Johnny2d
Xbl: Johnny2Die
Lets talk the Skarlet Mileena matchup. These aren't complaints, I'm not looking for a patch to fix these, I just want to discuss with the community to see how others are handling it, and to find ways to get better.
I find Milleena to be a very tough match for Skarlet and I'd like to have other opinions from this board on the matter. I've heard (usually from the mileena player that beat me) that the match is heavily in Skarlet's favor, but but I just don't see it.
1st. Daggers can be rolled underneath or teleported by mileena ON REACTION. This makes typical Skarlet zoning a risk.
2nd. Slide gets beat by roll hands down every time. In most matches I can throw daggers, cancel and dash slide and catch them just after their block or hit stun. With Mileena my tactic have to change to, throw dagger to cancel (hoping she blocks it or it hits rather than her just teleporting or rolling) then dash block to bate out a tele or roll.
3rd. Her tele beats Skarlet's every time. It usually hits in her favor high on the screen, and if the Mileena player is smart, they can follow up if they have meter.
4th. Mileena's wakeup attack nulify Skarlet wakeup pressure, although I find this to be the most predictable time to block and punish, so this one isn't high on my list of difficulty.
5th. Mileena's moves beat Skarlet's moves without meter, forcing Skarlet to use meter to get any setups going. This is usually the case in any fight but seems to be more the case in a millena confrontation, no meter, no combo. In most cases that's not a problem cause I can zone safely to get as much meter as I would ever want, however, for the reasons listed above, meter becomes an issue too.
Skarlet has three big advantages over Mileena that I have found, but they don't seem to be enough to stack things in Skarlet's favor.
1. Skarlet footsies, d1,d3,o4 d4 canceled into red dash then mixups is beast and relatively safe. I also use the low pokes canceled into Ex dagger cancel to create major frame advantage, then blockstring or highlow mixup of choice. Skarlet IMO has the best footsies in MK.
2. Blocking and punishing leads to major damage. Skarlet is going to get some easy big damage combos if she blocks a roll or regular tele. The problem is here though is that its so rock paper scissors against milleena, that you can get beat by random choices that she makes. Obviously you can't just stand there and block, that's a guaranteed way to lose. Typical zoning doesn't work, I've covered that problem.
3. Skarlet's Ex dash goes through everything. However, you can't get enough meter to use the Ex version every time, so its use in a Mileena fight has to be fairly limited.
I'm interested to discuss any other problems against Mileena that I have missed, or Skarlet advantages over Mileena that I have missed. Also, what kinds of safe offence do people use to defeat her?
I find Milleena to be a very tough match for Skarlet and I'd like to have other opinions from this board on the matter. I've heard (usually from the mileena player that beat me) that the match is heavily in Skarlet's favor, but but I just don't see it.
1st. Daggers can be rolled underneath or teleported by mileena ON REACTION. This makes typical Skarlet zoning a risk.
2nd. Slide gets beat by roll hands down every time. In most matches I can throw daggers, cancel and dash slide and catch them just after their block or hit stun. With Mileena my tactic have to change to, throw dagger to cancel (hoping she blocks it or it hits rather than her just teleporting or rolling) then dash block to bate out a tele or roll.
3rd. Her tele beats Skarlet's every time. It usually hits in her favor high on the screen, and if the Mileena player is smart, they can follow up if they have meter.
4th. Mileena's wakeup attack nulify Skarlet wakeup pressure, although I find this to be the most predictable time to block and punish, so this one isn't high on my list of difficulty.
5th. Mileena's moves beat Skarlet's moves without meter, forcing Skarlet to use meter to get any setups going. This is usually the case in any fight but seems to be more the case in a millena confrontation, no meter, no combo. In most cases that's not a problem cause I can zone safely to get as much meter as I would ever want, however, for the reasons listed above, meter becomes an issue too.
Skarlet has three big advantages over Mileena that I have found, but they don't seem to be enough to stack things in Skarlet's favor.
1. Skarlet footsies, d1,d3,o4 d4 canceled into red dash then mixups is beast and relatively safe. I also use the low pokes canceled into Ex dagger cancel to create major frame advantage, then blockstring or highlow mixup of choice. Skarlet IMO has the best footsies in MK.
2. Blocking and punishing leads to major damage. Skarlet is going to get some easy big damage combos if she blocks a roll or regular tele. The problem is here though is that its so rock paper scissors against milleena, that you can get beat by random choices that she makes. Obviously you can't just stand there and block, that's a guaranteed way to lose. Typical zoning doesn't work, I've covered that problem.
3. Skarlet's Ex dash goes through everything. However, you can't get enough meter to use the Ex version every time, so its use in a Mileena fight has to be fairly limited.
I'm interested to discuss any other problems against Mileena that I have missed, or Skarlet advantages over Mileena that I have missed. Also, what kinds of safe offence do people use to defeat her?