I really can’t get behind the statement of Mileena beats Kitana. I think Mileena has all the tools, but it is NOT an easy match for her at all.
I don’t see how the risk/reward is ever in Mileena’s favor. If she jumps away and it pays off, she lives and puts Kitana back to square one dealing with her zoning, but if she jumps away and gets hit, she kisses 45% of her health goodbye.The reward of resetting positions with Mileena at an advantage versus the risk of losing half your life doesn’t sound very good to me.
The reason why I believe risk/reward favors her in this instance, is because Kitana has one favorable scenario while Mileena has several. Kitana has to hit her and does a lot of damage, yes. But look at it this way....
- If Mileena jumps cancelling into air telekick and Kitana reacts to the jump with an air fan, she gets hit out of the sky for a combo.
- If Mileena jumps cancelling into air sai and Kitana reacts to the jump with an air fan, they trade, no combo. Kitana will get more damage, but she gains no ground on her.
So yeah, damage wise, if Kitana does guess her jump and there's no mistake, she wins. But there are more ways for her to guess incorrectly given the tools in that situation.
Mileena has to be careful with the Roll here. Kit is going to bait it out.
Baiting is a player skill not a character tool. Everyone can bait a roll, so this is irrelevant.
Mileena’s X-Ray is an issue for Kitana? Kitana’s X-Ray is game-breaking against Mileena as it counteracts her zoning attempts.
Mileena can’t throw out EN moves. If she does, and she’s hit by a F+2 or an Air Fan, she dies.
Not necessarily. At range, IAS will recover in time to block her X-ray even if thrown at the same time; thus damaging Kitana and blowing her meter for nothing.
Why can't Mileena use EN moves? Because they're unsafe? If that's the case she loses to 90% of the cast.
And you don’t win ½ a match. The charts are based on out of 10s, but sometimes a character will win 5/10 but 55/100. This is when .5s are handy.
Hm, well ok... thanks for clearin it up. But still, as far as I'm concerned, if a character matchup is so complicated to determine that it has to go for 100 matches, it's an even matchup.
- Mileena vs Reptile is DEFINITELY a 6.5/3.5 or 7/3. This is an awful, awful match for him. He cannot zone her at all. Roll goes under forceballs and Teleport Drop goes over. If she is close enough, she can actually hit a Bite on reaction to the start-up animation of a Forceball/Acid Hand and knock him out of it. All he can do is try to Elbow Dash and apply pressure on her, but she can easily shut that down with her H/M/L mix-up options once he gets in. She can also knock him out of the Elbow Dash with her Bite. The EN version will even cause knockdown and put him right back to square one. He also loses his ability to cancel D+4 into Acid Hand because Milly's D+4 will beat it out everytime. The only way Reptile is getting in is with Elbow Dash on wake-up using the invincible frames, but a good Mileena player, knowing this, will just back up when he gets knocked down and use Bite to catch him at the end of the dash. Actually, this strategy will shut down ALL of his wake-up game as it will catch Elbow Dash and force Slide to miss completely. And if he decides to get cute and try a forceball or Acid Spit, she has the Roll to punish with full combo. I really don't see what Reptile can do here.
If Reptile wants to win this one, he has to be a Jedi.
1.
Roll going under forceballs is random and unreliable. Most of the time roll loses. Even then EX forceball charged beats it AND telekick.
2.
Elbow dash beats every pressure tactic she has. If he dashes at her after blocking
anything she's forced to defend or try to jump. The only pressure she gets is after getting a jump in punch blocked. (which works on every character). H/M/L mixups don't matter against dash. She has to use roll to punish. It's a damn good punish but extremely hard to nail.
3.
Reptile mid range EX FB charged shuts down her wakeup entirely. Period. She must eat chip damage like she's starved.
4. Reptile doesn't need to zone her. Just needs to get through sai lockdown. She
can lock him down well, that's very true.
(I did say this was closer to 5/5 after all; not 7/3 in Rep's favor.) When he does, and gets combo damage+knockdown, Mileena has to be extremely careful.
5. Mileena's lack of comeback factor comes into play because when Reptile gains momentum there's little Mil can do to stop it.
6. Bite beating out forceball and dash? Talk about being a Jedi...
I can't see it as being awful for him. I've discussed this matchup a lot with reptile players. I'm willing to settle for a 6/4 if it's proven that no rep player can find a way around her. but no way is it 7/3.