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suggestions for better mileena game

evansgambit

Guardian of Outworld
Great rep there

Hey Strippers&Beer,

Firstly, congratulations on representing Mileena. I'm just a noobie MK player, so take my opinions lightly. Hopefully I'll be as good as you some day.

The Good:
- Dash in mix ups Hi/Lo was great. But if you can add throw in there, even better. Though I don't know if Mileena can.
- Combo execution was great. Other than a few minor errors due to nerves.

The Bad:

- Meter usage. You probably need to use more meter in your game. Don't want to let it go to waste. Maybe use enhanced move combos or the enhanced teleport as a mix up during your ocassional teleport spam. The other dude Ermac, probably used three times as much meter as you sir. Were you planning on saving it for breakers?

- You did jump alot, but I don't know if Ermac can punish it. You could probably cancel into air special anytime though.

- Combo strings for chip and meter, though not sure if this suits Mileena's style.

Early days however, there were lots of errors on both sides.

Keep in mind I'm just a noob player

Cheers,
 
cool. thanks. criticism, positive or negative, is appreciated as long as it's constructive to character improvement.

sometimes just need a different pair of eyes to see.
 

L&S

Noob
http://bit.ly/hBvkg5

the absolute (erm) vs nickusa (mil)

need stronger combos or more suggestions please.
1) IMHO your gameplan is too random. Stop to spam teleport drop/ball roll hoping to find your oppent unprepared.
Be more methodic, overall when your oppent became more defensive, and just teleport/roll (very unsafe on block) in response to what your oppent does.

2) You forgotten to use x-ray twice, while your opponent was almost dead.
 

rpg

Horror Specialist
That was you playing? 0.o
anyway if it was nice mileena man i could see her as a good threat in this game as of right now im using her and reptile the most unless i like quanchi or something. lol but yeah you could have nailed one of those Xrays with some of your combos there. =]
 
good stuff! love your 30% combo...gonna be stealing that

you ever try the U+4, U+4, 3,4, X-ray? i've found it's pretty easy to land and it's a good 40%...i'm sure you might have a longer variant, but yeah like the others said if you coulda got an x-ray in there you probably would won on both.

unless you were saving meter for somethign else? i usually kick out some EX moves like teleport kick or even sai's to get that extra damage

but you are WAY better than me, so i guess i'm posting more to see what you think works :)
 

Pistol

Noob
Just watched the first game, that was bad. You just randomly jumped around, consistently did wakeup punishable reversals, and left a lot of damage on the table.

The guy should've anti aired w/ jump back punch into tks and he would've taken 40% for all your random jumping.

Do u4,34~telekick,airsai,roll off a naked roll. Start blocking, and playing safer, that guy should've beaten you easily if he would've punished you properly. telekicks aren't safe.
 
Yah man. I do feel as tho you relied too much on the Tele and ball roll. Also you need to hit the lab to work on execution. Your mix up game is insanely strong. and trust me in competitve fighting games all you need is a strong mix up game and execution. yah so work on your executions and when you land the Overhead like you did about 20 times make sure a combo comes after it. Since mileena isnt that strong with the dmg output you need to be hitting every combo and using meter. A good Mileena from what i seen is a strong mix up game and youve got the strongest ive seen so far. so just work on the combos and execution and meter usage and you should be golden.
 
Here's what i would do:

1) rewatch the video. Listen to what the commentary said because alot of it was pretty accurate for the later rounds.

2) look up some videos for her combos. It seemed that you didn't have many real combos and just threw some random ones together.

3) keep working on your mixup. Your mixup game was great but after the 2nd round of the first fight it became a bit repetative.

4) watch the teleporting. Any serious player would have punished you heavily with all the blocked tele kicks.

5) remember your enchaned moves. Both matches you competely ignored you meter which is something you CANNOT do in serious gameplay.

6) you can use throws. If you find yourself being blocked heavily just use a throw people may complain about it but it will get them to doubt when to block or not.

7) captitalize on her overhead. Everytime you connected with that overhead kick you never followed it up and not following up on juggles is a sin in this game.

that's mainly what i found would help out i'm glad to see some mileena usage so we have to stick together to make her seem like a real threat.
 

comments, suggestions, additions, criticism, etc. please

- all combos could have used a jump in punch to start off

- combo 3 could have been longer using b+3xx:end,b+4, (b+1,4)x2, 4xxb,d+4, nj 2 reset
 

IIAvirus

Banned
Your spamming the wake up moves way 2 much. you have a great offensive game but you gotta mix it up more when i use mileena i mix with a high low grab game which means when you do her wake up teleport hit or miss rush in for a high or low hit combo starter for instance get him to duck by doing her 2 hit leg kick (low) when you have him ducking thats exactly where you want him then you do an over head into a combo then next time you do a wake up tele kick and rush in hes not gonna kno wtf so then he's gonna get defensive thats when you throw a grab in there play some defense go back wait for him to jump in like they always do and do a roll bam combo starter main point is combos dont jump around so much you leave yourself an easy target mix it up good offense tho peace hope this helps side not: dont do wake up moves everytime keep them guessing! let them think their comfortable!
 
Let's just hope both ends don't have 'dem teef too. Heyoooo.

Stripper, I'm no Mileena expert, but I felt Wolfkrone was on to something at PU /w his low pokes into a u+4 bounce mix-up. He slipped a lot and just didn't have the tools together (like everyone/green) to capitalize her other threat properties, but I'm thinking she needs to be doing a lot of imposed guessing games to pull out her stops when up in it, which she happens to be a lot of the time.

In-game, my best suggestion is to use her as a punisher (roll and sky kick into combos) and push for the guessing game.

I've been running empty jump ins after a light launch string and a leap out for counter wake-ups wither one of the teo mentioned tools. 'Could help.
 
Beyond what others said I think you should have used your meter more, there were whole rounds where you didn't use it at all.
 
I'd personally keep it backed for breakers for her, as she's constantly in the fray and needs the out(s).

EX-rolls I do agree with, for longer combos.
 

Somberness

Lights
Really good, amazing difference in performance between the tournaments. Not saying the first was bad (as I am nowhere near that good) but you really dominated the last matches. Although Jax doesn't seem to have any way to deal with that, would like to see against someone else.
 
Mileena's X-ray is pretty ass, you can do 34-36 with a normal combo and 42 with xray >.>

You can safely do D+4, Sai safely it's a combo if they take the poke otherwise it's good chip damage. I think the EX meter should be saved for EX balls (cus they hit mid) and combo breakers.

U+4 combos twice, you can do U+4, U+4, B+1,4, 4, roll, B+1,4 bite(or roll since you like the pressure and KD) does 34 damage...easy hit confirm and start from a mid.

B+3, Ex, Roll, U+4, B+1,4, 4, roll, B+1,4 bite/roll is good to try on their wake up. If they block low the EX ball is an instant mid, and if they block high the low combos into the Ex ball.

Solid mileena game, and the right mind set (keep dat pressure on), a bit on the unsafe side tho... but as long as it gets you wins.

Also Kudos for doing good in SoCal :p. I'm gonna try my mileena tonight here in NY. Only people who play Mk9 on the island is like LI joe =/

GL dude keep it up, Keep the mileena presence alive!
 

Somberness

Lights
Mileena's X-ray is pretty ass,
I think it's an oversight by NRS, the x-rays that have more hits to them are penalized more by damage scaling in combos. There should be no reason for this to happen, they should all be equal scaling, unless someone else knows a good reason otherwise. Both Mileena and Sub-Zero have 33% damage naked x-rays but here's the thing; SZ's is only 3 hits while Mileena's is 7. A simple combo for her like u+4,1(totals 2 hits for 9%)+x-ray only does 34% while SZ can do b+1,2(totals 2 hits for 9%)+x-ray for 41%. 7% more damage because Mileena's x-ray does 4 more hits... And someone like Shang Tsung whose x-ray has many hits but aren't counted in the combo total still has a lot of scaling done where u+4 then x-ray does 32% which is actually less than his naked x-ray of 33%!
 
should used your x-ray like three times in that final round, used teleport kicks too much. but your over head pressure was pretty good. and i can tell u were mad nervious lol
 

EternityInBlack

Milly Vanilli
Regarding the last video you posted, I like how your jump kicks hit on the way up. That's something I've wanted to learn how to do in this game and it looks effective in most of its uses. I think I agree with people's notes that you probably could've used the X-ray for the win, but I can see why you were apprehensive in using it. Love the kombo strings and the low pressure. Definitely gotta force your opponent to block low and punish them harshly if they don't so you can set them up with your :u + :bk

Also, I live in SoCal too and am planning to swing by WNF at some point! Hope to see you there :D
 
http://www.justin.tv/offcast/b/286683746 part 2, ~ 32:20

nick[usa] (mil) v b : l (liu)
good stuff! i like your poking game...the dive kick mix-ups were pretty cool too (varying the sai throw timing and height), i'll have to experiment with that next time

dropped a few combos, but i find that when your playing that fast with milenna (with the quick poking and pace) that's gonna happen just cause you gotta keep thinking about the next move to keep up the pressure. Also like your use of roll to move around the screen