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

Hello gents, does anyone mind explaining to me how to read said combos, or maybe a helpful link. Reading all this at the moment, shit might as well be in Chinese.

edit: nvm. found it :)
 
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Mileena has really nice damage. With a bar you can get in the high 30's to low 40's. The beauty about piercing is that the combos may be small, but you still get high 20's to low 30's in her combos.

I think her damage improved well compared to MK9

Haven't really tried ravenous, but Piercing , I feel, is he r best variation.

Anyways, not sure if posted or not, but I'll share the combos I use. All of these combos are in piercing, with no JP included

B12 roll, B3 ~teleport air sai, b12 1+3 (into dd2) = 34%
Ex teleport, air sai, walk forward, f23 roll, b21 2+4 = 34%
roll, b3~ teleport air sai, b12 1+3 (into dd2) = 29%
An easier hit cofnrim combo off of a roll = Roll, NJP, b21 2+4= 24%
123Exteleport, air sai, f23 roll, b21 2+4= 39% OR METERLESS 123roll, b3~teleport air sai, b12 low sai = 32%
F4 roll, b3~teleport air sai, b12 1+3 (into dd2)= 32% or if using f3 roll, same inputs for 34%
I don't like using her f3,4,4 to start combos. Not as practial
I'll post more later on when I sharpen remaining combo starters up
Air sais and air teleports , and aa rolls.

~~~~Updated (forgot this one lol)
MB U3, f23 roll, b21 2+4 = 32%
I have been trying for half an hour and I cannot for the life of me get B3 to go into teleport. Any tips for the timing?
 

JaeTea

Noob
Do you need to input the telekick command even before the B3 hits?

Because if he blocks the B3 and the telekick comes out and that gets blocked, won't I get severely punshed?
 
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Rapid99

Resident Mileena Researcher
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.
Hey there, with regards to the b12 string:

I won't argue that it is worse than f23 in quite a lot of situations - one of those being on block, but I think there's room in a play-style for both strings.

As for me I have mostly been using it as a punish when a closer range string like 21 or 123 would otherwise miss. b12 may not have the second-hit reach of f23 but b1 covers a lot of screen space for a 9 frame start-up. I find it's able to reach out and punish stuff that is too far for 21 to tag and just a touch too quick for f2 to tag (it's a 14 frame start-up if my memory serves...).

As an aside - I also think it's good to keep in the habit of mixing up strings in footsies every now and then. b12 performs pretty similar to f23, it just comes out a little bit quicker but is a little bit worse if blocked.
 

SaibotMk

Adrenaline
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
I uh am not sure if you were trying to quote me or not, but you quoted a b12 combo. Which I actually cannot express enough how thrilled I am that you can combo off b12. It is absolutely amazing. F343 is really almost something you maybe attempt when the opponent is knocked down on the ground, with no meter. I accidentally land F3 sometimes messing up a df 3 sai blast, I am usually not ready for when F3 connects, I am not good enough yet to feel safe throwing out a F3 right now against a good player.

I will add, b12 and F23 should not be compared really, b12 keeps you away from the opponent vs F23 launching you toward them. B12 is safer, has a long reach (similar to MK9 Mileena's bite special reach).
 
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Histrionik

Wake-Up Rolls, bitch.
As you press b3, start doing dddd3 like mash it lol.
dont wait for her to kick the opponent up, do it as the animation begins
LOL! Ikr? When I'm practicing combos, I like to watch the inputs, too to make sure Im doing them correctly. Everything else looks very methodical, and then there's the Teleports mid combo that are DDDDDDDDDDD 3. LOL


Also, not directed at you. Just general statement. I personally am still not a fan of starting combos with B12. That's fine. Im sure it has uses and I may pick them up later. EVery person I've played against using Mileena that uses it is getting blown out on block by my Kung Jin who has 14f low and 18f overhead as well as 9f punish start-up. But I suppose the B12 is fine if you know it wont be blocked.
 
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Rapid99

Resident Mileena Researcher
LOL! Ikr? When I'm practicing combos, I like to watch the inputs, too to make sure Im doing them correctly. Everything else looks very methodical, and then there's the Teleports mid combo that are DDDDDDDDDDD 3. LOL


Also, not directed at you. Just general statement. I personally am still not a fan of starting combos with B12. That's fine. Im sure it has uses and I may pick them up later. EVery person I've played against using Mileena that uses it is getting blown out on block by my Kung Jin who has 14f low and 18f overhead as well as 9f punish start-up. But I suppose the B12 is fine if you know it wont be blocked.
I presume everyone is already working on this assumption but just in case, I only ever consider b12 a viable option in Piercing - the sai give it more reach and damage, in Ravenous and Etherial the string is lackluster.

That being said I don't think anyone here is advocating for b12 as an all purpose combo starter.

It has nice reach and comes out quick and isn't complete punish bait on block - even if it's not so great when blocked. It starts up quicker than f23 and has similar reach.

You mention a 9f punish you use on Kung Jin, well b1 is a 9f startup that goes REAL far and leads into full combo on hit. Mileena's normals are honestly a little on the slow side compared to a lot of the cast and her mix-up game is awful without meter so I'd argue that b12 as a punish or poke against slower opponents definitely has a place in a Piercing players arsenal.
 
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LOL! Ikr? When I'm practicing combos, I like to watch the inputs, too to make sure Im doing them correctly. Everything else looks very methodical, and then there's the Teleports mid combo that are DDDDDDDDDDD 3. LOL


Also, not directed at you. Just general statement. I personally am still not a fan of starting combos with B12. That's fine. Im sure it has uses and I may pick them up later. EVery person I've played against using Mileena that uses it is getting blown out on block by my Kung Jin who has 14f low and 18f overhead as well as 9f punish start-up. But I suppose the B12 is fine if you know it wont be blocked.

It is fast and safe? How can you punish my b12? It's not -20, it is -4 the frame data is wrong.
 
I presume everyone is already working on this assumption but just in case, I only ever consider b12 a viable option in Piercing - the sai give it more reach and damage, in Ravenous and Etherial the string is lackluster.

That being said I don't think anyone here is advocating for b12 as an all purpose combo starter.

It has nice reach and comes out quick and isn't complete punish bait on block - even if it's not so great when blocked. It starts up quicker than f23 and has similar reach.

You mention a 9f punish you use on Kung Jin, well b1 is a 9f startup that goes REAL far and leads into full combo on hit. Mileena's normals are honestly a little on the slow side compared to a lot of the cast and her mix-up game is awful without meter so I'd argue that b12 as a punish or poke against slower opponents definitely has a place in a Piercing players arsenal.
B12 is her fastest punish. Not sure about 2 being 9 frames on startup, but the reach is terrible.

Outside of piercing, she loses her 10 frame b1 for a 14 frame b1, and she loses a valuable footsie tool.
 

Rapid99

Resident Mileena Researcher
B12 is her fastest punish. Not sure about 2 being 9 frames on startup, but the reach is terrible.

Outside of piercing, she loses her 10 frame b1 for a 14 frame b1, and she loses a valuable footsie tool.
Thanks for that clarification.

Just a heads up where are you getting your frame data? I work off the top of my head most of the time and I may be remembering stuff wrong or be working with old / incorrect numbers sometimes.
 
Thanks for that clarification.

Just a heads up where are you getting your frame data? I work off the top of my head most of the time and I may be remembering stuff wrong or be working with old / incorrect numbers sometimes.
I can usually tell by setting the dummy to jump and always block. after you hit them, jump straight up. if the dummy jumps before you, it's negative, if you jump before him, you're plus, if you jump at the same time it's neutral. depending on the difference of the peak, that' how i can tell. i did this for mk9 and injustice also.

If you were reffering to b12 being -20,

the start up frames on her b1 is precise piercing is 10, while the other two are 14 and more negative on block
 

Rapid99

Resident Mileena Researcher
I can usually tell by setting the dummy to jump and always block. after you hit them, jump straight up. if the dummy jumps before you, it's negative, if you jump before him, you're plus, if you jump at the same time it's neutral. depending on the difference of the peak, that' how i can tell. i did this for mk9 and injustice also.

If you were reffering to b12 being -20,

the start up frames on her b1 is precise.
Wth this is literal junkyard makeshift testing.

I LOVE IT

I'll be testing every string tonight when I get back to my machine, thanks for the heads up.
 
I think it's been said already, but b1,2 in piercing is not negative 20. It's absolutely completely safe and hits mid mid from distance. It's not quite as good as a Cassie b1,2, but in my opinion, it's the closest thing Mileena has to being godlike.

It is so easy to catch people off guard with it. Practice hit confirming into ball roll on the training dummy with random blocking turned on.
 

Histrionik

Wake-Up Rolls, bitch.
It is fast and safe? How can you punish my b12? It's not -20, it is -4 the frame data is wrong.
Good to know. Guess it's more of people not blocking low or just not blocking period than it is actually punishing. XD. Never second guessed the in game data. "Always question the man" eh? lol

Then that definitely changes a lot of things about her footsie game and makes it a lot better in piercing than I originally thought.
 

Sasuga

Noob
Corner combos with mid-combo uppercut. (those are my favorites)

Opponent does not need to be in the corner entirely because of the good corner carry of the F3,4,3~telekick. Meterless. Puts your opponent back in the corner.

F3,4,3~telekick, air-sai, uppercut, ball-roll, B2,1,24 in piercing. 44% from the top of my head
F3,4,3~telekick, air-sai, uppercut, ball-roll, F2,3, low or high grab sequence in ravenous. 42%

Instead of telekick into sai you can go B3,4 into air sai for 43%.

Inspired by combo's others posted so I'm not taking credit for it. Maybe it has been posted already but since this thread is huge already, didn't read all.

[EDIT] Ok, just noticed these combos were posted on the first post on this thread. The B3, 4 into sai variation is not however.
 
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I uh am not sure if you were trying to quote me or not, but you quoted a b12 combo. Which I actually cannot express enough how thrilled I am that you can combo off b12. It is absolutely amazing. F343 is really almost something you maybe attempt when the opponent is knocked down on the ground, with no meter. I accidentally land F3 sometimes messing up a df 3 sai blast, I am usually not ready for when F3 connects, I am not good enough yet to feel safe throwing out a F3 right now against a good player.

I will add, b12 and F23 should not be compared really, b12 keeps you away from the opponent vs F23 launching you toward them. B12 is safer, has a long reach (similar to MK9 Mileena's bite special reach).
Yes I did quote you cuz under the video you said that you should not be able to roll after the b1,2. And that's the part I disagree about cuz it's her only 'fast' string (10 frames startup) with good range and she will really need it to decently punish opponents.
 
Do you need to input the telekick command even before the B3 hits?

Because if he blocks the B3 and the telekick comes out and that gets blocked, won't I get severely punshed?
Yes you have to do the input immediately and it will get punished if it's blocked. That's why you should not use the B3 as a starter, but use it in combo or as an anti-air
 
B12 is great in piercing. wow. Biggest mistake I've been making is trying to get right in peoples face and trying to do 21 or F12B4. It's awesome to know I don't have to be that close to get a safe hit confirmable string. plus it can break most armored wakeups. It has a crap topn of viable use and I haven't even been using it. Man.. I am Mileena-ing wrong. 12 is also decent, since you are safe with that as well. while being mindful of armor, I'm finding that things like 12, poke, 124 work well because opponents don't recognize that the third hit is coming, and you can hit confirm into a roll. It's high risk though, so 12, poke, B12 is awesome for stuffing counter pokes with the knockback of the first blocked string.

So yeah. Use B12.
 

Damonta

Online Warrior
Got a meterless 43% corner combo with Piercing. Sorry if my notations are messy...

F343 xxx TK, Air Sai, D2, Roll, nj.p, B12 xxx Roll, D2

In Ravenous after the nj.p you can land a single F2 right into low pounce chain.