Megatron_XVI
Current Mileena Player
Has anyone really found something good and stopped crying from nerf... ?
Cyrax mains have.Has anyone really found something good and stopped crying from nerf... ?
I mean you do know. Because this is where it would be. You son of a gun.Cyrax mains have.
Dunno about the rest of you guys.
Lol, .I mean you do know. Because this is where it would be. You son of a gun.
Unlike Cyrax, who has good damage still as well as keeping mixups/HTBs just in a different way now, there's nothing "good" left to find here. Only adjustments to a lesser version of a previous incarnation. How much "lesser" is subjective, and whether that is worth the energy is up to each individual player. But these adjustments are nothing like Cyrax just switching up the same thing.Cyrax mains have.
Dunno about the rest of you guys.
Great post man.Instead of f13 i replaced it with f4... ten frames and Im landing 30% combos. up to 34~35% with DE
f4 - bf1 , jip , b2 , RC 4, 21, f131 -db4
Do not drone enchance during combos lol
f13 - ice bomb on hit very hard to punish, and you can create setups depending on their reaction (i.e. b2 for jump ins or fadeaway dive kick/ feints, jip, run up and throw or 213, back dash f2) close dk (hitting as low as possible) timed with an icebomb is safe. dont know if reptile can punish have to go back in lab to see.
you can also cancel f13 into Drone. OR f131 into far/medium ice bomb setups (neutral)
212 can be used to end combos even after freeze to deploy ice bomb (i used enhanced since i hardly use meter) pressure 25~27 damage setups
F2 after a launch nets a free ice bomb
b3u4, dk whiff, njp, 4 - bf1 run up f2 gives free ice bomb into quasi htb lol.
ice bombs with varied timed dk seems to be the way to go. if an opponent jumps towards you meter burn (and if you have de) does good damage into combo if bomb connects.
Instead of f13 i replaced it with f4... ten frames and Im landing 30% combos. up to 34~35% with DE
f4 - bf1 , jip , b2 , RC 4, 21, f131 -db4
Do not drone enchance during combos lol
f13 - ice bomb on hit very hard to punish, and you can create setups depending on their reaction (i.e. b2 for jump ins or fadeaway dive kick/ feints, jip, run up and throw or 213, back dash f2) close dk (hitting as low as possible) timed with an icebomb is safe. dont know if reptile can punish have to go back in lab to see.
you can also cancel f13 into Drone. OR f131 into far/medium ice bomb setups (neutral)
212 can be used to end combos even after freeze to deploy ice bomb (i used enhanced since i hardly use meter) pressure 25~27 damage setups
F2 after a launch nets a free ice bomb
b3u4, dk whiff, njp, 4 - bf1 run up f2 gives free ice bomb into quasi htb lol.
ice bombs with varied timed dk seems to be the way to go. if an opponent jumps towards you meter burn (and if you have de) does good damage into combo if bomb connects.
Instead of f13 i replaced it with f4... ten frames and Im landing 30% combos. up to 34~35% with DE
f4 - bf1 , jip , b2 , RC 4, 21, f131 -db4
Do not drone enchance during combos lol
f13 - ice bomb on hit very hard to punish, and you can create setups depending on their reaction (i.e. b2 for jump ins or fadeaway dive kick/ feints, jip, run up and throw or 213, back dash f2) close dk (hitting as low as possible) timed with an icebomb is safe. dont know if reptile can punish have to go back in lab to see.
you can also cancel f13 into Drone. OR f131 into far/medium ice bomb setups (neutral)
212 can be used to end combos even after freeze to deploy ice bomb (i used enhanced since i hardly use meter) pressure 25~27 damage setups
F2 after a launch nets a free ice bomb
b3u4, dk whiff, njp, 4 - bf1 run up f2 gives free ice bomb into quasi htb lol.
ice bombs with varied timed dk seems to be the way to go. if an opponent jumps towards you meter burn (and if you have de) does good damage into combo if bomb connects.
Great post man.
Only thing I'm not sure about is bomb Enders anymore. The hit adv is so low now that I'm thinking maybe it's better to do max damage Enders and keep the adv when you pressure rather than drop a bomb and lose your oki adv. Stuff like combo~F2 ender~Low bomb seems like it'll get us blown up once people relearn the MU, so max damage~Max ender~oki pressure may be a better route, especially against fast meterless reversals like Cassie's flip kick or fast S1 strings.
Nice breakdown. I'll try some of this stuff out and see what kind of success I can recreate. Thanks man!When I use 212 ender, the placement of the bomb can be used to be defensive or to apply pressure. After 212 the opponent is full screen and nothing (so far as Ive seen.. with teleports/slides) can punish a deployed ice bomb. They can try only to be full combo punished. Opponent can block, jump or run in... but thats where CSZ has options. CSZ simply jumping forward makes the opponent have to guess when (and if ) you dive kick. Long as you vary your timing and distances you will keep the opponent guessing. And as I said a well timed close dive kick in conjunction with a ice bomb is safe. Wiff close dive kick and try b3... into whatever flavor you like. You really wanna piss them off? you can nullify all jumping towards CSZ with mb ice beam lol. So that there also limits their options. All my combos are meterless anyway (besides b1 2+4). Im a bomb spamming fanatic i throw bombs at every chance i get. Cause panic by jumping around the screen or run in 213/throw.
f13 into icebomb I like because opponent can try to check you with a d4 or special but you have time to block.. and now they have a pending low bomb beneath them where you can instant dive kick or throw attempt... anyway thats what I been using. its just fun keeping the opponent guessing. And when they stop trying to check you, you can threaten with your jump ins or jump aways...
3 lost tons of advantage but now it can be used to tick throw being +12 on block now with less pushback on hit.
I agree completely. But I was under the impression that 111 could freeze w/o using meter. Is it a distance thing?ngl highly dissapointed in the nerf train everything is just pointlessly unfair.
I can live with using the meter but the DK and scaling should have been untouched.
With that said I still wanted to lab him and here's the best I got from his shit.
(1 Drone already summoned)
111 xx EX Iceball, *wait for full damage tick* Ji2 B3U4 FDK, NJP, B12+4 ~ 31%
F13 xx EX Iceball, *wait for full damage tick* Ji2 B3U4 FDK, NJP, B12+4 ~ 32%
The same combo without the drone is 27%
If you Summon a drone mid combo and use the drone on the B12+4 you get 26%
THIS IS ALL FOR ONE METER.
I honestly could have sat here and been okay with not summoning a drone mid combo, I could have live with using the bar for his old damage.
This new damage scaling is beyond (soap bar in my mouth) however, F1/S1 punish will now always cost you a bar to get a combo, but will not allow you to get a drone up without losing damage, You've already lost damage on all combos and now they cost you a bar. This is madness.
Perhaps it is I tried this at its max reach pretty much and it didn't as far as I remember now, it might be one of those strings where you need to be touching balls to make it connect without meter.I agree completely. But I was under the impression that 111 could freeze w/o using meter. Is it a distance thing?
Also, could CSZ ice bomb (dud) to build meter during the ice ball freeze? Seems like there's enough time, but I'd worry that the dud would scale the combo too.
What's the risk?Is it worth going for the JIK CDK in combos? Seems like an unnecessary risk for an extra 2%.
The timing just seems pretty tight on the f43 follow-up.What's the risk?
Nah, it's rarely if ever gonna be used as a starter.Ok quick vote here, should I include standing 4 as a combo starter?