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Guide - Ravenous Ravenous Stuff

Johnny San

Shazzy's Biggest Fan
Low Pounce Limitations (Whiff)

Unlike it's cousin, Low Pounce won't actually chain into a grab off certain normals and strings despite the opponent blocking low. Those strings and normals are as follows:

Normals:
4 / F1 / F2 / F3 / B3

Strings:
12 / 123 / F12 / F14 / 21 / B22 / F34 / F23 / 4U3


Pounce Limitations (Armor/BackDash/Reversal)

All links into Low Pounce can be backdashed, armored, and hit with a quick enough reversal. A complete list of meterless reversals from all characters and their variations can be seen below:

Ermac:

Soul Burst / Force Lift / (Mysitc) Tele hang / (Mystic) Tele Choke

Kotal Kahn:

(Sun God) Sun God Choke / (War God) Saw Blade / (War God) Sword Seep / (War God) Sword Shake

Reptile:

Reptilian Dash Klaw Pounce Klaw Swipe

Ferra/Tor:

Tuck n’ Charge / (Lackey) Back Breaker / (Lackey) Boulder Roll / (Lackey) Torr Up / (Ruthless) Deep Stab / (Ruthless) Ferra Toss / (Vicious) Little Cutter / (Vicious) Boss Toss

D’Vorah:

Oviposter Charge

Raiden:

Electrocute / Rising Thunder

Quan Chi:

(Warlock) Portal Grab / (Warlock) Portal Scoop

Goro:

Punchwalk / Shokan Grab / (Kuatan Warrior) Chest Lunge / (Dragon Fangs) Fang Spin

Sonya:

Arc Kick / Leg Grab

Jax:

Dash Punch / Energy Wave / Major Pain / Gotcha Grab / (Wrestler) Quad Grab

Kung Lao:

Spin / Hat Throw / (Hat Trick) Hat Call Back / (Tempest) Hat Spin / (Buzzsaw) Low Grinder

Jason:

Choke / Tight Squeeze / Temple Punch / (Slasher) Shoulder Push

Shinnok:

Charging Shoulder / (Bone Sharper) Scepter Slam

Kano:

Kano Ball / Up Ball / (Commando) Rib Strike / (Commando) Power Slam / (Cybernetic) Eye Burst

Johnny Cage:

Shadow Kick / Nut Punch / (Stunt Double) Rising Shadow / (A-List) Rising Kick

Erron Black:

Sandslide / Sandtrap

Liu Kang:

Bicycle Kick / Flying Dragon Kick / Dragon Roar / (Flame Fist) Low Fireball / (Flame Fist) Windmill Punch / (Dragon’s Fire) Low Dragon Fire / (Dragon’s Fire) Double Flying Dragon Kick

Mileena:

Roll / Sai / (Ravenous) High Pounce / (Piercing) Low Sai

Kitana:

Rising Fan / Throat Slice / (Mournful) Shadow Kick / (Mournful) Staff Grab / (Assassin) Assassin Strike

Subzero:

(Cyromancer) Frost hammer

Takeda:

(Ronin) Piercing Spark / (Ronin) Quick Kall / (Ronin) Shirai Ryu Kan / (Shirai Ryu) Spear Ryu / (Lasher) Whip Assault / (Lasher) Whip Trip / (Lasher) Whip Strike

Kenshi:

(Kenjutsu) Spinning Blade / (Kenjutsu) Tele Slam / (Kenjutsu) Tele Push / (Kenjutsu) Tele Toss / (Possesed) Sickle Lift / (Possesed)Demon Assualt / (Possesed) Soul Push / (Possesed) Demonic Strike / (Possesed) Demon Beam / (Balance) Spirit Rush / (Balance) Tele Fury / (Balance) Rising Karma

Jacqui:

Forces Rush / Bionic Dash / Gauntlet Strike / (High Tech) Quick Burst / (Full auto) Low Rocket

Scorpion:

Takedown / (Hell Fire) Flame Aura

Concerning High Pounce, these are the following links that can be armored through:


Normals:
1 / 2 / 3 / B1 / B2 / F4

Strings:
124 / B12 / F12B4

These are the links that can be hit with a quick enough reversal:

Normals:
1

Strings:
F12B4 / 124

These are the links that can't be backdashed:
Normals:
4

Strings:
B3 / F12B4

Low Pounce Cancel Scenarios

Courtesy of @Sami for this tech:

Here's some useful info with regards to using d3, d4 and f4 cancelled into low pounce to open up an opponent:

Opponent is either standing, stand-blocking or crouching

d3 hits, LP wiffs. You are left very unsafe
f4 hits, LP wiffs. You are left moderately unsafe
d4 hits, LP wiffs. You are left very very slightly at negative frames.

Opponent is crouch-blocking

d3 gets blocked, tiny frame gap, LP hits
f4 gets blocked, tiny frame gap, LP hits
d4 gets blocked, tiny frame gap, LP hits

As d3 and f4 into low pounce are very unsafe it's probably wise not to do those. However you can d4~LP and either end up at practically neutral frames or starting the pounce chain.

Opponent blocks the poke low and then does an armoured reversal

Mileena will get hit. This is risky for the opponent as Mileena's other option is to do low-poke into EX roll which has armour itself and can break armour really well.

Opponent blocks the poke low and then stands up in time for the grab

The grab wiffs and Mileena can be full combo punished. Nobody said her mix-ups were safe...


Basically, the safest option for the opponent is to block perfectly, i.e. low block into standing block. Anything else and they risk being hit. Good news for us (kinda) is that if the opponent reads the situation wrong then they could be low blocking an EX roll :). The final option is to just do a raw d4 with nothing else - it's only -3 on block and if they spend time waiting for the second move then you'll be at + frames and can pressure.


Hard Knock Downs

Grab / Low Pounce / High Pounce / B4 / 3 / U3 / B121+3Extend / 21U4 / B221+3 / F234 / B34 / B3434 / F344 / 4U3 / 4U31+2 / X-Ray
 
Last edited:

Sami

Noob
Here's some useful info with regards to using d3, d4 and f4 cancelled into low pounce to open up an opponent:

Opponent is either standing, stand-blocking or crouching

d3 hits, LP wiffs. You are left very unsafe
f4 hits, LP wiffs. You are left moderately unsafe
d4 hits, LP wiffs. You are left very very slightly at negative frames.

Opponent is crouch-blocking

d3 gets blocked, tiny frame gap, LP hits
f4 gets blocked, tiny frame gap, LP hits
d4 gets blocked, tiny frame gap, LP hits

As d3 and f4 into low pounce are very unsafe it's probably wise not to do those. However you can d4~LP and either end up at practically neutral frames or starting the pounce chain.

Opponent blocks the poke low and then does an armoured reversal

Mileena will get hit. This is risky for the opponent as Mileena's other option is to do low-poke into EX roll which has armour itself and can break armour really well.

Opponent blocks the poke low and then stands up in time for the grab

The grab wiffs and Mileena can be full combo punished. Nobody said her mix-ups were safe...


Basically, the safest option for the opponent is to block perfectly, i.e. low block into standing block. Anything else and they risk being hit. Good news for us (kinda) is that if the opponent reads the situation wrong then they could be low blocking an EX roll :). The final option is to just do a raw d4 with nothing else - it's only -3 on block and if they spend time waiting for the second move then you'll be at + frames and can pressure.
 

TheGabStandard

The anticipation is killing me
Many thanks for coming up with this. After spending quite a lot of time on Ethereal I'm gonna try out Ravenous and I'm certain this guide will help me :)
 
Johnny San, I am honestly loving this list by all means. really a good breakdown. the thing I am having the most issues with is applying constant pressure to opponents. Like jump in with punch f3, 4, 3, low pounce is my start up combo for jump in punches but the start up animation for f3 gets me uppercutted everytime. are there better ways to apply pressure to people? it could be I lag really bad on online as well :(
 

Johnny San

Shazzy's Biggest Fan
Johnny San, I am honestly loving this list by all means. really a good breakdown. the thing I am having the most issues with is applying constant pressure to opponents. Like jump in with punch f3, 4, 3, low pounce is my start up combo for jump in punches but the start up animation for f3 gets me uppercutted everytime. are there better ways to apply pressure to people? it could be I lag really bad on online as well :(
JIP in this game don't grant nearly as much frame advantage as they did in MK9. Only quick normals would truly connect. The thing with Mileena is you won't be applying constant pressure. She doesn't have the frames for it. I'd suggest backing off and playing more of the spacing game. I'm sure you'd have more success that way.

By the way, I won't be updating this list daily as I planned. Once my semester ends will I go back to doing that.
 

11411181

Noob
With regards to the F1 thing, I've noticed that if you're actually toe-to-toe with them you'll score both hits when they're crouching. If you're one step away, you'll only catch them on the second hit.
Piercing doesn't have this issue because it appears holding the sai extends the hitbox out further (but doesn't recover as quickly as Rav's version on a naked F1, from testing). I don't think this is a bug so much as it is the hitbox of the first attack being slightly higher in conjunction with a bit of timing with wakeup from hard knockdown. Something to get used to. /2c
 

1man3letters

Alpha Tarkatan - Moderator
Moderator
Low pounce is hard for me to use. Lol. I suck. Will practice more though.
you seem to have to dial in the second part of the chain grab earlier with low pounce than high,
i input the db4bb1 all as one like it was a string
 

AC1984

Kaballin!
I'm a little confused here....if LP hits ducking and block ducking opponents why would anyone hold down after D4/3 or F4??? All they have to do is stand up and prevent LP or Ex roll....
 

Johnny San

Shazzy's Biggest Fan
I'm a little confused here....if LP hits ducking and block ducking opponents why would anyone hold down after D4/3 or F4??? All they have to do is stand up and prevent LP or Ex roll....
If you're chaining into something, no. You shouldn't be blocking low after those normals. 2 is her main 50/50 "string".
 

AC1984

Kaballin!
If you're chaining into something, no. You shouldn't be blocking low after those normals. 2 is her main 50/50 "string".
Thats what i mean...after a blocked low, just stand block everything else that follows and you are safe....i dont really see the 50/50 in this variation.
 

AC1984

Kaballin!
I like to think Low Pounce is more useful outside of blockstrings. You are correct though. Outside of one string, her 50/50 game (or lack thereof) is pretty much the same.
I know it's way too early but I hope the variation stands up with some useful stuff....The Ethereal one is a waste of a variation imo....
 
you seem to have to dial in the second part of the chain grab earlier with low pounce than high,
i input the db4bb1 all as one like it was a string
DUUUUUUUUUDE!!! Thank you! I have been thinking I was doing something wrong! With piercing, when you do the dd2 for the extra stabs, you don't have to put it in nearly as fast so I was confused as to why it wasn't working.
 
Does anyone know if you can combo off raw air sai in Ravenous? Was wondering if the recovery is different between variations.