SaltFace NS
Ultimate Mileena Exterminator
Now I'm sure you all know there might be one final patch to this game. And you know how much people complain about Mileena now. Well if nothing is said she will get over normalized & not be effective anymore. I've put a lot of thought into this list of suggestions. So here they are.
Mileena Suggestions
PIERCING
-Make the B1,2 string -5 on block.
The reason for -5 is very simple. In it's current state B1,2 for Mileena does way too much & has way too much utility. It can be used for offense, defense, spacing, punishing, anti air, etc etc.. It can be used offensively due to the fact of Mileena's faster up close pokes & the variable frame data it has on block from different spaces. By making it -5 you eliminate the offensive use of it & give other characters a fighting chance against the string by allowing them to poke back when the string isn't spaced properly but at the same time allows the Mileena player excellent whiff punish opportunities if the string is spaced properly while keeping the mind games of "will the Mileena EX Roll to beat the follow up poke or not" & the mind games of B1,2 Low Sai or not to beat follow up pokes. In this way you keep the core of the character intact but at the same time it gives your opponent a fighting chance against this overwhelming string.
-Give B1 & B1,2 at least 8 extra frames of recovery.
There is one simple reason for this. Time & time again I have watched Mileena players whiff this normal & this string & I have watched them safely recover in time to block a whiff punish attempt or even catch an opponent's whiff punish attempt with the final active frames & hit them instead. By adding extra frames of whiff recovery you give opponents a more efficient way to land the whiff punish that they deserve when B1 or B1,2 is whiffed.
-Make B1,2 1+3, DD2 only +6 on hit.
Once again this is a combo ender that I feel must be normalized for one simple reason. This ender does damage, IS A RESTAND, offers free pressure (especially in the corner), & by having a variation that is supposed to be a defensive & spacing type variation to have this type of ender the other variations kind of become pointless & it makes all her other combo enders pointless. By making it only +5 Mileena keeps advantage but it's not to the point that she gets absolutely free offense after hitting a combo which takes a third of your life bar. In the corner she will still keep an advantageous position but it gives your opponent a chance to at least use an armor attack if they choose to in order to try & escape which can be easily baited out & punished.
-Normalize Damage Scaling on B2,1 2+4
This combo ender is another reason in which the other enders are pointless & makes the other variations pointless due to it's high damage output & positioning it leaves Mileena in. Not only that with a bar in the corner this ender allows for absurds amount of damage that the other variations can't even reach. By normalizing the damage scaling on this ender Piercing no longer is the highest damaging variation but Ravenous does which gives Ravenous more purpose.
RAVENOUS
Before I list my suggestions I will say that I feel out of the 3 variations Ravenous needs to be the purely offensive variation of Mileena.
-B1,2 1+3 should be a restand & B1,2 1+3 UU2 should offer at least 4% health back.
I feel one of the areas that Ravenous fails to shine at is the usefulness of the unique ender that it offers. I feel that the restand that Piercing has should go to the Ravenous ender since this variation was designed to fight up close & personal. When Mileena goes for the B1,2 1+3 in Ravenous it should restand but if she adds the UU2 it should retain it's current properties but give her increased health gain since it knocks the opponent away & she has to work her way back in.
-More advantage to the 1st & 2nd parts of High Pounce & Low Pounce.
The reasoning behind this is very simple. Damage vs Positioning. If the Mileena player only does the 1st part of either Pounce or the 2nd part I feel they should be rewarded with more hit advantage in turn for giving up the free damage. I feel with that change the Pounces become much scarier of a tool to deal with & makes Ravenous much scarier up close.
ETHEREAL
No changes. I believe this variation is perfect the way that it is & any further buffing to it will make it too strong.
Please take the time to review these suggestions & tell me what you think.
Mileena Suggestions
PIERCING
-Make the B1,2 string -5 on block.
The reason for -5 is very simple. In it's current state B1,2 for Mileena does way too much & has way too much utility. It can be used for offense, defense, spacing, punishing, anti air, etc etc.. It can be used offensively due to the fact of Mileena's faster up close pokes & the variable frame data it has on block from different spaces. By making it -5 you eliminate the offensive use of it & give other characters a fighting chance against the string by allowing them to poke back when the string isn't spaced properly but at the same time allows the Mileena player excellent whiff punish opportunities if the string is spaced properly while keeping the mind games of "will the Mileena EX Roll to beat the follow up poke or not" & the mind games of B1,2 Low Sai or not to beat follow up pokes. In this way you keep the core of the character intact but at the same time it gives your opponent a fighting chance against this overwhelming string.
-Give B1 & B1,2 at least 8 extra frames of recovery.
There is one simple reason for this. Time & time again I have watched Mileena players whiff this normal & this string & I have watched them safely recover in time to block a whiff punish attempt or even catch an opponent's whiff punish attempt with the final active frames & hit them instead. By adding extra frames of whiff recovery you give opponents a more efficient way to land the whiff punish that they deserve when B1 or B1,2 is whiffed.
-Make B1,2 1+3, DD2 only +6 on hit.
Once again this is a combo ender that I feel must be normalized for one simple reason. This ender does damage, IS A RESTAND, offers free pressure (especially in the corner), & by having a variation that is supposed to be a defensive & spacing type variation to have this type of ender the other variations kind of become pointless & it makes all her other combo enders pointless. By making it only +5 Mileena keeps advantage but it's not to the point that she gets absolutely free offense after hitting a combo which takes a third of your life bar. In the corner she will still keep an advantageous position but it gives your opponent a chance to at least use an armor attack if they choose to in order to try & escape which can be easily baited out & punished.
-Normalize Damage Scaling on B2,1 2+4
This combo ender is another reason in which the other enders are pointless & makes the other variations pointless due to it's high damage output & positioning it leaves Mileena in. Not only that with a bar in the corner this ender allows for absurds amount of damage that the other variations can't even reach. By normalizing the damage scaling on this ender Piercing no longer is the highest damaging variation but Ravenous does which gives Ravenous more purpose.
RAVENOUS
Before I list my suggestions I will say that I feel out of the 3 variations Ravenous needs to be the purely offensive variation of Mileena.
-B1,2 1+3 should be a restand & B1,2 1+3 UU2 should offer at least 4% health back.
I feel one of the areas that Ravenous fails to shine at is the usefulness of the unique ender that it offers. I feel that the restand that Piercing has should go to the Ravenous ender since this variation was designed to fight up close & personal. When Mileena goes for the B1,2 1+3 in Ravenous it should restand but if she adds the UU2 it should retain it's current properties but give her increased health gain since it knocks the opponent away & she has to work her way back in.
-More advantage to the 1st & 2nd parts of High Pounce & Low Pounce.
The reasoning behind this is very simple. Damage vs Positioning. If the Mileena player only does the 1st part of either Pounce or the 2nd part I feel they should be rewarded with more hit advantage in turn for giving up the free damage. I feel with that change the Pounces become much scarier of a tool to deal with & makes Ravenous much scarier up close.
ETHEREAL
No changes. I believe this variation is perfect the way that it is & any further buffing to it will make it too strong.
Please take the time to review these suggestions & tell me what you think.