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General/Other - Mileena My Balance Suggestions

Do you agree with my ideas?

  • Yes

    Votes: 46 86.8%
  • No

    Votes: 7 13.2%

  • Total voters
    53

SylverRye

Official Loop Kang Main
Some good changes imo. So tired of blocking b12 only to go for a punish and eat a d3 into b1-b12 staggers, or b12 walk back b12 and it catches me trying to punish. If you dont have a forward advancing move she can just get away with it and condition you to hell.

All the other changes you listed are good, but if they werent implemented I wouldn't complain..but that b12 string is way too strong, its like a universal answer to anything you put her in.
 

Dankster Morgan

It is better this way
Tone down the meter build on sais in all of their forms. It's retarded that she can break by the time i open her up with an unsafe 50/50. I can't out defense her and I can't out offense her. Or slightly nerf damage. She hits too fucking hard for how hard it is to hit her with some characters.
 

Daemantalo

Not Good Enough
I wouldn't mind B12 being even -2 on block IF your idea of increasing her recovery frames by 8 is implemented. I HATE not getting the whiff punish and they can literally spam this in the neutral, whiff, and recover in time to block. It's just riskless in the neutral IMO.
 

Bruno-NeoSpace

They see me zonin', they hatin'
Hey, don't forget to make Ravenous's grab more negative on block, because it's just -3... she does her D1 (6f) into grab (-3), her next D1 will be 9f startup... against Liu Kang, it's kinda an infinite :confused::eek:
 

TheGoldenJew

PSN: The_Golden_Jew1
i agree piercing should be defensive and ravenous offensive...i like b12 being -5, however i think her restand is fine as is..NRS could literally just nerf her recovery frames on various moves (d1, d3) and her recovery on sais and meter build and leave everything else and shed be fine...oh yeah, and the active frames on b1 and b12 r a little out of control as well
 

A F0xy Grampa

Problem X Promotions
For Piercing I'd say just reduce damage and meter building slightly, the reason I wouldnt change B12 frame data is because that'd across the board in every matchup ruin the post block game. Thats just her unique form of offense. Ultimately being -5 would force her into being more of an 'MKX' character forcing 5050s and away from being a legit space control character.
 

ZeroEffect

Warrior
@YOMI RM SaltFace
B1,2 being -5, I dunno about that, but it could be ok as long as there's no nerf to B1 recovery as well. Piercing does revolve around B12 string, so nerfing the full string AND staggers seems a bit much. To me it's either one or the other. Mileena guessing with unsafe shit all the time was a big part of the reason her low poke buffs were even suggested.

To be honest, I'm wondering why anything beyond B1,2 on block and possibly B1,2~1+3, DD2 advantage would be getting touched. As far as I've seen, she has nothing truly broken about her or even smothering outside of those 2 things. And why nerf Piercing to make Ravenous/Ethereal look stronger? Just doesn't make sense to me.
 

Daemantalo

Not Good Enough
For Piercing I'd say just reduce damage and meter building slightly, the reason I wouldnt change B12 frame data is because that'd across the board in every matchup ruin the post block game. Thats just her unique form of offense. Ultimately being -5 would force her into being more of an 'MKX' character forcing 5050s and away from being a legit space control character.
I know you said don't change frame data, but you don't think she should have more recovery frames added to B12 on whiff? You can still pressure and stagger decently. Not trying to take away tools from your character, but making it more whiff-punishable wouldn't hurt...
 

SaltFace NS

Ultimate Mileena Exterminator
@YOMI RM SaltFace
B1,2 being -5, I dunno about that, but it could be ok as long as there's no nerf to B1 recovery as well. Piercing does revolve around B12 string, so nerfing the full string AND staggers seems a bit much. To me it's either one or the other. Mileena guessing with unsafe shit all the time was a big part of the reason her low poke buffs were even suggested.

To be honest, I'm wondering why anything beyond B1,2 on block and possibly B1,2~1+3, DD2 advantage would be getting touched. As far as I've seen, she has nothing truly broken about her or even smothering outside of those 2 things. And why nerf Piercing to make Ravenous/Ethereal look stronger? Just doesn't make sense to me.
The point is to have a 3 variation character again without having to lose the core element of what makes each variation unique.
 

SaltFace NS

Ultimate Mileena Exterminator
For Piercing I'd say just reduce damage and meter building slightly, the reason I wouldnt change B12 frame data is because that'd across the board in every matchup ruin the post block game. Thats just her unique form of offense. Ultimately being -5 would force her into being more of an 'MKX' character forcing 5050s and away from being a legit space control character.
I get what your saying. Glad though your giving some thought to the ideas I'm proposing.
 

SaltFace NS

Ultimate Mileena Exterminator
@YOMI RM SaltFace
B1,2 being -5, I dunno about that, but it could be ok as long as there's no nerf to B1 recovery as well. Piercing does revolve around B12 string, so nerfing the full string AND staggers seems a bit much. To me it's either one or the other. Mileena guessing with unsafe shit all the time was a big part of the reason her low poke buffs were even suggested.

To be honest, I'm wondering why anything beyond B1,2 on block and possibly B1,2~1+3, DD2 advantage would be getting touched. As far as I've seen, she has nothing truly broken about her or even smothering outside of those 2 things. And why nerf Piercing to make Ravenous/Ethereal look stronger? Just doesn't make sense to me.
To me if you want good normals, space control, & keep away then that's what Piercing should be for. Not for everything.

Ravenous should be for raw damage, up close pressure, & just out right offensive play.

Ethereal is fine the way it is.

I feel Piercing does WAY TOO MUCH & nullifies the point of the variation system.
 

x-azeez

Bullet with your name on it
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.
Her EX Roll should do one overhead hit then a roll. not 2 overhead attacks and a roll
 

ZeroEffect

Warrior
To me if you want good normals, space control, & keep away then that's what Piercing should be for. Not for everything.

Ravenous should be for raw damage, up close pressure, & just out right offensive play.

Ethereal is fine the way it is.

I feel Piercing does WAY TOO MUCH & nullifies the point of the variation system.
Is Ravenous not good up close for offensive play anymore? Didn't they make High pounce better on distance and on block as a decent special cancel? Even then, aside from corner combos where else does Piercing really beat out Ravenous in damage?

If damage is the problem, then that might be the area to focus on. (Though hopefully she doesn't lose too much of it). But nerfing damage, AND her toolset, with B1, B12, AND her combo enders all at once? I feel like if they make all of these changes, Piercing will just fall to being the weakest for no other reason than to make Ravenous stronger. (You said Ethereal is fine so there'd be no change there).
 

Rican1823

Burn Fool!
The only reason I don't talk about nerfing the jump in is because if you normalize hers then hit Sub's, Jax's Kung Jin's, Takeda NJP...see where I'm going with this.
I don't know I agree with just about everything here but honestly I could keep up with her if she could be anti aired. Its kinda ridiculous that its hard to get on top of her and to get her off of you when she can jump everywhere and start her gimmicks like that, so that being said I feel exchanging the damage Nerf for the jump in Nerf would be fair? Is that too much?