j.LK

cross-up
Slide frame advantage varies on distanceoBoHNotes
+19 | +1st.LK | f+MK-3+2
+24 | +6st.LK | f+MK0+5Will only be able to follow up with EXP out of corner
+68st.LK > f+MK > st.MP | f+HP+3KD
cr.LK > cr.LP > LPP | st.MP-2+8
CC Tap st.HK > SlideoBoHNotes
+22 | +4f.dash | st.LP+3+5
f.dash | cr.LK+2+4Can only link into Target Combo
f.dash | f+MK-3+2Frame traps 4 frame characters ONLY!
+27 | +9f.dash | f+MK-1+4Frame traps 4 frame characters ONLY!
+71f.dash > f+MK > f.dash > f+HP+3KD
Passion PressoBoHNotes
+58f.dash | fj.HK?Safe jump
HWA | cr.LP+2+4f+MP does not reach after st.MP
+88HWA > cr.LP > st.MP | CGKD
Backwards
+58HWA | cr.LP+2+4Cross-up, tick grab into HT
MWA | HBKD
V-ReversaloBoHNotes
+17 | -1f.walk | f+MK0+5Confirmable into EXP on CH (Difficult)
f.dash | cr.LP+1+34 framer ONLY (Will trade with 4 frame lights)
+66f.dash > cr.LP > st.HP | f+HP+4KD

Corner

EX PeachMeatyoBoHNotes
+19st.LK | st.LK+3+4
st.LK | f+MK-3+2Will hit backdash airborne
cr.LK | f+HP+3KDFrame traps 4 frame characters ONLY!
+24st.LK | f+MK0+5
cr.LK | f+HP+5KDFrame traps 4 frame characters ONLY!
+78st.LK > f+MK > st.HP | f+HP+5KD
Typhoon (Recorner)oBoHNotes
+11f+HP+5KD
st.HK-4+2Mid range, dangerous point blank
+70f+HP > f+MK > cr.LP | f+HP+4KD
BrimstoneoBoHNotes
+20cr.LP | f+HP+4KD
+69cr.LP > f+HP > st.HP | st.MP-2+8
Back Throw (Recorner)oBoHNotes
+12f.micro | f+HP+5KDoB varies on delay length
st.HK-3+3
+71f.micro > f+HP > f+MK > cr.LP | f+HP+4KDoB varies on delay length
Crouch ThrowoBoHNotes
+12f.micro | f+MK0+5Links into EXP
st.HK-3+3
+61f.micro > f+MK > cr.MK | f+HP+3KD
st.HK > st.MP | f+HP+3KD
Forward Throw (When Mika is cornered)oBoHNotes
+3LP TyphoonKDMust use EX VS Vega or he can backwalk out.

Reversals

Normals

3 FrameCharacterStCrLoAkuma

Balrog

Cammy

Chun-Li
Ed

Gill

Ibuki

JuriKage

Karin

Ken

Kolin

Laura

Lucia

M. Bison

Menat

Necalli
Poison

R. Mika

Rashid

Ryu

Sakura

Vega

Zeku(Young)


4 FrameCharacterStCrLoAbigail
AlexBirdie

BlankaCodyDhalsimFalkeF.A.N.G
GGuileE. HondaNashSagatUrienZangief
Zeku (Old)

Invincible

AbigailThr.AAStr.FullCCNotes
Abigail Punch EX

3-15

Armor (x1)
Nitro Charge EX

3~

Armor (x2)
Nitro Charge EX VT

1~

Armor (x3)
Metro Crash VT2

2~

Armor (x99)
Critical Art


1-7

AkumaThr.AAStr.FullCCNotes
DP L1-3



DP M
1-6


DP H

3-6

DP EX


1-15
DP VT1


1-9
DP VT2


1-15
V-Skill

3~

Teleport

1-50


Critical Art


1-11
Regular and Demon
AlexThr.AAStr.FullCCNotes
Elbow EX

3~

Armor
Headbutt EX1-4




Parry VT

1+


Critical Art


1-6

BalrogThr.AAStr.FullCCNotes
TAP L 4-6


3-18
Upper body invincible only
TAP L 7-10


1-18

Screw Smash EX

3-16

Armor
Critical Art


1-10

BirdieThr.AAStr.FullCCNotes
Tackle

3-18

Armor
Bull Horn EX

1-20

Armor
Bull Horn EX VT1

1-39

Armor
Bull Head VT1

3~

Armor
Bull Head EX VT1

1-17

Armor
Critical Art


1-10

BlankaThr.AAStr.FullCCNotes
Up ball EX


1-16
Up ball VT1


1-16
Up forward ball EX

3-21


Critical art


1-10

CammyThr.AAStr.FullCCNotes
DP L1-6



DP M
1-6


DP H

3-6

DP EX


1-10
DP VT


1-7
Spiral Arrow EX3-15




Hooligan EX1-13




Critical Art


1-2

Chun-LiThr.AAStr.FullCCNotes
Bird Kick EX


1-8
Critical Art


1-6

CodyThr.AAStr.FullCCNotes
Ruffian Kick H
1-8



V-Skill


3-26Upper body invuln on frames 1~2
Critical Art


1-11

DhalsimThr.AAStr.FullCCNotes
Yoga Teleport

1-45-28

Critical Art

5-91-4
Misses on crouching, up close
EdThr.AAStr.FullCCNotes
PPP EX


1-18Slow, may block after meaty LM
Critical Art


1-22

FalkeThr.AAStr.FullCCNotes
PP
1-10



PPP EX


1-16Slow, may block after meaty L
Critical Art


1-6

F.A.N.GThr.AAStr.FullCCNotes
Nikankyaku EX

1-24


Critical Art


1-25

GThr.AAStr.FullCCNotes
G Rage VT2


3-22
Armor
Critical Art


1-10
Raw CA avoided with EX WA
GillThr.AAStr.FullCCNotes







GuileThr.AAStr.FullCCNotes
Flash Kick L
1-7

Beats the Brimstone loop
Flash Kick M
1-8


Flash Kick EX


1-9
Flash Kick EX VT2


1-11
Critical Art


1-5
Can be jumped after freeze
E. HondaThr.AAStr.FullCCNotes







IbukiThr.AAStr.FullCCNotes
DP EX


1-8
Critical Art


1-6

JuriThr.AAStr.FullCCNotes
DP L1-8




DP M
1-6


DP H

3-8

DP EX


1-12
Critical Art


1-8

KageThr.AAStr.FullCCNotes
DP L1-3



DP M
1-6


DP H

4-7

DP EX


1-15
V-Skill

2-9

Armor (charged 2F-29F)
Critical Art


1-7

Raging Demon


1-12

KarinThr.AAStr.FullCCNotes
DP EX


1-7
Yasha Gaeshi VT2

2~

Critical Art


1-6

KenThr.AAStr.FullCCNotes
DP L1-5



DP M
1-6


DP H

3-6

DP EX


1-5Neutral jump punish
DP VT+EX


1-6Neutral jump punish
Shinryuken VT21-18



Only on initial activation of VT2
Critical Art


1-6

KolinThr.AAStr.FullCCNotes
Frost Touch

2~
Has to pick between countering low, mid or airborne attacks
Frost Touch EX

1~
Vanity Step EX

1-14


Critical Art


1-9

LauraThr.AAStr.FullCCNotes
Bolt Charge EX

3-16

Armor
Matsuda Sway VT2

3-33

Critical Art


1-5

LuciaThr.AAStr.FullCCNotes







M. BisonThr.AAStr.FullCCNotes
Head Stomp EX

3-7


Head Stomp VT+EX


1-25

Critical Art


1-20

MenatThr.AAStr.FullCCNotes
Critical Art


1-20

NashThr.AAStr.FullCCNotes
Sonic Scythe EX1-61-6



Stealth Dash VT2


3
Only frame 3
Critical Art


1-10

NecalliThr.AAStr.FullCCNotes
DP L1-3



DP M

1-7
Lower body only
DP H

3-8

DP EX


1-7
Critical Art


1-8

PoisonThr.AAStr.FullCCNotes







R. MikaThr.AAStr.FullCCNotes
Shooting Peach EX

3-9

Armor
Critical Art


1-4
Only hits grounded
RashidThr.AAStr.FullCCNotes
Spinning Mixer EX


1-12
Critical Art


1-17

RyuThr.AAStr.FullCCNotes
DP L1-3



DP M
1-6


DP H

3-6

DP EX


1-15Neutral jump j.hp must be used
Parry

3~
Cancelling into VT2 is 1F
Parry VT2

2~

Critical Art


1-3

SagatThr.AAStr.FullCCNotes
DP L
1-12


DP M

3-7

DP H1-9



DP EX


1-10Neutral jump punish
Tiger Spike VT2

3-9

Armor
Critical Art


1-13

SakuraThr.AAStr.FullCCNotes
DP EX


1-12Neutral jump punish
DP VT2


1-12Neutral jump punish
Critical Art


1-7

SethThr.AAStr.FullCCNotes







UrienThr.AAStr.FullCCNotes
Metallic AuraHis V-Skill grants armor to tackle, knee and headbutts from frame 3
Headbutt EX


1-16May block after meaty lights
Tyrant Blaze VT2

3~


Critical Art


1-24

VegaThr.AAStr.FullCCNotes
Flash Arch VT2

3-15

ZangiefThr.AAStr.FullCCNotes
st.HP

3-34

Upper body armor
Lariat

1-11

Upper body armor
SPD EX1-6




SPD VT21-6




Bear Grab EX

3-58

Armor
V-Skill

1+

Armor
Tundra Storm

3+
Horizontally angled kicks (wtf?)
Critical Art


1-3
Grab
Zeku (Old)Thr.AAStr.FullCCNotes
DP M1-7



DP H
1-8


DP EX


1-7
Idaten VT116-17

3-15

Karura Tenzan VT21-131-13


Critical Art


1-11

Zeku (Young)Thr.AAStr.FullCCNotes
Shoulder L
1-17



Command DashEX


1-3

Idaten VT116-17

3-15

Karura Tenzan VT21-131-13


Critical Art


1-11

Punishes

ColorLowHigh4FDetails
Punishable-inf-3
Punishable attacks

Pressure adv.-2-10


Neutral00+1Your cr.LP will trade vs their fastest attack

Variable+
Attacks such as divekicks, slides or certain special moves that when spaced could be either positive or negative on block

Unpunishable+1+inf
It’s their turn still

The 4F column is for variations on characters with no 3 frame normals► I made a lot of recordings, even for things that may seem obvious or easy because reasons

Punish Index

CharacterPunishCharacterPunish
AbigailLinkM. BisonLink
AkumaLinkMenatLink
AlexLinkNashLink
BalrogLinkNecalliLink
BirdieLinkPoisonLink
BlankaLinkR. MikaLink
CammyLinkRashidLink
Chun-LiLinkRyuLink
CodyLinkSagatLink
DhalsimLinkSakuraLink
EdLinkSethLink
FalkeLinkUrienLink
F.A.N.GLinkVegaLink
GLinkZangiefLink
GillLinkZeku (O)Link
GuileLinkZeku (Y)Link
E. HondaLink

IbukiLink

JuriLink

KageLink

KarinLink

KenLink

KolinLink

LauraLink

LuciaLink

Abigail

Abigail PunchPunishoBNotes
Lightst.HP, cr.HK, EXP-16May need to walk forward before st.HP for it to reach at range
Medium-19
Heavy-16Does not hit crouch
EX-23Frame 3 Armour
Giant Flip
Light
0Minimum adv, True block string when cancelled from a normal
Medium
+1Minimum adv, 8 frame gap when cancelled from a normal
Heavy
+2Minimum adv, 11 frame gap when cancelled from a normal
EX
-2Minimum adv, 8 frame gap between 1st hit & 2nd hit. 
Nitro Charge
Punchst.HP, IW, EXP-9Only EXP reaches after a max range block
Overheadst.HP, IW-12Gains additional armor from 12F-22F (1 hit)
Grab
KDThrow invincible
Counter
KDHas a Mid+High and a Low version
1 hit of armor on frame 5 (technically frame 16 if you factor in Run startup) and onward while runningRun starts on frame 12, after crouching down firstCancels into follow-up moves on frame 21 (frame 10 after Run begins)
EX Nitro Charge
Punchst.HP, IW, EXP-9Only EXP reaches after a max range block, Armor from 1F to 14F (1 hit)
Overheadst.HP, IW-11Armor from 5F to 20F (1 hit)
Grab
KDThrow invincible
Counter
KDHas a Mid+High and a Low version
2 hits of armor on frame 3 and onward while runningCancels into follow-up moves on frame 17Has 4 hits of stomps canned into the EX Run if no input is done earlier
V-Trigger 2
Metro Crash Lv1
-2Close enough to grab with LB at all but max range
Metro Crash Lv2
529F to charge
Metro Crash Lv3
GB53F to charge, Guard Breaks
99 hits of armor on frames 2-10 while charging up (the armor stays as long as the button is held down)Irish whip will grab Abigail while charging, ignoring any armor with its second hitLoses all armor once the charge is initiated (23 frame startup on the charge itself)Deals chip damage on block
V-Reversal
Startup | Total17 | 44oB-21-29F Projectile/Strike Invincible
Is NOT airborneCan block or CA in time if used against st.MP or f+HPClose enough for EX Typhoon after block (you’re +2)
Critical Art
Startup1+3 Frames-95Invincible frame 1-7
Punish Options:f.dash > Micf.dash x 3 > n.jumpf.dash x 5 > st.MPb.dash > f.jumpUnavoidable chip at close~mid rangeCan late CA to punish & avoid chip (Difficult)Has a very strong Anti-Air arc, directly above his head.

Continues

Abigail

NormalsPunishoBNotes
st.MP
+5+6 if blocked crouching
st.HPcr.LP, CA-3Any charge, long blockstun, not punishable from far
cr.MP
-2Large pushback and returns to neutral even after point blank
cr.MK
-3Punishable only with CA if Mika is in the corner
cr.HK (low)st.MP-141st hit hits mid, st.MP > Micro > st.MP > st.HP made easier as a punish
Sweepst.HP, EXP-14st.HP does not reach at max range
b+HPst.MP, EXP-6Any charge, long blockstun, st.MP close and -5 max range so EXP will miss
f+HP
+1Any charge, does not hit crouch
st.LP~LP
+3Blocked from point blank Abigail may tick with LK or EX CG after
cr.LP~LP
+3
b+HP~HPst.MP-9
Overheadst.HP, IW, EXP-8Only EXP reaches from max range
Command Grabs
KDStarts up in 6 frames

Notes

Akuma

FireballPunishoBNotes
Normalst.MP-6st.MP will only connect after point blank block/string
EX, VT1
+1
Air Fireball (All)EX WA Anti-Air
Can use cr.HP to low profile, VT1 air fireball recovers very quickly
Red Fireball
Lightst.MP, EXP-6st.MP will only connect reliably if cornered
Medium, HeavyTC, CA-4TC will only connect if cornered
EX
+8Causes white life damage at close range
Tatsu
Light, Mediumst.HP, HB-11, -8
Heavy
-39
EXcr/st.HP, EXP-19cr.HP and microstep into st.HP will only connect after a point blank block
Demonflip
Slide
-2Close enough for HB on block
Palm (OH)
+1 | +8+1 at peak
DivekickTC-4 | +5-4 at peak
EX Demonflip
Slide
-2
Palm (OH)
+3 | +9 +3 at peak
Divekick
-2 | +8-2 at peak
V-Skill
Punchst.HP, EXP-10Can be spaced to make it difficult to punish
Kickst.HP-13
V-Reversal
Startup | Total17 | 42oB-21-20f Projectile/Strike Invincible
Can block if used against f+HP Guaranteed interrupt with EXP and CAIs NOT airborneClose enough for any grab on block (+2)
Critical Art

f.dash | st.MP-30
Can avoid chip damage with EX WA on startup at mid to close range (No punish, unless cornered) Can avoid chip damage by back jumping at long rangeThere is a sweet spot where it is unavoidable, but difficult for Akuma to space
Normals
st.MP
+1
st.MKcr.LK, CA-4Cancelled into L Red Fireball frametraps but ends up -6 (M Red trades -4)
st.HPst.MP, HT, EXP-5EXP safest punish, has long hitstun, skewed timing for reversal
cr.HP
+3
st.HK
-2Whiffs on crouching
f+MP (OH)HB, st.MP, EXP-6EXP guaranteed Punish
f+HP
-2Can react to startup with st.HK or cr.LP, 7-28f airborne, can OTG
b+HPst.HP, IW, LT-10
st.HK~HK
0Whiffs on crouching
st.HP~HPst.HP, HB-12

Notes

Alex

Flash ChopPunishoBNotes
NormalTC, CA-4If spaced well the st.LK could hit while MP whiffs
EX
-2
Elbow
Light
-2In range for EX Typhoon
Mediumst.MP, LT, EXP-6Use EXP to punish max range
Heavyst.HP-7
EXst.HP, LT-17st.HP is guaranteed at any range
Stomp
Normalst.MP, LB, HT-5 | -3Hits below the waist is -3 and may only be punished with CA
EX
+2
Headbutt
Normal
R30Unblockable but a b.dash or n.jump may be done on reaction awarding plenty of time to whiff punish
EX
R50
V-Trigger 1
Tapst.MP, st.HP, HB-8Will always be -8 no matter how long it is charged until max charge
Max Charge
GBGuard breaks, Scales to 60% & reduced hitstun
IW will grab them while they’re charging
V-Trigger 2
Flying DDT
KD
Reaches just past half-screenWhiffs against crouching and airborne opponentsHard knockdown if it connectsConsidered airborne for part of its duration
V-Reversal
Startup | Total17 | 41oB-21-30 Projectile/Strike Invulnerability
Can block if used against f+HPGuaranteed interrupt with EXP and CAClose enough for any throw on block
Critical Art

f.dash | st.MP-25
Delayed CA will avoid chip & counterCan V-reversal first hit to take less chip (20 damage)Unavoidable chip damage at close range.
Normals
st.MP
+2
st.HPCA-3CA will whiff from max range
st.MK
-2
st.HK (CC)TC, st.LP, CA-4TC close, st.LPxxEXP mid, CA max range
cr.MP
-1
cr.HPIW, st.HP, HB-8HB only after double hit block
cr.MKcr.LP, CA-3cr.LP only if blocked from very close, CA at close~medium range
f+MP (OH)st.HP, EXP-8st.HP whiffs on max range
f+HP (CC)
+3Whiffs against crouching at medium~max range making it punishable
DivekickAnything-29Backdash into backwards irish whip may be useful in some situations

Notes

Balrog

Dash StraightPunishoBNotes
Lightst.LP, CA-4Safe at max distance, use st.LP xx LPP only if poorly spaced
Mediumst.MP, EXP-6Safe from 3/4 screen > EXP punishes
Heavy-7Safe from full screen
EX
+1
Dash Upper
Normal, EXIW, st.HP, LT-10Does not hit crouch, st.HP is a guaranteed punish at any range
EXMicro > st.MP-17
Dash Low
Normalst.HP, EXP-7EXP is your only punish from max range
EX
-2EX Brimstone is always in range on block
Turn Punch
1-9
-23F – 18F Projectile, Throw and Upper Body invincible
Final
+71F – 18F Fully invincible
Cancels into V-Skill but only before the attack hits
V-Skill KKB
HookTC-4At max range st.LK will whiff
Overheadst.MP, HB-6At max range cancel st.MP straight into HPP and use EXB over HB
V-Trigger 1
1, 2, 3
-2-4 if he V-Skills or V-Skill Punches on block
Final Straightst.HP-13
Final UpperIW, st.HP-21
cr.LK will interrupt any consecutive hit of the rekka and KKB unless they’re delayed
V-Reversal
Startup | Total17 | 42oB-21-30F Projectile/Strike Invulnerability
Can block if used against f+HPGuaranteed interrupt with EXP and CAIs NOT airborneClose enough for LB on block
Critical Art

f.dash | st.MP-45
Can avoid chip from ‘round start’ range with back and neutral jump > dash & punish Can avoid chip with EX WA at any rangeHas a ton of block stun If Balrog does a reversal CA in the corner, f.dash > f.dash > st.MP > IW > f.dash will reach wall bounce
Normals
st.MP
0
st.MK
+2
st.HP (CC)CA (Corner only)-3Cannot punish unless cornered (using CA)
st.HK (CC)
+3
cr.HP (CC)EXP, CA-5Has a lot of block stun
cr.MK
-2
cr.HK (CC)IW, st.HP, EXT, CA-14Slide is the only normal that punishes at max range
L.M.HIW, st.HP, LB-8If cancelled at the second hit -7 and needs EXB instead of LB
st.MK~MPIW, st.HP, LB-8EXB instead from max range
cr.MK~cr.MKst.HP, LB-7

Notes

Birdie

BullheadPunishoBNotes
Light, Mediumst.HP, EXP-10st.HP whiffs at max range on Light
Heavyst.MP-5Cancel st.MP into EXP if blocked at max range as HPP can be blocked
EXEXP, CA-5
VT1EXP-9Light Bullhead can be punished with HPP from close range (2hits)
VT1 EXst.HP-9#MEGA
Bullhorn
Normalst.MP-18Always close enough for IW and st.HP followups
VT1-12
EXf.micro > st.MP-212nd can be cancelled into VT2 > Countered by H Brimstone and st.MP
VT1 EXIW, st.HP-17
Chain
L, M, EXst.HP, HPP-23, -21st.HP only hits from close~mid, HPP from ~mid, Unpunishable from far
Heavyf.dash > st.MPR31Only hits airborne opponents
Jump Chain
Normalf.dash > st.MPR28Only hits grounded opponents, b.dash or jump at the last moment can be done on reaction and rewards a punish
EXjump > st.MPR47
V-Trigger 2
Bull Swing
-2Launches on hit
Bull Capture
Knocks down on hit, Hits Low
On block Birdie pulls opponent closer towards himEX Bullhorn on recovery will beat any pressure normal (frame 1 armor)Low chain interacts with Birdies V-Skill, banana gets pushed forward and the can starts bouncing
V-Reversal
Startup | Total17 | 37oB-21-30F Projectile/Strike Invulnerability
Can block if used against f+HPGuaranteed interrupt with EXP and CAClose enough for EXB on block
Critical Art

f.dash > st.MP-30
EX WA to avoid chip
Normals
st.HPEXP-6EXP does not reach at max range
st.HK (CC)
0
cr.MPst.MP-5
cr.MKcr.LP, CA-3Both of these only reaches from close~mid range, cr.LP xx LPP don’t reach
Tackle (CC)IW, st.HP-8
cr.HPst.HP, EXP-9EXP against max range
cr.HK-14
Slide-8Hits low, st.HP reaches all but an unpunishable -4 at max range
f+HK (OH)st.MP, EXP-6EXP is your only punish at max range (1hit)

Notes

Blanka

→ BallPunishoBNotes
Light, EX
-21If blocked close EXP for 80 damage(2 hits), Reversal HPP is 0 oB (adv)
MediumMPP, EXP-21MPP hits from close~mid range, EXP far~max range
Heavymicro > IW, st.HP-21
VT1f.dash > st.MP-36
↑ Ball
L, M, Hfj.HP > any-36
EX (CC)f.dash > any-30Fully invincible on start-up
VT1 (CC)fj.HP > any-36
↗ Ball
Normal
+Anti-air these, WA for early-mid reactions cr.MK on late
EX
Distance controlled by Blanka, MPP is a great anti-air vs EX
VT1
Can cross-up, Distance controlled by Blanka
Point-blank if standing these hits on Blanka’s ascent, this is punishable either before they land or after
Electric
Normal
+3
EX
+6
VT1
-2Moves Blanka forward, st.MP reaches oB and EXT oB point blank
Jump Grab
L, M, H
R30Only hits grounded, neutral jump and punish or dash forward after whiff
EX
Distance may be controlled by Blanka in the air
V-Skill
Coward Crouch
56FLow profiles st.LP, st.MP, f+HP and st.HK(tap and charge), Counter-hit state
Raid Jump
49FJumps forward allowing Blanka to perform a regular jump-in attack
Wild LiftIW, st.HP-8An attack that juggles on hit
Both Wild Lift and Raid Jump are cancelled from Coward CrouchAlso cancels into his forward and backwards command dash
V-Trigger 1
Rollingst.MP > IW, st.HP-8Does an ↗ angled attack before landing and rolling, if that first hit whiffs EXP will armor through the follow-up roll for a knockdown
Rolling (Charged)
GB
Started close~mid range he will land right in front of you where proximity guard will stop you from walking backwards while it’s charging. Any button from this close will give Blanka a counter-hit but a neutral or forward jump will let you either j.HP punish or escape
V-Trigger 2
Rolling Cannon
+
Gives the ability to cancel any blanka ball (not on whiff) into an additional 8 directional ball with advantage oBThis VT2 blanka ball allows for a sideswitch where he lands behind you (+1/+2)The cancel if done immediately is a true blockstring but may be delayed for a frame-trap
V-Reversal
Startup | Total16 | 41oB-21-30F Projectile/Strike Invulnerability
Can block if used against f+HPGuaranteed interrupt with CAIn range for a H Brimstone on block

Continues

Blanka (S4)

Critical ArtPunishoBNotes

nj.HP > any-37Leaves you very close oB
EX WA from anywhere but point blank to avoid chip damage
Normals
st.MP
0
st.HP (CC)st.MP, EXP-6EXP is your only punish at max range, cancels into forward command dash oB (-11) and oH (-5) this will cross-up if done close. Cancelled into backwards command dash (-12) only punishable point blank with EXP
st.MK
+2
st.HKCA-4CA whiffs after a max range block
cr.MPcr.LP-3cr.LP whiffs after a max range block
cr.HPcr.LP-3cr.LP only reaches from point blank
cr.MK
-1
Sweep (CC)st.HP, EXP-12EXP is your only punish at max range
f+MP (OH)st.MP-6Hits twice and if spaced 2nd hit only is blocked it’s an unpunishable -5
Slidest.HP, EXP-14Hits low, EXP is your only punish at max range (-5)
st.MK~HKmicro > IW, st.HP-19
f+KKK
30FIf done close this will cross you up
b+KKK
31F

Notes

Cammy

Spiral ArrowPunishoBNotes
L, M, Hcr.LP, st.HP, HB-12 | -1Safe from max range but cr.LP will cover most from far
EX-11 | +1Side switches oB from close~mid
VT1st.HP-13Always side switches, always -13 oB
Divekick
Normal, EX
-5 | +2Block above the waist confirm cr.LP or tick grab
VT1
+3 | +8
Hooligan
DiveNormal,EX
-2 | +7
VT1
+3 | +8
SlideNormal
-2In range for H Brimstone oB
EX
+3
Grab

KDWhiffs against crouching
Can cross you upCounter-hit state for the duration
V-Skill
Spin Knuckle
+2Side switches before the hit if in close range, easily interrupted
V-Trigger 2
Dash
R14Heavy attacks xx  VT2 are +oB while only cr.HP is +oB on 2nd activation
Ambush ↗
R40Will not cross you up, follows up with either the overhead or grab
Overheadst.HP-7
Grab

Whiffs against crouching, opens you up for a big combo on hit
Activation of VT2 can start with either the Ambush or Dash and has enough meter for a 2nd activation (less adv.)
V-Reversal
Startup | Total17 | 42oB-6Cross-up, Airborne, 1-8F Projectile/Strike Invincible
Punishable on block from anywhere on the screen with EXP, if she corners herself with this use st.MP > IW Can get a stronger punish on reaction with back b+VT > st.HK > EX WA or EXP If used to escape corner, dash immediately post hit to cross under her followed by f+HP > cr.MP 
Critical Art

f.dash | st.MP-30Only invincible during 1-2F
EX WA beats all but point blank rangeCammy can use this to corner escapeOften trades with anti air attacks
Normals
st.MP
+3
st.HPcr.LP, CA-3cr.LP xx EXP, CA reaches far but whiffs at max range
st.MK
-2
st.HK (CC)
-2Whiffs against crouching
cr.MP
+1
cr.HP
-2
cr.MKcr.LP, CA-3Will only punish if blocked close, very short hitstun
cr.HKst.HP, EXP-12EXP is your only punish from absolute max range (st.HP reach 99%)
f+HK
-2
b+MP
+1
b+MP~HKIW, st.HP-12Second hit whiffs against crouching (-21)

Notes

Chun-Li

LegsPunishoBNotes
L, M, HIW, st.HP-8IW whiffs after light at max range
EX
-2In range of H Brimstone, long blockstun
Fireball
L, M, Hst.LP, TC-6 -5 -4Only punishable very close, impossible to identify strength
EX
+1
SBK
Lightst.MP, EXP-6EXP & CA is your only punish from far
Medium, HeavyIW, st.HP, EXP-8
EX (CC)IW, st.HP-16
Can transition from stand to crouch block in the middle of a regular SBKThe earlier they’re crouched the more time you’ll have for your punish and leaves Chun-Li closer oB This allows for much more damaging pre-activation VT punishes
Air Legs
Light, Medium
-2Pressure: close~mid range H Brimstone, far~max range st.MP
Heavycr.LP-3
EXIW, st.HP-10Whiffs against crouching
V-Skill
Jumpst.MP-24Walk forward a bit before the punish, lands behind you oB
Kick
+23Follow-up to the jump, If the jump attack is blocked this always whiffs
V-Trigger 1
Increases hitstun and reduces the recovery of all of her normal attacks while advantage oB remains the same
V-Trigger 2
Activation
+2Raw activation can be interrupted post-freeze with EXP (close with TC)
Kikosho
-2
Kikosho (Charge)
GBEasily punished with EXP while charging from any range
Both first and 2nd activation can be cancelled off any button, fireball or lightning legsNormals cancelled into Kikosho oB can all be interrupted except for cr.HK and b+MP, slide xx Kikosho has a 5 frame gap as an example
V-Reversal
Startup | Total12 | 37oB-21-8F Projectile/Strike Invincible
Will hit if used against f+HPClose enough for LT oB (Corner only)Only cr.LP allows for a throw or a grab when v-reversalled
Critical Art


-20Leaves you close enough for anything
Can V-Reversal first hit to reduce Chip damage (8) Delayed CA will avoid chip and counter from any rangeUnavoidable chip damage without CA

Continues

Chun-Li

NormalsPunishoBNotes
st.MP
+3
st.HPCA-4CA works with Mika cornered
st.MK
-2
cr.HPst.MP-5
st.HK (CC)
-2Whiffs against crouching
cr.MK
-2
f+MP
0
b+HP (CC)
+2
f+HK (CC)
-2st.LP and EX Typhoon reaches oB at max range
df+MK (OH)
-2
df+HK (OH)
+4Cross-up,Safest AA with cr.MK which low profiles
Slidest.MP, EXP-80 oB on last frame block, EXP is your only punish from far

Notes

Cody

TornadoPunishoBNotes
Normalst.HP-7Cancelled into from any heavy normal this can be interrupted with EXP
EX
+2
Not available while holding a weapon in V-Trigger
Ruffian Kick
Lightst.MP, IW, st.HP-8Hits low
Medium-10
Heavy-12Whiffs against crouching
EX-12Hits low, Two hit move that only hits once oB
All of these can be spaced so that follow-ups to st.MP will whiff, if unsure just do the slower punishes
Zonk Knuckle
Normal
-2Cancelled into from any heavy normal this can be interrupted with EXP
EX
+3
Has additional frames of recovery on whiff
st.LPSlip JabCrime BlowFinal Combination
+1-6-7-13

st.MPst.HPIW, st.HP
Long blockstun making reversal timings awkwardFinal Combination can also be a throw, this whiffs if the 3rd hit was blocked before it (-16)Final Combination can be cancelled into his VT2 swing, this trades with 3F and beats 4F (-2 oB)EXP between Final Combination and the swing will armor it for a punish
V-Skill

st.MP > f+HP xx HPP > EXP-293-26F full invincibility, 7-35F airborne
Hits first in front before turning around and hitting behind him after 14FCody is in CH state for the entire duration
V-Trigger 1 (Knife)
Snipe Shot
+3May be cancelled on whiff into Reload (-4 SS, -8 AA oB)
Snipe Shot (AA)
0
Rapid Fire
+3
Reload
R29
All normal attacks while holding the knife are enhanced and consume v-gauge oH (half of that amount oB)
V-Trigger 2 (Pipe)
Gentle Swing
-2Reflects microphone
Gentle Swing st.MP-6
Grab
KD
Rock Toss

Has many follow-ups where he hits the rock with his pipe
Any block string into Rock Toss can be interrupted with EXPRuffian Kicks and Zonk knockdowns into Rock Toss in the corner are perfect meaties
V-Reversal
Startup | Total17 | 41oB-21-29F Projectile/Strike Invincible
Can block if used against f+HPGuaranteed interrupt with EXP and CAIs NOT airborneIn range for st.MP and EX Typhoon on block

Continues

Cody

Critical ArtPunishoBNotes

f.dash > st.MP-35If blocked from mid-far range you can punish with forward j.HP
Unavoidable chip damageCan avoid most but not all of it with V-Reversal
Normals
Bad Spray
-2Only available on wake-up and his only 3F move
st.MP
0
st.HPst.HP, EXP-7Hits twice, From max range it hits only once (-9) and only EXP reaches
st.MK
+3
st.HKTC-4Unpunishable at max range, Second hit of TC may whiff from far
cr.MP
+2
cr.HPTC, st.LP-4Unpunishable from mid~far, Second hit of TC only connects point blank
cr.MK
+1
SweepIW, st.HP, EXP-14EXP is your only punish at max range
f+HPst.HP-7
f+HK
-2
f+HK~VS
-29Same punish as for his V-Skill oB, Cody is in CH state during recovery
Normals (Knife)
st.LP
+2
st.MP
+4
st.HP
-2
cr.LP
+3
cr.MP
+4
cr.HPst.MP-5st.MP only connects after a block from close~medium range
Normals (Pipe)
st.HPEXP-5EXP connects only from close~mid range
cr.HPst.HP, EXP-7Safe at max range, EXP is your only punish from far
f+HPst.HP, EXP-7EXP is your only punish from max range

Notes

Dhalsim

FireballPunishoBNotes
Normalst.MP, EXP-5st.MP will whiff at the max range of block, Travels in an arc (3 different)
EX
+3Travels straight forward
Yoga Flame
Lightcr.LP, CA-3cr.LP only point blank, CA whiffs at max range
Medium
-2
Heavy
+3
EXEXP, st.HP, EXB-8st.HP whiffs from far, EXB only point blank
Yoga Gale
Light
+7Advantage based on instant f.jump gales
Medium
+4
Heavy
+1
EXst.MP-9
Dhalsim can cancel EX Yoga Gale into FloatImmediate cancel of float into an air attack is a frame trapThese instant air attacks adds 10 or more frames of recovery for Dhalsim (very punishable)Reversal L WA will stop any greedier followups or trickery like another Gale that would be +oB
Teleport
Ground
R531-4F Projectile/Strike Invincible, 5-28F Fully Invincible
Re-appears in 1 of 4 different locations: forward in front, forward behind, back, far backReversal wake-up Yoga Teleport to escape pressure:Does not escape from meaty throw or grabs by Mika Punishable with an OS; Meaty st.LK > st.HK > Throw (If he teleports the st.HK will hit his recovery)
Air
R299-22F Fully Invincible
Can be performed instantly off the ground or later in his jumpCan be cancelled into from his Yoga FloatRe-appears in 1 of 4 different locations: forward in front, forward behind, back, far backAfter re-appearing Dhalsim can attack with a jump normal or Yoga GaleIf teleporting forward either in front or behind R. Mika he is easily anti-aired on reaction with cr.MP
Drill
L, M, H
+6, 7, 8
Punish any poorly spaced drill with st.LP > TC
Slide
LightTC-6 | -2Short block stun
MediumTC-7 | +3If close enough for TC you’re also +enough
Heavyst.HP, EXP-20 | -5EXP is your only punish at max range
Common way for Dhalsim to escape cross-up jump-ins is by sliding under it, Mika divebomb counter this
V-Trigger 1


+4Flame carpet deals white damage over time and lasts for 6 seconds
If you v-reversal right away Dhalsim is guaranteed to get hit, always do this if you have meter
V-Trigger 2


0
Spawns a small 5 hit fireball that suspends in mid-air, this may be done either from the ground or airborneMay be cancelled into special attacks and normal moves after 18F into the activationWhen hit by a yoga flame or yoga gale this grows in size and starts moving:Yoga flame moves the fireball forward while yoga gale sends it diagonally towards the ground where it will bounce up+forwardWhile moving the fireball has infinite active frames until it either hits, is blocked or floats off-screenThe fireball disappears after 3.33 seconds if not interacted with by Dhalsim

Continues

Dhalsim

V-Reversal
Startup | Total17 | 41oB-21-30F Projectile/Strike Invincible
Can block if used against f+HPGuaranteed interrupt with EXP and CAClose enough for EXT on block (LT in corner)It is common for Dhalsim to go for a fireball on hit, punish this with EXP
Critical ArtPunishoBNotes


+9 Punish start-up of a raw CA from close with any throw
Chargeable (3 levels) and can be used in the air, punch button used determines the arc Hitting Dhalsim while charging will remove projectileSim can fire additional projectiles while sunburst is activeIf cancelled from a single normal or special move blocked standing:Can transition into crouch block after one hit of chip (8), Punishable with CAIf cancelled from an attack & blocked crouching:Punish with CA after any blockstring which starts point blank and ends with Sunburst
Normals
st.MP
-4If blocked in range of a Mika cr.HP this should beat any immediate follow-ups from Dhalsim
st.MK
-4
st.HPEXP-6EXP only punishes from first hit range
cr.HP
+3
st.HK (CC)TC, CA-4Only punishable if blocked close
db+MK
-1
b+HP (CC)
-8Cancels into Yoga Flame, Long blockstun
b+MP
+1
b+MK
+1
Any long range limb will get hit and result in a knockdown by Mika divebomb

Notes

Ed

FireballPunishoBNotes
Spark
-2
> ShotTC, CA-4TC only punishes in the corner, Blocked spark into shot guarantees CA
> EX Shot
+8
Psycho Upper
Normalst.MP, f+HP-16f.micro before st.MP to link st.HP/IW, 1EX f.micro > f+HP xx HPP > EXP
EXst.MP(CH) > f+HP -20f.micro before st.MP to link f+HP xx HPP > EXP or just CC with f+HP
Psycho Rising


-38Enough advantage to CC with st.HK
Psycho Flicker

cr.LP-3cr.LP xx LPP hits from close range but you need EXP from ~mid
Psycho Knuckle


-2Side-switches, M Brimstone will reach oB
V-Skill
Ground
-2H Brimstone will reach oB, disables backroll oH
Charged
+3Launches for a juggle oH
Air
59FWhiffs on grounded opponents, hard knockdown oH
If either of these whiffs you can f.dash into st.HP xx HPP to punish on reaction
V-Trigger 1


+48
Releases a large fireball that moves forward at one of two speeds chosen by Ed, slow and fastInfinite active frames until it moves off-screenGrants no mix-ups on block but the +frames and white damage is best avoided with v-reversalHas 15 frames of additional start-up after the VT freeze which is easily interrupted up close (CH)
V-Trigger 2
Ground
+2
Air
54FWhiffs on grounded opponents
Does nothing upon activating other than grant access to the two new snatchers which are enhanced v-skillsGrounded version can be used as a pressure tool from far where he’ll grab on to you and be +oB point blankAir version is too slow to be used as a reliable anti-air, both are mostly used to extend or end combos for dmg
V-Reversal
Startup | Total31FoB
1-25F Projectile/Strike Invincible
Is not an attack and will recover behind MikaPunishable after f+HP with b.micro > st.MP, st.HP or IW
Critical Art


-21Ends up close so walk up full combo
1-22F of full invincibilitySlow enough start-up that if done raw you can jump behind him after the freeze frame Enough time to dash into him 5 times for extra corner carry before the punish f.jump > VT2a > f.dash x3 > f.jump(empty) > st.HP > st.MP > st.HP > st.MP > st.HP

Continues

Ed

NormalsPunishoBNotes
st.MP
+3
st.HP (CC)
-2
st.MK
+2
st.HK (CC)st.LP, TC, CA-4st.LP > TC close, TC mid, CA far~max
cr.MP
+2
cr.HP (CC)st.MP, EXP-5st.MP from close-mid (~mid might not combo into HPP, MPP whiffs)
cr.LK
0
cr.MKcr.LP, CA-3cr.LP only connects close, CA whiffs from far
cr.HK (CC)IW, st.HP-10IW whiffs from max range

Notes

Falke

FireballPunishoBNotes
Mid
+2
Lowcr.LP-3Does not hit low, cr.LP will reach only from close
Jump
-3 At worst an unpunishable -3 oB, falls straight down after release
Is a short range 3 hit projectileNeeds to be charged before release and can be held indefinitelyCharge is telegraphed by the purple glow on her staffThe air fireball can be anti-aired on reaction with EX WA (if expected roll under it for a full punish on landing)
Psycho Schneide (PP)
Normalf.micro > st.MP-17At max range st.MP will not link into IW or st.HP
EXf.dash > st.MP-25CH state so without EX for the st.MP > f+HP combo just f.walk CC
Katapult (KK)
Normal, EXst.MP-10Point blank oB
Air Stomp
Normal

Does not hit overhead, Can cross-up
After the stomp she may control the falling motion and also perform another jump-attack or air fireballAttempts to fall behind you or straight down you first crouch then AA with a delayed cr.MPAttempts to fall away from you just use M WA to stuff both jump-attacks and fireballs
V-Skill
NormalIW, st.HP, EXP-10EXP is your only option from max range
VT2st.MP, EXP-6
V-Trigger 1
Mid
+4
Lowst.MP, EXP-6Does not hit low, st.MP only hits from close~mid range
Jump
++
Grants access to enhanced versions of her regular fireball with enough meter for 3 of themAll versions may be cancelled into only from punch-type normalsAlso cancels into itself once which can make the low one safer with a mid
V-Trigger 2
Activationf.dash > st.MP-28
SwingIW, st.HP, EXP-11EXP is your only option from max range
Overhead
+36-44F airborne
Normal attacks cancel into swing both oH and oB
V-Reversal
Startup | Total17 | 45oB-21-29F Projectile/Strike Invincible
Can block if used against f+HPGuaranteed interrupt with CA Neutral jump HP if used against cr.LP for a full punish
Critical Art

f.dash > st.MP-35
Is a hard knockdown

Continues

Falke

NormalsPunishoBNotes
st.MP
+3
st.HPcr.LP-3cr.LP only hits from point blank
st.MK
-2
st.HK
-3
cr.MP
-2
cr.HPst.HP-8
cr.MK
-2
SweepIW, st.HP-12
f+HPEXP-10EXP reaches If the staff passes through the center of Mika
df+HK
+3

Notes

F.A.N.G

FireballPunishoBNotes
NormalIW, st.HP-11 -7 on hit up close so it’s punishable either way
EX
-1 Recovers too quick on whiff so by the time you react he can block EXP
VT2
-2
VT2 EX
+3
Punch button used determines the travel arc of the fireballs, applies poison on hitCan cancel the fireball into c.dash on hit for a reset, block as a mix-up and whiff to combo from farL + EX hit crouchers after a delay while M and H whiffs completely, VT2 makes them all hit crouch
Lunge
Normalst.MP, st.HP, EXP-10st.MP/HP whiffs if blocked from far, EXP punishes at max range
EXCA-3 Close~mid range is punishable by CA
Cloud
LightEXP-9Cloud disappears immediately, EXP is your only punish that reach
M, HIW, st.HP-8, -10Active for 80-120F, Short blockstun
EX
+2Active for 220F, Instant V-Rev hits airborne and is blocked with any delay
VT2 Light
-9Active for 23F, Great pushback (on F.A.N.G) making it unpunishable oB 
VT2 M, H
0Active for 100-140F
VT2 EX
+6Active for 240F
EXP to armors through the M and H versions, EXP interrupted vs L and EXVT2 makes it impossible to EXP through any cloud After F.A.N.G has recovered and the cloud is on screen you can Peach over them
Command Dash
Normal
29, 31FSide switch possible between 10-28F
EX
33FSide switches, 1-24F Projectile/Strike Invincible
Cancels into this from any normal attack or fireballNormals cancelled into the c.dash are all very negative both on hit and block but as Mika recovers before the eventual side-switch any immediate punish could whiff leaving F.A.N.G with an opportunity instead
Coward Crouch
Kicks
+2 Neutral jumps vs crouch beats kicks, loses to fireballs
Initial d+PPP is upper-body invincible from frame 7+ and mid-body frame 8+ until risingCan stay crouching for 87F and is in a counter-hit state for the durationCancels into kicks from 12F frame and into fireballs from 22FEXP is a solid punish as it counters held crouch and armors through kicks
V-Skill
Normal
40FDoes not cause blockstun
VT1
-2
Spawns a poison projectile which travels forward until either contact with Mika or off-screenGains a hitbox and the ability to be cancelled into during VT1
V-Trigger 1




While active, coming into contact with F.A.N.G will poison MikaNo charge time required for charge moves while active
V-Trigger 2




Fireballs and Clouds are strengthened while active

Continues

F.A.N.G

V-Reversal
Startup | Total31FoB
1-25F Projectile/Strike Invincible
Is not an attack and will recover behind Mika Punishable with immediate CA after any attackvs Light attacks you can micro-step into IW/st.HP as a punish, EXP on late reaction
Critical ArtPunishoBNotes

fj.HK > IW, HP
Block the first hit then wait for him to start landing before jumping
If blocked while you are cornered, forward dash during super freeze then position yourself for jump in.Chip damage occurs BEFORE CA freeze, allowing F.A.N.G to cancel from an attack & chip kill you before you can V-reversal it. Pre-empt attacks he may super cancel, such as st.HP or Lunge, for a chip kill & he may commit to CA & be punishable.
Normals
st.MPCA-3Only CA will reach him at close~mid range
st.HP
-2EXT reaches from all but max range
st.MK
+1
st.HK
+1
cr.MP
-2
cr.HPst.MP-6Doesn’t hit you grounded unless you walk into it, whiff punish with st.HP
cr.MK
+3
df+HPst.MP, EXP-5st.MP hits only from close, EXP whiffs at max range

Notes

G

FireballPunishoBNotes
Level 1LightEXP-8
MediumEXP-6EXP is blocked if ender for a 2 hit blockstring
Heavy
-4Punishable by CA with Mika in the corner
Level 2LightEXP-5EXP is blocked if ender for a 2 hit blockstring
Medium
-3Punishable by CA with Mika in the corner
Heavy
-1
Level 3+VT1+EX
-2At this point every fireball have the same start-up and block advantage
Before Level 3:Blockstrings ending with M Fireball can be interrupted by CABlockstrings ending with H Fireball to be safe oB can be interrupted by EXP
Smash Over
Lvl 1+2L, M, Hst.LP, TC-4TC whiffs from far, st.LP xx LPP if unsure (xx EXP at max range)
Level 3+VT1+EXst.MP-6
Smash Under (Hits Low)
Level 1L, M, HIW, st.HP, EXP-8EXP is your only punish at max range
Level 2L, M, Hst.MP, EXP-8 -6 -6
Level 3+VT1+EX-6
Spin Kick
Lvl 1+2L, M, Hst.MP, EXP-5EXP is your only punish at max range
Level 3+VT1+EX
-2
Level Up (G Charge)
Normal
64F
Charge
128F
Cancel
69FAs a cancel it may not be charged
Charges up to 3 levels to power up his special moves and at max lvl they’re identical to EX & VT1Cancels in to from f+HP, b+HP, Sweep and most special moves oH and oB (fireballs also on whiff)Cancelling into this is always highly punishable oB
Message to the People
Charges to gain EX Gauge with a total of 9 levels, cancelling the message at any point takes a total of 38FCancels in to from f+HP, b+HP, Sweep and most special moves oH and oB (fireballs also on whiff)Cancelling into this is always highly punishable oB
V-Skill
GroundIW, st.HP-17
Air~Wait a few frames for them to land before punishing
VT1 Ground
-2
V-Trigger 1
Grants access to enhanced versions of all special movesSpecial moves while in VT1 are cancellable into eachother (once)
V-Trigger 2
G Explosionf.dash > st.MP-28
G Rage
KDGrab (whiffs on airborne)
Explosion and Rage can be cancelled into from st.MP, st.MK, cr.LK, cr.MK, Sweep and f+HPExplosion also cancels from special moves while in VT2

Continues

G

V-Reversal
Startup | Total17 | 42oB-21-32F Projectile/Strike Invincible
Can block if used against f+HPGuaranteed interrupt with EXP and CA
Critical ArtPunishoBNotes

j.HK-24(-52)-24 at footsie range and cornered, -52 from close
Spawns 3 different explosions one after another across the stage, in the corner they all hit the same spotFrame advantage on block depends on how many explosions were blocked by Mika Auto-spaced for a jump in punish Can avoid chip damage with EX Wingless after the freeze, EX WA is also the only way to punish at footsie range mid where Mika would have to block all explosions
Normals
st.MP
+3
st.HP (CC)CA-3Commonly cancelled into VT, CA whiffs from far
st.MK
-2Out of range for throw if spaced
st.HKEXP-5Hits twice, EXP reaches only if you blocked both hits
cr.MP
+2
cr.HPcr.LP, CA-3cr.LP only after point blank, CA reaches from close~mid
cr.MK
0
Sweepst.HP, EXP-14EXP is your only punish from max range
f+HP (CC)CA-4CA reaches from close~mid
b+HPst.MP, EXP-5EXP is your only punish from max range
f+HK (OH)st.HP-7

Notes

Gill [WIP]

FireballPunishoBNotes
Light
-6
Medium
-6
Heavy, EX air

Cannot hit grounded opponents
EX ground
+1
Lariat
Lightst.mp-6
Mediumst.mp-6
Heavyst.mp-6
EXst.hp-12
Knee Drop
Light
-2
Medium
-2
Heavy
-2
EX
-2
V-Trigger 1





V-Trigger 2









V-Skill






V-Reversal






Critical Art





Normals
st.LP






















Notes

Guile

Sonic BoomPunishoBNotes
Normal
+2
EX
+4
Flash Kick
Normal
-30
EX
-36
V-Skill
Sonic Blade
-10Cancels into Sonic Cross using any boom, common feint is to blade and AA
Sonic Cross
+14The boom used determines the advantage, can be interrupted with 4F
Sonic Blade may be cancelled in to from his target combos on hit (not the overhead one)
V-Trigger 1
Sonic Break
+1
Any normal or sonic boom cancels in to Sonic Break without the need of chargeHe may throw 4 Sonic Breaks in succession creating a line of projectilesPunch button used determines the speed of the sonic break
V-Trigger 2
Normalst.MP, st.HP-14st.MP close, st.HP mid~far, unpunishable from max range
EXst.HK-45
Each version of Somersault Kick strengthened while active
V-Reversal
Startup | Total17 | 41oB-21-30F Projectile/Strike Invincible
Can block if used against f+HPGuaranteed interrupt with EXP and CAClose enough for LT on block
Critical Art

j.HK > st.HP-41 Hold up forward while blocking
j.HK might be out of range if blocked at the edge of Flash Kick’s cancellable range, f.dash > HPP to punishIf used during VT his CA is safe on block (+5)V-Reversal will hit Guile at any time You can jump forward after the freeze frames to punish any raw CAAt max range you should instead use EX WA to get in range for the same punish

Continues

Guile

NormalsPunishoBNotes
st.MP
+2
st.HPst.LP, CA-4st.LP whiffs from far
st.MK
-1
st.HKcr.LP, CA-3cr.LP whiffs from far
cr.MP
+1
cr.HPTC, CA-4TC whiffs from far
cr.MKcr.LK, TC-4TC will whiff at most ranges but st.LK will always interrupt his followup OH
Sweepst.HP-13
f+LK
-3 | +1cr.LP will at worst trade if Guile goes for cr.LP xx Boom at max range
f+MK
-2
f+HK
-28-32F throw invincibility, often used to bait throw techs
b+HP (CC)
-1
f+HP (CC)
-1
f+MP (OH)st.MP, EXP-6st.MP will only from close close
df+HKCA-3Whiffs vs crouching, CA close~mid
cr.MK~f+MP (OH)EXP-6Can be interrupted between blocks with CG or st.LK
cr.LK~s.MP~f+HPEXP-8If you crouch block the st.MP the f+HP always whiffs
st.LK > st.MKCA-4CA whiffs at max range

Notes

E. Honda [WIP]

Special MovePunishoBNotes












Special Move












V-Trigger 1





V-Trigger 2









V-Skill






V-Reversal






Critical Art





Normals
st.LP






















Notes

Ibuki

RaidaPunishoBNotes
NormalIW, st.HP-12f.micro > st.MP if blocked close
EX-11
Kazekiri
Normal
-27
EX
-31
Kunai
Normal
-2 | +3Frame adv changes depending on the blockstring it’s cancelled from
EX
+14You should v-reversal this, can be thrown at a short, medium and far range
EX (air)
+18Ibuki gets a dash or command dash after this for pressure
Release
+9-2 frame advantage for each missing kunai. -1 if using only a single kunai
There’s three different ground releases, straight line, wall of kunais and angled up. Can also be done airborne.
Recharge
51FHolding button recharges 1-6 Kunai, Max refill takes 109F
Recharge EX
51FHolding button recharges 3-6 Kunai, Max refill takes 87F
Command Dash
Short
23FCan side switch depending on rangeCancelled in to from normals is always punishable
Long
26F
Jump
57FAble to do jump attacks and kunai from this
V-Skill
Tapst.HP, EXP-7st.HP only from close, EXP can be blocked at max range
Hold
-2EXP will armor through the attack and is a good interrupt with fast reactions
V-Trigger 1
Throws out a bomb on activation that explodes after 1, 3 or 5 seconds chosen by IbukiThese bombs may be prematurely detonated by EX kunai’s for extra damageEnough meter to throw out a second bomb after the first has exploded, also with controlled duration
V-Trigger 2
Forward
-2If Ibuki EX Kazekiri Punishable, Raw CG or st.LK > EX Brim reach oB
Diagonalst.MP xx-6Whiffs vs crouch, st.MP xx EXP avoids Kunai while HPP > f.dash > block!
Throws out a large kunai which passes through Mika and then boomerangs back around for a second hitSingle use VT, there’s no second activation
V-Reversal
Startup | Total17 | 52oB-21-13F & 38-41F Projectile/Strike Invincible, 14-37F Fully Invincible
Can block if used against f+HP Punishable with f+VT on reaction In range for a L Typhoon on block
Critical Art

st.MP, st.HP-20
From far you can neutral j.HP for a full punish Slightly delayed CA will avoid chip damage and punish f.jump ONLY to avoid chip at close/mid rangeCan walk forward slightly before punish

Continues

Ibuki

NormalsPunishoBNotes
st.MP
+2
st.HPst.MP, EXP-5At max range only EXP will reach, is likely cancelled into Kunai / TP
st.LK
-2
st.MK
+2
st.HK (CC)
-2Whiffs vs crouching
cr.MP
-1
cr.HPcr.LP, CA-3cr.LP only close, CA guaranteed, is likely cancelled into Kunai / TP
cr.MK
-2Careful of this when they have VT
Sweepst.HP, EXP-12EXP is your only punish from far~max range
f+MK (OH)
-2Airborne which dodges both lows and throws, combos on hit
f+HK (CC)CA-3CA is guaranteed, unlikely to be used at cr.LP range
b+MP
0
Slide
-10  | 0Can be used to low profile st.HK
L.M.Hst.MP xx HPP-9
L.M.L
-2Used to make the above TC safe oB
st.MK~cr.HK~HK

After blocked cr.HK the st.HK always whiffs, punish with any combo
cr.MP~f+HKst.MP, EXP-5EXP is your only punish at max range
st.MP~f+MK (OH)
-2Long delay between hits, Can catch the f+MK grounded with dl st.LP

Notes

Juri

StorePunishoBNotes
Normal
-2Not available during VT1
On round start if Juri back dashes into store can be punished by f.dash > st.HP
Release
Light
-2-1 in VT1
MediumTC-48-22F Airborne, Cancelled into LK-Release is a 4F trap(cr.LP > st.MP)
Heavyst.MP-6st.MP will get beat if she chains into MK-Release, jabs will interrupt for air recovery or EXP and delayed CA beats it for a KD, In range for HB
EX
-2In range for HB, beware of EX Pinwheel
See all of her release frame traps here
Pinwheel
Lightcr.LP, CA, st.MP-3 (-8)cr.LP whiffs from far, -8 if blocked crouching st.MP > IW/st.HP
M, H, EXst.MP > f+HP-30Counter-hit state, wait for Juri to land
Axe Kick
Normalst.MP, EXP-6If she spaces it perfectly EXP is your only punish
EX
-2
V-Skill
TapIW, st.HP, f+HP-10Cross-up, f+HP is only in range if v-skill is blocked from mid~far range
HoldIW, st.HP-18Hits twice (true blockstring), dash cancellable while keeping charge
V-Trigger 1
Allows Juri to chain normals together from light>medium>heavy, chained normals are generally less safe oBRemoves the ability to store special moves but she may release at the cost of V-Gauge
V-Trigger 2
Activation
+1
While active, the opponent’s EX gauge will be absorbed while they are within the effect range
V-Reversal
Startup | Total17 | 45oB-21-29F Projectile/Strike Invincible, Only has 1 active frame
Can block if used against f+HPGuaranteed interrupt with EXP and CA
Critical Art

EXP-15Fully invincible 1-9f
Raw CA can be jumped for a punish at all but close range EXP punishes only oB from close rangeV-Reversal does not mitigate chip damageEX Wingless post-freeze however avoids any chip Post-freeze EXP hits first, then trades (40 vs 350 damage), useful if Juri is close to dying

Continues

Juri

NormalsPunishoBNotes
st.MP
+2
st.HPCA-3
st.MKCA-4CA whiffs from far
st.HK (CC)TC, CA-4TC whiffs from far
cr.MP
0
cr.HP (CC)st.MP-5st.MP only links into IW or st.HP from point blank
cr.MK
-2
Sweepst.HP, EXP-12st.HP whiffs from max range
f+MK (OB)st.MP-6st.MP links will whiff at max range
b+HK
-2Hits twice, only second hit is VT cancelable
st.MP~f+HPIW, st.HP-12

Notes

Kage

FireballPunishoBNotes
NormalCA-3
EX
-2
Airborne

Will not hit crouching opponents
Red Fireball
NormalEXP-6st.MP only reach if the red fireball is done raw from point blank
EX
+6Can be interrupted in blockstrings with CA except from cr.HP
Tatsu
L, M, EXst.MP, IW, st.HP-10st.MP into IW/st.HP whiffs at max range
Heavyst.MP > IW, st.HP-9
EX Airborne

Can cross-up, Will not hit crouching opponents, TK’d is + oH
Stomp
LightTC, CA-4TC only from close~mid
Medium
-2
Heavy
+3
EXIW, st.HP-8Hits overhead
L Stomp and cr.HP xx M Stomp are the only true blockstrings, the rest can be interrupted before it hitsMash st.LP if you expect a blockstring to end in stomp either guarantees a CH or keeps blocking
V-Skill
Normalst.MP, EXP-6High/Mid armor from 5-12F, EXP is your only punish from far~max range
Charged
-2High/Mid armor from 5-40F
VT1 Normal
0High/Mid armor from 2-9F
VT1 Charged
+6High/Mid armor from 2-29F
Start-up is faster and range is increased greatly in VT1
V-Trigger 1
Ground, Air
32FCan cross-up, cancels off everything oH/oB
Gives Kage access to a teleport, with this he can make moves like his DP safe oB, double cross-up in the air using after tatsu and advance behind a red fireballDP into forward teleport(for example to escape the corner) is punishable with st.HP
V-Trigger 2


-210-33F Fully invincible, cancels off everything oH/oB, hits OTG
Activation can make any stomps and fireball +oBAttack Teleports into the air then lands for a frontal air attack, does not hit OH, loses invincibility after start-up
V-Reversal
Startup | Total12 | 37oB-21-25F Projectile/Strike Invincible
Will hit if used against f+HPClose enough for LT oBOnly cr.LP allows for a throw or a grab when v-reversalled
Critical Art
Normalj.HP > st.HP/IW-38neutral
VT2 Raging Demon
KDKage can still do his normal CA in VT2, only hits grounded
Raging Demon cannot be avoided from close after the screen freeze, from outside b.jump HK 

Continues

Kage

NormalsPunishoBNotes
st.MP
-1
st.HPst.MP, EXP-5EXP is the only punish at max range
st.MKCA-3CA whiffs at from far
st.HK (CC)
-2Whiffs vs crouching (st.MP does not link into IW/st.HP after)
cr.MP
+3
cr.HPTC-4Cancelled into M Stomp -2 true blockstring, H Stomp +3 (interrupt with TC)
cr.MK
-2
Sweep (CC)st.HP, EXP-11EXP is the only punish at max range
f+MP (OH)st.MP, st.HP-7st.MP does not link at max range use st.HP instead
f+HPTC, CA-4Only cancellable into Raging Demon (VT2), TC close, CA whiffs at max
f+HP~HKIW, st.HP-12HK whiffs on crouching, Can only be cancelled into Raging Demon (VT2)

Notes

Karin

Cmd DashPunishoBNotes
TenkoIW, st.HP-10
Orochi
-2EX Brimstone is in range for all but max range
> EXst.HP-7
Tenko and Orochi followups to the command dash may be delayed in order to frame trap
Kicks
Lightst.HP-7Should always use st.HP after kick, will hit before overhead comes out. Has no airborne frames. EXP is your only punish after medium @ max range.
Medium (OH)st.MP, EXP-6
Heavyf.micro > st.MP-154-25f of follow-up hit low profiles
EX
-2In range of H Brimstone oB
Ressenha
Light, Mediumcr.LP, TC, CG-6, -5st.MP dangerous as it will lose to slide follow-up
Heavycr.LP, TC-4
> Slidest.MP >-9The cancel of Ressenha into slide has a 5 frame gap and will KD st.MP
> Grab
KD Whiffs vs crouching and ends up punishable behind you
EXj.HP, st.HK-41
cr.LP xx LPP as a punish will guard you against all potential follow-ups (noted punishes loses to grab)1st hit does not hit vs crouching
V-Skill
Tap “Hya”st.MP, EXP-5st.MP will whiff at max range, makes short “Hya” shout
Hold “Hyouken”
-2Makes large “Hyouken” Shout
V-Trigger 1
1st Rekka (2 hits)st.MP, EXP-6st.MP will not link into IW/st.HP
PalmIW, st.HP-9Long blockstun, practice punishing this
Elbow
+1
Overhead
-2 Able to punish her grounded before the overhead hits
Grab
KDWhiffs on crouching and ends up punishable behind
Sweepst.MP > IW/st.HP-106-25F low profile, need f.micro to link IW
Cross-upIW, st.HP-111-19F invincible
Backdash
-2CA will punish this if Mika is cornered
See all of her V-Trigger frame traps hereEXP Reversal after 1st Rekka will:Beat no followup, Elbow, OverheadLose to Palm & Slide, Backdash(blocks)Avoid grabDelayed cr.LP after 1st Rekka will: (Safe defensive option, not designed for punish unless punish presents itself)After no followup be blocked by Karin (If she chooses an action after R. Mika will hit)Palm will be blocked by R. Mika, can punishElbow will be blocked by R. Mika, leaving Karin at advantage or followup Side switchHit overhead, Karin will resetAvoid Grab, can punishSweep will be blocked, can punishAvoid backdash

Continues

Karin

V-Trigger 2
After activation Karin gains access to a 2F start-up parry which either juggles or crumples oH for a comboCan be cancelled in to from pretty much everything oB including Tenko which could counter punishesUsing command grabs to punish her special moves would avoid this gimmickShe’s in a counter-hit state for the entire duration
V-Reversal
Startup | Total16 | 41oB-21-30F Projectile/Strike Invincible
Can block if used against f+HPGuaranteed interrupt with CAClose enough for EX Typhoon oB
Critical ArtPunishoBNotes


-18Close enough to punish with anything
Unavoidable Chip at close rangeCan V-Reversal 1st hit to reduce Chip (15) Can avoid all chip with a delayed CA but can’t be point blank
Normals
st.MP
+1
st.HPst.MP, EXP-5Unpunishable at max range, st.MP only reaches close
st.MK
-4Pushback too large to reach with anything
st.HKCA-4A lot of pushback, CA will punish on block only from close-medium range
cr.MP
+2
cr.HPst.HP, EXP-7 Cancelled into Orochi -2 oB or delayed as frametrap, st.HP whiffs @ max
cr.MKcr.LK, TC-4TC only punishes from point blank (unlikely range)
Sweepcr.LP, st.HP-14cr.LP xx EXP from max range, st.HP close~medium range
f+MK (OH)st.MP, EXP-6Has airborne frames, EXP is your only punish from far~max range

Notes

Ken

FireballPunishoBNotes
Normal, VT1st.MP, EXP-8, -7st.MP only hits from close, EXP only punishes from 1st hit range
EX, VT1+EX
+1, +3
Tatsu
Light, Mediumst.MP >-8
HeavyTC-4
EXj.HP Walk slightly in direction of where EX Tatsu started then j.HP punish
VT1 Heavy
-2Will pass over Mika if crouching, In range of any CG oB
Air Tatsu
Normal
+Can cross-up
EX
-2 | 0
VT1 EX
0
V-Skill
Runst.MP >22FAll normals cancelled into run oB are unsafe
Step Kickst.MP, EXP-6EXP is your only punish at max range
V-Trigger 1
Enhances all of his special moves while active
V-Trigger 2

f.dash > any-511-18F throw invincible
V-Reversal
Startup | Total12 | 37oB-21-25F Projectile/Strike Invincible
Will hit if used against f+HP If activated during VT freeze: (If Ken animates 1 frame during freeze)b,f+VT will punish if Ken hits or not (Your choice), can followup with st.HK or dash > f+HPn+VT will whiff, if Mika performs CA directly after the CA will whiff but Nadeshiko will hitClose enough for M Brimstone oB
Critical Art

f.dash > st.MP-26
Delayed CA after freeze will avoid chip but R. Mika will still be punishableUnavoidable Chip at close range
Normals
st.MP
+2 
st.HP (CC)cr.LP xx EXP, CA-3cr.LP only hits from close, CA hits from far but whiffs at max range
st.MK
-2
st.HK (CC)TC, CA-4TC only hits from close
cr.MP
+2
cr.HPst.MP, IW, st.HP-9st.MP only links into IW or st.HP from close, likely cancelled
cr.MKTC, st.LP-4Safe from far~max range
Sweepst.HP, EXP-12st.HP whiffs at max range
b+MP
-2
b+MK (OH)st.MP, EXP-6EXP is your only punish from far
f+HK (OH)st.MP, EXP-6EXP is your only punish from far, can be cancelled as a feint
TC1 (Punches)f.micro > st.MP-13
TC2 (Kicks)st.MP, EXP-6Second hit whiffs vs crouching, EXP is your only punish from far
Both target combos can be completed on whiff

Notes

Kolin

HandsPunishoBNotes
Lightst.LPxxLPP, CA-4CA is your only option from far-max range
Mediumst.MP xx-6
HeavyIW, st.HP-9From close you can micro step into st.MP > IW/st.HP
EXst.HP-7
Hailstorm
Light, EXst.MP >-8If done in neutral, EXP from ~½ screen is an easy punish on reaction
Medium, Heavy-11
> Snowballs

Normal Bockstun 30F, EX Bockstun 26F and conjures two snowballs
VT2: Hailstorm projectiles gains a larger hitbox and do more damage
Vanity Step
ShortDash Punchst.MP > -12 | -4
EX Dash Punchcr.LP, HB-9 | -1From max range this is safe, H Brim will always reach
Mediumcr.LK~cr.HKIW, st.HP, EXP-12EXP is your only punish from max range
cr.LK~cr.HP
-2EX Brim reach oB at any range
cr.MP~HPIW, st.HP-8
AirLK~MK


Counter
Normal
46FCounter-hit state for the entire durationIs a hard knockdown
EX
41F
V-Skill
Slashst.HP-7If blocked close start with st.MP >
VT2IW, st.HP, EXP-8EXP is your only punish from max range
Counters attacks between 8-16F for a KD
V-Trigger 1
Activation
+32R. Mika takes ice damage oH, While under the ice effect stun gauge will not recover. Effect is released if Kolin is hit. Hits OTG.
2nd Activation
+26
V-Trigger 2
Normalcr.LP, st.MP >-11 | -3Can be cancelled from grounded normal moves, cr.LP at max range
Dash Attackf.dash > TC-22Difficult to time the the punish, reversal HPP works and is easier
Gains access to new special moves(above)Kolin’s dash may turn into a slide at the cost of v-gauge and punch normals are all enhanced.
V-Reversal
Startup | Total31FoB
1-25F Projectile/Strike Invincible, Is not an attack, Ends up behind you
Calling Nadeshiko after the freeze can lead to great damageCan punish if used against st.HK mid-screen with st.HP and EX TyphoonIn the corner vs f+HP you can re-corner them with both L Typhoon and micro > IW

Continues

Kolin

Critical ArtPunishoBNotes

f.dash or nj.HP-37If you block the CA close you can get a jump-in combo
Can use EX WA to avoid chip Punishable with a delayed CA (not from point blank)
Normals
st.MP
+2
st.HP (CC)CA-4CA will whiff at max range
st.MK
-2
st.HK
-2Whiffs vs crouching
cr.MP
+2
cr.HPCA-3CA will whiff at max range
cr.MK
+1
Sweep (CC)st.HP, EXP-12EXP is your only punish from far~max range
f+MK (OH)st.MP xx-6st.MP links into IW and st.HP only from close~mid
b+HK
-2
L.M.HIW, st.HP-9[L.M -6, punish with st.MP or EXP from max range]
st.MK~HP~VSst.MP > IW, HP-12[st.MK~HP -9 punish with IW or st.HP]
VT2: All punches gain enhanced hitboxes and deal additional white life damage oB

Notes

Laura

Bolt ChargePunishoBNotes
Light
-2EX Typhoon will reach oB from max range
Mediumst.HP, st.MP >-7st.MP does not link into anything from max range (go for st.HP)
Heavy
44FDoes not hit grounded opponents, Airborne, Lands behind you from close
EXf+HP, st.MP >-17
Fireball
Lvl 1st.MP > st.HP-5IW will whiff after the st.MP
Lvl 2
0Dropkick and HPP punishes from far on reaction
Lvl 3
+18
EX, VT1+EX
+3, +7
V-Skill
Overheadst.MP >-7st.MP does not link into anything from far (cancel it into HPP)
VT1 Overheadst.MP-6 | -3Safe from max range
f.dash
21F
b.dash
26F
V-Trigger 2
Parry
45F3-33F Attack invincible, Counter-hit state for the entire duration
Choke
59F7F Grab follow up to the parry, leaves Mika standing for a follow-up combo
Laura is also able to follow-up the parry with V-Skill dash and attack
V-Reversal
Startup | Total17 | 42oB-21-30F Projectile/Strike Invincible
Can block if used against f+HPGuaranteed interrupt with EXP and CAClose enough for LB on block
Critical Art


KDGrab super with 4F start-up and 52F recovery
DOES NOT hit before super freezeIf used as a reversal during Mika’s meaty st.MK after peach KD or corner reset Quick rise st.MK will hit & R. Mika will be at +5 (Can link into st.MP > IW or st.HP) Back rise (Or after IW > st.MP | st.MK reset) st.MK whiffs & Mika can nj.HK or pre-activate VT punish If used during CA delayed wakeup frame kill (CA > f.dash > cr.MK | st.HK) st.HK will whiff & R. Mika can dash & punish with f+HP or pre-activate VT
Normals
st.MP
+3
st.HP
-2L Typhoon will reach from max range
st.MK
-2Common V-Trigger cancel move
st.HKst.LP, CA-4st.LP only from close~medium range
cr.MP
+2
cr.HP
-2
cr.MK
-1
Sweepst.HP, EXP-14EXP is your only punish from max range
f+HP
-2L Brimstone reach far oB but whiffs at max range
f+HP~HPst.MP >-8
st.MP~MKst.MP xx-6

Notes

Lucia [WIP]

FireballPunishoBNotes
Light


Medium


Heavy


EX


DP
Light
-381-9f air invincible, goes straight up, hits on both sides
Medium
-411-12f air invincible, diagonal path
Heavy
-481-16f air invincible, far diagonal path, can catch neutral jumps
EX
-461-10f full invincible
Run
Shoulderst.mp-6Low block stun
Tornado Spinner
-35
(-30*)
Flies up into the air, *during VT1
Cyclone Spinner (two kicks)st.hp-8(-6*)*Frame data change during VT1
V-Trigger 1





V-Trigger 2









V-Skill






V-Reversal






Critical Art





Normals
st.LP






















Notes

M. Bison

BlastPunishoBNotes
Light
-2
Medium
-1
Heavy
+2Not a true blockstring, stuff it with EXP
VT1
+1
EX, VT1 EX
+6, +7Is a fireball
Scissor Kick
LightTC, CA-4TC whiffs from far
MediumCA-3
Heavy
-2HB reaches on 2hits, EXT from max range (1hit)
EX
+1
VT1 EX
+3
VT1: All Scissor Kicks gain invincibility during start-up (Normal from 6F, EX from 4F)
Inferno
NormalIW, st.HP, EXP-10EXP from max range
EX
-1
VT1st.MP, EXP-5EXP from max range
VT1 EX
+4
Stomp
NormalAnti airs¯\_(ツ)_/¯
cr.MP wins
EX
cr.MP trades (unfavorably)
VT1+1cr.MP wins, No follow-up oB
VT1 EX-2cr.MP loses, b.jump LP can be used late, No follow-up oB and L Brim reach
> P
cr.MP wins
Reverse+2cr.MP wins, sometimes lands behind Mika on successful AA
EX Reverse+9cr.MP wins
VT1 EX Reverse
+14cr.MP wins(delay it), Teleports behind you from any range
st.HP can be used to make Bison whiff his regular stomps behind you for a bigger punish (Not VT1 EX!)
V-Skill
Reflect

In a counter-hit state for the entire duration
> Attack
+2Successfully absorbing a non-projectile M. Bison makes a counter attack
> Release
+13Absorbed projectiles can be thrown back right away or stored for later use
V-Trigger 1
Special moves are enhanced while activeDashes in VT1 has a longer range, is invincible for longer and may cross-up
V-Trigger 2
Psycho CrusherEXPst.MP >-11 | -8As a part of a blockstring in mid it’s -8 (ends behind you), EXP thisIn the corner it’s -11 and stays in front, st.MP > IW/st.HP here
Psycho Charge
KDGrab, can be cancelled into oH, plants a psycho bomb
> Psycho Bomb
+14Either manual detonation or automatically after ~6 seconds, armor breaks
Psycho Crusher hits twice, passes through Mika and can cross-up in some situationsPsycho Bomb is removed if M. Bison is hit before detonation

Continues

M. Bison

V-Reversal
Startup | Total17 | 38oB-21-30F Projectile/Strike Invincible, Not airborne
Can block if used against f+HPGuaranteed interrupt with EXP and CAIn range of EXB on block
Critical ArtPunishoBNotes

f.dash >-40Is airborne during recovery, the f.dash ensures you catch him standing
Can be done from the air and even as a cross-upIf cancelled from a normal, instant V-Reversal to avoid chip(whiffs) into Neutral Jump punishUnavoidable chip from point blank vs raw CA, b.dash best escape option from other rangesCan V-Reversal 1st hit to reduce chip (20 damage)
Normals
st.MP
+2
st.HPEXP-6EXP only works at close-mid range, likely cancelled into safer specials
st.MK
-2
st.HK
+3
cr.MP
+1
cr.HP
-11
cr.MK
-2
Sweep
-12
df+HP
+1
st.MP~df+HPIW, st.HP, HB-8

Notes

Menat

Soul SpherePunishoBNotes
Lightst.HP, EXP-8st.HP only reaches if cancelled into from close
MediumEXP-11
HeavyCA-4Whiffs on crouching
EX L+M
+3Very slow start-up, interruptable if cancelled off all normals except cr.HP
EX L+H, M+Hst.HP, EXP-9Similar to regular orbs, LP+MP has twice the startup, use EXP from range
Upon reaching max distance the orb will stay there until recalled or detonatedOrb is automatically returned if Menat gets hit before max distance or if it clashes with a projectileReleases cancelled off lights oB are natural frametraps but she may also delay most of them to trap on mediums M+H EX Hard counters both our charged and fake dropkicks with the same timing on reaction
-Orb
Soul Spark
+3
Recall
+3Hitbox is disabled during recall if Menat gets hit
While orb is out Menat can either recall it making the orb slowly return to her(has hitbox) or detonate itAble to do both spark and recall from her overhead making for some high/low mix-ups
Soul Throw

f.dash > 75F30F of landing recovery
May only be used if she has the orb equippedEX Soul Throw is fully invincible from frame 5Crouching hurtbox on start-up, only hits airborne and has a strike hitbox On a trade with WA neither player takes damage although Menat air recovers while R. Mika gets KD
Divekick
Light
-6 | +5oB values when used instantly off the ground, if done later in the jump arc she’ll be at even less of an advantage
Medium, Heavy
-2 | +6
Hits above the knees will have you at frame advantageIf used with VT orbs an unsafe drill may become unpunishable
V-Skill
+Orb
Neutralst.HP, IW-18Needs a micro step to punish from far
Crouchst.HP-16
-Orb
NeutralEXP-6Orbless reflect may be cancelled into recall making it safe oB
CrouchCA-3
She can reflect your microphone and combo into CA
V-Trigger 1




Summons 6 orbs around her which may be released one at a time by the release of a button. May be used to create mixups, extend combos and make otherwise punishable moves safe oBIf released standing they travel straight forwardIf released crouching they travel up+forwardIf released jumping they travel down+forward
V-Trigger 2
Light
+12Orbs all quickly travel forward
Medium
+8Orbs all quickly travel up+forward
Heavy
+2Orbs travel in an arc where 3 hits quick and last 3 are staggered
Summons 6 orbs around her which unlike VT1 may not be released individually, can be activated twice for a second set of orbs

Continues

Menat

V-Reversal
Startup | Total43FoB
1-22F Projectile/Strike Invincible, 23-39F Fully invincible
Teleports behind youEasily punishable on reaction (quite possibly the worst v-reversal of this game)vs f+HP > st.MP(whiff) you may punish recovery with f.micro IW/st.HP, H Brim after f+HP hitsDropkick > st.LK(whiff) gives the same punishes as above except for the grab
Critical ArtPunishoBNotes

f.dash > micro > -46
This CA is a hard knockdown at +8, has lots of active frames and is an excellent anti-airIf done raw from medium~far range you may jump after the freeze and get a full jump-in punish
Normals
st.MP
+2
st.HP
-2
st.MK
-2
st.HK (CC)
+2
cr.MP
+2
cr.HP (CC)cr.LP, CA-3cr.LP whiffs at far~max range
cr.MK
+2
Sweep (CC)st.HP, EXP-11EXP is your only punish from max range
Slide
-10 | 0HB reaches after block at any range, can low profile st.HK
Overheadst.HP, EXP-7Hits twice, EXP is your only punish from max range
Any normal including overhead except for sweep or slide may be cancelled into soul sphere recallIf Orb is close this will make an unsafe move safe, if far your punish will deactivate the orb before it hits
+Orb
st.MPst.HP, EXP-8 | -5st.HP from close, EXP is blocked at max range
st.HP (CC)st.HP, IWEXP-10 | -3st.HP & IW from close, EXP at 1st hit range
st.HK (CC)st.HP, IW-8 | -7IW is blocked at max range
cr.MP
-3 | +1Cancels into orb release frametraps
cr.HP (CC)st.MP-5
cr.HK (CC)st.HP, EXP-16 | -14st.HP from close~mid, EXP is blocked at max range
With orb only her cr.MP and cr.HP may be cancelled into a special move

Notes

Nash

FireballPunishoBNotes
LightEXP, CA-6
MediumCA-4CA is your only punish
Heavy
-2Not a true blockstring
EX
+2Hits twice, second hit can be delayed
Scythe
Lightst.HP, EXP-7EXP is the only option from max range
MediumIW, st.HP, EXP-10
HeavyIW, st.HP-15If you crouch block at max range you have to f.micro > 
EXst.MP > IW, HP-19f.micro > in order to followup st.MP, punish before second hit to avoid chip
Moonsault
Light
+1Free to anti-air with cr.MP
Medium, Heavy
+2, +3
EX
+3Possible to v-reversal standing but tricky timing (between 2nd and 3rd hit)
Tragedy Assault
LightTC, st.MP >-5 | -4vs crouching
Mediumst.MP-6 
HeavyIW, st.HP-8 | -7IW is no good if you crouch blocked
EXf.micro > st.MP-23Hits twice (not a true blockstring)
V-Skill

st.MP, EXP-5st.MP will whiff from far
V-Trigger 1
Can appear on ground behind, above in front, or above behindThey all lose to frame traps and grounded one loses to some tick throwscr.MP anti-airs both air versions on reaction Forward j.TC will avoid back air & ground & punish front teleport.
V-Trigger 2
Activation Dash
43F3F~ Fully invincible, Cancels into Stop(11F Recovery), Slam and Scythe
Dash
63FCancels into Stop(11F Recovery), Slam and Scythe
Slam
+28-14F Fully invincible, 29F Start-up, 6-32F Airborne, Hits overhead
Scythest.MP >-1610F Start-up, 14-32F Airborne, Lands point blank
V-Reversal
Startup | Total44FoB
1-15F 42-45F Projectile/Strike Invincible, 16-41F Fully Invincible
Always ends up behind you at a specific range from activation, any movement does not change thisAfter f+HP either walk back & typhoon or immediately b.dash(+6) into H BrimstoneIf V-Reversal is activated during V-Trigger Freeze, you can either CA immediately or b.dash > delay throw
Critical Art


-31Recovers close enough for any punish
Can be jumped at any range after freeze frame, b.jump at close~med and n.jump at max Causes very little block stunIf used as a reversal in corner: After block f.dash > st.MP > IW will wall bounceAfter b.jump to avoid chip > b+IW does not wall bounce but dash > f.micro > f+HP hits without wall bounce

Continues

Nash

NormalsPunishoBNotes
st.MP
0
st.HP (CC)st.MP, EXP-5EXP is your only punish at max range
st.MK
0
st.HKcr.LP, CA-3cr.LP whiffs at med~far range
cr.MP
+2
cr.HP
+3
cr.MKCA-4CA whiffs at mid~far range
Sweepst.HP, EXP-12EXP is your only punish from far~max range
Bazooka Kneecr.LP, st.MP-5 | 0st.MP close~mid, cr.LP far, H Brim reaches at max range
f+MP (OH)st.MP-6
f+HP (CC)EXP-13EXP can be blocked at max range
b+MK
+2
f+MKCA-3CA whiffs from far
f+HKCA-3CA whiffs at max range
st.LP~MPst.MP, EXP-6st.MP whiffs at max range
st.MP~LKst.MP-7Nash point blank oB
cr.MP~f+MP (OH)st.MP, EXP-6st.MP whiffs at max range
st.LK~MK
-2L Typhoon in range oB
st.MK~HKIW, st.HP-10TC can be completed on whiff

Notes

Necalli

LungePunishoBNotes
Normal + VTst.MP, CA-6 | -4CA is your only punish at max range
EXf.micro > st.MP >-13
Stomp
Light Mash CA to stop all stomp cancel pressure-4Unlikely to be in range for st.LP
Medium-2Frametraps from cr.HP, EX Typhoon in range oB
Heavy0Can be interrupted with TC, EX Typhoon in range oB
EX
-2Same in VT
V-Trigger
Light Mash CA to stop all stomp cancel pressure-3
Medium-1Frametraps from cr.MP
Heavy+2cr.LP > st.MP interrupts this
V-Skill
Ground Pound
-1Does not hit airborne, Cancels into VT1 Leap, Faster start-up in VT
V-Trigger
VT1 Leap (Tap)MT reach oB-243F Start-up, Can be cancelled into from V-Skill, Hard KD
VT1 Leap (Hold)nj.HP on reaction+257F Start-up, Can be cancelled into from V-Skill, Can OTG
VT2 Fireball
+1Multi-hit projectile (Do not attempt to EXP)
Both V-Triggers lasts indefinitely, what sets them apart is the special move they receive:Improves the speed of his movement and the distance of his dashesPunch buttons, Overhead, Special moves, CA and v-skill are all enhanced
V-Reversal
Startup | Total17 | 42oB-21-30F Projectile/Strike Invincible
Can block if used against f+HPGuaranteed interrupt with EXP and CAClose enough for EXT on block
Critical Art

st.MP >-25Recovers point blank
Can EX WA to escape (No punish) Late CA will beat it (Fairly difficult)
Normals
st.MP
0
st.HP (CC)
-2
st.MK
+2
st.HKst.LP, CA-4st.LP can be blocked or whiffs from far, CA 99%
cr.MP
+2
cr.HP (CC)CA-4CA from close~mid punish, stuffs xx M Stomp trap
cr.MKCA-4CA from close~mid punish, stuffs xx M Stomp trap (L Stomp is CA punish)
Sweep (CC)st.HP, EXP-10st.HP whiffs at max range
df+HP (OH) (CC)st.MP, EXP-6st.MP whiffs from far. 12-20f airborne
df+HP (Charged)
+2Only available in V-Trigger, EXP is your best interrupt (buttons air reset)
Divekick
-2 | +4st.MP or CG to pressure any block above knees
st.MK~HK~VSst.MP > IW, HP-9Time your punish for after the HK but before the V-Skill (-8 without VS)

Notes

Poison [WIP]

Heart RaidPunishoBNotes
LPst.MP, EXP6-Hits low, st.mp point blank, EXP medium range, whiffs from far to max range
MPst.MP, EXP-6
EX (mid)
+2Pulls you in
EX (low)
-2CG whiffs max range
Avant Line
LPst.HP, EXP-7Whiffs at max range
MPIW, EXP-8EXP only punish max range, second whip hit can whiff
HPF.micro > st.MP-17IW whiffs without walk, second whip hit can whiff giving no animation putting Poison in recovery
EXF.walk > st.HP-16st.HP whiffs at max range without walk
Flip kick












Upkicks












V-Trigger 1





V-Trigger 2









V-Skill






V-Reversal






Critical Art





Normals
st.LP






















Notes

R. Mika

PeachPunishoBNotes
LightTC-7 | -2Not often used at ranges where these punishes won’t connect, at close range follow up st.MP with st.HP or IW
Mediumst.MP xx-10 | -3
Heavyst.MP xx-12 | 0
EXst.MP >-15Armor from 3-9F
Wingless
Light, Mediumf.walk > 55F
Heavy, EXf.dash > EXP53F The EX corner escape is the most common whiff
V-Trigger 1
Above
+32Nadeshiko attacks from above after 26F tap and 121F hold
Side
Nadeshiko attacks from the side after 36F tap and 117F hold
Throwing R. Mika before contact will make Nadeshiko whiff, a well timed jump avoids her from the sides
V-Trigger 2
Tap

Nadeshiko runs in from behind Mika to throw a chair
Hold

Nadeshiko runs in from behind Mika and attacks with chair before throwing
Nadeshiko can be called for a second time although way too slow to be safely used in neutral
V-Skill
Mic Toss
+4 If used in neutral double dash into IW/HB, 1 hit of armor
V-Reversal
Startup | Total17 | 42oB-21-30F Projectile/Strike Invincible
Can block if used against f+HPGuaranteed interrupt with EXP and CAOn Hit, Mika is -1 after dash, jump can be punished with L WA
Critical Art

nj.HPKD1-4F Fully Invincible, Does not hit airborne
Does not hit during CA freeze, a neutral jump to punish after the freeze is generally out of range for 2 hit follow-upsGains a significant range boost in cornerIf used during the Peach – f.dash > f+MK meaty setup Quick Rise | f+MK will be +4 on hit after CA freeze, can link into Target ComboBack Rise | f+MK will whiff, f.dash > punishIf used during post CA delayed wakeup frame kill (CA > f.dash > cr.MK > st.HK) st.HK whiffs (Dash and punish)
Normals
st.MP
-2
st.HPst.MP, EXP-6st.MP only hits from close
st.MKcr.LP xx EXP-3 | 0cr.LP only hits from close~mid
st.HK (CC)cr.LK, CA-4CA guaranteed
st.HK (CC)
+2cr.MK can stuff or low profile this
cr.MP
-1Is NOT airborne and does not hit crouching opponents, L Brim in range oB
cr.HP
-6 | -1H Brim reaches from any block range
cr.MK
-2
SweepIW, st.HP-12
Rope ThrowIW, st.HP-8 | -28On completion of the target combo f.dash into st.MP
f+HP (CC)
+3st.LK will stuff the f+HP > st.MP frametrap and avoid EX Typhoon(corner)
Divebombst.MP > st.HP
st.MP also links into IW but not from far
st.LK~MPst.MP, EXP-5st.MP whiffs at max range

Notes

Rashid

FireballPunishoBNotes
LightEXP-5
Medium
-2
Heavy
+1Can cancel this into V-Skill, after roll will be +2
EX
+9Can cancel this into V-Skill, after roll will be +0 mid screen & +inf in corner
V-Trigger 2
Light
+1
Medium
+3
Heavy
+5
EX
+13
Most of these hits twice making EXP unable to armor through
Spinning Mixer
Light
-2M Brimstone reaches at all but max range(1 hit)
> Mash 1 | 2st.MP >-5 | -10
Mediumst.MP >-31Ends up behind you if started point blank, wait for him to land and punish
Heavyst.MP >-36Walk forward while waiting for him to land and punish grounded
EXnj.HP, st.HK, VT-39Can walk forward to swap sides on block before punish.
VT1 EX+Windf.dash > j.HP-57Can attack while landing, treat as an anti air in corner
Dash
Normal
-2In range of HB
> Mash 1TC-4Awkward reversal timing
> Mash 2IW, st.HP-11
VT1 Wind
0Created from V-Trigger or corner set up with HK or EX Projectile > Roll
Eagle Spike
Normalmicro > IW, st.HP-20
EXf.dash > st.MP-23
VT1 EX+Wind
-3Recovers far behind you
Dash
Dashf.walk > st.HP-21Safe from full screen, for an easier punish just do HPP
VT1 Dash+Wind
-21Lands safely behind the Tornado
V-Trigger 2
Normalst.HP, EXP-7If the Eagle Spike starts from close do EXP
EX
-8
Air Eagle Spike
Normalf.dash > st.MP >-35 | +3
EXf.dash > st.HP-35 EX extends on hit and whiff, then dash is needed to reach with EXP
V-Skill
Roll+Kst.MP, EXP-6st.MP whiffs from far
Flip+Kf.dash > st.MP >-35 | +3
Flip+KK (EX)f.dash > st.MP xx-27 | -24
V-Trigger 2
Flip+K
-7 | +3Punishable if blocked high, H Brimstone always reach oB
Flip+KK (EX)st.LP xx-4If it whiffs in front of you he’ll bounce off the ground (-27)
Rashid does not bounce off on block in VT2

Continues

Rashid

V-Trigger 1PunishoBNotes
Tornado
+32
Summons a slow moving tornado (250F Active)Some of Rashid’s attacks are enhanced upon contact with it or otherwise made safer with it on screen
V-Trigger 2
Haboob
-2
Gains access to a new special move(above)Enhances: Fireball, Eagle Spike and Frontal Flip(V-Skill) follow-ups
V-Reversal
Startup | Total33FoB
1-25F Projectile/Strike Invincible, Is not a hit, Ends up behind you
If used against a light attack you can walk back and punish, recorner with IW After f+HP you can hit with a direct sweep or MPP to punish thisCan punish this if used against st.HK with EXPIf activated against f+HP xx VT1 or VT2 example punishes:b+VT1: b.walk >  st.MP > st.HP xx MPP > EXP / WAVT2a: b.walk > st.HP > f.dash > f+HP xx HPP > EXP
Critical Art

f.dash > f.dash  | st.MP-51f.dash x2 oB guarantees you are close enough to punish
Unavoidable chip from point blank when done rawV-Reversal to avoid all chip if cancelled from another moveDO NOT attempt to jump punish this as Rashid has some degree of control over movement!DO NOT attempt to EX Wingless escape, you will lose!Backdash can avoid it at point blank range but ONLY if the opponent does not move forward after activation
Normals
st.MP
+3
st.HPCA-3CA whiffs at max range
st.MK-4
st.HKTC, CA-4TC whiffs from far
cr.MP
+1
cr.HP
-2Hits twice, only second hit will CC
cr.MKCA-3CA only hits from close~mid
Sweepst.HP, EXP-12st.HP whiffs from max range
f+MP
-2Hits twice, only first hit is cancellable, EX Brim guaranteed to reach oB
f+HP (OH)st.MP, EXP-6Frame 7-20 airborne, st.MP whiffs from max range

Notes

Ryu

FireballPunishoBNotes
Normalst.MP, EXP-6EXP after any regular blockstring
EX
+2
VT1
-2
VT1 Level 2
0
VT1 L3, EX L2
GBGuard breaks, scales damage to 60%
Tatsu
Normalst.MP >-10
EXmicro > IW, st.HP-19
Air Tatsu
Normal
-3 | +2
EX

14f of landing recovery, punish is the same on whiff and block
Donkey Kick
Allst.MP >-16
V-Skill
Parry
41FCounter-hit state for the entire duration
V-Trigger 1
Enhances Ryu’s Fireballs, CA and Punch Normals
V-Trigger 2


48FCounter-hit state for the entire duration
Gains access to an improved parry which counter-attacks upon being hit
V-Reversal
Startup | Total17 | 42oB-21-30F Projectile/Strike Invincible
Can block if used against f+HPGuaranteed interrupt with EXP and CAPunishable with f+VT1 after v-reversal freeze(Mika gets hit) quick rise > f+HP > EXP, WA After Typhoon | f+HP Recorner setup any throw or CG will beat V-Reversal before attackClose enough for EXB on block
Critical Art

cr.HP, cr.HK, EXP-171-3f total invincibility
Can mash CA in range to avoid all chip damagecr.HK, cr.HP only reach from close~medium range oB (st.HP if point blank)Jump after freeze frames from medium~far rangeVT1 CA can not be blocked as it guard breaks, scales the combo to 60% and causes 300 stun oH

Continues

Ryu

NormalsPunishoBNotes
st.MP
+1
st.HP
-1
st.MK
-2
st.HK
-1Whiffs against crouching opponents
cr.MP
+2 | +3In VT2
cr.HPIW, st.HP-10
cr.MKCA-3CA whiffs from far range, if cancelled into fireball it’ll be in range
Sweepst.HP, EXP-11st.HP whiffs from far
f+MP (OH)st.MP, EXP-6Hits twice, EXP is your only punish from max range (1 hit)
f+HP
-2Awkward reversal timing
b+HK
-2
TCst.MP > st.HP-7Able to crouch anytime in the TC before the last hit, st.HK then whiffs

Notes

Sagat

FireballPunishoBNotes
Normal (High)
+1Does not hit crouching opponents
EX (High)
+6
Normal (Low)
-4
EX (Low)
-2
Tiger Knee
Lightst.MP > -6 | 0
Mediumst.MP > -9 | -1
Heavyst.MP > -7 | +2
EXcr.LP xx-5 | +3
Listed punishes are from point blank~close range, short blockstunThese are easily spaced for safety either raw or in blockstrings that it’s best go for a quick punish if unsure
V-Skill


55F
On completion this enhances his next Tiger Uppercut
V-Trigger 1
Tiger Cannon
+2Hits crouching, Too fast to slide under on reaction
Gains access to a new special move (Fireball)
V-Trigger 2
Tiger Spike Lvl 1IW, st.HP-8
Tiger Spike Lvl 2st.MP xx-6Has one hit of armorJust Grab, EXP or CA if you see him charging
Tiger Spike Lvl 3
GB
Tiger Rushst.MP xx -6
Gains access to two new special moves
V-Reversal
Startup | Total17 | 42oB-21-32F Projectile/Strike Invincible
Can block if used against f+HPGuaranteed interrupt with EXP and CAAfter Typhoon | f+HP Recorner (+5) setup any throw or CG will beat the V-Reversal
Critical Art

nj.HP-42Recovers point blank
Can avoid all chip with EX WA from point blank and b.dash from mid range (nj.HP for the whiff punish)
Normals
st.MP
+3
st.HP
-2
st.MK
-2
st.HK
-1Hits twice and only first hits crouching, -3 if first hit crouch blocked (close)
cr.MP
+1
cr.HP (CC)
-1
cr.MKCA-4CA only hits from close
Sweep (CC)cr.LP, st.HP, EXP-14 cr.LP punishes from where st.HP can’t reach, EXP at max range
f+HP (OH)st.MP, EXP-6st.MP whiffs at max range
f+MK
-2Hits low, EX Typhoon reach oB at all but max range
f+HK (CC)
+3Will not hit crouching opponents

Notes

Sakura

FireballPunishoBNotes
Normalst.HP, EXP-81 hit, st.HP whiffs from far and is only vs short blockstrings
Charged
+32 hits
EX
+12 hits
VT1
+12 hits
VT1 Charged
+103 hits
Light and medium does not travel full screen
Fireball ↗
Normal
+4
Charged
+1
EX
-1
VT1
+9
VT1 Charged
+13
Does not hit crouching opponents
Tatsu
Light
-2L Typhoon reaches from max range
Mediumst.MP, EXP-6st.MP whiffs at max range, combos into st.HP from far
Heavy
-2M Brim reaches far oB
EX
-2H Brim reaches far oB, L Typhoon at max range
VT2IW, st.HP-10Let’s her convert into real damage from very far
V-Skill
Hop
69F
> Punch
-9 | +6Hits overhead, Only punishable/pressure if blocked above chest level
> Divekick
-2 | +7HB reaches oB anywhere above the waist (-2)
> Throw
KDWhiffs against crouching opponents
These are all free to cr.MP AA
V-Trigger 1
Hogasho
+55 additional recovery frames on whiff
Gains access to a new special move and enhances her fireballs while active
V-Trigger 2
Enhances her Tatsu and Shoryuken while active
V-Reversal
Startup | Total17 | 46oB-21-30F Projectile/Strike Invincible
Can block if used against f+HPGuaranteed interrupt with EXP and CAAfter Typhoon | f+HP re-corner setup (+5) you can forward jump and not get hit or BrimstoneCan neutral j.HP and punish if used against any lights
Critical Art

f.dash > st.MP-23
Can avoid all chip with EX WA from point blank or CA (very delayed)Avoid all chip and punish with j.HP from around mid range

Continues

Sakura

NormalsPunishoBNotes
st.MP
+3
st.HP
-2
st.MK
+1
st.HK (CC)CA-4CA whiffs from far
cr.MP
+2
cr.HPst.MP-5
cr.MKCA-3CA reaches far and also punishes any cancel into fireball oB
Sweep (CC)st.HP, EXP-13st.HP whiffs from far
f+MK (OH)st.HP-7
b+HP (CC)st.HP, EXP-7 | -6st.HP can be blocked from far
df+HK
+2

Notes

Seth [WIP]

Special MovePunishoBNotes
Light


Medium


Heavy


EX


Special Move
Light


Medium


Heavy


EX


Special Move
Light


Medium


Heavy


EX


V-Trigger 1





V-Trigger 2









V-Skill






V-Reversal






Critical Art





Normals
st.LP






















Notes

Urien

FireballPunishoBNotes
Lightst.HP, EXP-7st.HP whiffs from mid range, EXP is blocked from outside blockstring range
Medium-7
EX Ground
+1Hits twice, one slow and one fast version
Heavy, EX Air

Cannot hit grounded opponents
Charged
Light
+4Hits twice
Medium
+2
EX Ground
+133 hit projectile
Heavy, EX Air

Cannot hit grounded opponents
Tackle
Lightcr.LP, st.MP > -5 | 0Can punish with cr.LP > LPP from far, st.MP > reaches after any blockstring
Mediumst.MP > st.HP-9 | 0Safe from Round Start range
Heavyst.MP-6 | 0cr.LP punish from round start range, st.MP from anywhere inside that
EX
-2 Fastest thing known to man, EXB and MT reach after block
Headbutt
Normal
-2Does not hit crouching opponent, M Brimstone reach after block
EXst.HP, f+HP(CC)-17 Meaty with cr.LK, cr.LP and st.LP to block EX headbutt in time
Kneedrop
Light
-3 | +2Mika can pressure after any block above the waist
Mediumst.MP, cr.LP-5 | 0st.MP from head to chest, cr.LP from below that
Heavy-6 | -1
EXEX WA Anti Air+2 | +6Player can move Urien left & right during ascent, EX WA ideal punish
Hits overhead
V-Skill


52FGives Tackle, Headbutt and Kneedrop 1 hit of armor from 3F
V-Trigger 1
Far
+7
Close
+9
Above
0Will not hit crouching opponents
Throws one Aegis Reflector upon activation and is able to do one more until timer runs out
V-Trigger 2
Normal
-2H Brimstone in range after block
Charged
GBOnly first hit guard breaks while second hit is -2
Gains access to a new special moveHas armor on on start-up (1 hit)V-Skill increases the amount of armor to 2 hits where the v-skill armor remains active after start-up
V-Reversal
Startup | Total17 | 42oB-21-30F Projectile/Strike Invincible
Can block if used against f+HPGuaranteed interrupt with EXP and CAClose enough for H Brimstone on block

Continues

Urien

Critical ArtPunishoBNotes

f.dash >-47Can f.dash twice if necessary
V-Reversal first hit reduces chip (5) If cancelled from an attack, V-Reversal immediately, everything will whiff then n.jump punish Unavoidable chip raw from close range, backdash has best chance of escaping from distance
Normals
st.MP
+3
st.HP
-2
st.HP
+5
st.MK
-2
st.HK
-2-1 vs crouching
st.HK (OH)
+2
cr.MP
0
cr.HPst.HP, EXP-8st.HP whiffs from far
cr.MK
-2
Sweepst.HP, EXP-14st.HP whiffs from far
f+MP
-2EXT is in range oB from almost max range
f+HP (OH)st.MP-8st.MP must be cancelled into EXP at max range as HPP is blocked
f+MP~f+HP (OH)-8
Step Kickst.LP, CA-4st.LP reaches far, CA guaranteed punish at max range
st.LP~MPCA-4CA from close range, any range when cornered

Notes

Vega

Claw SwitchPunishoBNotes


23FCan be cancelled into from any normal attack
This is used to switch between claw and clawless stance, this changes the properties of most of his attacks as well as grant access to unique special moves(clawless has access to a command grab for example).
Slash
LightEXP-7EXP can be blocked from far, CA reaches if cornered
Medium
-6CA reaches if cornered
Heavy
-4Does not hit grounded
EX
-3
Only available in Claw stance
Roll
Lightst.MP xx-6Extremely short blockstun making reversal timing awkward (practice)
Mediumst.HP-7
HeavyIW, st.HP-8
EX
-2In range for M Brimstone oB
FBA
Normal


EX

Will not hit crouching opponents
Attack
Normal
+1
EX
+1 | +6
Claw Normal
+4Causes knockdown on hit
Claw EX
+2 | +5
Throw
KD
Vega can choose which wall this heads towards, after the wall bounce he can also choose where he lands Contest FBA after a wall jump with j.MP, use b.jump to be safe against cross-ups If you have VT2a activate shortly after he bounces off the wall for a big punish
V-Trigger 1
Forward, Air
-2 Can jump over rose at any ‘jump in’ range during V-Trigger freeze & punish Vega, if you are hugging the corner Vega will not cross up, if flush with or near corner Vega will recovery right next to you & always be -2
Anti Air
-23 Does not hit crouch & can be punished, If whiff punishing from crouching do whatever, if it is blocked standing punish with EXP (opposite direction), if Mika is in the corner you can punish him upon landing
Fully invincible during slash and can be used as a corner escapeWill occasionally trade with Mic Toss if used to punish itCan link into CA from forward V-Trigger ONLY
V-Trigger 2
Parry

Counter-hit state for the entire duration
Attackmicro > IW, st.HP-11
Gains access to both a parry and an attack, the attack may also be cancelled into from a successful parry
V-Skill
FeintTC35F6F Upper body invincibility
Attackst.HP, EXP-13st.HP from close~mid range, EXP from farCan be made safe from tip of claw (Punishable with CA if cornered)

Continues

Vega

V-Reversal
Short31FoB
1-30F Fully Invincible, Vega shouts sharply
Long41F1-40F Fully Invincible, Vega quotes a line
Has one frame of punishable recovery examples of punishes on both using VT2
Critical ArtPunishoBNotes

st.HP, IW-22 f.micro > st.MP > st.HP for a more rewarding yet difficult punish
5 killing chip damage before CA freeze from up to footsie range vs crouch Has NO start up invincibilityPretty much unavoidable chip from entire screen if you’re not moving backwards during activation Can V-Reversal first hit (In Vega’s direction) to avoid further chipIf you V-Reversal during CA freeze you will be at disadvantage 
Normals
Claws
st.MP
+2
st.HP
-2
cr.MP
+1
cr.HP
+3
f+HP (CC)EXP-14EXP will punish from all ranges, causes very little blockstun
st.HP~HPIW, st.HP-10
Clawless
st.MP
+1
st.HP
-1
cr.MP
+2
cr.HP
+3
st.MP~HK~VSIW, st.HP-13st.HK does not hit crouch, -3 oB if stopped at HK (cr.LP xx EXP)
Kicks Kicks can be cancelled into V-Trigger only
st.MK
+2
st.HK (CC)
-1Will not hit crouching opponents
cr.MK
+2
Sweep (CC)st.MP, st.HP-13 | -5st.MP for max range punish and from close~mid into st.HP or IW
f+MK (OH)EXP, st.MP xx-6st.MP whiffs from far

Notes

Zangief

LariatPunishoBNotes

f.dash | st.MP-38Only hits crouched on startup
Tundra Storm

f.dash or st.HK35FActive from 2-14F, Counter-hit state for entire duration
Counters Mikas st.MK and V-Reversal only
Running Bear Grab


54F
Just neutral jump if you react in time then punish upon landing
V-Trigger 1
Activation & Lvl 1st.MP >-6Recovers point blank
Level 2, 3CA-3 Only punishable from the corner with CA
Draws opponents in from close~mid range while active
V-Trigger 2
While active: SPD(both ground and air) receives extra damage and may be used as a combo ender
V-Skill
Flex
-22 hits of armor, 100 while in VT1 Irish Whip ignores any armor
Zangief can walk forward while flexing or cancel it with a back dash
V-Reversal
Startup | Total12 | 37oB-21-14F Projectile/Strike Invincible
If he v-reversals during Nadeshiko VT1 activation:Neutral Nadeshiko will hit and you can link into EXP oBLeft or right Nadeshiko will hit & Mika can get full juggle
Critical Art


KD1F start-up
Punishable only if before the freeze frame you’re either out of range or airborneWill cross under your neutral jumpZangief Wake-up CA on back roll vs a meaty st.MK will make his CA whiff and you’ll get a combo
Normals
st.MP
+2
st.HPcr.LP point blank-3
st.HP (hold)
+1Takes 37F to charge, Upper body armor from 3-34FSweep it while charging or whiff punish with st.HP
st.MKCA-3CA whiffs at far~max range
st.HK
-2Whiffs on crouching
cr.MP
+3
cr.MKst.LP, CA-4st.LP close, CA will punish from far but max range is safe
cr.HPTC-4
Sweepst.HP, EXP-10st.HP whiffs at max range
Headbutt
+2
Knee Hop
-3 | 0Airborne frame 7-20

Notes

Zeku (Old)

Gram (Base)PunishoBNotes
Lightst.MP, EXP-6st.MP whiffs at max range
MediumCA-4
Heavy
-2Not a true blockstring off mediums, In range for EXB
EX
+1
Has a secondary ranged attack which only activates if out of range for the base hit, these are safer
Gram ↗ (Base)
Normalst.HP, EXP-14st.HP only from close, EXP can be blocked from far
EX
-2
Has a secondary ranged attack which only activates if out of range for the base hit, these are safer May be avoided and whiff punished on reaction using cr.HPMay be cancelled oB into either Gram or DP, not whiff cancellable
Flip
ElbowCross-up-1 | +5
Kick
-4 | +2
EX ElbowCross-up+1 | +7
EX Kick
-4 | +6
Throw
KDWhiffs on crouching opponents and airborne
oB values are for standing, if blocked crouching they’re more advantageous for ZekuIt’s best to just try and anti-air these, use cr.MP and delay it a bit so it doesn’t whiff vs Elbow
Stance Switch


25FTransforms into Young Zeku
V-Skill

st.HP-7 | -4At absolute max range it’s -4 (punish with TC)
On hit, transforms into Young Zeku
V-Trigger 1
Dash
25F
> Palm
-2H Brimstone reaches oB
After activation Zeku may use his VT command dash once until the timer runs out:Dash is fully invincible from frame 3-15F and reach about half screenZeku can perform chain combos during the dash, in the order of LP -> LK -> MP -> MK -> HP -> HKEvery Normal out of the chain is negative oB if ended earlyCrouch block so he can’t hit you with crouch normals in the chainDash combo may be ended with a palm attack which is safe on block
V-Trigger 2

f.dash > or VT-28On hit, transforms into Young Zeku
In a counter-hit for the entire durationStarts a timer which allows him a second activation before it runs out

Continues

Zeku (Old)

V-Reversal
Startup | Total12 | 37oB-21-16F Fully Invincible
Not possible to block after anything but light attacksActivating VT1, EXP or CA before he hits is only possible after light attacks as wellCan only tick throw after cr.LPH Brimstone reaches oB
Critical ArtPunishoBNotes

f.dash > st.HP-33[corner] f.dash > st.MP
Zeku recovers far away oB making the mid-screen punish weaker than the corner oneUnavoidable chip damage if raw and in rangeIf cancelled into from another attack v-reversal hits
Normals
st.MP
+3
st.HPEXP, CA-5CA whiffs at max range, Long blockstun
st.MK
+2
st.HK
-2
cr.MP
+1
cr.HP
+2
cr.MK
-2
Sweepst.HP-8
f+HP (OH)st.MP-6

Notes

Zeku (Young)

PalmPunishoBNotes
Lightst.LP, CA-4st.LP only from close~mid, CA whiffs at max range
Medium
-22 hits
Heavy, EX
+23 hits
These all have very short range
Shoulder
Allst.MP >-6Hitstun is very low, retaliate earlier than normal
Run
Run
69FCan be manually cancelled with 15F of recovery
Slidest.MP > -21
Overheadst.MP >-5
EX
Run
40FCan be manually cancelled with 12F of recovery
Slidest.MP > -21
Overhead
-2Safe overhead, almost always point blank oB(in range of H brim)
Wall Jump
Boost

Zeku alters his jump arc by either falling closer or further away
Divekick
++cr.MP AA trades favorably if late, Zeku decides between 3 fall ranges
Can do regular jump attacks off the wall-jump and boost
Stance Switch


25FTransforms into Old Zeku
V-Skill

st.HP, EXP-7st.HP whiffs at max range
On hit, transforms into Old Zeku
V-Trigger 1
Dash
25F
> Flipkick
-2H Brimstone reaches oB
After activation Zeku may use his VT command dash once until the timer runs out:Dash is fully invincible from frame 3-15F and reach about half screenZeku can perform chain combos during the dash, in the order of LP -> LK -> MP -> MK -> HP -> HKEvery Medium and Heavy out of the chain is negative oB if ended earlyCrouch block so he can’t hit you with crouch normals in the chainDash combo may be ended with a flipkick attack which is safe on block
V-Trigger 2

f.dash > or VT-28On hit, transforms into Old Zeku
In a counter-hit for the entire durationStarts a timer which allows him a second activation before it runs out
V-Reversal
Startup | Total12 | 37oB-21-16F Fully Invincible
Not possible to block after anything but light attacksActivating VT1, EXP or CA before he hits is only possible after light attacks as wellCan only tick throw after cr.LPH Brimstone reaches oB

Continues

Zeku (Young)

Critical ArtPunishoBNotes

f.dash > micro > -33Recovers at a distance
Unavoidable chip damage if raw and in rangeIf cancelled into from another attack v-reversal hits
Normals
st.MP
+2
st.HPCA-3Recovery increases by 5F on whiff, CA whiffs at max range
st.MKCA-3CA whiffs at max range
st.HK
-2Recovery increases by 5F on whiff
cr.MP
+1
cr.HPst.MP, EXP-5Recovery increases by 5F on whiff, st.MP close~mid, EXP whiffs max range
cr.MKCA-3CA whiffs at max range
Slidest.MP > st.HP-13 | -10Final active 4F does not KD
f+HP (OH)st.MP, EXP-6Hits twice, EXP is your only punish from max range
Target Combos
st.HP~HPst.HP, EXP-8st.HP whiffs at max range
cr.HP~HPst.HP, EXP-10st.HP whiffs from far (2hits), If only 1st hit connects whiff punish with st.HP
st.MP~HPst.MP-6
st.LP~MPst.HP-7
LMHIW, st.HP-11
LMH~HKst.MP >-16
LMH~cr.HKst.MP >-20Ends with back-throw(whiffs oB)

Notes

Notes

gandalf-ian-mckellen-reading-a-book-lord-of-the-rings.jpg

Note about Notes: These aren’t all guaranteed to still work as many were written a long time ago..

General

Abigail [Punishes]

Character Specific Combos/Block Strings & Options

After Brimstone

cr.LK > cr.LP > LP Peach

st.LP > Target Combo > MP Peach (+1 Frame Advantage on next wakeup)

st.LP > st.LP > LP Peach

After EX Brimstone

cr.LP [+2/+4] > st.LP > st.LP > LP Peach (+2 Frame Advantage on next wakeup)

After Wingless

st.LK | cr.LK > cr.LP > EX Peach (LP Peach will reach unless he backdashes on wakeup)

After EX Wingless

st.LK | cr.LK > cr.LP > LP Peach

After MP Peach > f.dash > st.MK  VS Back Rise [0/+5]

st.MP > st.HP > HP Peach

Oki options

  • Dash -> Lady Mika will punish late tech & backdash after the following (If opponent jumps lady mika will hit GROUNDED)
    • Brimstone
    • EX Brimstone
    • Wingless Airplane
    • EX Wingless Airplane

Double Jump Fuzzy Guard

Can Double Jump Fuzzy Guard, any Medium or Heavy attack coming down & Jump LP going back up

Can Double Jump Fuzzy Guard, J.HP coming down & J.HP going up forward

Akuma [Punishes]
  • Can react punish start up of Charged Dropkick with b+HP for strong punish

Character Specific Combos/Block Strings

After EX Brimstone

cr.LP (+2/+4) > st.LP > st.LP > LP Peach (+2 Frame Advantage)

After MP Peach > f.dash > st.MK  VS Back Rise [0/+5]

st.MP > st.HP > HP Peach

Shimmy Set Ups

Corner | Brimstone > cr.LP | Walk back

Guaranteed to avoid wakeup grab

Oki options

  • Dash -> Lady Mika will punish late tech & backdash after the following (If opponent jumps lady mika will hit AIRBORNE)
    • EX Brimstone
    • Wingless Airplane
    • EX Wingless Airplane

Safe Oki Pressure VS Akuma’s Critical Art

After EX Brimstone

Dash | cr.LP (+2/+4)

If Akuma Reversal Supers, will recover in time to block

Alex [Punishes]

Mic Toss Viability

Not Advisable when he has Meter

Can use EX Elbow, or EX Jump grab to punish Mic Toss from near full screen. Dangerous to use unless you feel they won’t punish.

Charged Dropkick

  • If charging, can EX Elbow start up of dropkick for a guaranteed punish

Character Specific Combos/Blockstrings

After Brimstone (Quickrise)

st.LP > st.LP > LP Peach (+1 extra frame advantage, if he back dashes on wakeup will be +2)

cr.LK > cr.LP > EX Peach (Can do LP Peach but if he back dashes on wakeup will not combo)

st.LP > Target Combo > MP Peach (If he backdashes on wakeup, MP will not reach

After EX Brimstone

cr.LP (+2/+4) > st.LP > st.LP > LP Peach

cr.LP > cr.LK > cr.LP > EX Peach (+1 Frame advantage on next wakeup)

After Wingless

st.LK | cr.LK > cr.LP > EX Peach (If he backdashes on wakeup, cr.LP will not reach)

After EX Wingless

st.LK | cr.LK > cr.LP > EX Peach (Can use LP Peach but if he backdashes will not combo)

After Crouch Throw (Corner)

Cr.MP | st,LP [+3/+5] > st.MP > IW (Normally, only st.HP will hit standing if st.LP hits)

After any normal Peach (Quick Rise)

st.LK > cr.LK > cr.LP > LP Peach

Oki options

  • Dash -> Lady Mika will punish late tech & backdash after the following (If opponent jumps lady mika will hit AIRBORNE)
    • EX Brimstone
    • Wingless Airplane
    • EX Wingless Airplane

Shimmy Set Ups/Exceptions

Mid Screen | Crouch Throw > f.Dash > Walk back

May still lose to wakeup throw, normally safely out of range

Balrog [Punishes]

Mic Toss Viability

Not impossible to use

  • can punish with Dash Punch V-Skill > Throw if they are fast
  • Easier punish with EX Sweep (No hit) > V-Skill > Throw
  • Maximum reactable punish from mid>far screen is EX Dash Punch (Armour hit) > V-Skill P (CH) > Target or st.LP

Punishing Dash Punches

  • Critical Art will connect after any blocked dash punch attack if you’re cornered

Character Specific Combos/Blockstrings

Any wakeup situation

st.LK | (>) st.LP > Target Combo > MP Peach

st.LK | (>) cr.LK > cr.LP > LP Peach

After Brimstone (Quickrise)

cr.LK > cr.LP > EX Peach (Can use LP Peach, but if he backdashes on wakeup will not combo)

st.LP > Target Combo

st.LP > st.LP > LP Peach

After EX Brimstone

cr.LP (+2/+4) > st.LP > st.LP > LP Peach (+2 Frame Advantage on next wakeup)

After any normal Peach (Quick Rise)

st.LK > cr.LK > cr.LP > LP Peach

After any Wingless

cr.LK | cr.LK > cr.LP > EX Peach

Safe Oki Pressure VS Balrogs’ Critical Art

After EX Brimstone

Dash | cr.LP (+2/+4)

If Balrog Reversal Supers, will recover in time to block

Regarding V-Trigger rush punches on block

  • If he V-skills & does nothing he is -4
  • If he V-Skill Punches it is a true block string & he is -4 
  • 4 Frame move will interrupt startup but is -6 on block
  • If he stops after hit he is -2
  • Always in range for Target Combo

Rhythmically timing Cr.LK tends to beat his typical followups after doing nothing, stand LK will lose to Crouch MP after a blocked rush punch extension

Round Start

Stand HP Buffered with EX Peach or Super beats all opening options Balrog may use except Turn Punch

Birdie [Punishes]

Character Nuances

  • Birdies Backdash moves him forward for the first few frames

Mic Toss Viability

Not impossible

  • Can React with EX Dolphin Dive
  • Can potentially time his punish with EX Bullhorn if you try to delay

Character Specific Combos & Blockstrings

After Brimstone (Quickrise)

cr.LK > cr.LP > EX Peach (LP Peach will reach ONLY if he backdashes on wakeup)

st.LP > st.LP > LP Peach (+1 Frame Advantage on next wakeup, NO Frame advantage if he backdashes on current wakeup)

After EX Wingless (Quickrise)

st.LK | cr.LK > cr.LP > EX Peach (LP Peach works ONLY if he backdashes on wakeup)

After EX Brimstone

cr.LP (+2/+4) > st.LP > st.LP > LP Peach (+2 Frame Advantage on next wakeup)

After MP Peach > f.dash > st.MK  VS Back Rise [0/+5]

st.MP > st.HP > HP Peach

V-Reversal Options

Forward Jump to Punish Backdash

Must walk forward slightly before jump or you will hit him airborne.

Shimmy Set Up Exceptions

Mid Screen | Crouch Throw > f.Dash > Walk back = May still lose to wakeup throw, normally safely out of range

Oki options

  • Dash -> Lady Mika will punish late tech & backdash after the following (If opponent jumps lady mika will hit AIRBORNE)
    • Brimstone
    • EX Brimstone
    • Wingless Airplane
    • EX Wingless Airplane

Double Jump Fuzzy Guard

Can Double Jump Fuzzy Guard, any Medium or Heavy attack coming down & Jump LP going back up

Blanka [Punishes]

Cammy [Punishes]

Mic Toss Viability

Not Viable

  • She gets a fairly easy punish with Hooligan > Throw
  • She gets a VERY easy punish with EX Hooligan > Throw

Dealing with Divekicks

  • cr.MK is a great anti-air against her regular and hooligan Divekicks

Post Dropkick Pressure

  • Cammy’s Backdash will avoid Target combo after Charged Dropkick
  • Can OS EX Peach into Target (st.LK (> QCF) > MP/HP
  • Can hard read crush counter with st.HK
  • Can harder read punish with forward dash & punish with st.MP > Combo, this will also avoid EX DP

Oki options

  • Dash -> Lady Mika will punish late tech & backdash after the following (If opponent jumps lady mika will hit AIRBORNE)
    • EX Brimstone
    • Wingless Airplane
    • EX Wingless Airplane

Shimmy Set Ups

Corner | Brimstone > cr.LP | Walk back

Guaranteed to avoid wakeup grab

Chun-Li [Punishes]

Character Specific Combos/Block strings

After Brimstone

cr.LK > cr.LP > EX Peach

st.LP > st.LP > LP Peach (+1 Frame Advantage ONLY if she backdashes on wakeup)

st.LP > Target Combo > MP Peach (Target will not reach if she backdashes)

After EX Brimstone

cr.LP (+2/+4) > st.LP > st.LP > LP Peach (+2 Frame Advantage on next wakeup)

Wingless

st.LK | cr.LK > cr.LP > EX Peach (Will not reach if she backdashes)

EX Wingless

st.LK > cr.LK > cr.LP > EX Peach

After MP Peach > f.dash > st.MK  VS Back Rise [0/+5]

st.MP > st.HP > HP Peach

Oki options

  • Dash -> Lady Mika will punish late tech & backdash after the following (If opponent jumps lady mika will hit AIRBORNE)
    • EX Brimstone
    • Wingless Airplane
    • EX Wingless Airplane

Charged Dropkick & Followups

  • Can low profile Charged Dropkick with cr.MK (& cr.MP) & Punish
  • After Charged Dropkick > Target Combo, can only punish with Super

Glitches & Quirks

  • After Normal Peach > Dash > st.MK against Chun’s quick rise, if she wakeup up with cr.LK it will not register as counterhit.

Cody [Punishes]

Dhalsim [Punishes]

Option Select Dropkick

Can buffer st.HK into Jab strings or tick throws to punish Teleport, examples:

  • Charged Dropkick > st.LK xx (Hold HK) st.MP > Confirm hit or block = If he teleports after dropkick, will punish
  • st.LK (hold HK) > Tick throw = If he teleports after st.LK, will punish
  • His wakeup > cr.LK (Hold HK) > cr.LP > Confirm into LP Peach = If he teleports on wakeup, will punish

Character Specific Combos/Block strings

After Brimstone

st.LP > st.LP > LP Peach (+1 Frame Advantage ONLY if he backdashes on wakeup)

After EX Brimstone

cr.LP (+2/+4) > st.LP > st.LP > LP Peach (+2 Frame Advantage on next wakeup)

After MP Peach > f.dash > st.MK  VS Back Rise [0/+5]

st.MP > st.HP > HP Peach

Charged Dropkick & Followups

  • Can low profile Charged Dropkick with any slide & punish, may side switch
  • After Dropkick > Target Combo, can only punish with stand LK or crouch LK, cannot followup

Punishing Yoga Snipe

  • Commonly set up by Dropping from V-Skill when in range & jumping back with MP
  • Commonly set up by sweeping nearby then back jumping
  • Can punish on hit or block with F.Dash > EX Wingless
  • Optimal punish on hit or block is, walk forward a few frames > ch.HK > EX Peach

Oki options

  • Dash -> Lady Mika will punish late tech & backdash after the following (If opponent jumps lady mika will hit AIRBORNE) Can also option Select Dropkick, HP Peach or forward dash into Lady Mika to punish teleport
    • EX Brimstone
    • Wingless Airplane
    • EX Wingless Airplane

V Reversal Options

  • Micro walk Charged HK will Punish backdash & recover in time to punish wakeup teleport with st.HP or clap (st.MP will also reach)

Ed [Punishes]

Character Specific Combos/Block Strings

  • One’s that normally would work won’t if he backdashes

Post Dropkick Pressure

  • Ed’s Backdash will avoid Target combo after Charged Dropkick
  • Can OS EX Peach into Target (st.LK [> QCF] > MP/HP)
  • Can hard read punish with forward dash & punish with st.MP > Combo
  • After Charged HK > Target Combo, Ed can only punish with stand LP, cannot followup

Dealing with Psycho Knuckle (Charged HP) on block

  • cr.LP will guarantee to hit Ed & beat his backdash, will recovery fast enough to block EX Psycho Upper
  • Stand LK may whiff when Ed backdashes after a close range Knuckle, but the likelihood of it whiffing decreases the further away the knuckle is triggered. It can also be buffered in to Target which can be confirmed in to MP Peach. In this situation after target combo, on block, Ed can only punish with stand LP > Super
  • Ed has set ups to hit this meaty, if it hits meaty Ed is considerably further away on recovery

Ed’s Backdash

It’s amazing, here’s the things it will avoid if he reversal backdashes during your oki mid screen

  • After Brimstone > Quick Rise = Dash > Stand LK will not reach
  • After normal Wingless = Dash > Stand LP > Target combo will not reach
  • After Any Wingless = Dash > Crouch LK > Crouch LP -> LP Peach will not link, must use EX Peach
  • Any Wakeup Oki Mid Screen = Lady Mika Must hit on first wakeup frame to connect
  • After blocked Dropkick = Target Combo will not reach
  • As a reversal after any blocked light attack = only stand LP or Crouch LK will reach & Ed will be way out of range for followup

Optimal Safe Oki Pressure VS Ed’s Psycho Upper

NOTE: Any string of light attacks can avoid EX Psycho upper, but you must be very deliberate in execution to ensure you do not get hit on the startup of the next light attack

NOTE 2: Hold back at all times while performing normals.

After Brimstone (Quick Rise)

Dash > Target (Execute the stand MP Quickly so it will not come out if LK whiffs)

Corner only

Cr.LP | Lady Mika [+4 ob]

After Crouch Throw (Quick Rise)

Dash > Lady Mika

Corner Only

Cr.MP | st.MP [-2/+8]

Optimal Safe Oki Pressure VS Ed’s Super

NOTE: Must hold back while executing the attack

After Brimstone or Wingless

f.Dash | cr.LK

After EX Brimstone

f.Dash | any light attack

After any normal Peach (Quick Rise)

f.Dash | st.LK [+3/+4]

After any EX Peach (Quick Rise)

f.Dash > st.LP

st.LK | st.LK [+3/+4] (Corner only, can only combo into Target combo on hit)

After Crouch Throw

cr.MP | cr.LK [+2/+4] (Can only combo into Target Combo on hit)

Falke [Punishes]

F.A.N.G [Punishes]

Critical Art Reminder

  • Killing Chip damage hits before the super freeze, look for common moves to cancel into Super like st.HP or Lunges, he may commit to Super while you V-Reversal & you can punish
  • If he Critical Arts while you are cornered, forward dash immediately & position yourself for a jump in punish
  • If you block it Point blank (say, baiting it on his wakeup) Immediately Dash forward > LP Peach in opposite direction > F.Jump HK for punish + a little meter building

Punishing Yoga Snipe (Instant overhead)

  • Commonly started by command dashing towards/through you then jumping back with MK
  • Commonly started by jumping in or crossing up the immediately jumping away again.
  • When cornered, on hit or block Reversal EX Wingless will punish
  • When cornered, on hit or block, forward Dash > LP Big Swing, will hit.
  • When mid screen, on hit or block, forward Dash > EX Peach will hit 

Character Specific Combos/Block Strings

After EX Brimstone

cr.LP (+2/+4) > st.LP > st.LP > LP Peach (+2 Frame Advantage on next wakeup)

After MP Peach > f.dash > st.MK  VS Back Rise [0/+5]

st.MP > st.HP > HP Peach

Charged Dropkick & Followups

  • Can low profile Charged Dropkick with coward crouch & punish, if close FANG will switch sides & be unable to punish.
  • After Charged HK > Target Combo, can only punish with Crouch LK

V-Reversal Options

  • If you Jump forward after V-Reversal to beat backdash, Irish Whip after Jump attack is easier to hit than st.HP

Double Jump Fuzzy Guard

Can Double Jump Fuzzy Guard, any Medium or Heavy attack coming down & Jump LP going back up

Safe Oki Pressure VS FANG’s Critical Art

NOTE: Super Hits before freeze, must hold back while performing normal

After Brimstone or Wingless

f.Dash | cr.LP

After EX Brimstone

f.Dash | cr.LP [+2/+4] or st.LP

After any Peach (Quickrise)

f.Dash > st.LK [+3/+4]

After EX Peach (Quick Rise)

f.Dash > cr.LP

st.LK | st.LK [+3/+4] (Corner only, will only be able to link into Target Combo on hit)

After Crouch Throw

cr.MP | cr.LK [+2/+4] (Corner only, will only be able to link into Target Combo on hit)

Oki options

  • Dash -> Lady Mika will punish late tech & backdash after the following (If opponent jumps lady mika will hit AIRBORNE)
    • EX Brimstone
    • EX Wingless Airplane
G [Punishes]
Gill [Punishes]
Guile [Punishes]
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Character Specific Combos/Block Strings

After EX Brimstone

cr.LP (+2/+4) > st.LP > st.LP > LP Peach (+2 Frame Advantage on next wakeup)

After MP Peach > f.dash > st.MK  VS Back Rise [0/+5]

st.MP > st.HP > HP Peach

Double Jump Fuzzy Guard

Can Double Jump Fuzzy Guard, any Medium or Heavy attack coming down & Jump LP going back up


That’s all i’ve got for this match up so far, it’s a fucking nightmare

Shimmy Set Ups

Corner | Brimstone > cr.LP | Walk back, guaranteed to avoid wakeup grab

E. Honda [Punishes]
Ibuki [Punishes]

Character Specific Combos/Block Strings

After EX Brimstone

cr.LP (+2/+4) > st.LP > st.LP > LP Peach (+2 Frame Advantage on next wakeup)

After MP Peach > f.dash > st.MK  VS Back Rise [0/+5]

st.MP > st.HP > HP Peach

Charged Dropkick Punish

  • Can low profile Charged Dropkick with MK Slide & may get punish or slide may hit.
  • Can also use b.MP to punish on startup for  moderate damage/Side switch, or good damage with elaborate combo

Shimmy Set Ups

Corner | Brimstone > cr.LP | Walk back

Guaranteed to avoid wakeup grab

Oki options

  • Dash -> Lady Mika will punish late tech & backdash after the following (If opponent jumps lady mika will hit AIRBORNE)
    • EX Brimstone
    • Wingless Airplane

EX Wingless Airplane

Juri [Punishes]

Standard Legs Frame Traps

ReleaseGapReleaseoBNotes
HK-LLK-L-2True block string
HK-L5MK-L-4
MK-LHK-L-6True block string
MK-L4LK-L-2
LK-LHK-L-6True block string
LK-L7MK-L-4
V-Trigger Normal Cancels into Legs
st.HPHK-L-6True block string
st.HP10MK-L-4
st.HP½LK-L-2
st.HK4HK-L-6
st.HKa lotMK-L-4
st.HK8LK-L-2
Basically if during V-Trigger Juri cancels into any of her legs move from a stand HK you can stuff them all except for EX with cr.LP xx LPP or EXP (though if she does nothing she can block EXP). CA will beat everything including EX.Outside of V-Trigger you can try and interrupt her kick chains with cr.LP with very little risk as she doesn’t have anything that can frame trap a cr.LP.MK legs xx HK Legs xx LK Legs is Juri’s only 100% safe oB string she can do.Even if she goes for MK Legs after st.HK (during v trigger) you’ll still hit her grounded with a cr.LP so it’s worth being ready for the counterhit to st.MP.Most Juri players end strings with st.HK, but the st.HP > LK Legs will beat a cr.LP but it’s worth going for the jab anyway as V-Trigger projectile causes KD.

Charged Dropkick & Followups

  • Can low profile Charged Dropkick with cr.MK & Punish – can’t low profile as of S3.0
  • After Dropkick > Target combo, Juri cannot punish this.

Character Specific Combos/Block Strings

After EX Brimstone

cr.LP [+2/+4] > st.LP > st.LP > LP Peach (+2 Frame Advantage on next wakeup)

After MP Peach > f.dash > st.MK  VS Back Rise [0/+5]

st.MP > st.HP > HP Peach

Shimmy Set Ups

Corner | Brimstone > cr.LP | Walk back

Guaranteed to avoid wakeup grab

Safe Oki Pressure VS Juri’s Reversal Critical Art

After Brimstone or Wingless

f.Dash > cr.LP

After EX Brimstone

f.Dash | cr.LP [+2/+4]

After Crouch Throw

cr.MP | st.LP [+3/+5] (Corner only, can link into st.MP > st.HP on hit)

Oki options

  • Dash -> Lady Mika will punish late tech & backdash after the following (If opponent jumps lady mika will hit AIRBORNE)
    • EX Brimstone
    • Wingless Airplane
    • EX Wingless Airplane

Round Start

  • If opponent likes to perform Fuha (Charge) on round start, can immediately dash on round start & st.HP will punish
Kage [Punishes]

Karin [Punishes]

Mic Toss Viability

NOT VIABLE

  • Gets a pretty easy punish with Ressenha (Jumping overhead)
  • May trade if the muscle spirits are watching

V-Trigger Frame Traps

Attack 1oBoHAttack 2Notes
Guren-Ken2Palm
Guren-Ken51Elbow
Guren-Ken62Overhead7-16f airborne, can punish her standing in the frame gap
Guren-Ken~~DashWill make everything whiff even CA, EXP works
Elbow1413Grab3-31f airborne, hard knockdown, whiffs on crouching, 14f landing recovery
ElbowSweep1-5f crouching hurtbox, 6-25f low profile
Elbow21Cross-up1-19f fully invincible

Charged Dropkick Punish

  • Can low profile Charged Dropkick with command dash & punish, but dangerous as uncharged will likely hit

Character Specific Combos/Block Strings

After Brimstone

st.LP > st.LP > LP Peach (+2 Frame advantage on next wakeup)

After EX Brimstone

cr.LP [+2/+4] > st.LP > st.LP > LP Peach (+2 Frame Advantage on next wakeup)

After MP Peach > f.dash > st.MK  VS Back Rise [0/+5]

st.MP > st.HP > HP Peach

Ken [Punishes]

Shimmy Set Ups

Corner | Brimstone > cr.LP | Walk back

Guaranteed to avoid wakeup grab

Ken’s Option Select/Counter

OS: Midscreen Forward Throw > Dash | Cr.LK + EX Tatsu

Covers: Backdash; if blocked, Crouch LK has no followup

Mika Options: st,LK will beat his cr.LK, it will also beat other common followups such as st.HP/st.MP/St.LP

Kolin [Punishes]

Option Select

Can Option Select EX Peach into non cancellable attacks or jump ins to punish EX Vanity step. Examples:

  • Jump HK (> EX Peach) > st.MP = If she EX VS’s, EX Peach will chase down & hit
  • Any wakeup situation > cr.LK (> EX Peach) > cr.LP > Confirm into LP Peach = If she EX VS’s on wakeup, EX PEach will chase down & hit

Charged Dropkick Punish

  • Can low profile Charged Dropkick with cr.MK & Punish

Post Dropkick Pressure

  • Kolin’s Backdash will avoid Target combo after Charged Dropkick
  • Can OS EX Peach into Target st.LK (> QCF) > MP/HP
  • Can hard read punish with forward dash & punish with st.MP > Combo

Oki options

  • Dash -> Lady Mika will punish late tech & backdash after the following (If opponent jumps lady mika will hit AIRBORNE) Can option select EX Peach in the Lady Mika to cover EX Vanity Step
    • EX Brimstone
    • Wingless Airplane
    • EX Wingless Airplane
Laura [Punishes]


Mic Toss Viability

  • Definitely not while she has EX Meter
    • EX Command Grab is an exceptionally easy punish anywhere on screen

Charged Dropkick Punish

  • Can low profile Charged Dropkick with cr.MK & Punish

Corner Pressure Interrupt

  • If Laura pressed st.LK after blocked Lady Mika in corner, will beat stand MP & Command grab followups
  • If you are fighting a laura who is doing this, do cr.MK (EX Peach on CH) or st.HP > HP Peach instead (React during hitstun)

Character Specific Combos/Block Strings

After Brimstone

cr.LK > sr.LP > EX Peach

st.LP > st.LP > LP Peach

After EX Brimstone

cr.LP [+2/+4] > st.LP > st.LP > LP Peach (+2 Frame Advantage on next wakeup)

After EX Wingless

st.LK | cr.LK > cr.LP > EX Peach (cr.LP Will not reach if she backdashes on wakeup)

After MP Peach > f.dash > st.MK  VS Back Rise [0/+5]

st.MP > st.HP > HP Peach

Oki options

  • Dash -> Lady Mika will punish late tech & backdash after the following (If opponent jumps lady mika will hit AIRBORNE)
    • EX Brimstone
    • Wingless Airplane
    • EX Wingless Airplane
Lucia [Punishes]
M. Bison [Punishes]

Post Tech Throw

  • Mika’s st.HP beats Bison’s st.MK, can buffer as it will whiff if Bison does nothing

Character Specific Combos/Block Strings

After EX Brimstone

cr.LP [+2/+4] > st.LP > st.LP > LP Peach (+2 Frame Advantage on next wakeup)

After MP Peach > f.dash > st.MK  VS Back Rise [0/+5]

st.MP > st.HP > HP Peach

Bison Corner Pressure

LK Scissors hitting at tip of foot

  • If they follow this up with st.MK (Which they typically do) Lady Mika can crush counter it, everything else will lose.

Shimmy Set Ups/Exceptions

Mid Screen | Crouch Throw > f.Dash > Walk back

May still lose to wakeup throw, normally safely out of range

Charged Dropkick Punish

  • Can f.dash through charged Dropkick if they’re fearless enough & punish, but risky as uncharged will likely hit.

Double Jump Fuzzy Guard

Can Double Jump Fuzzy Guard, any Medium or Heavy attack coming down & Jump LP going back up

Oki options

  • Dash -> Lady Mika will punish late tech & backdash after the following (If opponent jumps lady mika will hit AIRBORNE)
    • EX Brimstone
    • Wingless Airplane
    • EX Wingless Airplane
Menat [Punishes]

Character Specific Combo/Block Strings

After EX Brimstone

cr.LP > st.LP > st.LP > LP Peach (+2 Extra Frame Advantage on next wakeup)

After Normal Peach > f.dash > st.MK  VS Back Rise [0/+5]

st.MP > st.HP > HP Peach

Oki options

  • Dash -> Lady Mika will punish late tech & backdash after the following (If opponent jumps lady mika will hit AIRBORNE)
    • EX Brimstone
    • EX Wingless Airplane

Nash [Punishes]

Character Specific Combo/Block Strings

After Brimstone

st.LP > st.LP > LP Peach (+2 Extra Frame Advantage on next wakeup)

After Normal Peach > f.dash > st.MK  VS Back Rise [0/+5]

st.MP > st.HP > HP Peach

Charged Dropkick & Followups

  • After Charged HK > Target Combo, Nash can only punish with stand LP > EX Tragedy/Scythe. Must spend meter

Safe Oki Pressure VS Nash’s Critical Art

After Brimstone or Wingless

f.Dash | cr.LP

After EX Brimstone

f.Dash | cr.LP [+2/+4] or st.LP

After any Peach (Quickrise)

f.Dash > st.LK [+3/+4]

After EX Peach (Quick Rise)

f.Dash > cr.LP

st.LK | st.LK [+3/+4] (Corner only, will only be able to link into Target Combo on hit)

After Crouch Throw

cr.MP | cr.LK [+2/+4] (Corner only, will only be able to link into Target Combo on hit)

cr.MP | st.LP [+3/+5] (Corner only, can link into st.MP > st.HP on hit)

Necalli [Punishes]

Character Specific Combos/Block Strings

After Brimstone

cr.LK > cr.LP > EX Peach (cr.LP will not reach if he backdashes on wakeup)

After EX Brimstone

cr.LP [+2/+4] > st.LP > st.LP > LP Peach (+2 Frame Advantage on next wakeup)

After EX Wingless

st.LK | cr.LK > cr.LP > EX Peach (cr.LP will not reach if he backdashes on wakeup)

After MP Peach > f.dash > st.MK  VS Back Rise [0/+5]

st.MP > st.HP > HP Peach

Oki options

  • Dash -> Lady Mika will punish late tech & backdash after the following (If opponent jumps lady mika will hit AIRBORNE)
    • EX Brimstone
    • Wingless Airplane
    • EX Wingless Airplane
Poison [Punishes]
R. Mika [Punishes]

Charged Dropkick Punish

  • Can low profile Charged Dropkick with cr.MK & Punish

Character Specific Combos/Block Strings

After EX Brimstone

cr.LP [+2/+4] > st.LP > st.LP > LP Peach (+2 Frame Advantage on next wakeup)

After MP Peach > f.dash > st.MK  VS Back Rise [0/+5]

st.MP > st.HP > HP Peach

Corner Pressure Interrupt

  • If Mika starts Target Combo after blocked Lady Mika in corner, will beat stand MP & Command grab followups
  • If you are fighting a Mika who is doing this, do cr.MK (EX Peach on CH) or st.HP instead (React during hitstun)

Dealing with Wake-up V-Trigger

Typically Nautral Nadeshiko can be used on wakeup as pressure breaker, much like Urien’s close reflector, it’s rare for it to be left/right or delayed, as such the information below is specifically for neutral nadeshiko.

  • Mika has 6 punishable frames after quick activation & 10 punishable frames for delayed activation, +1 frame during freeze in which she is invincible
    • First 4 frames after activation freeze will hit counterhit for both types of activation
    • Nadeshiko takes 29 frames to reach most standing opponents, she is not delayed by hitstun (Delayed Nadeshiko takes considerably longer)
  • Last Frame meaties will whiff, for example Normal Peach > dash | st.MK when the opponent backrises
  • If activated while you are free to act, either command grab will avoid Nadeshiko (Whether delayed or not) Normal throw will also work but delayed Nadeshiko will still need to be blocked
    • You can also stand MP > EX Peach, however delayed nadeshiko will hit your recovery
  • Target combo will ALWAYS trade if Mika activates during your stand LK & if you choose to follow through, the LK will hit counterhit so can immediately LINK into Super to avoid Nadeshiko and continue to punish
  • If activated during any cancellable normal, immediate cancel into EX Peach will normally avoid or armour through it
  • If activated during Crouch LK, can Link into EX Peach to avoid Nadeshiko
  • If activated during Crouch HP, can cancel into Super. Should ideally activate VT as She will be able to punish you on hit or block anywhere on screen after Nadeshiko hits you
  • If activated during Lady Mika a trade is guaranteed:
    • If Crush Counter Mid Screen you must take trade, can activate nadeshiko for extra damage but cannot convert
    • If NOT Crush Counter, can call Nadeshiko on the opponent’s side & after trade perform Charged HK > EX Wingless/EX Peach or forward jump HP for the reset
    • If Crush Counter in corner, can follow up after trade with Stand HP, EX Peach or Nadeshiko activation
    • If not Crush Counter, can only follow up with Nadeshiko activation

Oki options

  • Dash -> Lady Mika will punish late tech & backdash after the following (If opponent jumps lady mika will hit AIRBORNE)
    • EX Brimstone
    • EX Wingless Airplane

Rashid [Punishes]

Character Specific Combos/Block Strings

After Brimstone

Cr.LK > cr.LP > EX Peach

st.LP > st.LP > LP Peach (+1 Frame advantage ONLY if he backdashes on wakeup)

st.LP > Target Combo > MP Peach (+1 Frame Advantage, Target will not reach if he backdashes on wakeup)

After Wingless

st.LK | cr.LK > cr.LP >EX Peach (Will not hit if he backdashes on wakeup)

After EX Wingless

st.LK | cr.LK > cr.LP >EX Peach

After MP Peach > f.dash > st.MK  VS Back Rise [0/+5]

st.MP > st.HP > HP Peach

Charged Dropkick & followups

  • Can low profile Charged Dropkick with cr.MK & Punish
  • After blocked Charged Dropkick > Target Combo, can only punish with Crouch LK

Safe Oki Pressure VS Rashid’s EX Spinning Mixer & Critical Art

NOTE: Must Hold back while executing move to block EX Spinning Mixer

After EX Brimstone

f.Dash | cr.LP [+2/+4] (Can link into Target Combo or st.LP > st.LP > LP Peach, but 2nd st.LP will not reach if he backdashes on wakeup)

Oki options

  • Dash -> Lady Mika will punish late tech & backdash after the following (If opponent jumps lady mika will hit AIRBORNE)
    • EX Brimstone
    • Wingless Airplane
    • EX Wingless Airplane
Ryu [Punishes]

Charged Dropkick Punish

  • Can punish Charged Dropkick with Parry, though may be able to bait parry with uncharged dropkick & punish with EX Peach

Shimmy Set Ups

Corner | Brimstone > cr.LP | Walk back

Guaranteed to avoid wakeup grab

Sagat [Punishes]

Sakura [Punishes]

Seth [Punishes]

Urien [Punishes]

Charged Dropkick Punish

  • Can punish Charged Dropkick on startup with cr.HP for a big punish

Punishing Wakeup Aegis Reflector

Character Specific Combos/Block Strings

After EX Brimstone

cr.LP [+2/+4] > st.LP > st.LP > LP Peach (+2 Frame Advantage on next wakeup)

After MP Peach > f.dash > st.MK  VS Back Rise [0/+5]

st.MP > st.HP > HP Peach

Double Jump Fuzzy Guard

Can Double Jump Fuzzy Guard, any Medium or Heavy attack coming down & Jump LP going back up

Optimal Safe Oki Pressure VS Urien’s EX Headbutt

NOTE: Must hold back while executing the attack

NOTE: At all times Mika’s Crouch LP will recover in time to block provided Urien is not at any advantage

After Brimstone or Wingless

f.Dash | cr.LK

After EX Brimstone

f.Dash | any light attack

After any normal Peach (Quick Rise)

f.Dash | st.LK [+3/+4] > Cr.LK (Cr.LK will be safe if he EX Headbutt’s after st.LK)

After any EX Peach (Quick Rise)

f.Dash > st.LP

st.LK | st.LK [+3/+4] (Corner only, can only combo into Target combo on hit)

After Crouch Throw

cr.MP | cr.LK [+2/+4] (Can only combo into Target Combo on hit)

cr.MP | st.LP [+3/+5] > Target (Target will be safe if he EX Headbutts after st.LP)

Oki options

  • Dash -> Lady Mika will punish late tech & backdash after the following (If opponent jumps lady mika will hit AIRBORNE)
    • EX Brimstone
    • Wingless Airplane
    • EX Wingless Airplane

Vega [Punishes]

Punishing Charged Dropkick

  • Can punish Charged Dropkick on startup with V-Skill

Post Charged Dropkick Pressure

  • Must use LK Brimstone, can walk out of MK Brimstone range

Post Lady Mika Pressure

  • Can walk out of EX Typhoon range mid screen, can micro walk to ensure it hits. (perform motion, walk forward, execute command)

Character Specific Combos/Block Strings

After Brimstone

st.LP > st.LP > LP Peach (+2 Frame Advantage on next wakeup)

After EX Brimstone

cr.LP [+2/+4] > st.LP > st.LP > LP Peach (+2 Frame Advantage on next wakeup)

After MP Peach > f.dash > st.MK  VS Back Rise [0/+5]

st.MP > st.HP > HP Peach

Double Jump Fuzzy Guard

Can Double Jump Fuzzy Guard, any Medium or Heavy attack coming down & Jump LP going back up

Zangief [Punishes]

Charged Dropkick Punish

  • Can armour dropkick on reaction & punish

Zangief V-Trigger Activation

Zangief can ONLY combo V-trigger activation from fierce attacks, Counterhit Medium attacks & V-Skill Flex. he will always be -6 or -3 when activated & the suction is blocked. Once activated anything will combo.

Post Charged Dropkick Pressure

  • Must use LK Brimstone, can walk out of MK Brimstone range

Character Specific Combos/Block Strings

After Brimstone

cr.LK > cr.LP > LP Peach

st.LP > Target Combo > MP Peach (+1 Frame Advantage on next wakeup)

st.LP > st.LP > LP Peach

After EX Brimstone

cr.LP [+2/+4] > st.LP > st.LP > LP Peach (+2 Frame Advantage on next wakeup)

After Wingless

st.LK | cr.LK > cr.LP > EX Peach (LP Peach will reach unless he backdashes on wakeup)

After EX Wingless

st.LK | cr.LK > cr.LP > LP Peach

After MP Peach > f.dash > st.MK  VS Back Rise [0/+5]

st.MP > st.HP > HP Peach

Shimmy Set Ups

Mid Screen | Crouch Throw > f.Dash > Walk back

May still lose to wakeup throw, normally safely out of range

Double Jump Fuzzy Guard

Can Double Jump Fuzzy Guard, any Medium or Heavy attack coming down & Jump LP going back up

Oki options

  • Dash -> Lady Mika will punish late tech & backdash after the following (If opponent jumps lady mika will hit AIRBORNE)
    • Brimstone
    • EX Brimstone
    • Wingless Airplane
    • EX Wingless Airplane
Zeku (Old) [Punishes]

Zeku (Young) [Punishes]

FluxTableZ – Character Specifics {WIP}

#1Brimstone > f.dash > cr.LK > cr.LP
#2Brimstone > f.dash > st.LP > st.LP xx LPP [vs backdash]
#3f.dash > +2 situation > EX WA [vs b.dash, DP and CA]
#4V-Reversal > f.dash > EX WA [vs backdash]
#5EX Brimstone > f.dash > f+HP [vs backdash]
#6f+HP oB > st.MP [mid-screen vs backdash]
#7EX Brimstone > f.dash > cr.LP oB/CH > st.LP > st.LP xx LPP [vs backdash]
#8Brimstone > f.dash > st.LP > TC xx MPP [vs backdash]
#9WA > f.dash > st.LK oB/CH > cr.LK > cr.LP
Character#1#2#3#4#5#6#7#8#9
AbigailLPPb.dash
Akuma

b.dash+dp?

Alexb.dashoH only
Balrogb.dash
Birdieb.dashDelay 1-3F
Blanka

b.dash
oH only

Cammy

b.dash+dp



Cody

b.dash+VS


oH only

Chun-Lib.dash

Dhalsim
b.dash

Ed

*b.dash+dp





E. Honda



Falke

b.dash


F.A.N.G




G



Guile

b.dash+dp


Ibuki

b.dash+dp

Juri

b.dash+dp


Kage


Karin
b.dash+dp


Ken

b.dash+dp




Kolin

*b.dash




Laura
b.dash

Lucia
b.dash+CA


M. Bison

b.dash


Menat

b.dash


Nash
b.dash+CA




Necalli




Poison
***✓

R. Mika

b.dash


Rashidb.dash+dp


**✓
Ryu






Sagat



Sakura






Urien

b.dash+dp


Vega



Zangiefb.dash
Zeku Old


Character#1#2#3#4#5#6#7#8#9

* Only after WA

** Only after EX WA
*** Second st.lp whiffs on reversal backdash after blocking cr.lp