So I didn't know where else to put this, but the recent NRS Patch Strategy thread has got me thinking about just how much better Mileena got from her Version 1 release. People really seem to forget, (or maybe just weren't aware to begin with), just how much WORSE she was. Look at her today compared to before.
VERSION 1
s1 = 14f startup (this is her JAB, lol.)
s2 = 11f startup
s4 = 14f startup
d1 = 11f startup / whiffed point blank
b2 = 19f startup
4,u3 = -unsafe on block / slow
(P)b1,2 = -4 on block / heavy recovery
(P)f1 = negative on block
(P)f1,2 = whiffing gap on certain chars point blank
(R)b1,2,1+3,uu2 = 0 benefit
Telekick = unsafe on HIT
(P) Low Sai = negative on HIT / hit by HIGH projectiles
(E) EX Fade = same frames as regular Fade
X-Ray = only works on ground / major tracking issues
LATEST PATCH
s1 = 11f startup (still slower than most)
s2 = 8f startup
s4 = 11f startup
d1 = 9f startup / no whiff (still slower than most)
b2 = 13f startup / juggles better
4,u3 = +2 on block / faster / special cancel
(P)b1,2 = +2 on block / less recovery. (B1 can juggle as AA now)
(P)f1 = +2 on block
(P)f1,2 = whiffing gap is closed
(R)b1,2,1+3,uu2 = heals about 10% with extension
Telekick = +22 on hit / combos into air sai
(P) Low Sai = +2 on hit / crouch properties
(E) EX Fade = Invincibility on startup / near-instant recovery / allows combos after
X-Ray = also works in air / combos after Telekick / tracking issues reduced (but NOT fixed)
I might have missed a few things, but damn she was bad.
She's still not where she needs to be, especially with the recent bug/glitch/string gap findings. But imagine Ver.1 Mileena trying to stay competitive at this point in the game.