Mika first appeared in Street Fighter Alpha 3, and later returned in Street Fighter V, where she is joined by a tag-team partner named Yamato Nadeshiko (大和ナデシコ), who is used in some of her attacks. She receives rigorous training from her manager, Yoko Harmagedon, a large muscular woman who is seen in a few of her victory poses riding a golf cart and wielding a shinai. To this end, she travels the world, fighting various street fighters to promote herself and meeting her idol Zangief along the way. In the games, Mika is a blonde Japanese girl who plans to make her debut as a professional wrestler and is seen working hard to achieve her dream to become "Star of the Ring". Her color scheme was inspired by Lisa Kusanami from Sega fighting game Last Bronx and her mask is similar to that of Yatterman-2 from Tatsunoko's Yatterman anime. Ozzie Mejia from Shacknews notes that her playstyle in Street Fighter V resembles that of El Fuerte from Street Fighter IV. Unlike other grapplers in the Street Fighter series, who are slow and heavy, Mika is more fast and agile. Debuting in Street Fighter Alpha 3, Mika is primarily a grappling character, whose main weapons are high-priority command throws. Later, the team created Karin to provide a contrast to her. Mika was created to introduce a "tricky and technical character" into the series. The character has received mixed critical reception since her appearance in the 2016 title.Ĭreation and character Concept She was introduced in the 1998 game Street Fighter Alpha 3, and later returned in the 2016 game Street Fighter V. Mika ( アール・ミカ, Āru Mika), is a fictional character and professional wrestler from Capcom's Street Fighter fighting game series. Mika Nanakawa ( Japanese: 七川 美華, Hepburn: Nanakawa Mika), known as Rainbow Mika ( レインボー ミカ, Reinbō Mika) and more commonly as R. Junko Takeuchi ( Street Fighter Alpha 3).Check it out and then let us know what you hope to see vs. That all said, Max has plenty more to say on the subject, including his hopes for SF6, in his full video below. be careful to manage your expectations.Īny or all of these sorts of aspects -could- hop right over to SF6, but history tells us that they likely won't. So if you're supposing that Street Fighter 6 will have to keep a semblance of the V-System, or that shimmies will continue to be as effective as they are now, or that the balance of offense and defense will remain consistent. Even so, Cody, for example, functions extremely differently in Street Fighter 5 than he did in SF4 or Alpha (just ask my fellow EventHubs writer MajinTenshinhan. Upon release, Street Fighter 5 did away with option selects and was an all out offense fest thanks to the deadly combination of input lag, a different attack priority system, Crush Counters, and V-Trigger damage output.Ĭharacters often appear very similar on the visual front, as we see tons of attacks and movements from characters' SF2 and SFA iterations almost directly ported into modern titles. When Street Fighter 4 ended, much of the gameplay was based around strong neutral play, whiff punishing, and option selecting opponents once you had them in your sights. Jump to Street Fighter 3 with its global parry mechanic, however, and fireballs lose some 90% of their efficacy. "Legacy skill," as Max accurately puts it, is not a thread that tends to run through Street Fighter.įireballs, for example, were massively important in Street Fighter 2 and so developing skills around throwing and maneuvering around projectiles was absolutely crucial. There absolutely are differences on the macro and micro levels between Tekken entries, but transitioning from one Tekken game to another tends to be a lot more fluid than from one Street Fighter game to another. It's also worth pointing out that other franchises don't see as much change from entry to entry, as Tekken, for example, is known for being fairly consistent in this avenue. After all, Capcom has spent the last six years fine-tuning SF5 to finally be the game it is today. It's easy for and easy to see why people tend to fall into something of a matter of fact expectation that the franchise will only have a few surface-level aspects tweaked.
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