I have been trying for half an hour and I cannot for the life of me get B3 to go into teleport. Any tips for the timing?Mileena has really nice damage. With a bar you can get in the high 30's to low 40's. The beauty about piercing is that the combos may be small, but you still get high 20's to low 30's in her combos.
I think her damage improved well compared to MK9
Haven't really tried ravenous, but Piercing , I feel, is he r best variation.
Anyways, not sure if posted or not, but I'll share the combos I use. All of these combos are in piercing, with no JP included
B12 roll, B3 ~teleport air sai, b12 1+3 (into dd2) = 34%
Ex teleport, air sai, walk forward, f23 roll, b21 2+4 = 34%
roll, b3~ teleport air sai, b12 1+3 (into dd2) = 29%
An easier hit cofnrim combo off of a roll = Roll, NJP, b21 2+4= 24%
123Exteleport, air sai, f23 roll, b21 2+4= 39% OR METERLESS 123roll, b3~teleport air sai, b12 low sai = 32%
F4 roll, b3~teleport air sai, b12 1+3 (into dd2)= 32% or if using f3 roll, same inputs for 34%
I don't like using her f3,4,4 to start combos. Not as practial
I'll post more later on when I sharpen remaining combo starters up
Air sais and air teleports , and aa rolls.
~~~~Updated (forgot this one lol)
MB U3, f23 roll, b21 2+4 = 32%
As you press b3, start doing dddd3 like mash it lol.I have been trying for half an hour and I cannot for the life of me get B3 to go into teleport. Any tips for the timing?
Try cancelling the B3 into Teleport Kick.I have been trying for half an hour and I cannot for the life of me get B3 to go into teleport. Any tips for the timing?
Hey there, with regards to the b12 string:EDIT: I just noticed several posts mentioning B12 as a combo starter. It's -20 on block. I'm not seeing any advantages over F23 as F23 is more easily hit confirmable and -7 on block making it much harder to punish. I also cant seem to find any space that a B12 reaches when a F23 wont. In fact, the second hit of F23 outreaches B12. Just food for thought.
I uh am not sure if you were trying to quote me or not, but you quoted a b12 combo. Which I actually cannot express enough how thrilled I am that you can combo off b12. It is absolutely amazing. F343 is really almost something you maybe attempt when the opponent is knocked down on the ground, with no meter. I accidentally land F3 sometimes messing up a df 3 sai blast, I am usually not ready for when F3 connects, I am not good enough yet to feel safe throwing out a F3 right now against a good player.I disagree, I already played a lot with Mileena and it's hard for her to punish on block. I tried to punish with her 1,2,3 combo but it's not really fast and has poor range. So imo B1,2 will be her way to go.
I see a lot of F3,4,3 combo's and they look cool and do a lot of damage, however this string is so slow that it's not really viable in match
LOL! Ikr? When I'm practicing combos, I like to watch the inputs, too to make sure Im doing them correctly. Everything else looks very methodical, and then there's the Teleports mid combo that are DDDDDDDDDDD 3. LOLAs you press b3, start doing dddd3 like mash it lol.
dont wait for her to kick the opponent up, do it as the animation begins
I presume everyone is already working on this assumption but just in case, I only ever consider b12 a viable option in Piercing - the sai give it more reach and damage, in Ravenous and Etherial the string is lackluster.LOL! Ikr? When I'm practicing combos, I like to watch the inputs, too to make sure Im doing them correctly. Everything else looks very methodical, and then there's the Teleports mid combo that are DDDDDDDDDDD 3. LOL
Also, not directed at you. Just general statement. I personally am still not a fan of starting combos with B12. That's fine. Im sure it has uses and I may pick them up later. EVery person I've played against using Mileena that uses it is getting blown out on block by my Kung Jin who has 14f low and 18f overhead as well as 9f punish start-up. But I suppose the B12 is fine if you know it wont be blocked.
LOL! Ikr? When I'm practicing combos, I like to watch the inputs, too to make sure Im doing them correctly. Everything else looks very methodical, and then there's the Teleports mid combo that are DDDDDDDDDDD 3. LOL
Also, not directed at you. Just general statement. I personally am still not a fan of starting combos with B12. That's fine. Im sure it has uses and I may pick them up later. EVery person I've played against using Mileena that uses it is getting blown out on block by my Kung Jin who has 14f low and 18f overhead as well as 9f punish start-up. But I suppose the B12 is fine if you know it wont be blocked.
B12 is her fastest punish. Not sure about 2 being 9 frames on startup, but the reach is terrible.I presume everyone is already working on this assumption but just in case, I only ever consider b12 a viable option in Piercing - the sai give it more reach and damage, in Ravenous and Etherial the string is lackluster.
That being said I don't think anyone here is advocating for b12 as an all purpose combo starter.
It has nice reach and comes out quick and isn't complete punish bait on block - even if it's not so great when blocked. It starts up quicker than f23 and has similar reach.
You mention a 9f punish you use on Kung Jin, well b1 is a 9f startup that goes REAL far and leads into full combo on hit. Mileena's normals are honestly a little on the slow side compared to a lot of the cast and her mix-up game is awful without meter so I'd argue that b12 as a punish or poke against slower opponents definitely has a place in a Piercing players arsenal.
Thanks for that clarification.B12 is her fastest punish. Not sure about 2 being 9 frames on startup, but the reach is terrible.
Outside of piercing, she loses her 10 frame b1 for a 14 frame b1, and she loses a valuable footsie tool.
I can usually tell by setting the dummy to jump and always block. after you hit them, jump straight up. if the dummy jumps before you, it's negative, if you jump before him, you're plus, if you jump at the same time it's neutral. depending on the difference of the peak, that' how i can tell. i did this for mk9 and injustice also.Thanks for that clarification.
Just a heads up where are you getting your frame data? I work off the top of my head most of the time and I may be remembering stuff wrong or be working with old / incorrect numbers sometimes.
Wth this is literal junkyard makeshift testing.I can usually tell by setting the dummy to jump and always block. after you hit them, jump straight up. if the dummy jumps before you, it's negative, if you jump before him, you're plus, if you jump at the same time it's neutral. depending on the difference of the peak, that' how i can tell. i did this for mk9 and injustice also.
If you were reffering to b12 being -20,
the start up frames on her b1 is precise.
Good to know. Guess it's more of people not blocking low or just not blocking period than it is actually punishing. XD. Never second guessed the in game data. "Always question the man" eh? lolIt is fast and safe? How can you punish my b12? It's not -20, it is -4 the frame data is wrong.
Yes I did quote you cuz under the video you said that you should not be able to roll after the b1,2. And that's the part I disagree about cuz it's her only 'fast' string (10 frames startup) with good range and she will really need it to decently punish opponents.I uh am not sure if you were trying to quote me or not, but you quoted a b12 combo. Which I actually cannot express enough how thrilled I am that you can combo off b12. It is absolutely amazing. F343 is really almost something you maybe attempt when the opponent is knocked down on the ground, with no meter. I accidentally land F3 sometimes messing up a df 3 sai blast, I am usually not ready for when F3 connects, I am not good enough yet to feel safe throwing out a F3 right now against a good player.
I will add, b12 and F23 should not be compared really, b12 keeps you away from the opponent vs F23 launching you toward them. B12 is safer, has a long reach (similar to MK9 Mileena's bite special reach).
Yes you have to do the input immediately and it will get punished if it's blocked. That's why you should not use the B3 as a starter, but use it in combo or as an anti-airDo you need to input the telekick command even before the B3 hits?
Because if he blocks the B3 and the telekick comes out and that gets blocked, won't I get severely punshed?
Nice vid, sick combos, and good choice of music.