I'm doing better now in the Kitana matchup by just playing more patiently, and pretty much agree with your analysis of the matchup. Except, the fireball trade is definitely in Kitana's favor and NOT Goro's. His does more damage, but she has waaaay more hit advantage than Goro does on any of his fireballs. So after you trade, she's already ready to throw another fan out while Goro is at the end of his recovery. He loses the ability to contest a fan after the trade and then has to start playing the minefield.
EDIT: Just watched some of those Mileena matches. I don't think it's a good representation of the matchup. You played very well (I never used 121 much, but you've made me see how useful it is in live matches) but there were many mistakes the Mileena player made.
1. They used Ravenous instead of Piercing. Low sais making the zoning worse for Goro. Can't just duck and wait it out; you actually have to commit to some sort of forward movement.
2. She dropped most of her combos. You got hit with a lot of rolls, regular and EX that led to less than 30% damage and didn't put you in a bad knockdown situation. And the combos that were hit were almost all suboptimal. You basically lived longer than you really should have.
3. Didn't go for many mixups. Mileena has a few strings that contain and/or end in low, and only a handful of times did that Mileena mix it up between low and overhead. They mostly used the same strings over and over, didn't exploit Goro's horrible AA by jumping, and instead opted to stay grounded. They also cancelled a lot of single pokes into roll which just doesn't seem like a good idea.
4. Bad defense. Got hit with waaaay too many telestomps and as I'm still watching the matches, I have yet to see him bait a fireball and punish with telekick. I know EX punch walk is a threat but they barely contested blocked punch walks. They also let you jump in; if she's zoning correctly, that should get blown up by trip guard roll most of the time. I've only seen it twice so far.
Overall, that Mileena is playing too timid and letting you get away with a lot.
I'm glad to hear we generally agree on Kitana. As I said already, I am talking about the damage trade is in your favor. Your goal is not to beat her at her own game, because you're not intended to beat her at zoning, merely to check her periodically, so I agree. If he did beat her at zoning, he would probably win pretty decisively. If your mentality with Tigrar is to outzone her the whole match, you're not doing it correctly. It's like the garlic bread with a nice chicken alfredo pasta, it compliments, but is not meant to be a core focus. Your core focus is to get in there and freestyle all over that ass.
And yeah, to reiterate, I am of the opinion she outzones him, it's part of what keeps it from slipping to one side or the other.
Now onto Mileena: Before I begin, I appreciate that you took the time to watch and analyze the gameplay. I have a lot to say in reply. Thanks for the kind words. I like the fact that the string can be used for "Ghetto" tick throw set ups, punchwalk, regular grabs, sustaining pressure etc. He has a lot of under appreciated strings like that, there's a lot of good ones I don't even showcase in this set that help me out quite a bit.
While flaws were present in both our play styles (I will discuss this below), I do not at all think it negates several of the core points I made in relation to this match up. Goro definitely beats her in footsies, crushes her on knockdown and due to him being a vastly safer character, takes far less risks than Mileena does, all of which adds up to the match up being nothing near terrible, or even losing. Nobody can play it perfectly. I got hit by more mix ups than I should have, he did things he shouldn't have done. I blocked high then ducked and got hit by several ex rolls (my fault). I guess the core point I'm making here is that even though I won rather convincingly, I didn't play it perfectly either and yet I STILL won, that should say something.
1. I've played multiple piercing Mileenas including: Mr. Mileena, Perez Gomez and Yoaks when he used to use piercing, the results are the same against them, regardless of which variation is used. It's not like when Perez or one of the others used piercing I got bodied, but when someone uses Ravenous it's my favor. The results are relatively consistent because low sai is not a major game changer. Low sai makes the zoning worse for everyone, but it also opens Mileena up to jump ins, telestomps etc, there's pros and cons even with additional zoning options.
2. I dropped a lot of my combos as well, so your point could easily go both ways in terms of "we both lived longer than we should have" so it balances it out fine. I've never really feared getting knocked down by Mileena, any Mileena, but you're right in the sense that more oki on me wouldn't hurt his case.
3. If you watch the whole stream, I don't seem to have a problem anti-airing people, even in shitty connections. I've never, ever had Mileena of all characters whether scrubby or not jump at me for free. He tried jumping several times, many times I anti-aired with ex telestomp or other options. I've never had issues with anti-airing in most instances other than Kotal's jump 1 and some other stupid ones. He asked me on stream and you can hear the convo where he asks me if he should jump more, he does and it changes nothing major.
I avoided a lot of the grab mix ups in several instances and a lot of her strings and mix ups aren't hard to block unless she mixes in ex roll, which as you know is not safe and leaves you down a bar and probably in the corner and down 30% life in the process. He probably could have done more mix ups, but in most cases her mix ups result in her putting her life on the line, not to mention, using her safe stings that contain mix ups isn't really a bad thing per se cause some are plus.
4. He also punishes a lot of telestomp in the full Goro/Mileena set if you get through it all you will see this on multiple matches and rounds. He also does the fireball bait I believe at least several times, but again, tele kick is a full combo punishable risk and it's not like I'm zoning him back haphazardly. Even on hit into said or whatever, the risk/reward isn't stellar. He also wins a match or so with a counterzoning telekick cancelled into x-ray.
Even if they played Yolo style Mileena, the amount of times I would just block after my pressure ended would have led to her eating full combos consistently anyway, probably would have died sooner actually. It's not like if he played super risky that would have changed everything and I would have struggled. I'm used to more yolo Mileena anyway, which is why you will see me block a lot during the set after knocking him down or even if I'm advantageous.
I jumped sometimes, but it's not like I jumped constantly or never got punished for jumping either. I mostly played consistently on the ground. It's not like you can NEVER ever jump against her.
I agree with some points, disagree with quite a few, mainly because I feel like I played pretty smart and didn't get away with anything absurd or outrageous that invalidates my match up analysis that I laid out earlier. The points I laid out still add up to it not being a terrible match up nor even a losing one. Goro does fine against all versions of Mileena that I've fought against (Piercing and Ravenous). The only one I'm clueless on is Ethereal and I doubt those teleports are match up changing either.
I'll try and answer these in order best I can, might miss a few lol.
Good players
Kung Lao- I've played few sets with Crosby_87 (there might be more under scores in his name) If I play him again I'll edit this with his exact tag. He's a very good KL (he also shows up in Vak's stream once in a while).
Tanya- More than enough games with Vak
Liu Kang- I've played a bunch with Emperor Murk, very good LK player.
Mileena- Emperor Sunfire and Mr. Mileena, excluding Saltface that's about as good experience as you're gonna get.
Kitana- Mr. Mileena and JackAshe, both solid Kitanas.
Tanya
Yea Pyro definitely got a bit easier when her teleport was nerfed. She still has one of the best mobilities in the game where as Goro has the worst mobility in the game. Maybe Dragon Naginata isn't so bad when you get used to her hit box bull crap.
Liu Kang
I only mentioned parry because it's one more thing to worry about with punchwalk, nothing like wasting a meter for PW just to take 12% damage. But yea it really isn't the biggest deal in the match up. It's mostly his hard to punish block strings and his above average zoning.
Mileena
I might be willing to concede this one. Mileena has always been a personal demon of mine and maybe Scorpion should have her spot. She just seems to have so many movement options with teleport, roll and her far reaching low starter. She also destroys jumping, which as you mentioned I definitely do too much. But navigating low and high sais with the constant threat of teleport is such a damn pain in the ass especially with someone as slow and meter dependent as Goro. That's where telestomp being so shitty comes into play which is why I mentioned it. Goro's one way to get across the screen without taking chip and letting her build meter is telestomp and that can be full combo punished on reaction by her teleport. I just feel like I'm always playing her game.
It's also a little concerning that when I play the same Mileenas with my 2 week old Predator I do better than I do with my 3 month old Goro.
Kitana
This was more about Mournful than Assassian or Royal Storm which I should have mentioned. Mournful gains a diagonal air projectile that negates Goro's zoning in his "zoning" variation almost completely. Gains a mid hitting projectile that can be meterbured to hit twice AND start a combo. Goro's meterbured projectile is a waste of meter. If you get in as Goro then the match is on an even playing field but you'll almost certainly take chip damage as she gains meter. She also out damages Goro and has a female hit box which sucks.
Jumping
Really have to work on that, I'm just afraid to play footsies with Goro. Something I'm slowly getting over.
Max damage combos
I realize against female characters I can do more reliable combos that do a little less damage but shouldn't making your opponent rely on worse combos because your hitbox is better be counted as an advantage in match ups?
We can agree that Scorpion is a whore which is nice and I'll definitely watch your Mileena matches, thanks for the link
Thank you for the list of players, I need to play Murk, we have not gotten to play at length as it currently stands. I am very, very curious about this match up. I will probably just wait till Summer Jam when I can play Murk offline. We have some overlap with Mileena
. Very curious about this Kung Lao player, never seen him play before actually.
Mileena
Almost everyone has to play Mileena's game. She did this in MK9 too. She forces you to play on the ground and move rather cautiously because if you do not, you will be put down. As for the chip/meter build. Sometimes you just have to concede that to get in and blow her up. She thrives on frustrating you, it's part of her design ethos, it always has been.
Not to mention, if you scout a low sai at certain ranges you get a jump in punch full combo on Mileena. Patience will forever be her killer. Even if you have to block several sais to approach, a full combo will always be greater. Compared to most zoning in the game, hers is pretty so-so tier, which is why most Mileenas are jumping over to Ravenous right now as a preferred option over piercing.
In most cases, you block low against her and watch her meter. Forward 3 is like 30 frames, you should rarely if ever get hit by this offline. Online, sometimes I'll see it, stand up and still get hit lmao. By the way, her forward 4,4 has an armorable gap in it so even if she does the safer version, she gets launched by ex punchwalk. if she does forward 4, ex ball roll, this option loses to armor in the gap too and she's down a bar and in the corner.
The only uninterruptible option off of forward 4 that leads to any damage is forward 4, regular ball roll, but guess what? No matter what she's putting her life on the line and the risk/reward remains in Goro's favor because no matter what option she does, she remains unsafe. Even if you simply just block forward 4,4 out of concern for her merely cancelling into ball roll, she's negative enough to command grab her. Hit the lab, she has lots and lots of gaps in addition to being unsafe on block. The more i lab it, the more problems I keep finding for Mileena especially against someone with safe armor lol.
Maybe Predator secretly wrecks Mileena, maybe you just click better with Predator, maybe people don't know the match up yet, maybe set up characters are your thing. There's an insane amount of possibilities for why that is. That doesn't say much for or against him.
I did better with Hawkgirl versus Doomsday than I did with Martian even though some said martian won the match up, it just honestly depends, how we perform isn't always a reflection of a match up, but other factors.
Kitana
If you're talking about Mournful, that one is different from the other two. I'm not in sync with that variation to as much of a degree at the moment. I have some footage of me versus a Mournful Kitana, but I dunno if it would be considered useful or not. I guess if you want, check out my youtube channel with a set versus Wild, a Kitana main, see if there's anything that helps or not in terms of mournful Kitana:
https://www.youtube.com/channel/UC-eFve8YfAEeiYbtc3PLisw
Set was uploaded about a week ago so just scroll over to the right, it's the first three parts of the set.
I'm not an expert on Mournful by any means, but anything to help a fellow shokan. I think it would be honestly.
Forward 3/back 1/3/2,1/1,1/back 3/ 1,2,1/ work on everyone regardless of hitbox. Why not use those? Dropping combos, even small ones can be the difference between winning and losing a match.
Go with what works, ten out of ten times whether you're fighting that thot Mileena or Vanity Cage. When I'm playing him, I focus on my spacing, my footsies, pokes, baits etc, never do I have to wonder about whether my combo will hit unless I either: A. mistimed it or B. Hit the opponent at a weird angle or too far away. So that way if I drop a combo, it's on me.
Don't make more work for yourself, don't keep dropping combos that could win you the game by refusing to use the options that work on everyone, no additional thought required.
I m thankful for a productive discussion about Goro from you two, this is what I'd like to see more of. We don't have to agree, but as long as we're talking, that's great
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