Thanks a lot.
Honestly if even one player gets something out of the info I bring to the table then I'm glad, my knowledge is mostly pieced together with a mixture of way too much time in practice mode and stuff integrated from players here so it's kind of a group effort already.
Nice catch on the b12, 1+3, dd2 vs b21, 2+4 by the way, I have been meaning to make an off-hand comment about this at some stage but I never got around to it. The long story short is that for a while I was testing on a mix of patched and un-patched machines. When playing an un-patched MKX the hit scaling on the b12, 1+3, dd2 is really strong, similar to how the b21, 2+4 combo is behaving in the current patch.
I go over this a little in my Piercing video but mostly I only find myself using b12, 1+3, dd2 if I am dealing with meterless bnb combos started from common strings - in which I sometimes do not mind trading the extra distance it leaves me from the opponent for an extra 3-4% damage. In any combo of a decent length it is exactly as you say: b21, 2+4 starts doing crazy work.
As I am completely working with up-to-date games now I've pretty much 100% changed my combos accordingly, though I was a bit sad at the Ravenous b12, 1+3, uu2 combo damage scaling nerf because while hard to land in longer combos - that thing used to bring some wicked damage.
Also, you're the meterless Piercing corner combo vid fellow aren't you?
I have to say nice work on those two vids - those two combos altered how I was approaching meterless combos from launching starters in the corner when I was 90% convinced there was nowhere else to go from what I had, kudos.
EDIT: I was having a quick think about OH NJP mid-screen.
On adding the b3 after the NJP mid-screen, this is actually pretty funny. The reason I ommit the b3 so often is basically muscle memory. Since adding the b3 before the TK causes the xxAS to miss when you're opponent is either in or super-close to the corner I find myself omitting the b3 mid-screen as well.
On OH NJP as a useful tool mid-screen?
Honestly I feel that jiP and NJP are quite useful tools for Mileena in particular.
Because her meterless mix-up is so weak I find it's useful to throw some jump-ins on opponents who like to perma-crouch to force them to stand up every now and then.
NJP not only leads to better meterless damage than your standard jiP (unless you jiP to b3 but that is impossible to hit confirm) but I find it tends to for want of a better description "bop" more wake-ups than other characters NJPs.
I have a sneaking suspicion this is because Mileena does her fancy-pants mid-air splits and actually lifts her character model ABOVE where her arms swing - but that's just a theory for now.