This is SO much YASSSSSS to contain.Here are honestly all that needs to be fixed.
She is so close to being an excellent character but for some reason is still hindered on a few miscues for her designs IMO. (That's just my opinion).
I know I'm just an online warrior now, but I have been playing fighters for many years now and IMO these need to be addressed. I have either posted about or created threads centered around these before and I have full confidence in Paulo and the NRS team to at least consider some of these. These imo are all that are needed to make Mileena a viable threat while not making her bat shit brain dead.
Piercing:
B21+2+4 = Larger hit box on the (1) in this string to allow for consistent combos after B34 air sai and allow for further corner damage.
Ravenous:
F12~low pounce is now tickable
Ethereal:
Increase startup of regular fade to 5f while recovery remains the same. This means she can't mindlessly spam it, but she has a meterless gtfo option and is allowed to meterbuild anytime the opponent throws a projectile. She has no offensive potential from this unless used from up close (hella risky). Still requires EX fade to get any combo potential due to regular recovery.
Adjust damage on B22 1+3 to increase her combos by 1-2%. Trade off being if she can't use B22 1+3 all the time due to the position reversal and will have to resort to the lessor damage 21U4 for her splat enders to remain on the side of her choice..
OMG YOU ROCK NRS:
Make Low Sai universal across all variations. (A man can dream).
Those are all the buffs I think Mileena needs after EXTENSIVE experience in all variations. The frames have been fixed, which was amazing. Now we just need the final move tweaks and she is done.
Because no one else will, and because I really hope these are considered I will tag @colt.
I hope you do look at these and at least contemplate them. I know in the end you will do what you feel is best.
Other than tagging Colt on posts, how else are players even getting a hold of the right people? Also, I wonder if we should pool all the best suggestions made through the thread and send all the suggestions and see what, if anything, sticks? As I mentioned before, while your list is agreeable, we all have some additional ideas as well.The reality is, we are running out of time. If history is any indication, october will be the final major balance patch for MKX.
Use twitter, TYM, or whatever means you have to get the word out. We aren't asking for brokenness, we are just asking for fixes to the variations.
Yes. Exactly.That said, I'd really like to see Mileena's pressure improve (meaning frames still need to improve), considering that's the way the meta is shaping up.
I agree with these changes as well to Mileena. I however would suggest 2 more things. I feel it is unfair that every character (outside of Tanya now) that has a MB Teleport option that attacks has armor on wake up besides Mileena. I can see if my MB Teleport was an attack & safe but it's punishable on whiff & block by anyone. I'd like it to have armor on wake up only.The reality is, we are running out of time. If history is any indication, october will be the final major balance patch for MKX.
While I know that NRS is taking care of Mileena (she has been buffed almost every patch), I would encourage all Mileena mains to tweet/tag/support the buffs above whenever possible. She needs it in every variation.
NRS has fixed her frames. They have shown they care about our empress. Now they just need VERY minor tweaks to make her whole.
Use twitter, TYM, or whatever means you have to get the word out. We aren't asking for brokenness, we are just asking for fixes to the variations.
To illustrate:
Piercing
B21 2+4 is exclusive to piercing. Increasing the hitbox on the (1) portion of this move does not increase the viability of any other variation and only increases piercing as whole by adding a consistent damage increase midscreen and in the corner.
Ravenous
F12~low pounce being tickable gives low pounce a reliable 50/50 outside of 2~low pounce. It allow Ravenous to not only build more meter, but to condition opponents on hit or block with either a 16% low pounce chain or full combo punish for over 35%. Low pounce is punishable via block punish or via guess with a neutral duck. This opens up not only her low pounce put her ex roll tremendously in this variation only. It seperates it from the pack as an offensive juggernaut.
Ethereal
Fade being 5 frame startup compared to the 12f startup of vanish creates an interesting trade off. Regular fades will come out in 5f but have immense recovery. This means that the opponenet will always have the advantage after any non mb fade, but will also ensure mileena has a gtfo reversal and guaranteed meter building tool in a variation that is heavily reliant on meter bulding. Since the recovery would remain the same as now she would have no combo ability off of regular fades. Their uses would be mostly run away and full screen meter building. Ex Fades would still need to be used to extend combos or whiff punish. This creates a situation where Ethereal has the best defensive capabilities of all the variations while still relying on the Ex fade for offense. It truly seperates it from the pack. As it stands, regular fade does not have great startup frames and is hard to use naked in the neutral.
The Mileena forums have never been about crying, but I don't think a single Mileena main would disagree with those buffs. I am not the best Mileena player in the world, but I can say that I can play all three variations competently and have invested tons of time in each. I encourage all of you to make your voices heard not with crys, but with assurance. NRS will continue to support Mileena, and I am sure they have these changes lined up anyways, but a little push doesn't hurt at all
Can you explain why you have Ethereal in front of Ravenous? I'm not saying you're wrong, I just wanted to know your thoughts on those two variations.the tldr version of my opinion on mileenas variations would be piercing>ethereal>ravenous
better backdash and f44 being -5 would be nice, i echo the thoughts said on MB telekick on wakeup also
I agree with this. Out of a choice I would take overhead Telekick as I'm dropping from above blessing their head with the courtesy of your boot. Low Sai throughout all variations would put her on the road becoming solid. @TakeAChance man with the planGimme:
-Roll as a low (perhaps Telekick as an overhead as well). I seriously don't think this makes her OP, given
The laugh when she does the low pounce makes me smile everytimeshe is too fair for her bitchy nature. Fuck f3, let's make her f2 overhead! Empress deserves this *devilsmile*
i feel the fades are better than what ravenous gives with the heal bites,high/low pounce.Can you explain why you have Ethereal in front of Ravenous? I'm not saying you're wrong, I just wanted to know your thoughts on those two variations.
I can agree on making the last hit of f343 an OH and leaving f344 a low so there is a true mixup.I agree with these changes as well to Mileena. I however would suggest 2 more things. I feel it is unfair that every character (outside of Tanya now) that has a MB Teleport option that attacks has armor on wake up besides Mileena. I can see if my MB Teleport was an attack & safe but it's punishable on whiff & block by anyone. I'd like it to have armor on wake up only.
Next I would like a change to the F3. At 33 Frames it is the slowest overhead normal in the entire game & has the animation of an airborne move but it doesn't consistantly crush low hitting attacks & instead loses to low hitting attacks a majority of the time. I feel it should be sped up to at least 25 frames & be made to consistantly beat low hitting attacks. The final change I think will help out across all variations is to make the end of the F3,4,3 an overhead since both the F3,4,4 & F3,4,3 are super unsafe on block & punishable by everyone.
Besides what I stated I feel @TakeAChance hit the nail on the coffin.
I still fell like F3 is fine frame wise, However, the best argument for a faster F3, imo, is that if it was faster, you could use it to punish certain moves on block.Anyway, just thought I'd mention that f3 needs no frames adjusted. IF they do get adjusted hopefully it's not a crazy amount because all the mindless players will jump on the bandwagon.
Agreed. It'd be nice to be able to punish with the f3. Maybe not a punish all starter but maybe a 15-20 frame starter. So it can punish SOME things in game or could be really good when used with a full screen run into f343/f344I still fell like F3 is fine frame wise, However, the best argument for a faster F3, imo, is that if it was faster, you could use it to punish certain moves on block.