This is provided the Malin player isn't smart enough to bait your forward roll. If she sees the forward roll coming (and she has a LOT of time to see it if you're counter rolling after her f + B) she can choose not to do her + K (is it + K or + K? too lazy to check the mook) and smack you from the back while you're doing your counter roll with her pressure BnB string/combo/chain agen. IMO it's a 75/25 in her favor if she does this pressure string to you. Not worth it, just block it and worry about the next thing she's gonna do to ya.~!T.T!~ wrote:you can punish malin if you roll at the B or her combo. i got counter hit by jazu's E and im sure other people can get a standing C combo.
Her jump CD has her hitting you as a straight line. This is loosely similar to Ramon's old CD, you don't use it to beat someone at the peak of their jump with it, you use its insane speed (notice how it has almost zero startup) to beat them by jumping early with it. This is the same gamble you used to use as Ramon in 2k2 to beat someone in the air - you commit yourself to the jump the moment you throw it, but since it has godly priority, it was a DAMN good commit.and malin's jump attacks are overrated imo. jump E looks the shit for interrupting air to air, but does a half arsed job. Its more like a 50/50 gamble: will the opponent hit me first or not?
The only thing the jump C has going for it is speed. Again very little startup, so to possibly beat someone in the air with it, do it first. Same for her jump D, except her jump D actually has a better chance since it hits forward instead of down. Hell if you looked at her jump B animation, it's okay air to air, very similar to Terry's jump B.jump C is even worse. as a jump in, air to ground is good, but duck's jump D beats it clean. jump D, same thing, a little worse air to ground.
still, throwing a yoyo to bait kick super is so fun
But then again, if you REALLY want godly air to air, you still have her air super. A bit more startup but it WILL stuff a jump.