thanks for the tips!They only way to punish cyber sub zero dive kick is if its its the head, and thing lower and its safe
sai is fast enough so that you will hit him as he's throwing the ice ball and still have nough time to block it, mileena wins this long range fight easily
kung lao spin is punishable by ball, or at least ex is
why not?? her telekick owns any type of zoning characters like those 2 and Sindel try doing..I played against very good Noob and Sektor offline and tbh Mileena cannot get close to them like Lao for instance. especially zoning Noob...
maybe it could be me, but sindels is close to being the same as noob with her fireballs and i know if i toss out a fireball and mil is just standing there ill get a telekick to my face O_O i hate facing Mileena as much as i hate facing Kung Lao when im sindel..Well...I did my best man but the dude i played (Tomahawk) was very good at blocking all of them and keep zoning me at the same time....I know I'm not that good but still it was like unbeatable situation to me.
P.S. Against Noob the telekick was the only option cause the shadows beat the roll every time...The problem is that the teleckick pushes them away and after I get an unblockable one I have to start over again pretty much....I'll work more on my game with her and see what happens.
just NJP the stomp it'll get sheeva all the time...yeah, noob is a problem mainly because his projectile kills your roll move...so i guess you gotta just chip away with dive kicks
What's most ppls solutions to sheeva's jump stomp? it's got crazy recovery so i just find myself rolling away to avoid it...typically i'll just dive kick it...but i can't seem to find a heavy punish for it yet
for reals? i had always assumed you have to jump to the side...but i guess as long as your not on the ground when she lands your good? should tried that. thanks!just NJP the stomp it'll get sheeva all the time...
cool, thanks for the ideas...i'll have to see if i can read his EX teleport and tag him with the uppercut. I know for sure he will be using this move cause he believes it to be safe...if i can pull off a counter uppercut then it'll make him think twice about itI agree with Coolasice for the most part. Fighting against a good Scorpion is a real challenge. I have a friend who recently won the MK Ultimate Clash tournament held in London and he mains Scorpion but plays a good Smoke and Noob Saibot too. Scorpion seems to be highly underrated as I personally would put him amongst the top 5 in the game atm, but as far as I can tell this is an uphill battle for Mileena and will generally lead to her needing to take high risks. Scorpion can be played in a very safe way and can place you in a variety of frame traps to keep up pressure. Not to mention once he gets in on you he is also capable of mixing you up very well. All round I would say Scorpion's normals and combos are much faster than Mileena's with a better d+2 to boot.
Certain things I have learned so far is :
-EX Teleport can be punished by uppercut before he lands the first hit. Timing is required so you will need a sharp eye if your opponent throws out random EX Teleports (which is likely as it leaves him at frame advantage and can lead to even more mix up).
-IAS is pretty much a necessity in this match up if you want to get around ground fire from long range.
-A flowchart Mileena will get eaten up by Scorpion as he has the necessary tools to adapt to Mileena's zoning and rushdown tactics. Whether it's through Hell Fire (or EX HF which is much more scary), Teleports or frame traps, Mileena has to maintain a mix up approach as there doesn't seem to be a sure fire tactic that is applicable here.
-Mileena's d+4 is a very useful poke in this match up, keeping Scorpion at this range is essential as you can still tag him with a 4,2 chain as your own frame trap, punish a Hell Fire attempt and limit his options forcing a jump or a random attack to counter.
Hopefully soon I will have more input on the Scorpion, Smoke and Noob MUs within the next couple days.
Noob cannot keep pressure up and block teleports at the same time, it's either one or the other. There's no reason to take chip damage all day when you can cancel jumps into teleports. If you establish that threat, the pressure will be gone and you will be free to move in normally.Teleporting works but is risky if blocked;