EMPRESS_SunFire
Regina George of discord
Hey guys! I found this tech with Mileena and I think it's pretty usefull.
So... Basically ending her combos qith F1 2+3 in the corner restands her oponents and leaves her at +11. Her options after this are the following:
*F234/F23~Roll: F2 is 15 frames of start up, meaning that it's guaranteed, and their only option is to armor out. She gets a mix-up between the last hit of the string (low) and EX roll.
*F4~roll/F44 option select: With F4 being 17 frames, it means that just Cassie Cage can trade with flipkick, it's guaranteed against everyone else, unless they armor out.
*EX roll: With EX roll being 16 frames, and a double hitting armored move, it means that nobody can trade, hit her out or armor out. It also creates a Mix-up between F4 and EX roll.
*Instant run cancel into grab: The run has to be instant canceled, but it's very doable. She creates a mix-up between her grabsm althought her back grab would put her in the corner.
*Instant run cancel into 21U4/2~EX roll: Same as the grab, the run cancel has to be instant and she gets a mix-up between 21(low)U4 and 2~EX roll.
*Instant run cancel into S3: S3 is a double hitting normal, and it's pretty fast, we will have to use this to break fast armored moves. (Not showed in the video)
*Instant run cancel into F12~B4/F12~EX roll: F1 starts at 19 frames, but it's a double hitting normal, we will have to use this against slower armored moves and she can hit confirm into a full combo with low or create a mix-up on block between F12B4 and F12~EX roll. (Not showed in the video)
*B12: B1 starts at 10 frames, meaning that nobody can hit her out of it, but they can armor out. B12 can be canceled into EX roll or low sai for a mix-up. B12 is also -5 on block, and at this distance, she can just do B12, and assuming they blocked, walk backwards and whiff punish pokes with another B12 into full combo or just stagger the string. (Not showed in the video)
*Bait and punish unsafe armored moves/Neutral jump to whiff punish some armored moves.
I think this tech will be good against chracters with hard wake-ups to stuff, it also negates the delayed wake-up option that the oponent has in her oki, and the risk/reward is the same. It will also catch some people off-guard. The only bad thing is that ending her combos in F1 2+3 does around 5% less.
What do you guys think?
@Mr. Mileena
@TakeAChance
@RM Yoaks
@theGabStandard
@Method
@Johnny San
@Flow
@SoundsLikePAUSE
@xKhaoTik
@YOMI RM SaltFace
@1man3letters
@Other Mileena players.
So... Basically ending her combos qith F1 2+3 in the corner restands her oponents and leaves her at +11. Her options after this are the following:
*F234/F23~Roll: F2 is 15 frames of start up, meaning that it's guaranteed, and their only option is to armor out. She gets a mix-up between the last hit of the string (low) and EX roll.
*F4~roll/F44 option select: With F4 being 17 frames, it means that just Cassie Cage can trade with flipkick, it's guaranteed against everyone else, unless they armor out.
*EX roll: With EX roll being 16 frames, and a double hitting armored move, it means that nobody can trade, hit her out or armor out. It also creates a Mix-up between F4 and EX roll.
*Instant run cancel into grab: The run has to be instant canceled, but it's very doable. She creates a mix-up between her grabsm althought her back grab would put her in the corner.
*Instant run cancel into 21U4/2~EX roll: Same as the grab, the run cancel has to be instant and she gets a mix-up between 21(low)U4 and 2~EX roll.
*Instant run cancel into S3: S3 is a double hitting normal, and it's pretty fast, we will have to use this to break fast armored moves. (Not showed in the video)
*Instant run cancel into F12~B4/F12~EX roll: F1 starts at 19 frames, but it's a double hitting normal, we will have to use this against slower armored moves and she can hit confirm into a full combo with low or create a mix-up on block between F12B4 and F12~EX roll. (Not showed in the video)
*B12: B1 starts at 10 frames, meaning that nobody can hit her out of it, but they can armor out. B12 can be canceled into EX roll or low sai for a mix-up. B12 is also -5 on block, and at this distance, she can just do B12, and assuming they blocked, walk backwards and whiff punish pokes with another B12 into full combo or just stagger the string. (Not showed in the video)
*Bait and punish unsafe armored moves/Neutral jump to whiff punish some armored moves.
I think this tech will be good against chracters with hard wake-ups to stuff, it also negates the delayed wake-up option that the oponent has in her oki, and the risk/reward is the same. It will also catch some people off-guard. The only bad thing is that ending her combos in F1 2+3 does around 5% less.
What do you guys think?
@Mr. Mileena
@TakeAChance
@RM Yoaks
@theGabStandard
@Method
@Johnny San
@Flow
@SoundsLikePAUSE
@xKhaoTik
@YOMI RM SaltFace
@1man3letters
@Other Mileena players.
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