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

Huh. You can do b34 air sai, then land instant air sai into low sai. Good way to keep things unbreakable.

In the corner you can do b34 air sai, instant air sai, d3 roll... yadda yadda.

Impractical and low damage, but it looks cool.
 

SaibotMk

Adrenaline
What combo are we using for AA rolls? After the AA roll, they are too far so njp whiffs
Yup, walk or run forward for a NJP or jump kick xx TK xx sai blast xx roll or at most a run to f3 or maybe a f34 to roll. B3 is great for a roll off a standing opponent, generally speaking. Id also ask @Johnny San if your talking Ravenous, he has really consistent AA roll combos.
 
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SZSR

Noob
I really need help guys, i'm trying to update my Bnb to be

b12, roll njp, b21 2+4

but everytime it comes to the 2+4 it never comes out or I do it when they're on the ground, can anyone help me figure out the timing?
 

Rapid99

Resident Mileena Researcher
I really need help guys, i'm trying to update my Bnb to be

b12, roll njp, b21 2+4

but everytime it comes to the 2+4 it never comes out or I do it when they're on the ground, can anyone help me figure out the timing?
You actually need to be quite close for the b21 to connect into the 2+4 so try taking a slight step forward after the NJP.

The problem you're likely to have most of the time is not hitting the 1 part of the b21 string and as such not keeping your opponent in place for the 2+4.

I'd move slightly forward after the NJP and try the string.

If you're missing the 1 then you need to wait a little till your opponent is lower to the ground before you start the string. If you're connecting the b21 but your opponent is grounded before the 2+4 connects then you need to start the string earlier when your opponent is slightly higher up.

Hope this helps.
 

Rapid99

Resident Mileena Researcher
Slightly off topic but my network issues are finally resolved =D

I should be able to get cracking on my videos and that general info guide I've been mulling over for a while, hopefully my ramblings will help you guys.
 

Johnny San

Shazzy's Biggest Fan
Have corner combos been optimized yet? I want to make a new BNB video highlighting every situation but I'd like to hold off until corner combos are optimized.
 

Rapid99

Resident Mileena Researcher
Have corner combos been optimized yet? I want to make a new BNB video highlighting every situation but I'd like to hold off until corner combos are optimized.
This may just be my personal experience so far but with regards to corner combos most of the time I feel like it's very similar to mid-screen damage, unless you have a bar of meter in which case you can throw a u3 meter at some point into the combo to get an extra string / damage section.

This is actually one of the points I want to touch on in my first video - general combo make-up and a pretty big sticking point that prevents Mileena from getting combos longer than we currently have.

My first video is likely to be a bit of a rambling mess about combo makeup and limitations more than actual listed bnb's =/ but I'm hoping it will give some more perspective as to why we use the combos we use.
 

Arkayne

Jade Mod. Poison Ivy
Use U3 EX in combos as I've said many times previously. It gives her combos a HUGE damage boost you wouldn't otherwise get.

As for NON meter combos. The highest you can get seems to be one of these options...

- 21 Hits - 34% - J.P 1,2,3 - roll - j/b K - Sai - B 1,2~1+3 ~U,U+2.
- 15 Hits - 34% - J.P 1,2,3 - roll - j/b K - Sai - B 1,2 - QCB 3~D,D 2 ~ B,B 4
- 15 Hits - 35% - J.P 1,2,3 - roll - j/b K - Sai - F 2,3 - QCB 3~D,D 2 ~ B,B 4
- 14 Hits - 36% - F 343 - roll - j.b k - Sai - B 1,2 - QCB 3~D,D 2 ~ B,B 4

These are your Ravenous Optimals it's the best you're going to get. ( Making Videos soon.)

Telekick makes them drop to low too get anything off. Sai gives the best float..

Impractical but if you wanna get fancy...

After Roll J.p - J.p - Sai into one of the ender strings does about the same.
 
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You actually need to be quite close for the b21 to connect into the 2+4 so try taking a slight step forward after the NJP.

The problem you're likely to have most of the time is not hitting the 1 part of the b21 string and as such not keeping your opponent in place for the 2+4.

I'd move slightly forward after the NJP and try the string.

If you're missing the 1 then you need to wait a little till your opponent is lower to the ground before you start the string. If you're connecting the b21 but your opponent is grounded before the 2+4 connects then you need to start the string earlier when your opponent is slightly higher up.

Hope this helps.
Dude this is killing me lol. I'm actually okay with it, its just this 40% combo that i struggle with:
(piercing) F12 B4, Ex TK Air sai, F23 roll, b21 2+4. The 1 at the end there always seems to whiff. I might hit it like 2 out of 10 times, ugh..
 
Have corner combos been optimized yet? I want to make a new BNB video highlighting every situation but I'd like to hold off until corner combos are optimized.
Ive gotten 50% off f3. F12b4 starters are still in the works because i feel like i can do more with some run cancelling. Right now i wanna say ive gotten 46%

F343 tk, air sai, u3 MB, f23 roll, walk out, uppercut, uppercut. 48% ... can be 50% with ex roll but 2% isnt worth an extra bar.

Ive been messing with some impractical stuff that just looks cool too... like jip b34 air sai, instant air sai, d3 roll, walk out, u3 MB, b21 2+4
 

Rapid99

Resident Mileena Researcher
Ok, their we go, I had to fix some dialogue in the video, I also added the highest damaging 1 meter combo that I personally would ever care to attempt thanks to @Sultani for the idea. I am sure someone here could get higher if they tinkered with it.

On Corner Combos for Piercing Variation.

Awesome stuff man. I was trying to connect the uppercut into a u3 for a combo yesterday but just couldn't make it happen - nice to know it's possible.

Man concise videos like this make me realize just how rambling and incoherent my first video is going to be haha.

I mostly just want to set a groundwork for new players and experienced players to build on but I feel like it's going to be a rambling mess - I'm working on it right now.

Wish me luck!
 

SaibotMk

Adrenaline
@Rapid99 Thanks, but I would not worry about the rambling too much, commentary with gameplay grabs attention. If you just have something playing in the video while you talk it will help keep attention. I am not that great at commentary either, which is why I do not make a habit of doing commentary. My video was pretty short, it could have easily drug out.
 
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Rapid99

Resident Mileena Researcher
It's F23 xx roll. Can't cancel the 2.
I don't want to step on anyone's toes here but I'm almost certain that this statement is incorrect.

I have canceled the f2 part of f23 into xxRoll and other stuff when I wasn't confident that the 3 had the range to connect.
 

nahoYi

Noob
I don't want to step on anyone's toes here but I'm almost certain that this statement is incorrect.

I have canceled the f2 part of f23 into xxRoll and other stuff when I wasn't confident that the 3 had the range to connect.
Toes... Bodied.
 

Glaga

Professional Lurker
Hi, new time poster, long time lurker here!
A consistent corner combo I have found that does NOT utilize f3 (because we all know how reliable that is...) is:

NJP, TK xx SB, d2, BR, b21, 2+4 (37% - no meter)

I'm not sure how often NJP will catch better players in the corner, but this starts with an OH, requires no meter, and deals 37%! Best part is that it put them back into the corner! There's also style points for how high the enemy gets and the uppercut mid-combo. If anyone has any trouble getting the ball roll after the uppercut, the key is to try to have the uppercut JUST hit the edge of their hitbox. However, I found if you do it too early but still land the uppercut, sometimes you ball roll too far away. You could probably run up to them and finish the combo usually, but you shouldn't have to do that if you're doing the combo correctly anyway. Also, this was done with the piercing variation. I don't know if you can do anything with the ravenous variation, but you can end this combo with another uppercut for both style (2 uppercuts in one combo?) and 32%.

This is my first time ever posting a combo, so correct me if I wrote it down wrong at all.
 
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So are these the most optimal not-terrible-f3 starting combos for Piercing?

B12 xx Roll, B3 xx Teleport Kick xx Air Sai, B12 xx 1+3 DD2 followup
B12 xx EN Teleport Kick xx Air Sai, walk forward a smidge, F23 xx Roll, walk forward a smidge, B21 2+4 (same combo with 21 for fastest punish outside of reversal roll, F12B4 for max damage)

same combos above that use EN Teleport Kick/Roll for EN Teleport Kick punishes/Roll punishes

what's my combo off of EN Roll? Definitely isn't the old Roll BNB that did 27%, right? Combo: EN Roll, NJP, B21 2+4

sorry for being "that guy", but I went through 10 pages of F3 starting combos and I'm not about that 32 frame startup life.