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My Reasons why I think Mileena is top 10 and doesn’t need Buffs

Pan1cMode

AUS FGC represent!
Mileena is strong but top 10 is a stretch. I know this is a bait thread, but for argument’s sake, these are the characters likely better than mileena:
  • Jacqui
  • Liu
  • Joker
  • Fujin
  • Cetrion
  • Cassie
  • Geras
  • Kano
  • Kotal
  • Johnny
  • Kabal
  • Kollector
  • Shang
  • Spawn
  • Sheeva
Mileena doesn’t NEED any buffs, but she feels very 1 dimensional with kustoms. They don’t give her much and she essentially has two mandatory moves with some other limited use moves. I’ve posted this before but the buffs I would LIKE are:


  • f12 cancellable into air specials (encourages air sai/air tele to be equipped)
  • kahnum dash given better damage (10% meterless, 15% 1 bar, 19% 2 bars) and a KB (must fully amplify twice; on the third double amplify it triggers dealing 32%) (Current damage is 6% meterless, 11% 1 bar, 15% 2 bars)
  • 233 combos into kahnum dash (it currently doesn’t for some reason)
  • sai slide cancellable (costs 1 defensive meter)
  • base f43 -6 on block (playtime f43 should remain -11)
  • vanish lasts slight longer (2 seconds) and has faster startup (35 frame startup down from 49)
I want to stress, she doesn’t NEED any buffs. She is a well rounded character with stabby + playtime + vanish/sai slide/air tele. I’d just like to see other kustom moves be worth equipping.
 

xKhaoTik

The Ignore Button Is Free
Mileena is strong but top 10 is a stretch. I know this is a bait thread, but for argument’s sake, these are the characters likely better than mileena:
  • Jacqui
  • Liu
  • Joker
  • Fujin
  • Cetrion
  • Cassie
  • Geras
  • Kano
  • Kotal
  • Johnny
  • Kabal
  • Kollector
  • Shang
  • Spawn
  • Sheeva
Mileena doesn’t NEED any buffs, but she feels very 1 dimensional with kustoms. They don’t give her much and she essentially has two mandatory moves with some other limited use moves. I’ve posted this before but the buffs I would LIKE are:


  • f12 cancellable into air specials (encourages air sai/air tele to be equipped)
  • kahnum dash given better damage (10% meterless, 15% 1 bar, 19% 2 bars) and a KB (must fully amplify twice; on the third double amplify it triggers dealing 32%) (Current damage is 6% meterless, 11% 1 bar, 15% 2 bars)
  • 233 combos into kahnum dash (it currently doesn’t for some reason)
  • sai slide cancellable (costs 1 defensive meter)
  • base f43 -6 on block (playtime f43 should remain -11)
  • vanish lasts slight longer (2 seconds) and has faster startup (35 frame startup down from 49)
I want to stress, she doesn’t NEED any buffs. She is a well rounded character with stabby + playtime + vanish/sai slide/air tele. I’d just like to see other kustom moves be worth equipping.
So basically you’re saying she needs buffs lol.
 

M2Dave

Zoning Master
@xKhaoTik , stop beating around the bush. LOL.

What do you think is wrong with the character? What buffs would you like to see?

Koisy and Tweedy seem to be doing all right with the character.
 

Malec

Noob
@xKhaoTik , stop beating around the bush. LOL.

What do you think is wrong with the character? What buffs would you like to see?

Koisy and Tweedy seem to be doing all right with the character.
Like he said, she is good but pretty much only has 2 good custom moves, command grab and playtime and to be honest, the only reason I use playtime is to be able to special cancel f43.
-Rolling Thunder dose nothing special, you dont get any more damage and the jumping over projectiles is so situational and riski. (still my choice, cause you can reversal punish some strings/moves you cant with regular Roll)
-Low Sais are worse then regular in most cases
-Sai Slide is interesting but the frames are just not good enough to make this a real setup / trap tool
-Air Sais...straight air projectiles are just not that usefull
-Air Teleport would be good if she wouldn't first travel downwards through the things you want to avoid with it
-Dash is interesting if it wouldn't replace Roll.
-Invis is a joke. Costs Meter, startup, damage nerf and goes away getting hit.
 
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xWildx

What a day. What a lovely day.
@xKhaoTik , stop beating around the bush. LOL.

What do you think is wrong with the character? What buffs would you like to see?

Koisy and Tweedy seem to be doing all right with the character.
And Honeybee does fine with D’Vorah, but people are putting her in bottom five (not that I think Mileena is bottom five, but you see my point).

Mileena suffers from the Kitana syndrome of only having a few strings that are even worth using 90% of the time. Her customs are also.... sad. People feel Stabby and Playtime are a must for her to be viable, that only leaves you with one move to play around with.

B1’s short range isn’t really the issue, it’s that Mileena’s foot will push people out of the way (this is documented) and end up whiffing when it probably shouldn’t. No one is asking for her current B1 to have MKX range, she has F1 for that (which, no one sane is asking for to be mid).

She has no tick grabs except from low pokes, and her command grab does insanely low damage. Maybe that’s because it leaves them so close? I don’t know, but the fact that it’s also a high makes it so damn risky for 10%.

I don’t know about other players, but I’ve had issues where enhanced ball roll doesn’t even connect sometimes if the opponent is in the air at some seemingly arbitrary height.

2334 is utterly useless (this is a personal grief of mine, because I love the string aesthetically). Starts with a high, ends with a high, negative everywhere, and unless you wanna risk it for the biscuit, you’re not getting that plus frame on the last hit (+1 mind you, woohoo). Let’s compare that to Kang, who basically has the same string, but it starts with a mid, ends with a mid, is more plus, AND has a KB attached to it. Like... what is NRS smoking when they design these characters? And now even he has a command grab? Like “???”

And I’m sure, a lot of it probably comes down to the fact that Mileena doesn’t feel like Mileena anymore to an extent. Ball roll hardly even low profiles anything (projectiles included), air sai isn’t base, her teleport has been neutered, and she has some incredibly questionable frame data on her strings. B112 and B114 both being punishable with no real reward when, again, Sindel has a similar string with B344 and B342. She at least gets plus frames if you respect the mid option along with a base ability to cancel for even further mind games. Mileena gets what... some pushback I guess? Which leads to damn near every Mileena just doing 11 and B11 nonstop unless they want to throw out a cheeky last hit.

She feels like a shell of what Mileena used to be, but I’d argue that most returning characters in this game do.
 

Malec

Noob
The 2 buffs / fixes I want to see, are that B11 dosent push the opponent away so it whiffs for no reason and that pretty much half her tools reset the timer on her throw crushing blow, without her actually jumping / getting knocked down.
And then some buffs to her custom moves would be nice.
 

Pan1cMode

AUS FGC represent!
She has no tick grabs except from low pokes, and her command grab does insanely low damage. Maybe that’s because it leaves them so close? I don’t know, but the fact that it’s also a high makes it so damn risky for 10%.
I have no issue with command grab as it is. Yes it’s a high, but the oki you get off it is insane. I think the risk/reward is fair.

The 2 buffs / fixes I want to see, are that B11 dosent push the opponent away so it whiffs for no reason and that pretty much half her tools reset the timer on her throw crushing blow, without her actually jumping / getting knocked down.
And then some buffs to her custom moves would be nice.
The strings resetting the KB timer is annoying, but it’s obviously a design intention. Rambo ha the same KB requirement yet some the strings that have him leave the ground don’t reset it.

Interestingly enough, kahnum dash (and both ex) do NOT reset the grab timer (even though she jumps in the air).
 

Malec

Noob
The strings resetting the KB timer is annoying, but it’s obviously a design intention. Rambo ha the same KB requirement yet some the strings that have him leave the ground don’t reset it.

Interestingly enough, kahnum dash (and both ex) do NOT reset the grab timer (even though she jumps in the air).
I had no problem with Rambo getting the KB. For Mileena it seems impossible. F43 and Rolling Thunder resetting the timer is to much. I use those all the time. Also having any Animations like KBs and fatal blows resetting it and resetting between rounds.
I mean those throw KBs on throw escape failed keep beeing loaded once they fail, no matter what.
They went overboard with the requirements for Rambo and especially Mileena.
 

M2Dave

Zoning Master
Mileena suffers from the Kitana syndrome of only having a few strings that are even worth using 90% of the time. Her customs are also.... sad. People feel Stabby and Playtime are a must for her to be viable, that only leaves you with one move to play around with.
Well, most characters in this game only use a few strings: a mid string, a jab string, and a whiff-punishing string.

Most characters also require the equipping of certain special moves to be viable in tournaments. Command grab for Kotal Kahn, Delia's dance for Jade, dragon stance for Sheeva, ground eruption for Shang Tsung, low auto for Robocop, etc. immediately come to mind.

Your criticism seems to be directed more toward the game and less toward Mileena. She is definitely not the only character who has to waste slots to equip basic special moves such as aerial sais and aerial teleport. Cassie and Noob have to do so too respectively.
 

Simba

Noob
I have my gripes with her in this game just from how she fits into the system, but I'd be okay with slightly more range on B1 so that I can check down pokes more consistently after blocking them and a string that I can actually finish. I get that they probably want her to be a riskier character flavor wise but the risk/reward seems so skewed against her imo.

Outside of the B1 range and at least 1 safe string, I would like Kahnum Dash to have one of 3 changes: either do more damage to make up for losing her only launcher, have a KB tied to it for meter burning it to make up for the overall damage loss, or change the input to not conflict with ball roll but keep it as is.

Her KB requirements seem restrictive for no real reason in comparison to others as well. The throw KB resetting if you use another KB makes no sense to me. I get why it resets after F43 because the mix up from the restand would be pretty dirty, and teleport makes sense as well, but why so many of her other strings/specials? F23 KB being relatively slow and requiring to punish a high instead of just a counter hit in general seems weird, especially since everyone has a D2 KB for that scenario.

Besides that though I find my annoyances to be more on me as a player than the character. Like even though she has to interact with the wakeup system more because she's a grappler, that's something I can deal with and improve on myself. Her movement, sais, and command grab are really good, and I feel like she's best as a grappler and hit and run character with her amazing back dash. Interested to see what others think about her as well. I don't think she's high tier but I'm okay with that. She's not bad though just has obvious issues. Oh and obviously fix the EX ball roll issue in the corner as well.
 

@MylesWright_

I'll be back 3ing
I think the majority of characters don't care about her sais and at that point she is just a worse Kano

She isn't good but does that matter? Shao Khan has been terrible for over a year; maybe these characters are only here for fanservice and you aren't actually suppose to seriously play them