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Mileena mortal kombat 6
Mileena mortal kombat 6








mileena mortal kombat 6

The roll can also be used as a wake up to escape run jabs, smilar to Kabal's spin and Sonya's bike kick, but if it is expected, a simple kara jab will block it and set Mileena up for a punisher combo. It is possible to abuse the roll and be successful, it just takes good judgement on placement. There are many players who abuse the roll constantly, and pay for it, please do not be one of these players. The roll can also be used on a delay, so you can buffer B,B, D, wait a good second and then surprise with the roll as if you were the CPU and didn't have to perform any motion, similar to usage of Stryker's baton throw, which can abuse the same delayed button hit concept. It is relatively easy to perform the flip towards roll by timing the contact just on the opposite side of the oppent as they fall, try this during punishment combos with aaHP,HP, B,B, pause, D, HK for the late roll and ideal spacing. As the player jumps over you, buffer F,F,D instead of B,B,D and do the roll as they start the air attack, you will roll under them, causing the occasional forward flip towards Mileena reaction which is ideal, enabling better juggle combos. The roll can be used to prevent anti air cross ups if timed correctly. Mileena can run in sooner depending on what frame she is in when the roll connects. It is by definition a containment move as well, similar to that of Reptile's forceball, however Mileena's distance from the opponent and positioning is not always exactly the same making juggle combos for her difficult to guarantee. The Roll is an interesting and complex move to say the least with lots of uses.Their jump punch has limited range and is close to their body, bad for cross ups on ducking blocking opponents. Their roundhouse is very close range, better off going for a standing HK on jump ins, but the RH can often be used in run underneath jump in situations because the placement is perfect for that. Ducking LK has some decent pointiness and distance, standing LK hits a bit lower than usual. HP jabs have average range, sweeps are silent which is a plus, and they have some distance to them, however are slow on recovery compared to the fast sweepers leaving them potentially open. Their LP jabs hit lower than most so they can run jab Stryker when he's ducking and blocking, and they good range. The female ninja uppercut is average, nothing to write home about, their standing HK is great for far away jumpers trying to stay out of range for anti air HPs, it doesn't have as much height as some other characters, but the collision detection is a good distance from their body hit box, so it has good priority.










Mileena mortal kombat 6