YoloRoll1stHit
Publicly Educated
If i remember correctly njp on hit cannot be canceled into air special
In my experience, NO. It has good vertical hit box but terrible range and too slow. For example Mileena j1 has long reach but it's very hard to hit opponent very low to the ground, while j2 has shorter reach but will hit deep down to the ground (many characters j1 and j2 act like that). So using U3 MAY win j2 but it will almost always lose to j1.Is U3 a viable AA for Jump ins?
Cheers, I know it costs a bar lol but in Ethereal I find myself having meter so would've been nice to have that.In my experience, NO. It has good vertical hit box but terrible range and too slow. For example Mileena j1 has long reach but it's very hard to hit opponent very low to the ground, while j2 has shorter reach but will hit deep down to the ground (many characters j1 and j2 act like that). So using U3 MAY win j2 but it will almost always lose to j1.
Btw, U3 takes 1 bar to become a full combo, you should try other options that have better damage: D2 is better anti air for 14%, a roll = 30% combo, standing 2 and D3 can be used as anti air sometimes
I assumed he meant njp, land, instant air sai but could be wrongIf i remember correctly njp on hit cannot be canceled into air special
maybe pm paulo with that info to check up if things working as designed.[
But I really feel like the Air sai (raw air sai alone) is bugged. (like the kitana x ray stance block thing)
If you do ex Air sai, you have wayyyy shorter recovery frames, and you can roll. If you do NJP, and then air sai, you have enough time to roll. It seems after 1 hit, the recovery frames for air sai are shortened (without needed a jk , jp, or teleport to combo off, simply a raw air sai).
So if you do this or ex air sai, you can combo off of it, but a normal air sai has ridiculous amount of Recovery frames, where as a normal air sai after a NJP has signinifcantly reduced recov frames.
perhaps a teleport, or run in roll if you're too far, something you know?maybe pm paulo with that info to check up if things working as designed.
even if it did work "mk9 style" with raw air sai to roll, it wouldnt be as strong as mk9 as roll doesnt go nearly as far, would be sweet if it did work though
U3 vs crossovers seems to work really well for me. Not vs jump-ins from a distance though.In my experience, NO. It has good vertical hit box but terrible range and too slow. For example Mileena j1 has long reach but it's very hard to hit opponent very low to the ground, while j2 has shorter reach but will hit deep down to the ground (many characters j1 and j2 act like that). So using U3 MAY win j2 but it will almost always lose to j1.
F3 is 0 on block if I remember right. Still I agree it's fine. (And aren't you too far away for a grab attempt after F34? I sometimes set up a backdash with it)I think Mileena's F3 is fine. It's pretty slow but it gives her amazing damage, F3 is +2 on block and F34 is neutral on block so sometimes I do F34 into grab, 21U4 or D3 because they expect the whole string. Not to menthion that she gets a mix-up if you block it with F344 and F34~EX roll. She's completely fine as she is, just leave her alone ;_;
No, F3 is +2. I actually knew it was 0 as well, but right before posting that I checked and it's listed as +2 so probably the frame data was wrong before and they just changed it this last patch.F3 is 0 on block if I remember right. Still I agree it's fine. (And aren't you too far away for a grab attempt after F34? I sometimes set up a backdash with it)
Anyway, I'm gonna still hope for a raw air sai buff, regular fade startup buff, and maybe a stand 3 overhead. But she's at least capable now compared to her original version.
nah im like john snow...i know nothingperhaps a teleport, or run in roll if you're too far, something you know?
but yeah will do! <3
Nope.Is U3 a viable AA for Jump ins?
I prefer J2. I like that it has a more downwards angle. Seems to come out quicker as well.For the j1 and j2 thing. I use j1 for cross ups as it seems to auto adjust way better than j2. Often times I would would go for a cross up with j2 only to have mileena not turn around and leave me hella punishable as I sail over my opponents head.
I have wondered this for quite a while. I guess they didn't want her to have two armoured wake ups that result in a launch to a full combo (though I wouldn't be suurprised if there are characters in the roster that have this).on another note, why is mileenas ex telekick the only ex teleport that doesnt have wakeup armor?
tarkatan racism is what it is
Well, you could still convert off of half screen air sai. Because let's face it, that's where the jump ins will be happening the most. EX Air Sai is a waste of meter. MAYBE has a use in unbreakable combo enders, but otherwise not worth it, imo.well lets just say they made normal air sai same recvovery on hit as the ex, you cant get near full screen conversions off it like you could in mk9 cause the roll goes just over 1/3 of the distance, even with ex sai in training mode at max jump height you cant be that far away even with a run.
They be hatin.on another note, why is mileenas ex telekick the only ex teleport that doesnt have wakeup armor?
tarkatan racism is what it is
If you mean not getting forward jumps all the time then yeah. But I think that was always the case in MK9 as well.Anyone else think Mileena's tele kicks tracking is still a bit off?
Just have to input down 3 times instead of 2. I'm pretty sure there's no other requirements.How do we get the Low pounce brutality?
Honetly the only consistent thing to me is doing low punce~BB1~DD2 and then mash D's and 2's XD I get it everytime.How do we get the Low pounce brutality?
She knows what's up.Honetly the only consistent thing to me is doing low punce~BB1~DD2 and then mash D's and 2's XD I get it everytime.