So found out today if opponent breakaways from b114 she will be full combo punished so becareful going for it when opponent has breaker available
Idk, Juxta said he used f2. I didn't watch the video.
I've been trying to hit f2 after the uppercut with no luck.
Raptors Combo video doesn't have a D2 into F2 combo. That's why we are not getting it.Yeah, I attempted it myself and it doesn’t seem possible due to the slow startup of F2. Either that or I’m getting old (by FGC standards).
I think it's a very interesting setup tool. On hit and as an ender to combos it can be used to cover wakeup options or control space as well as offer hitstun for more pressure. I don't have the frame data but I know it makes certain things +8 pretty close to them and possibly more +Is Sai Slide meant to basically cover wake ups bc I can't combo with it much, and the opponent can dash forward and punish canceling into sai slide on block
I either try to whiff punish or just go ham with something risky/unsafe. Walk forward throws/ct, F4s, naked roll (I have no idea why I do this), etc. I've had some good luck vs players with poor defense, and done really terribly against patient players who don't get flustered.How are y’all playing her in neutral? She seems built for both runaway and point blank staggers & mix with almost nothing in between.
F1 staggers are big for her. Stuff like dash up f1 in neutral into a walk back is nice. Her j2 has great range, f2 amp sai is really nice on block, and dash up d1 is your go to for people trying to low profile your f1How are y’all playing her in neutral? She seems built for both runaway and point blank staggers & mix with almost nothing in between.
Even if it was, she sadly doesn't have many useful specials throughout to fill that extra slot. I've been labbing and playing online with playtime, stabbyscotch and low sai which is her best variant I've found. Let's say playtime was universal and you had that extra slot. What do you pick?I feel like she can’t live without Playtime. It should be universal imo
I think the worst part is how actual little variation there is in her special moves. For example:Even if it was, she sadly doesn't have many useful specials throughout to fill that extra slot. I've been labbing and playing online with playtime, stabbyscotch and low sai which is her best variant I've found. Let's say playtime was universal and you had that extra slot. What do you pick?
Kahnum dash has a low which is good for mixups but you're giving up the roll which is her ONLY combo potential. Her cancels are also way too slow for any pressure and plain waste of meter.
Her fade could be good on paper for invisible mixups but omg it sucks ass. Meter + dmg nerf + still visible + goes away even on block. It's utter trash, her worst move by far.
Air-telekick should be universal solely based on how rarely it's useful and how punishable it is. You can't even combo on hit-confirm and if blocked you eat 30% in the face. I can't even fathom how they thought they'd make it a variation move on its own. Noob's air-teleport for example is reasonable cause it combos on meter.
Air-sai again is useless most of the time since it's not as good as it was MK9 to get any use other than zoning which I don't see why you'd not play Mileena up-close.
Rolling thunder reduces gravity for combo potential. If it was overhead to mixup after f2 or b3 it would be more viable but as it is now, meh.
Sliding sai is the only reasonable choice IMO but I can still live without it since it leaves you quite open if it whiffs. I'd still pick the low projectile over it, even if it pains me that it replaces her normal one.
I might sound a little salty lol but she sadly feels very incomplete in terms of her specials. I'm still having fun playing her but they really dropped the ball with her special options. I'm praying they drop this stupid variation system next game so she feels like Mileena again.
Because Mileena, silly.naked roll (I have no idea why I do this),
Just like Kitana and Ground War.I feel like she can’t live without Playtime. It should be universal imo
And yet I find she feels a lot more complete than Kitana. A launch character...Anyway, of the few characters I play, Mileena clearly looks to be the most rushed and/or unfinished.
Thanks for the heads up! For Mileena (and Kitana), I prefer this over the Ultimate Mortal Kombat 3 skin. For Jade, the opposite.MK2 Klassic Mileena in the store!
me too .... I look to my PayPal account and I start to cry , haha !Goddamnit, I'm going to be poor by the end of this week
I was a bit disappointed that more of her kit from MKX didn’t make the transition. She was amazing in XAs wonderful as Mileena looks/feels, they did not give her a variety of moves I can be satisfied with. Like others have been saying, there are some customs that definitely should've been part of her base kit. Make the customs have her throw the sai at different angles like air-ground or vic versa. I was hoping they would give her a move for her claws where she can do extra chip, or bleed damage, SOMETHING for them. This has been my problem with the game, it's so milquetoast, it's like the biggest risk they took with her was exchanging her roll for a (imo) worse move. No real creativity, just keep it extremely basic. Still love her though
There are more color variants coming, so save your crystals for the one you like bestGoddamnit, I'm going to be poor by the end of this week
I agree. Kitana plays like she has a cinder block chained to her waist. Just not as mobile as she should be. Both her and Mileena in MKX felt wonderful and expressive to play.As a Kitana main, I'm actually finding Mileena is far less gimped than the Princess was. You are reliant on Offensive Gauge to really combo, but she's got more flare and a little more variety than the Princess. I like her movement better too.
Like myself though, I suspect it's less the characters themselves that are irking you, and more the general mechanics design of the game itself.