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Mileena General Discussion

My desired changes are weird but I'll post em anyway.

-Make f12 a Special Cancel for the sole purpose of Amped Air Sai.
Have it let you continue off the combo with the same amount of air time as if you hit them out of a short hop.
That way Ball Roll/Rolling Thunder isn't as essential and hopefully encourages people to use Kahnum Dash more.
That one change alone you open up a lot of neat possiblities.

-Give her the Square Wave from her Jinsei Augments as a Tourney Legal Move to use but balance it so that it replaces Sky Kick entirely. It's surprisingly fun on her but to get any time out of it I have to hit restart on lowest difficulty generic towers.

-Give her back the ability to do Air Sai after Tele-kick, it's especially dumb to see Kitana do this no problem.

That's it, that's all I would want to do. Let her keep her t-rex range and other goofy stuff if she can compensate by being able to do the above. Least then she'd be more versatile and fun to mix and match abilities with.
 

LawAbidingCitizen

Bomb Setups & Ball Rolls(Mileena/Cyrax)
Yeah. My thought process here is: This version of the game has been out for less than two weeks now, so I don't want anything crazy. Customs are still new, the previous balance and meta is out the window, and things are still being figured out. I'm looking to change some actual inconsistencies with the character, and then wait to see how things as a whole pan out.
Yeah I'm wanting the wiffing issues gone the most. B1 wiffs on characters basically in her face.
I feel multiple moves should be base and they could add range with a double slot move or give the ability to do poison damage or teleport far. Her moves outside of StabyScotch and Playtime with the exception of Sai Slide/Thunder Roll have pretty much no purpose.
Tele-kick to air-sai would be amazing if not adding sai bleed on certain moves consuming slots ofci doubt most of them would be implemented but I'd take
B1 having D1 range
Or
Base Air Sai/Tele-kick/Playtime


Then I could at least feel like she has her iconic kit

Reguarding the AI on hardest difficulty I've found to many ways to exploit it especially with Flawless block and frame pressure. But I agree most players online play or react at Hard Difficulty
 

xWildx

What a day. What a lovely day.
To be fair, Kitana couldn’t even cancel her air fan when the game first launched. Anything is possible. The most likely thing being f12 will be made cancellable.
 

LawAbidingCitizen

Bomb Setups & Ball Rolls(Mileena/Cyrax)
To be fair, Kitana couldn’t even cancel her air fan when the game first launched. Anything is possible. The most likely thing being f12 will be made cancellable.
I think they could do more without breaking her.

  • Slightly Increase range on B1
  • Make 34 safe since it's a 12f high starter. From -8 to -7.
  • Make air specials base.cthey could add a cancel on tele-kick or a combo launcher from amped, it currently only does 12.5%
  • F12 special cancelable
  • Strings don't reset Throw KB timer.
  • Maybe D3 down to 10f startup from 12f.
  • F431+3 becomes safe (playtime string) from -8 to -7
  • Her CMD Grab could do more damage like other ones 17% when amped?
  • Add a 4-8% bleed that lasts for 8 seconds on the last hit of F23 (1+3)
 

Kiss the Missile

Red Messiah
I forgot about that lmao. When I first saw Amp Telekick in the trailer it looked so hype because it looked like they were about to popup when she slammed them down, but nah. Completely flaccid
 

xWildx

What a day. What a lovely day.
I mean, I think it’s telling that whenever you see top players using Mileena in an exhibition match they have to switch off of her after the first few to remain competitive. But sure, everyone keep saying she’s top tier.

The bitch has issues that need addressing.
 
Yeah, i cant get her to work too well for my playstyle. I’m great at full-screen or right up to them, but anywhere in between is a struggle for me.

Granted, i’m terrible at this game, and am not using F1, F2, B2, sais, or dashes all that effectively yet, and while i know that would open her up for me, it seems like a lot more work than the other characters i’ve played.

Also, her F2 seems to have terrible priority something. I get knocked out of that very often. Same with the roll tbh...

Actually, that brings up a question I've been meaning to ask... Is there any priority system in this game (ie, if a special trades with a normal, the special will always win, etc)? The only thing like this i know of is the adjustments to throws vs strikes this last patch.
 
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Afumba

Noob
I think it's best to play the walk back Sai Toss / jail into Sai Toss game here
I figured... still seems tough though. Cant manage to stay ahead once he catches up, which due to his speed and range is rather quickly. If he has abilities like airsaw/lowsaw its even trickier. Unless he tries some dumb shit its rough, at least thats how i feel about the MU atm.

Yeah, i cant get her to work too well for my playstyle. I’m great at full-screen or right up to them, but anywhere in between is a struggle for me.

Granted, i’m terrible at this game, and am not using F1, F2, B2, sais, or dashes all that effectively yet, and while i know that would open her up for me, it seems like a lot more work than the other characters i’ve played.

Also, her F2 seems to have terrible priority something. I get knocked out of that very often. Same with the roll tbh...

Actually, that brings up a question I've been meaning to ask... Is there any priority system in this game (ie, if a special trades with a normal, the special will always win, etc)? The only thing like this i know of is the adjustments to throws vs strikes this last patch.
She gets knocked off easy of off anything by almost everything... her priority is like -infinity lol

Curious, what's your load out? Maybe that's the reason she never uses it with me.

Mine is Stabbyscotch, Rolling Thunder, Play Time.
I use play time, staby and sai slide with standard AI settings. She destroys the AI anyway so why bother tuning it ;-)
 

Vslayer

Juiced Moose On The Loose
Lead Moderator
How to deal with Rambo with Mileena: she has surprisingly a lot of options to counter him and I found an easy option select to get out of his pop-up string/grab pressure. IDK how useful it will be in a match but imo the throw is reactable if you duck and block quickly after the second hit of that string and it covers both options.