why does mileena & kung jin have a normal with the same animation yet kung's a overhead and mileena's mid :/ #the32frameoverheadstruggle
^This is one major issue so far that I haven't seen talked about much yet. I know the EN Telekick gives a free combo this time around, but you're right. It seems wrong that if you read a projectile, you are forced into a dangerous position. Or worse, combo punished.I played a long set with a friend of mine who plays Liu Kang today, and got punished for landing a successful telekick on him. Maybe I hit him at an odd height or something, but I ate an uppercut to the face for making a good read. He just laughed at how ridiculous it was. I don't get why she's not at frame advantage for making a correct read with a move that's easily launched on block, and I REALLY don't get why it's so negative even on hit.
That sounds like an awesome idea! Stabbing them to ground with a low hitting sai, it could use the same animation as the ethereal tele but instead she throws a sai at their feet to pin them down for a combo, but of course the frames would be different so that it's not broken. And if her tele-kick became an overhead in this variation she essentially would be inferno Scorpion 2.0. I never understood why Scorpion could summon demons now... I mean how is a servant suppose to summon stuff? Mileena's version of the inferno playstyle makes more sense. And with those added bonuses to ethereal I think being able to be throwed is justified. However the meter burn tele should make her tele startup quicker and/or throw invulnerable.I hear ya. Since the variation system was introduced I was really excited coz I was sure Mileena would get a stun special for a free hit (kinda like Scorpion's demon). I always thought they'd give her a move where she'd throw her sais on the opponent's feet to stab them on the ground (ala MK9 2nd fatality) and the variations would be a perfect excuse to do that. It'd make so much sense and it would benefit her Ethereal soooo much! What a shame
#32framesofstrugglewhy does mileena & kung jin have a normal with the same animation yet kung's a overhead and mileena's mid :/ #the32frameoverheadstruggle
Yeah I've been winning matches by doing B12 as a punish to most blocked strings but even so, I feel it's only a matter of time before she NEEDS an option of mixing people up. I'll admit, despite being slow enough to be blocked on reaction, I've won some games by hitting opponent's low on wakeup with F44 and when I know I've conditioned them enough, I'll throw out her F3. Again, it's blockable on reaction and so slow the opponent can stand and at least n1 her out of it but I admit I do still use it. AFAIK, it's one of the only two ways to combo her X-Ray when you need unbreakable damage and F343 has a better chance of hitting than B3.I think ethereal could be really good as a tool to evade alot of special attacks, midscreen to full, if you can react in time. You should have slight advantage over their wiffed special, enough to throw a combo out, or block string if thats all you get, then fade away again.
Id like her to be more of a rushdown character, but i think shes great at baiting and punishing mistakes. Condition your opponent to do what you want them too. The sais are great for getting jump ins or teleports. I also like to use low sai sometimes after i knock them down, ill ex it (a little wasteful, i know) , but you get a little more space and a bit of damage.
I agree with her needing some tweaking, but as she stands, i think shes a pretty solid character. I think her game is counter and punish.
Im a new mileena player, but im sold. I remember how much she pissed me off in mk9.
Well, the only practical run combo I can think of atm isI actually was practicing Liu and I now want to see if Mileena has any combos utilizing run but so far Throat Piercing still doesnt lead to a mixup.
Well, the only practical run combo I can think of atm is
f343~tele~sai, rc~f23~roll, ender.
And when I say practical, I mean it starts with f3
EDIT: starter~EXTele~sai, rc~f23~roll, ender. Uses 1 bar, not worth it.
Hmm... I thought I was messing up the inputs or something. So air sai got nerfed somehow too?Also I was wrong, AFAIK she cant confirm off a raw air-to-air Sai hit. She seems to either have more recovery or using a normal first puts them at a higher height allowing you to link roll.
Nerfed from MK9? I wouldn't know. Although I re-bought MK9 last year, I haven't had any interest in playing Mileena until MKX (love her model and story). But yeah, I thought I had did raw Air Sai to ball before when playing against my friend but when I went to practice, I notice the game doesn't let me roll when I hit the ground as if there's extra landing recovery.Hmm... I thought I was messing up the inputs or something. So air sai got nerfed somehow too?
I'll admit to needing to learn the game more in depth, since it's nothing like MK9... but this isn't a good sign.
D'Vorah is painful, feels like all of her footsie tools outrange Mileena in Ethereal (not sure in Piercing with B12). In Ethereal I feel it is best to play lame and zone, also ending combos with B221+3 for knockdown and also create space to still keep awayCassie's a real pain in the arse to fight, same with Dvorah.
I got Piercing in the back, but will try Ethereal, (tried Ravenous yesterday) tonight. Will let everyone know how it goes, game plan is to play lame keep away because once either of them get in it's a real pain to get them back out. Anybody share any past experiences against those two?
Feel some of you guys who are struggling, but keep your head up. Mained her since MK:II no chance in hell, that's changing.
That's her best option you think? I was thinking perhaps F14 into away fade.also ending combos with B221+3 for knockdown and also create space to still keep away
Yeah F14 fade away is good as well. I stated the other one if you wanted more damage but in playing super lame F14 will probably be better. However, if D'Vorah has no meter and you are feeling brave you can do F14 Fade towards and attempt a mixup before running away again.That's her best option you think? I was thinking perhaps F14 into away fade.
Lol no, just no.I am thinking she is top tier.
Yeah in MK9 air sai would give you ball into combo. In this game it's weird since using air sai mid combo allows you to do it, but not starting with air sai.Nerfed from MK9? I wouldn't know. Although I re-bought MK9 last year, I haven't had any interest in playing Mileena until MKX (love her model and story). But yeah, I thought I had did raw Air Sai to ball before when playing against my friend but when I went to practice, I notice the game doesn't let me roll when I hit the ground as if there's extra landing recovery.
A little off topic, but one thing that I always wanted to say during my times of being a professional lurker is that I REALLY like the way you write in forums. I find myself either being too wordy or having nothing to say.You seem say just the right amount.Greetings again guys.
I have begun putting together a short series of videos going over a simple combo building process with Mileena.
Hopefully this will give new players who don't know where to begin when picking up Mileena a good reference point to start from. Hopefully some of the more experienced players here can help build on the basics I go over and really help everyone old and new alike improve with our lovable ol' butterface.
The videos for Piercing and Ravenous basics are almost ready but for now here's the first video going over some of the simple strings that I'll be using in the series - for anyone that's interested.
Once both videos are done processing etc. I'll be doing a write-up with some general information on Mileena's strengths and weaknesses so if you guys have anything in particular you think is essential knowledge when picking up Mileena - let me know and I'll add it to the write up.
Cheeers again guys - updating with the Piercing and Ravenous videos soon.
Hopefully...
Assuming my internet doesn't crap out again
Thanks a lot.A little off topic, but one thing that I always wanted to say during my times of being a professional lurker is that I REALLY like the way you write in forums. I find myself either being too wordy or having nothing to say.You seem say just the right amount.
Anyway, awesome video! There wasn't really anything worth complaining about that I saw. You were quick with what you needed to say but not so quick that everything flies over our heads (some people saying combo strings just sounds like a mesh of letters and numbers after a while). It's also very inspiring and makes me think about making a video myself.
Now, some stuff that is not for this video but for any future videos you might make:
You might know this by now, but these comments are based on a list of combos you made on the combo thread a while back. The biggest one is you said that the b12, 1+3, dd2 string deals more damage than b21, 2+4 therefore you always end with the former. That may be true when you use them by themselves, but the damage decay affects 1+3, dd2 while the 2+4's stabs all stay at 1% (I think many notices that the 2+4 deals more damage, but no one ever pointed out that the stabs don't decay). Like I said, you probably know that by now, but just making sure.
Also, one combo that you had in your list stated:
Overhead Start
NJP, TK, AS, f23, BR, b12, 1+3, dd2
If you start off the NJP on a grounded opponent (as in not in the air), you can actually throw a b3 in there like so:
NJP, walk, b3 xx TK xx AS, f23 xx BR, b12, 1+3, dd2
At least in piercing variation, I've been swapping f23 with b12 as they deal the same damage and the b12 comes out quicker so it's a little easier. However, in situations where I only use f2, it'll land where b1 will not since f2 has more range (like in the upcoming example).
Now, if we were to use NJP as an AA, I'd use the following:
NJP, jumpkick xx TK xx AS, f2 xx BR, b12, 1+3, dd2
As we discussed, the b21, 2+4 ender deals more damage, but in these scenarios, b12, 1+3, dd2 is a LOT more reliable to land.
Looking forward to your future posts and good luck on your next video! Hope I helped!
I can definitely confirm raw air Sai does not confirm into combos. The only way you'll ever get a combo off it is in the corner, spaced far enough so that the Sai has time to travel and the opponent is a bit higher than Mileena. All I've been able to hit afterwards is B1 (fastest normal). Didn't even bother trying to find an optimal combo for such a impractical confirm. Oddly, ball wouldn't come out fast enough to hit. It may just be that I was timing the Sai wrong but it seemed like she regained access to her normals before she could input specials. Probably the former.snip
What does Ethereal have going for it? Ever since the variation stream I wondered why a teleport variation would be in a game with a block button so I havent even tried it.snip