Playing Towers of Time again has reminded me greatly about how much I loathe the modifier implementation in this game.
Also, playing practice Sets against the Hard AI has lead me to believe that NetherRealm Studios may have increased it's input reading. May have.
In general, for all of you, what are you using for your primary strings, and primary punish strings/Special Moves?
- 1,1 is fast but has awful range.
- B1 is alright but seems inconsistent
- F1 is not bad at all, but of course going F1, 2 can't cancel into anything.
- 2,3,3 seems slow
- 3,4 doesn't seem awful
- F4,3 seems good, but risky
- B3 seem a bit slow as well
- Ball Roll/Rolling Thunder take a million years to start up and gets blown up
- Tele-Kick, see Ball Roll
- Stabbyscotch has poor range
The more I play, the more I'm
not liking her Normals and she's reminding me a bit more of Kitana in this regard, despite having more flare.
Also, I see many of you saying you prefer Low Sai over normal Soaring Sai. Why is that?
Yea, these towers are the worst. Hold block and rotate right analog stick for 10-20sec. Great gameplay lol
Here what i use... but i am probably using stuff that i shouldnt.
11
Have to use it as its her fastest string. But i dont like that it sometimes just whiffs or doesnt reach. Needs a tiny bit more range. I like 11 1+3 in general but also cuz it opens up higher success chance on 11 yolo roll. Stoping after 11 is also ok as you are -2. The extension 112 is bad, never use it as its dead on block so might as well use roll if i wanna be unsafe.
Sidenote: 11~sai/low sai doesnt jail (you can even get grabed out of lowsai lol); same goes for b11 and 223 into sai/low sai.
B11
Dont like it but kinda have to use it, its her fastest mid. Definitively needs range adjustment. Mostly i use it after F2, d1 hit or to punish stuff, but i scarcely use it after d3 hit (dash~b11). B114 i use only once a match to get the KB. I dont use B112 as i dont understand the point of it.
F12
F1 i use probably the most. Good range, jails after pokes and is 0 on block. F12 i use plenty too so the enemy cant just let go of block after F1 all the time. F124 i use only as combo ender.
233
Only use is the brutality.
Never use it otherwise. Just use 34 instead as it has better range, is faster, has an overhead and does more damage in combos. Same for 2334, +1 is nice but the gap makes it not worth it.
F2
Slow but nice range. I call it the Skarlet as it is basically like one of her normals. I like it though. I use it from max range to complement B2. F2 is also +7 on hit which is nice and they have to hold b11... or should cuz at F2 max range b11 follow up is inconsistent (b11 needs more range). I also use it as F1~roll and F1~sai amp. Roll option is risky but i think you have to play Mileena like that and the sai they have to hold and it creates good space. F23 never use cuz suicide. F23 1+3 i use as combo ender for swag or switching sides.
34
Its okay. I use to punish slow stuff with it or on plus frames. I also stop sometime after 3 as it is +1. And obviously there is 34~ roll and 34~sai amp (creates a lot of space, i catch a lot of people with sai slide after that)
F43
I like the move but as you said its really risky. Use it to whiff punish and to punish super unsafe stuff; also to close the gap and get in with F43~sai amp or F43~roll. F43 being unsafe hurts alot especially since F43 1+3 is unsafe as well. F43 1+3 is a good restand but the 1 Bar amp is not justified. It costs 1 Bar, at least 5%damage and maybe the better side for a restand. You also spend all your offensive bars for only mid 20 damage which further limits her limited options until one is back. Also its really wonky to hit in juggles with it. Sry, jumped on the salt train here, really want to like the restand....
B34
Kinda bad. I use it rarely for the double low or for B3~yolo roll up close. B3~sai doesnt jail.
B2
Like it a lot, use it a good amount. As said complements F2 well. If Kano can use a silly OH and get away with it so can we
Besides that i use d1, d3, sweep (really like this one), short hop 1.
Straight Sai vs low sai
For me its straight sai all the way. Mileena has already high risk so adding a risky move for a safe one is meh. Regular sai is faster, amp is a safe low with big pushback and if they duck early to avoid 1 hit of pushback (ducking early/crouch blocking makes one of the high projectiles whiff) it gets even safer. Low sai on the other hand gets always punished. The 50/50 you get from 34 and F43 remind me of the 50/50 Jade gets with Edenian Spark... You risk your life and they 5%. Totally not worth the risk, can probably be fuzzied too.
I know u asked about air sai vs lowsai... but for me its not that much that air sai is better than low sai but that you have to give up regular sai for low sai. Air sai gets more and more disappointing though. Beside of IAsai they dont seem to add much. You can extend combos further after ex roll but damage is still lower than regular 1bar~d2 combos.
I use sai slide or rolling thunder as my third slot but i dont think any of them are really needed atm. But lack of options you know.
Wow... this got way longer than i planed lol
P.S. Anybody figured out what S4 is supposed to be for? :-/