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General/Other - Piercing Piercing Variation General Discussion

I found delaying the jump in kick half a second helps, also connecting the air sai INSTANTLY after the telekick helps not push the opponent away too far. The longer you wait to connect the jump kick after the roll, the easier/closer the opponent will be. Always connect an instant air sai after telekick though, that helps too. From there you should be able to tell if you have to run cancel a tiny bit to make it or not. That's what worked for me. Hope it helps.
Thank you, kindly. I think this could really make a big difference as I originally heard it was a delayed air sai but now that I look back at the video after reading your comment it definitely looks instant-ier. God, Mileena's such a bitch, though.
 

Zoidberg747

My blades will find your heart
Im sure this already known but when you throw someone in the corner you can press forward once as soon as you land and then do b12 and both hits connect. Gotten a lot of people with it recently.

Only thing is it doesnr break armored wakeups.
 
Only thing is it doesnr break armored wakeups.
^This. Sadly 70% of the times I ever went for this I got armored. Even from players who rarely ever armor. Figured something about the step forward was a giveaway... That or I really have the shittiest luck, lol.
 

Zoidberg747

My blades will find your heart
^This. Sadly 70% of the times I ever went for this I got armored. Even from players who rarely ever armor. Figured something about the step forward was a giveaway... That or I really have the shittiest luck, lol.
Yeah people got smart after getting hit with it a couple of times :(
 

YoloRoll1stHit

Publicly Educated
@Dankster Morgan Let's start here
first you should know the exact range of her d1 and d3. They have very poor range. After she does B12 on block her d1 won't reach, at further range d3 can't reach either, unless she does B12 from extremely close range. After B12 on block your B12 and d4 are actually good options, there's no risk eating a full combo here
in neutral game you should stay at the tip of your d4 range. She respects your d4 so she has to be careful with her own B1, this is where you can throw out other options
 

Dankster Morgan

It is better this way
@Dankster Morgan Let's start here
first you should know the exact range of her d1 and d3. They have very poor range. After she does B12 on block her d1 won't reach, at further range d3 can't reach either, unless she does B12 from extremely close range. After B12 on block your B12 and d4 are actually good options, there's no risk eating a full combo here
in neutral game you should stay at the tip of your d4 range. She respects your d4 so she has to be careful with her own B1, this is where you can throw out other options
Thanks, you're right my D4 will out range her D3 while simultaneously low profiling B12. But after a blocked B12 her D1 will still stuff every follow up I do except EX frost bomb which will beat D1 in theory.
Edit: I can actually trade a D3 with her D1.
 
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YoloRoll1stHit

Publicly Educated
Thanks, you're right my D4 will out range her D3 while simultaneously low profiling B12. But after a blocked B12 her D1 will still stuff every follow up I do except EX frost bomb which will beat D1 in theory.
Edit: I can actually trade a D3 with her D1.
The problem in this matchup is not really the neutral game, it's her combo damage. And watch out for her F2, although it's 15f she can use it to whiff punish your d4. It's also possible to space yourself correctly to make B2 completely safe on block (both roll and B1 can't punish). You should try it
One more thing: if she's plus or you're slightly minus on block your back dash can get out of almost everything she does. Don't abuse this because she can catch your back dash on read, you have to get in so back dashing all day won't be in your favor
 

Dankster Morgan

It is better this way
The problem in this matchup is not really the neutral game, it's her combo damage. And watch out for her F2, although it's 15f she can use it to whiff punish your d4. It's also possible to space yourself correctly to make B2 completely safe on block (both roll and B1 can't punish). You should try it
One more thing: if she's plus or you're slightly minus on block your back dash can get out of almost everything she does. Don't abuse this because she can catch your back dash on read, you have to get in so back dashing all day won't be in your favor
Didn't know that about B2, I'll mess around with that. I do backdash a bit, but maybe I'll start doing it more. But say I do pull off a backdash and she whiffs a D1.... I didn't accomplish anything. The problem isn't just her combo damage. Everything about facing a good Mileena is hard. She out damages, out zones, out footsies, I can't slide, I can't clone, I can't jump. I don't even use Sub for this anymore, I use my second character which is Ninjutsu Scorpion. There I can poke back after B12 at least. It's whatever, I don't really complain about Mileena that often. I know Sub can lock down some characters just as bad as he gets mopped here, so I know it goes both ways.
 

YoloRoll1stHit

Publicly Educated
Didn't know that about B2, I'll mess around with that. I do backdash a bit, but maybe I'll start doing it more. But say I do pull off a backdash and she whiffs a D1.... I didn't accomplish anything. The problem isn't just her combo damage. Everything about facing a good Mileena is hard. She out damages, out zones, out footsies, I can't slide, I can't clone, I can't jump. I don't even use Sub for this anymore, I use my second character which is Ninjutsu Scorpion. There I can poke back after B12 at least. It's whatever, I don't really complain about Mileena that often. I know Sub can lock down some characters just as bad as he gets mopped here, so I know it goes both ways.
There is a match between Madzin vs Foxy in ESl week 7 or 8 where Madzin played the matchup very well and almost won. Did you watch that?
 

Crystal

Mileena Piercing
*ball roll-high heel .. I am having issues hitting the ex on the high heel, any suggestions ?