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

SaibotMk

Adrenaline

That's ridiculous, I am a Mileena player and I think that you shouldn't be able to roll off a b12, but I won't argue with it :joker:
 

Rapid99

Resident Mileena Researcher

That's ridiculous, I am a Mileena player and I think that you shouldn't be able to roll off a b12, but I won't argue with it :joker:
Haha, my post has already done some good - those enhanced strings are better than they look :p.

I wish that b21 started up a little quicker since it's a low hit on the second hit - but it combos into roll as well so I guess I can't ask for too much.
 

Saboteur-6

Filthy Casual
I really wanted to like Ravenous but after seeing all of this awesome Piercing tech, I don't see what Rav brings to the table thats any better than Piercing. Sure you get more control of character positioning via the chain throws but other than that, Piercing just seems the better choice for damage potential, footsies, and zoning.
 
B1,2 in Piercing is her best string in my opinion. Not the easiest to hit confirm, but it comes out so fast, has good range, can't be crouched, and its pretty safe as long as you don't throw out ball roll without hit confirming.
 

Rapid99

Resident Mileena Researcher
Alrighty then.

I've been doing some testing on Ravenous to remind myself of the advantages it has over Piercing and I came across this interesting corner combo:

JIP, f12, b3, Roll, walk under opponent, NJP, u3 meter, b12, 1+3, uu2 (45%)

The machine I'm testing on is un-patched at the moment due to network issues, can anyone confirm if the damage has changed on live at the moment?

If not... then 45% for one meter in the corner NOT starting with the sluggish f34 string is pretty awesome for Mileena, especially considering meter burning her specials doesn't really add much to combos.

Though what really piques my interest currently is that everything from the Roll onward can be tagged onto any standard opener that cancels into roll.

If the damage is still solid post-patch this might be my go to BnB in the corner when I have meter.

P.S: to any kind soul who tests this - the timing on the b12 after the u3 can be a bit tricky, but stick with it and you'll get it eventually


EDIT

Sweet lord.

For SCIENCE I tried this combo starting with the super slow f344 opener and came out with this:

f344, Roll, walk under opponent, NJP, u3 meter, b12, 1+3, uu2 (49!%)

Please tell me this hasn't been nerfed =D
 
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TheGabStandard

The anticipation is killing me
Some really good posts @Rapid99 I do like the combos you have posted :)

All this combos and tech makes it very tempting to switch to Piercing or Ravenous as a main variation.
 

Rapid99

Resident Mileena Researcher
Some really good posts @Rapid99 I do like the combos you have posted :)

All this combos and tech makes it very tempting to switch to Piercing or Ravenous as a main variation.
As much as it pains me to say it honestly Etherial just doesn't cut it in its current state. Matter of fact is you give up some useful tools (low sai + better strings in Piercing, pseudo overhead and placement tools in Ravenous) but more importantly a HUGE amount of damage to use Etherial's Fade.

It might not be so bad if the skill itself wasn't bugged and allowed you to be thrown during its duration - or had some useful kind of meter burn addition but as it is it leaves much to be desired.

Honestly, the biggest flaw with Etherial right now is Mileena's base kit. You want to use Fade to get some mix-ups on your opponent but Mileena's only meterless overhead outside of jump-ins is too slow for any kind of mix-up.

In fact the only strong mix-up game Mileena has is chaining into exRoll but then Etherial has the lowest damage conversion from an exRoll so the point itself is almost moot.

You're almost always going to be better of choosing Piercing for better footsies and zoning or Ravenous for direction control, reliable corner-carry from mid-screen, and access to a pseudo-overhead in the form of low-pounce.
 

SaibotMk

Adrenaline
The combo is actually only 42%, unless the middle scales it.


But it gave me a idea for a corner combo I am about to try right now.

Edit: I was going for this combo except with a b12 1+2 dd2 but the 1+2 kept missing, I am not saying it can't be done. I just read Rapids reply, walking under the opponent after the roll before NJP, definitely going to try that.

 
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Rapid99

Resident Mileena Researcher
The combo is actually only 42%, unless the middle scales it.


But it gave me a idea for a corner combo I am about to try right now.
If you're referring to the corner combo I mention on THIS page then it's actually a RAVENOUS combo. The damage may not be 49% if they have also nerfed the bite combo (as they have obviously reduced the damage on stab combo a little) but it will be more than 42%.

If you can wait a couple of days I should be able to upload how I'm doing the combos, I'll be working with live numbers then.

Quick tip, you can walk under the opponent after the ball roll and before the NJP, keeping the opponent in the corner - not only is this what you want to do for Mileena's piercing corner combos but it is actually what makes the Ravenous bite combo version even conect your opponent ends up too far away from you for the bite combo to connect if they're not in the corner.

That's why it was kind of a big deal to me, b12 1+3 uu2 is much harder to connect at the end of combos than piercings counterpart because Mileena doesn't have the Sai in her hand and doesn't jump as far.

I believe the string is called "Quick Taste" and it deals more damage than the Sai stab.

Also update on my testing, I found a new mid-screen Ravenous overhead combo for you all to try. It doens't even start with f3!! =D timing is super rough but it's nice to see these kinds of numbers without having to start with f343 or f344.

JIP, b3, TK, AS, f13, Roll, move slightly towards opponent, b12, 1+3, uu2 (43%, meterless)

Again the timing is SUPER STRICT (at one point I didn't think the 1+3 would connect at all, but it does.)
 
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TheGabStandard

The anticipation is killing me
As much as it pains me to say it honestly Etherial just doesn't cut it in its current state. Matter of fact is you give up some useful tools (low sai + better strings in Piercing, pseudo overhead and placement tools in Ravenous) but more importantly a HUGE amount of damage to use Etherial's Fade.

It might not be so bad if the skill itself wasn't bugged and allowed you to be thrown during its duration - or had some useful kind of meter burn addition but as it is it leaves much to be desired.

Honestly, the biggest flaw with Etherial right now is Mileena's base kit. You want to use Fade to get some mix-ups on your opponent but Mileena's only meterless overhead outside of jump-ins is too slow for any kind of mix-up.

In fact the only strong mix-up game Mileena has is chaining into exRoll but then Etherial has the lowest damage conversion from an exRoll so the point itself is almost moot.

You're almost always going to be better of choosing Piercing for better footsies and zoning or Ravenous for direction control, reliable corner-carry from mid-screen, and access to a pseudo-overhead in the form of low-pounce.
Unfortunately I do agree Ethereal is broken, as in it doesn't work correctly or as well as it should. I still think the teleport has a lot of hidden potential though but that would only be found if it stays explored. This is why I'm sticking with it at the moment and preparing myself for a painful journey with hopefully something to show for it at the end lol. If not, I can always jump to the other 2. With the amount of information presented by the people here I'm sure I can be proficient in Piercing and Ravenous pretty quickly.
 

Rapid99

Resident Mileena Researcher
Unfortunately I do agree Ethereal is broken, as in it doesn't work correctly or as well as it should. I still think the teleport has a lot of hidden potential though but that would only be found if it stays explored. This is why I'm sticking with it at the moment and preparing myself for a painful journey with hopefully something to show for it at the end lol. If not, I can always jump to the other 2. With the amount of information presented by the people here I'm sure I can be proficient in Piercing and Ravenous pretty quickly.
That's a commendable attitude to have and honestly, I think you'll be fine.

Mileena's combos are almost the same across all variations with her BnB combos only really having different enders depending on which Variation you're currently using. Etherial's damage isn't even really THAT terrible, it's just a shame to see the lowish numbers from converted hits when Mileena has to work for her damage anyway thanks to her somewhat awkward basic strings.
 

TheGabStandard

The anticipation is killing me
That's a commendable attitude to have and honestly, I think you'll be fine.

Mileena's combos are almost the same across all variations with her BnB combos only really having different enders depending on which Variation you're currently using. Etherial's damage isn't even really THAT terrible, it's just a shame to see the lowish numbers from converted hits when Mileena has to work for her damage anyway thanks to her somewhat awkward basic strings.
Thanks :)

I agree with the combos, which is a plus for Mileena but its true Ethereal doesn't have a high conversion rate compared to the others. So far I've found the best way is to use Ethereal combos which end in Fade Towards for continued pressure/mixup potential but with that its difficult to break 30%
 

Rapid99

Resident Mileena Researcher
Thanks :)

I agree with the combos, which is a plus for Mileena but its true Ethereal doesn't have a high conversion rate compared to the others. So far I've found the best way is to use Ethereal combos which end in Fade Towards for continued pressure/mixup potential but with that its difficult to break 30%
You know what, you've convinced me, I'll give Etherial a go and see how it goes.

I'm not convinced fade is worth the damage loss but it may come in handy against fixed-distance zoning characters like Kenshi.

Brb.
 

Endding

You picked a bad time to get lost friend
If Ethereal had a viable EX Fade, I probably would have stuck with it like you are but I just couldn't get anything going.

I'd generally train opponents to think I'd hit a string then fade away to make it somewhat safer, then later rounds they'd try to catch it but instead I'd continue the string into knockdown / setup. I have no doubt the way this thread is evolving, that we'll find a very strong use for it.

On another note absolutely loving Ravenous (as expected), but I do hope to revisit Ethereal again.
 

TheGabStandard

The anticipation is killing me
You know what, you've convinced me, I'll give Etherial a go and see how it goes.

I'm not convinced fade is worth the damage loss but it may come in handy against fixed-distance zoning characters like Kenshi.

Brb.
Cool, hope you find something :)
 

That's ridiculous, I am a Mileena player and I think that you shouldn't be able to roll off a b12, but I won't argue with it :joker:
I disagree, I already played a lot with Mileena and it's hard for her to punish on block. I tried to punish with her 1,2,3 combo but it's not really fast and has poor range. So imo B1,2 will be her way to go.

I see a lot of F3,4,3 combo's and they look cool and do a lot of damage, however this string is so slow that it's not really viable in match
 

Rapid99

Resident Mileena Researcher
I disagree, I already played a lot with Mileena and it's hard for her to punish on block. I tried to punish with her 1,2,3 combo but it's not really fast and has poor range. So imo B1,2 will be her way to go.

I see a lot of F3,4,3 combo's and they look cool and do a lot of damage, however this string is so slow that it's not really viable in match
Don't worry I think we just like seeing big numbers and hope that one day we'll be able to land randomly thrown out f3 openers.

A man can dream, a man can dream...

As an aside however, have you tried neutral 2,1 yet? It comes out pretty quick and is a nice high, low that combos into Ball Roll on confirm.
 

Histrionik

Wake-Up Rolls, bitch.
Okay. I am using Piercing variant. Posted a few things a few posts back. Here are my combo choices and why.

21 // F12B4 // F4 // F23
xxRoll, B3 xxTeleport Drop xxSai, B12 1+3 [32-35%]
- Standard BnB with a few different starters. I talked about these earlier too. Thsi si the most damage I can get without giving up consistency. F23 is good for fishing for combos and footsies; 21 is a decent punish; F12B4 is the mix-up tool, but be aware of how slow it is; and F4 is a low - I'm mostly using it with F4 xxEN Ball Roll to punish people who cant change block stance easily.

EN Teleport Drop xxSai, F23 xxBall Roll, step forward, 124 xxLow Sai [28 + 6%]
- The low sai is not considered part of the combo, but it applies pressure and stuffs nonenhanced wake-ups. I tried it against Rep Dash and Ninja Slides. The 124 combo ender also puts her in good range for zoning. I'm using this to punish zoning wars. Alternatively, guaranteed maximum damage variant:
EN Teleport Drop xxSai, F23 xxBall Roll, step forward, B21 2+4 [34%]

F343, whatever
- I'm not using this. EN Roll is my overhead.

Corner
21 // F4 // F23
xxBall Roll, njp B22 1+3 [23%]
- At first, this seemed counter-intuitive. But Mileena's corner game is lacking compared to her midscreen game and I'd honestly like to stay away fromt he corners as much as possible to avoid a position reversal. So, I've been using this to switch side and put myself far enough away that I can continue zoning. Alternatively, if you'd prefer to keep corner pressure and want to maintain damage as well, I'd go with:
21 // F4 // F23
xxRoll, B3 xxTeleport Drop xxSai, B12 xxRoll [29-31%]

Just my .02 so far.

EDIT: I just noticed several posts mentioning B12 as a combo starter. It's -20 on block. I'm not seeing any advantages over F23 as F23 is more easily hit confirmable and -7 on block making it much harder to punish. I also cant seem to find any space that a B12 reaches when a F23 wont. In fact, the second hit of F23 outreaches B12. Just food for thought.
 
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