Pan1cMode
AUS FGC represent!
f12~ex air sais, f124 would almost certainly combo. She can already combo jik~ex air sais easily into f12 (and with good spacing into f43) so I honestly can’t see why this would work. If you look at the way f12 works on hit, it’s inconceivable that cancelling into ex airs sais would not provide a combo.Real talk what will those 2 buffs do exactly. F12~air sai won’t get you much but a knockdown unless you amp the sais which doesn’t juggle them long enough for ball role unless your close to the ground and it still depends on distance for the ball roll to hit.
Base f43 being -6 is good but you can’t cancel it and you will have to deal with the wake up mind game. The way I see it she needs more moves to be base and for NRS to design more abilities because right now choice is not something this kharacter has.
This would make her f12 a decent punish now as she’d probably be getting ~26% for a bar off a fast advancing string.
f43 being safe in base decreases reliance on having playtime equipped. Yes, if you want to cancel the string you will need to have it equipped, but it having a legitimate use in its base form reduces the reliance on this move as a whole. Along with f12 being a more punishing spacing tool, this would allow for load outs of mileena that can function without having to have playtime equipped.
Of course I would also like some of her customs specifically to be buffed, but her base kit is honestly pretty decent.
In terms of specific kustom buffs:
Kahnum dash:
Attack starts up 6 frames earlier (currently the run starts up in 12 frames but it takes another 12 frames for the hitbox to generate. Keep the run startup at 12 frames, but make the hit come out at frame 18 instead of frame 24)
Kahnum dash combos of 233
and ONE of the following
Running gives projectile immunity like Kotal’s Cat.
Krushing Blow on double ex if the dash punishes or kounterhits a projectile (deals 32%)
OR
Increased damage of kahnum dash (regular does 12%, ex does 16%, double ex does 19%)
Krushing Blow after double enhancing the dash twice (activates on the third double enhance and deals 32%)
Sai Slide:
sai slide can be cancelled by spending a bar of defensive meter
startup reduced to 25 frames
Sai slide can be held for longer to potentially allow it to go full screen
Vanish:
Recovery frames reduced to 30 (down from 48)
Duration increased by 2 seconds
Rolling Thunder:
When hit by the overhead ball roll, the opponent cannot break the ex roll back (similar to Kitana’s fan lift). If you hold it and make it into regular ball roll, they can still break.
Low Sai Blast:
Enhanced low sai blast made -10 on block with slightly more pushback.
Air teleport:
Startup reduced to 16 frames