What's new

Combo List - Mileena Mileena Combo Thread (updated feb 2016)

Johnny San

Shazzy's Biggest Fan
Managed to get 32% off an EX-Roll. Near impossible.

Help. A jumping normal into an tele than sai seems to be the best starter.
 

Arkayne

Jade Mod. Poison Ivy
I have a reall fancy bite combo it does like 41% with 1 bar @Endding here and I have some more fancy ravenous combos in another vid I'm working on


@Johnny San why do do tele Sai when you can go straight into 2,,1,3 and save the sai and tele for a better combo?
 
Last edited:

Johnny San

Shazzy's Biggest Fan
why do do tele Sai when you can go straight into 2,,1,3 and save the sai and tele for a better combo?
What do you mean? Isn't the highest damage output for EX-Roll in Ravenous the 32% I posted? It just seems Tele Sai gives the most damage.
 
So this is the combo in Ravenous that I've been using pretty consistent. Might even be able to extend on it a little bit.
The combo in the video is -F3,4,3 f2,3xxRoll u+3+r2 b2,2xxd,b3 dd2 bb4-

 
Last edited:

Arkayne

Jade Mod. Poison Ivy
@Johnny San I've gotten 42% in ravenous.

Every ravenous combo in my video has like 4 or 5 ravenous combos that do like 32-40%
 
Last edited:

SaibotMk

Adrenaline
Yeah the one I currently use is 29%. I discovered a 31 and 32% but they're damn near impossible to land. I just feel that for a bar of meter, one should be getting at least 30%.
Is the 29% off a B3 by a chance? I know when I played you, you were killing it with the EX roll but forgot the combo you were using.
 
Last edited:

JDE

Pick up & kill it & kill it & kill it!
Mileena Ethereal combo with the mixup setup (shout outs to Primo for the idea):
1,2,3xxBall Rollxx B3xxTelekickxxAir saixx > F23 xxfade forwardxx 29%
 

SaibotMk

Adrenaline
I was Requested to post this in here for viewing purposes :)

43% No Meter Piercing Combo


Inputs

F+3,4,3,Tele-Kick,Air Sai,Run,F+2,3,Ball Roll,Walk Forward,B+2,1,2+4.
Fucking hell you did it, it does do 43%, that is fucking sick.

Thank you for posting that.

@Johnny San, Nice, yea that is the damage I am getting out of Piercing off Roll as well. Her jump kick start will get a easy 31% as well, probably will be the same for Ravenous.
 
Last edited:

Premonitionist

Call Me Premo - Mileena, D'Vorah, Cassie, Kitana.
Quick air-to-air combo in Ethereal, 30% into teleport.

You actually landed on the other side...pretty cool, I'm assuming most of u know this by now but if you end a combo in the corner with Fade Towards most of the time you'll land on the other side as well. Not really to much of a mix-up but it does look tricky and cool lol
 

TheGabStandard

The anticipation is killing me
You actually landed on the other side...pretty cool, I'm assuming most of u know this by now but if you end a combo in the corner with Fade Towards most of the time you'll land on the other side as well. Not really to much of a mix-up but it does look tricky and cool lol
Yeah :p if this game was back to block this setup would be so good. Anyway from the combo vid it can setup the usual mix up but also a meaty F1 which can beat wake ups (included armoured wake ups if timed right). Might be the same with standing 3
 

Premonitionist

Call Me Premo - Mileena, D'Vorah, Cassie, Kitana.
Yeah :p if this game was back to block this setup would be so good. Anyway from the combo vid it can setup the usual mix up but also a meaty F1 which can beat wake ups (included armoured wake ups if timed right). Might be the same with standing 3
Nice never thought to use F+1 to beat armor...good stuff.
 

SaibotMk

Adrenaline
The more I am playing, Neutral Jump punch is really good in this game. If i just need that damage, ill jump kick to TK sai blast off a NJP. This would be the second only combo I have in my current arsenal (that I want to perfect) that I will use a B21 1+2. It becomes less successful (for me personally) if I throw a F3 in their, and not something id even attempt in a actual game with a F34.

I can put two F34's consistently in one combo, the second followed by a high or low sai blast. As I get better with the mechanics of the game, and get the flow I might throw out F34's (mid combo) in actual games (again noting the F34 not being the hard thing to connect for me, but the B21 1+2 if I use a F34 mid combo).

 

Rapid99

Resident Mileena Researcher
Ahoy fellow Mileena players.

Was practicing hard the past few days and thought I'd share a few of the combos I've managed to string together, there's bound to be some repeats but I'll just jot-down everything of note.

Also sorry for missing percentages, my net connection has been shoddy lately and I haven't had a chance to update and aren't sure if Mileena's damage has been changed in the day 1 patch.

After long consideration between Piercing and Ravenous I'm really liking the damage on Piercing. The only thing I miss about Ravenous is having reliable access to moderate damage mid-screen combos that don't switch sides thanks to High pounce.

I used to think that Ravenous offered better combo damage overall but found that any combo that utilizes the pattern of "opener - BR, b3, TK, AS - ender" Piercing just keeps edging Ravenous out in damage since the extra range on the Sai in the b12, 1+3 string allow it to connect when Ravenous's bite string misses.

This is likely to be a bit of a wall so here's a few notes on the openers and enders:

Openers
f23 - Mid both hits, not too slow and has decent reach
b12 - Piercing enhanced, decent range, mid both hits, comes out fast
b21 - Piercing enhanced, lower and less range than the above but hits mid-low for mix-up
f4 - Standard low starter with decent reach
f343 - Overhead starter, very slow but travels decent distance
f344 - Similar to above, but third hit is a low for mix-up if opponent doesn't poke you out of it
JIP - Standard jump in, hits overhead if timed right and my preferred overhead starter since f3 is so slow
NJP - Similar to JIP but bounces on hit so combos slightly differently - mostly used in the corner

Filler
BR, b3, TK, AS - standard combo filler, BR comes out quick after a connected opener, optimum damage
TK, AS, f23, BR - can only be used if opener bounces opponent, optimum damage
TK, AS, BR - similar to above, but omitted f23 in cases where it wouldn't connect

Enders
b12, 1+3, dd2 - Mount stab string, big damage, places Mileena a moderate distance from opponent, leaves opponent standing
NJP, b21, 2+4 - Gut stab string, deals less damage than mount stab but leaves opponent grounded but closer to Mileena
b21, 2+4 - Gut stab without the NJP, used when extra NJP wouldn't bounce opponent high enough for b21 to connect

I'll get a video up when I have the chance but for now here's a few of the combos I've been using.

I end most of these in the b12, 1+3, dd2 for the most damage but most combos can also end in NJP b21, 2+4 (omit the NJP if it doesn't bounce high enough for the b21 to connect). You lose a few percent worth of damage but you leave the opponent closer to you so it may be the more desirable option in some scenarios.


Neutral Start
f23, BR, b3, TK, AS, b12, 1+3, dd2
b12, BR, b3, TK, AS, b12, 1+3, dd2


Overhead Start
JIP, f23, BR, b3, TK, AS, b12, 1+3, dd2
NJP, TK, AS, f23, BR, b12, 1+3, dd2
f343, TK, AS, f23, BR, b12, 1+3, dd2


Low Start
f4, BR, b3, TK, AS, b12, 1+3, dd2
b21, BR, b3, TK, AS, b12, 1+3, dd2

EX BR Punish
exBR, NJP, b12, 1+3, dd2

EX TK Punish
exTK, AS, f23, BR, b12, 1+3, dd2

Corner only
f23, BR, walk under opponent, NJP, b12, 1+3, dd2
f4, BR, walk under opponent, NJP, b12, 1+3, dd2
NJP, TK, AS, b12, 1+3, dd2
NJP, TK, AS, f23, BR, walk under opponent, u3 meter, b21, 2+4 (1 meter)
JIP, b3, TK, AS, f23, BR, walk under opponent, u3 meter, b12, 2+4 (1 meter)

The corner with Mileena is tricky. Since most combos incorporate BR and swap sides with your opponent the only way I've found to reliably keep the opponent in the corner is to either cut combos early and lose a little damage or to meter burn u3 after walking under the opponent to give an additional bounce.


Mixup opener options with EXBR (follow with punish combo above)
f4, exBR (low, overhead)
f344, exBR (overhead, mid, low, overhead)
b21, exBR (mid, low, overhead)
f12, b4, exBR (mid, mid, low, overhead)


I think that does it for now, apologies if I've made any notation mistakes along the way.

Hopefully this helps anyone giving Mileena and Piercing a go, I might add Ravenous combos sometime in the future since they are pretty similar but end with a bite/pounce but I'm away from my PS4 at the moment so that will have to wait.
 

SaibotMk

Adrenaline
@Rapid99, great post man, I think that needs to be copied & pasted in the OP.

Your B21 starters, I haft to try that shit.
 
Last edited:

iMileena

"I will cut a hole in you"
My best combo with her piercing variation would be :

123 EXTeleport - F23 ballroll or (ex) - B32 2+4

a nice 40% combo ;) its on my ytube channel of you wanna see
 

nahoYi

Noob
After long consideration between Piercing and Ravenous I'm really liking the damage on Piercing. The only thing I miss about Ravenous is having reliable access to moderate damage mid-screen combos that don't switch sides thanks to High pounce.
Awesome stuff man. I will look it over more carefully as I exlpore Piercing.

One thing though, I am not a player that cares about max damage over better tools. I think Ravenous has better tools overall with the "overhead" pounce and being able to cancel d4 into some safe like high pounce.

Her f4 is too slow of a low to use in close quarters.
 

Rapid99

Resident Mileena Researcher
Awesome stuff man. I will look it over more carefully as I exlpore Piercing.

One thing though, I am not a player that cares about max damage over better tools. I think Ravenous has better tools overall with the "overhead" pounce and being able to cancel d4 into some safe like high pounce.

Her f4 is too slow of a low to use in close quarters.
I'm still kind of on the fence with regards to Ravenous and Piercing, and I do like Ravenous's tools, I just can't shake all the little bonuses that Piercing gets.

If I had to sum it up in words it would be as such:

Piercing
Piercing's enhanced regular strings and low projectile give you a few more options when dealing with spacing and footsies with your opponent. b12 in particular also allows the mounded stab combo to connect where Ravenous's bite combo would miss in some longer combos - so piercing actually gets bigger meterless damage mid-screen than Ravenous as well.

Ravenous
Ravenous gives you much more direction control as well as decent damage, ending combos with high or low pounce allows you to carry your opponent across the screen without switching sides which can be a real boon if your corner game is strong. Low pounce being unblockable low is also a godsend for Mileena's kit as her overhead options are pretty garbage outside of JIP and NJP which require you condition your opponent so you don't get anti-aired.

With regards to my earlier post I just want to share my experiences with our favorite toothy lady. I just hope I'm not spreading misinformation as I've been playing in a mix of patched and un-patched games and I don't know what the patch has / has not done to her damage and hitboxes etc.
 

nahoYi

Noob
Yeah thats a good sum up. I am still seeking out which is the best variation myself. Mileena is so weird because I feel like she has to take all the risks against her oppenents because of her unsafe play and slow moves. Maybe enhanced roll is a good enough overhead to not need low pounce in exchange for Piercing.

Thanks for the Piercing info though. I personally will put it to use.