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General/Other - Ravenous Ravenous Variation General Discussion

Ninjaguy446

all I have is the Green
So I've looked into some Ravenous recently, and I'm starting to think there's no reason NOT to end all combos with healing. Sure you may drop a bit of damage, but if you gain life with every combo + far knockdown that seems to more than make up for it. Thoughts?
I've also recently started doing this. I'll use high pounce to throw them in the corner though.
 

YoloRoll1stHit

Publicly Educated
There's something annoying about the healing. I corner my friend's d'vorah after a combo ended with healing. Then I instantly jump in and already press jump 4 dd3. But d'vorah tech roll and get up, then manage to njp me before my jump kick hits lol. Mileena's jump attack is so god damn slow
 

YoloRoll1stHit

Publicly Educated
And did they fix Mileena's low pounce in this game? Low pounce can connect off these strings if opponents are dumb enough to still duck block the next hit
B2, B22, B1, B12, d3, d4, d1, F4, s1, s2, s4. I know most of them are not viable (there's not reason to continue blocking low) but at least we don't burn 1 bar for unsafe overhead like we use ex roll :D
 
There's something annoying about the healing. I corner my friend's d'vorah after a combo ended with healing. Then I instantly jump in and already press jump 4 dd3. But d'vorah tech roll and get up, then manage to njp me before my jump kick hits lol. Mileena's jump attack is so god damn slow
I haven't noticed her jump-ins being that slow. You probably just didn't have enough advantage on the KND from the bite move.

And did they fix Mileena's low pounce in this game? Low pounce can connect off these strings if opponents are dumb enough to still duck block the next hit
B2, B22, B1, B12, d3, d4, d1, F4, s1, s2, s4. I know most of them are not viable (there's not reason to continue blocking low) but at least we don't burn 1 bar for unsafe overhead like we use ex roll :D
Low Pounce hasn't been changed. Blocked D4~LP is kind of dirty though. I'm not sure if it jails, but it feels like you don't have much chance to stand back up.
 

TRi4L N 3ЯЯ0R

Paid to play Mental Chess.
I like ending in bites because of the health factor. You can actually use them as enders in the late 30%-40% combos if you have quick fingers to run at the earliest window. Also pretty great at latching high damaging combos in corners when they are about to hit the ground.
 

Rude

You will serve me in The Netherrealm
So if someone were wanting to learn this variation, where would they start?

I'm really liking Ravenous and Piercing.
 

Baconlord

Proud follower of the church of Cetrion
So if someone were wanting to learn this variation, where would they start?

I'm really liking Ravenous and Piercing.
The big thing with this variation is that the pounce is only -7 and does around 15% on hit. Against certain character cancelling into this gives a nice safe option. For example 21 has a 50/50 with 2 overhead pounce and 21. If they guess wrong and don't block low you can cancel it into pounce and be safe. It's also great when using her f12b4 on oki since you can't hit confirm the low at the end of the string. In neutral f23, b22, and d4 are decent footsies tools.
 
So if someone were wanting to learn this variation, where would they start?

I'm really liking Ravenous and Piercing.
I always start off learning combos. And where you can convert them. Only after that do I look at frames and ranges and such.
@Baconlord pretty much summed up the pounces. Learn those grab extensions and memorize them.
 

ShadyHeart

Relationship with Sonya ended
I wish low pounce would hit even if the opponent gets hit... Whenever I hit with F12B4 or 21 on the low and cancel into low pounce it's like.... "what".
 

Baconlord

Proud follower of the church of Cetrion
One more question... f343 has 0 frame cancel but i can do f343 + Ball Roll
why i can't with tele-kick?
It doesn't cancel you just have enough time to roll since their in air for a while. Try this instead. F343, run 4, roll, 2, b22 pounce
 

1man3letters

Alpha Tarkatan - Moderator
Moderator
Premium Supporter
the new high pounce combos from a jik when it hits a grounded opponent, looks well funny.
and -3 now instead of -7, thats pretty big change.
seems low pounce still ass like in beta though
 
the new high pounce combos from a jik when it hits a grounded opponent, looks well funny.
and -3 now instead of -7, thats pretty big change.
seems low pounce still ass like in beta though
Yeah the new high pounce is really good in my opinion. The added range and the -3 make it a good over all fast footise tool that grants 16 damage if you don't mind the space. Low pounce is more about catching your opponent ducking though... not so much tick throws. Still a healthier alternative to make people block high compared to ex ball roll.
 

YoloRoll1stHit

Publicly Educated
Her high pounce is an amazing mid. You can throw high pounce to counter poke instead of using d1/d3/d4 if you think your pokes are to short to reach. d1/d3/d4 cancel into high pounce is a good footsie tool, anyone pressing buttons trying to counter poke will eat 16%
 

1man3letters

Alpha Tarkatan - Moderator
Moderator
Premium Supporter
just found out there with the new high pounce if your max range f4, f4~high pounce doesnt have a gap. inconsistent though but still lol
new high pounce also handy for starter~jk~telekick~sai combos now also
 

Scheuerbuerste

"You will die, sister!"
Ravenous is secretly a great variation now imo. She has tools and answers for pretty much anything.
Agree with that, Ravenous is my prefered variation. The buffed pounces are great and just fun, in my opinion it's the most good-looking gameplay and it feels great to use and break the opponents arms. I like Piercing too, it has easy high damage combos, but if you can handle Ravenous it's amazing.