STB Shujinkydink
Burning down in flames for kicks
Im finding it retardely easy to AA with his D1. leads into like 24% too. Just sharing my findings
On hit, Rekka 1 is +15. From there, anything 15f or under jails into block pressure.Can someone explain the +15 rekka 1 ender thing again please
I get where you're coming from with it. I see the usefulness of being able to whip out a safe rekka if you notice your string being blocked and you'd probably catch people with it at the start. It just seems a bit gimmicky is all.His D1 poke is -3
his D1 poke is -5
his D4 poke is -12
His Rekka pressure is -4, builds you 40% meter, does 3% chip, and pushes them to the corner.
And above all it's mainly just a good way to condition them to respect your pokes on block for a few frames longer, till they recognise that the Rekka ain't coming out, if they start immediately unblocking after a blocked poke they will get caught by this. If they do it goes into combo, if they don't it's safe. It's really pretty damn good off a D4, and not as anywhere near as bad as you are saying
I agree with the core of what you are saying I think, I don't think gimmicky is the right word, however I think you wouldn't see much benefit from overuse of it because it means you are never capitalising on hit pokes and Alien's pokes are GOOD. But I do think it's important to throw it in there, like Scorps D4~Flame Aura or Shinnoks~Hellsparks, although not as liberally on the last oneI get where you're coming from with it. I see the usefulness of being able to whip out a safe rekka if you notice your string being blocked and you'd probably catch people with it at the start. It just seems a bit gimmicky is all.
hmmm interesting..so that would mean i end the combo in EX crawl into rekka 1. then i can do a standing 2 jail???On hit, Rekka 1 is +15. From there, anything 15f or under jails into block pressure.
This only applies to combos that leave the opponent *standing*.
It gives you the chance to either mixup using your plus frames, or to go for guaranteed chip.
BUT there's a slight stun that YOU are in after Rekka~1 . So you need to adjust to that timing or else you won't get your intended button
That is exactly correct.hmmm interesting..so that would mean i end the combo in EX crawl into rekka 1. then i can do a standing 2 jail???
Yes, although F134 jails as well and is better pressure with both added chip and mix-up potential when compared to 214hmmm interesting..so that would mean i end the combo in EX crawl into rekka 1. then i can do a standing 2 jail???
Reptile dash. Mileena roll actually can't punish many moves if it has pushback. Reptile is the most consistent 8 frame punisher.Not sure if it was known, I haven't seen it *specifically stated* but the 2nd hit of rekka (rekka~1) can be delayed just enough to jail and be -7, POSSIBLY -8 from my testing. It jails so there's no reversal and I can block Mileena's roll (8f) and Alien's krawl (9f) I have not been able to block Lao's spin yet. Anyone know of a more reliable 8f reversal for testing than Mileena's roll?
THANK YOU! I'm a Mileena main, so I knew off the top of my head it would be 8f but I also knew it had this stupid issue. I'll try reptile dash and we'll know for sure whether it's -7 or -8Reptile dash. Mileena roll actually can't punish many moves if it has pushback. Reptile is the most consistent 8 frame punisher.
This doesn't make sense, hitconfirming into Rekka just loses you damage, it's great on block, you can make it really ambiguous and conceal the gap where you like, they have to make almost a blind read, its really hard to recognise which option your opponent did go for even if you blocked the whole string, and hard to recognise if the final hit is punishable or not meaning reversals aren't safe, and if they read wrong and Alien armors, he can go straight back at them. The rekka seems really good, it doesn't need to be Tanya tier to be a good tool, it's just a 50/50, but not a broken one.
Yo dude just a heads up, you can make it completely gapless and -4 on block after the final hit - check REO's thread for more info its a tight timing but I get it about half the time and I spent only an hour practicing it, in a week I'll have it consistent.The move is completely unsafe, even with a gap if they block correctly it's always full combo punishable. Sure you can probably YOLO it not but once people fight him enough times they'll know to catch him recovering after a failed guess.
On block you use the OH or low, on hit you use the grab. It wouldn't make since to only use it on hit is what I'm saying, because you sacrifice the OH or low and rekka pressure, despite the unsafeness.
Thanks for the heads up on the -4 thingYo dude just a heads up, you can make it completely gapless and -4 on block after the final hit - check REO's thread for more info its a tight timing but I get it about half the time and I spent only an hour practicing it, in a week I'll have it consistent.
Using the OH and low on block is pointless, its fully reactable at 24f OH, you are better off just going for the grab most the time because it leaves you less minus, and if it happens to connect (if they think you aren't finishing your string, or try to punish a gap that isn't there or something) then you get full combo out of it with an EXTREMELY easy confirm lol
No Problem! but yeah its entirely safe and basically just a 3% blockstring specialThanks for the heads up on the -4 thing
From my tests, it can be made -7. Reptile's elbow dash and Mileena's roll both fail to punish, but I have not managed to block a reversal spin from Lao yet.The second hit can also be made safe. Subzero slide cannot punnish it
Have you got the timing of the whole rekka down. I only test against sub and making the whole thing safe quite consistently. Most of the time I got jit out of it is because I delayed too muchFrom my tests, it can be made -7. Reptile's elbow dash and Mileena's roll both fail to punish, but I have not managed to block a reversal spin from Lao yet.
Nah man, not yet. I get it sometimes. I understand when to time the hits, it's just a matter of doing it from muscle memory instead of thinking about it at this point. Same reason I can't link to save my life in SF lol. Sometimes the fingers just get antsy. It'll be a while before I'm consistently getting -4 on the 3rd hit in match. I think I'm comfortable saying that I can get the 2nd hit to be -7 fairly consistently now. Usually, it's as you said I waited TOO long to get the 3rd hit instead of doing it too early.Have you got the timing of the whole rekka down. I only test against sub and making the whole thing safe quite consistently. Most of the time I got jit out of it is because I delayed too much
THIS. im running sets against my friends sektor and its a struggleHeres the real talk. Whats the best way to get around zoning. The dash low profiles but a good opponent will see the dash and go in for pressure. jump 4 isn't good enough. B2 has an awful hitbox and its unsafe on both block and whiff.
Anything thats been working for you? Mileena is very hard.
Just played against Ketchup and lost 3-1, I can't express how hard it was to get in, then ex flameburners into more up rockets.THIS. im running sets against my friends sektor and its a struggle