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General/Other - Piercing Piercing Variation General Discussion

Nu-Skoool

Feel the nerf of despair
J1/4xx telekick air sai is my go to air to air but I do like the idea of using raw sai for those air to airs that you may not be prepared for.
 

1man3letters

Alpha Tarkatan - Moderator
Moderator
what you guys think are the chances of f1 2+4 being made special cancelable at some point??
currently (imo) there is zero reason to use that string as the b12 1+3 better in every way possible.

shame to see strings go to waste and it would be a really nice boost for piercing
 
what you guys think are the chances of f1 2+4 being made special cancelable at some point??
currently (imo) there is zero reason to use that string as the b12 1+3 better in every way possible.

shame to see strings go to waste and it would be a really nice boost for piercing
I wouldn't hate it, obviously, but I really don't think there's any chance of this. Probably because you could just loop them with f1,2+4 xx TK into continuous 50/50s after one combo. You would only need to spend meter if they block low.
 

Jolt

Uprise
Can we talk about HOW AWESOME b12 is now? With it being +2 (along with f1) we have become AWESOME at irritating the hell out of people.

b12 (on block) can be followed with b12 AGAIN (now effectively 9 frames).

Sure, they could poke out. But then they'd have to deal with a possible (effectively) 6 FRAME ROLL into full combo. Or maybe you'll just add on the 1+3 to stop a poke attempt (because they let go of block)

Backdashing out will lose to a roll

Armoring out? Good luck. b12 can break SOME armor, EX roll will beat out SOME armor, and unless they go for an armored move with + frames, we can just block and get back to irritating and agitating. Forcing them to make some mistakes.

This patch has made Piercing fun for me again because it offers a different play style from Ravenous and ethereal. It makes the reads even more important and gives really good footsie pressure.

We can use b12, 12, 123, 4u3, or f1 and constantly stay +2 which makes the threat of a 6f ball roll VERY legitimate (few things can trade with that at 6f). We have to worry about what? Cassie and Reptile?

Only thing I've noticed so far is it seems like SOME characters might be able to jump out with a jump in, or perhaps I'm just not always frame perfect. I'll have to hit the lab.

So far, the irritation has worked WONDERFULLY though. It also gives you time (while they're working out the best option) to notice their block pattern then you can get an idea of MOST LIKELY being able to catch them with either a low sai or EX roll (b1 cancelled into either, or even b12 cancelled into either)

ALL HAIL EMPRESS MILEENA. QUEEN OF FRUSTRATION.
 
b12 (on block) can be followed with b12 AGAIN (now effectively 9 frames).

Sure, they could poke out. But then they'd have to deal with a possible (effectively) 6 FRAME ROLL into full combo. Or maybe you'll just add on the 1+3 to stop a poke attempt (because they let go of block)
See, this is why I would've liked for her to get a faster d3 in this patch. If her d1 had a bit more range this wouldn't be a big deal, but if what you're saying is true, then Roll is in fact the only option to make them respect frames. I get that it IS an option, and if no other buffs come for her this is what we will have to work with, but that is a potentially round changing risk.

The 1+3 is reactable in the sense that you can tell that they didn't use it before you poke. Can her b1 still be low-profiled by D3s/D4s?
 

Jolt

Uprise
See, this is why I would've liked for her to get a faster D3 in this patch. If her D1 had a bit more range this wouldn't be a big deal, but if what you're saying is true, then Roll is in fact the only option to make them respect frames. I get that it IS an option, and if no other buffs come for her this is what we will have to work with, but that is a potentially round changing risk.

The 1+3 is reactable in the sense that you can tell that they didn't use it before you poke. Can the her b1 still be low-profiled by D3s/D4s?
Good question on the d3/d4. I'll have to lab that scenario as I haven't had anyone try to get out with that. Honestly, there's a good chance they can low-profile it that way. Haven't used Piercing in a while so I didn't realize that was a thing that happens.

A faster d3 would definitely go a long way. It's still effectively 8f startup after a blocked b12 though, right? I guess someone could try a d1 still if they have the range (unlike us :'( ).

The b121+3 IS reactable in that regard, but you'd still only throw it out on a read or hit confirm

Even if ball roll is the only thing we have to make someone respect our plus frames, we can't deny that it's a significant threat. Unlike some characters, we still have to make significantly risky reads, but I'd say it's still pretty effective.

I'll definitely be hitting the lab to get it all fleshed out, but you no doubt have more time in piercing than I do (I'm an ethereal lover). I trust your experience and labbing abilities so let us know what you find! I'm going to keep working with Piercing and let you know
 
Good question on the d3/d4. I'll have to lab that scenario as I haven't had anyone try to get out with that. Honestly, there's a good chance they can low-profile it that way. Haven't used Piercing in a while so I didn't realize that was a thing that happens.

A faster d3 would definitely go a long way. It's still effectively 8f startup after a blocked b12 though, right? I guess someone could try a d1 still if they have the range (unlike us :'( ).

The b121+3 IS reactable in that regard, but you'd still only throw it out on a read or hit confirm

Even if ball roll is the only thing we have to make someone respect our plus frames, we can't deny that it's a significant threat. Unlike some characters, we still have to make significantly risky reads, but I'd say it's still pretty effective.

I'll definitely be hitting the lab to get it all fleshed out, but you no doubt have more time in piercing than I do (I'm an ethereal lover). I trust your experience and labbing abilities so let us know what you find! I'm going to keep working with Piercing and let you know
Oh don't get me wrong, Roll is definitely a threat. It's the same situation as hitting a Low Sai up close. Roll makes them defend, but IF they defend, you get combed, or you spend 2 bars and all your stamina to break. Now if you already have a life lead and a ton of momentum, throw it out there. The guy I play the most offline blocks a TON, so maybe that's why opinions differ.

And again, I'm not gonna be super salty if I have to use Roll, but it's just an example for why she could use a fast poke. Basically, if your opponent has an 8 frame or faster d1/d3 they'll at worst trade. So when fighting these opponents, you end up playing as if she's still negative by doing things like EX Roll/Backdash baiting, crossovers, mixing up special cancels, etc.
 

Jolt

Uprise
Oh don't get me wrong, Roll is definitely a threat. It's the same situation as hitting a Low Sai up close. Roll makes them defend, but IF they defend, you get combed, or you spend 2 bars and all your stamina to break. Now if you already have a life lead and a ton of momentum, throw it out there. The guy I play the most offline blocks a TON, so maybe that's why opinions differ.

And again, I'm not gonna be super salty if I have to use Roll, but it's just an example for why she could use a fast poke. Basically, if your opponent has an 8 frame or faster d1/d3 they'll at worst trade. So when fighting these opponents, you end up playing as if she's still negative by doing things like EX Roll/Backdash baiting, crossovers, mixing up special cancels, etc.
Haha my offline partner blocks infinitely as well. 21u4? Useless. f213? Useless. f21b4? Useless. The ONLY thing I can do is switch to Ravenous and get those psuedo-overheads (because he's so conditioned to block the mixups) or use low sai for the lows. I won't deny she can use a faster poke and it wouldn't break her at all. I mean, hell. Quan Chi gets the 6f d1 now. NONE of our pokes are anything great. I've noticed LESS whiffing on d1 since the patch though so that's a plus (but it's still out of range from b12).

I think ultimately the goal is to do everything we can to fluster and MAKE SURE we hit confirm and convert whenever possible. If we're getting our conversions, the rounds end pretty quick. I wish ethereal and ravenous could get some better frames on normals still, but I guess that's what makes Piercing unique now. And low sai <3.

That's the thing I love/hate about Mileena, ESPECIALLY Piercing now. When you're making all of the right reads, she looks GREAT. Things get done and people die pretty quick. But when you don't and the other person has some stellar defense, things go downhill pretty quick. It's literally a case of playing against yourself just as much as the other player
 
Haha my offline partner blocks infinitely as well. 21u4? Useless. f213? Useless. f21b4? Useless. The ONLY thing I can do is switch to Ravenous and get those psuedo-overheads (because he's so conditioned to block the mixups) or use low sai for the lows. I won't deny she can use a faster poke and it wouldn't break her at all. I mean, hell. Quan Chi gets the 6f d1 now. NONE of our pokes are anything great. I've noticed LESS whiffing on d1 since the patch though so that's a plus (but it's still out of range from b12)
Exactly. Granted, Quan Chi's d1 is technically unsafe, but still. I talked to @theGabStandard about this before, but I feel this game should have a set speed, recovery, and block/hit advantage for standard D1s/D3s. That way using pressure and escaping pressure becomes much more concrete, and you leave the outcome in the PLAYER'S hands. But I digress.

Piercing more so than Ravenous is the "mixup" variation, imo. It's the only variation with a low and OH special. So I can mix him up just fine when he blocks. My point was that there's literally no conditioning him to try and challenge my stagger-strings on block. So trying stuff like 1+3 after b12 on a player like that is worthless. 21u4 works because I have 2~EX Roll and 21~EX Low Sai.

You are right about her looking unstoppable at times. You gotta play really patient vs her and bait all the rolls/telekicks, but then, you gotta rush her down to get a life lead. I can't count how many Telekicks I've seen Saltface land due to impatience at mid screen, lol. She can really get into an opponent's head once she gets going with her toolset.
 

TheGabStandard

The anticipation is killing me
Oh don't get me wrong, Roll is definitely a threat. It's the same situation as hitting a Low Sai up close. Roll makes them defend, but IF they defend, you get combed, or you spend 2 bars and all your stamina to break. Now if you already have a life lead and a ton of momentum, throw it out there. The guy I play the most offline blocks a TON, so maybe that's why opinions differ.

And again, I'm not gonna be super salty if I have to use Roll, but it's just an example for why she could use a fast poke. Basically, if your opponent has an 8 frame or faster d1/d3 they'll at worst trade. So when fighting these opponents, you end up playing as if she's still negative by doing things like EX Roll/Backdash baiting, crossovers, mixing up special cancels, etc.
100% agree with this. Haven't played much with the new patch but with the little I've played I find B12 is decent. While it's great being plus and opens up potential stagger pressure, you still have to use roll as the main tool to stop people pressing buttons after. She could definitely use a fast low poke, especially if Quan can get one with the amount of crazy stuff he already has. Maybe I would be fine if she had better range with her low pokes like MK9 d4 but unfortunately that is not the case. Still Piercing seems fun and once I spend more time labbing and playing I can make a full conclusion about the variation
 

MajinBerserker

My power equals yours!
Her frame buffs in Piercing have opened up my interest in the variation again. Being able to apply safe footsie pressure, finally, is huge for her. B12 and F1 are great.
I'll always have fun with Ravenous but new doors have been opened up for Piercing that just can't be ignored.

Not having a safe low option is my only concern with Piercing now. F44 can only be punished by a handful of chars, so at least we're not doomed if we use it.
 
I found f44 catches alot of people off guard when youre running in. Like they think its a d3 or d4. They block the first hit and try to counter but end up with there ass on the ground from the second hit. Sometimes ill throw it out a second time. After, i usually run in and hit them with f4 ex roll to full combo.

What do you guys think about
F343 run f23 roll 4u3 2+1 35%
Not sure what the advantage is, if any on 4u3 1+2. But it seems you can get back to pressure with a jip if theyre not wakeup happy. The combo is pretty consistent To land.

Online average mileena warrior
Psn. Xplicitnueces
 

YoloRoll1stHit

Publicly Educated
I found f44 catches alot of people off guard when youre running in. Like they think its a d3 or d4. They block the first hit and try to counter but end up with there ass on the ground from the second hit. Sometimes ill throw it out a second time. After, i usually run in and hit them with f4 ex roll to full combo.

What do you guys think about
F343 run f23 roll 4u3 2+1 35%
Not sure what the advantage is, if any on 4u3 1+2. But it seems you can get back to pressure with a jip if theyre not wakeup happy. The combo is pretty consistent To land.

Online average mileena warrior
Psn. Xplicitnueces
That combo is best for ethereal. 4u31+2 has huge advantage on hit, enough for you to run up and F1. I even break Kung Lao ex spin armor once with that setup in my life lol
 
So someone a while back suggested the F1, 2+4 string allow for special cancels on the restand. And I just realized... that would literally give Mileena an infinite with F1, 2+4~Roll.
 

1man3letters

Alpha Tarkatan - Moderator
Moderator
So someone a while back suggested the F1, 2+4 string allow for special cancels on the restand. And I just realized... that would literally give Mileena an infinite with F1, 2+4~Roll.
haha maybe but dont think so, unless roll in only programmed to have the extreme gravity after 2nd one while hitting a airborn opponent only.
maybe shed be able to get two in the corner(had one with 3 rolls before) but if they ever made it special cancel sure theyd have it programmed so it couldnt launch over and over
 
haha maybe but dont think so, unless roll in only programmed to have the extreme gravity after 2nd one while hitting a airborn opponent only.
maybe shed be able to get two in the corner(had one with 3 rolls before) but if they ever made it special cancel sure theyd have it programmed so it couldnt launch over and over
Lol, I trust NRS with a number of things. Programming string-specific gravity on Roll isn't one of them.
 

TheGabStandard

The anticipation is killing me
@ZeroEffect I think he's saying, like now if you do 2 rolls in the same combo they just drop before you can do anything anyway. If this string was special cancelable, the same thing would happen still.
That's what I understood it as. What you would get is a true vortex if you had meter if you end combos with F12+4 xx telekick
 

JDE

Pick up & kill it & kill it & kill it!
Wait so in this variation, you guys are saying that there's a vortex?
 

Jolt

Uprise
"vortex" in quotes, lol
Not as gamebreaking as you think, but it's a different way to use her telekick to start offense
Haha, far from gamebreaking and far from SAFE! Unless you added some clever ideas in, it's not even hitconfirmable (outside of ethereal). Cancel window on 21 is just so tight.

Gotta say, I LOVE using it on people who will let 21 hit them. ESPECIALLY in the corner.