This mean you don't like me?
Hm, I'm gonna try that. Can you then follow with another U4, 42 for maximum dammitability on their part? Can you follow it up with anything at all?
I know I can't react fast enough to do instant jumpkicks after seeing someone attempt to jump over me, but D+4 is decent. Not that the jumpkick thing doesn't work, it does, but I have to be expecting a crossover to use it. My definition of reaction in this case is without anticipation. If I anticipate a jump in or crossover, I can do whatever I want to counter it (Air Sai, telekick, njP, air-to-air punch~roll, etc.)Zero, what I mean about jump punches being easy for Mileena to deal with is that she can avoid them well on reaction, either with D+4~:enball or instant jump kick~telekick.
Also, the stuff about blocked air sai into crossover won't work because the opponent has enough time to instant jump kick out and counter you.
BTW has anyone found a real use for :enSai's?? They just seem so terrible...the opponent can even block the second hit if you're too far away.
I thought it was advantage on block. Some characters' D+1s might interrupt. (Maybe Kitana's??) but D+3/D=4 might be fast enough to stop that.Just how safe is a blocked u+4, can the 4,2 be interupted by a d+1, or d+3?
You're absolutely right, it's almost like you're seeing the jump in slow motion. The highlighted part is what I'm referring to though. Reaction time in general is based on 50% "anticipation" and 50% "actual reactions". In the example you gave concerning repeated crossovers, shows that you were thinking, "this guy keeps jumping after this setup, next time he does I'm gonna counter with... (whatever you choose)" The reaction speed is greatly increased now because you're half predicting it. You make an educated guess in your mind, you wait juuust long enough to see the beginning of a predicted move, and your hands do the rest.That's a pretty good post Zero.
My friend and I are pretty good at instant jump kick on reaction though, especially if there's a repeated cross over attempt. It just feels like you have forever to do it.
Yeah, I considered not even listing the far AA ground sai combo because of how luck based it is. But it's still in the guide.Oh, and one other thing... You can get 26% off of anti-air ground sai with (AA ground Sai>telekick>air sai>roll>b1,4,telekick>air sai) I did this online once, but it's highly luck based.
You'd have to dash under the opponent in the air after roll puts you in the corner. Then you can do some juggle strings to keep them in the corner. (2,3,4...4,2... etc).Hi all, I'm back to using my original MK9 character Mileena. Gave up on her when my arcade stick broke down, but since then, I figured out you can still special cancel with her on PS3 gamepad. Eg. her staple special cancel set - teleport kick, sai, ball roll, that's been with her since MK2.
Now, on to my questions.
a) Say after the first ball roll, on a cornered opponent, does Mileena have any extra wall juggle combos, that can potentially add more damage. Doesn't seem to mention any in the guide.
That is, what's the juggle string to use, after an opponent is launched with the first roll, while they are touching the corner?
Thus far, I've just been using the midscreen combos, even when that "corner situation" presents itself.
b) Is there a certain air height or distance, in order to regularly land, teleport, air sai, roll? Sometimes I notice that the roll can't make it to the opponent before they drop to the ground. Just wondering if it was me not being quick enough on the input, or whether it was aerial height and distance dependent.