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Combo List - Mileena Mileena Combo Thread (updated feb 2016)

ExpiredCodes

The Yankees blew a 3-0 lead in the 2004 ALCS.
I always mess up on the U3 part after D2. It's either too late, or too early and she does NJ3 instead.
I used to drop it a lot because I'd try to enhance immediately after inputting U3. Sometimes she'd do it late, do standing 3, NJ3, and even F3 so it might be that.
 

Method

Full Combo Punishable
Yeah, I keep dropping the U3. The window between D2 and U3 is pretty tight--I'm getting neutral jump more often than not. :p

Here's a question: What is Mileena's best corner carry combo in Piercing? Her ball is awesome in a lot of ways, but it absolutely kills forward momentum and makes pushing your opponent to the corner that much harder. Is it simply a matter of ending combos with something like 124 xx low sai to launch, then run to close? Is there a better way that gives more advantage/keeps her closer?
 

YoloRoll1stHit

Publicly Educated
Yeah, I keep dropping the U3. The window between D2 and U3 is pretty tight--I'm getting neutral jump more often than not. :p

Here's a question: What is Mileena's best corner carry combo in Piercing? Her ball is awesome in a lot of ways, but it absolutely kills forward momentum and makes pushing your opponent to the corner that much harder. Is it simply a matter of ending combos with something like 124 xx low sai to launch, then run to close? Is there a better way that gives more advantage/keeps her closer?
Honestly i don't think mileena needs to push opponents into corner to play her game. She has a lot of negative strings and one simple reversal throw can take corner advantage on her.
But if you like to corner carry, after the roll u can run past under the opponent, then do something like stand 4 sai or B12 1+3 (not sure if all work though)
 
Hello,Im new but I just want to drop this,there are now a couple interesting juggles for her 2 after the patch,now you can actually get in a 2 almost every combo she does for a extra 1% to 3% damage and adds some styles points.Wish I knew a way to upload them straight from the xbox one,but here it is from my phone for now,sorry for the quality.
Here are the most useful examples: (note this is only for piercing,but ravenous should be the same)

Here is the video,and below,some notes and xplanations.
midscreen:
combo #1
(for any ground starter like roll,b12,21,123 etc)
roll,NJP,2,b12,1+3= 25% this one only adds 1% damage but is nice to have it since b3 TK air sai combos after raw roll starter are now more difficult.For any other starter other than raw roll,I would still go for the optimal b3 tk sai xtensions for 35% damage.
combo #2
Insta NJP midscreen starter:
NJP ,2,f23 roll,b21 2+4=31% adds 2% to the insta NJP bnb.nice.
combo#3
corner:any ground starter.
example: b12 roll,walk back d2,NJP,2,2,21u3 = adds 2 % damage and ends in HKD,if you dont want hard HKD just do the 37% meterless bnb that ends in b21 3+4.

combo #4 is just your usual corner 1 meter f3 starter 50% combo,but add in a 2 in there and you get 1% xtra.

combo#5,6,7 and 8 is where the high execution and style comes in,some of them even looks ridiculous for the amount of 2's juggling.
 

JDE

Pick up & kill it & kill it & kill it!
Ok I went & checked the damage on the new BNB NJP combo. It's a solid 31% (NJP, B34 xxAirSaixx, Roll, B21, 2+4). It's very easy to hit. And yes, B3 after NJP is very low to the ground. This one is a lot more consistent. So use this one instead (Piercing only). You can also end the combo after roll with a sweep from F23D4 or 21U4 etc.
 
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TheGabStandard

The anticipation is killing me
Ok I went & checked the damage on the new BNB NJP combo. It's a solid 31% (NJP, B34 xxAirSaixx, Roll, B21, 1+3). It's very easy to hit. And yes, B3 after NJP is very low to the ground. This one is a lot more consistent. So use this one instead (Piercing only). You can also end the combo after roll with a sweep from F23D4 or 21U4 etc.
Another avatar change :p

This looks like a good combo with the potential of increasing the damage (in theory) without hopefully sacrificing consistency.

@Craigstorm great video, looking forward to adapting some of my combos :)
 

JDE

Pick up & kill it & kill it & kill it!
Another avatar change :p

This looks like a good combo with the potential of increasing the damage (in theory) without hopefully sacrificing consistency.

@Craigstorm great video, looking forward to adapting some of my combos :)
It is actually. She can do more off of it, but I haven't looked more into it yet. I do know that you could Ex Roll after the Sais instead to extend the combo further (see what you can do with it). I streamed just a few mins ago when I found this combo, but only found those options. But yeah that combo is very consistent. Honestly, nothing about B3 is consistent anymore. The original NJP did the same amount, but harder to time although it wasn't too much harder. The nerf of the damage altered the juggles. Luckily, B34 replaces everything that B3 stands for. Even as a former BNB, B3 is really no good where B34 is now with combos. Even with 32 & 35% meterless combos.

And yep the avatar crisis is R.E.A.L. :p
 

EMPRESS_SunFire

Regina George of discord
Yeah, I keep dropping the U3. The window between D2 and U3 is pretty tight--I'm getting neutral jump more often than not. :p

Here's a question: What is Mileena's best corner carry combo in Piercing? Her ball is awesome in a lot of ways, but it absolutely kills forward momentum and makes pushing your opponent to the corner that much harder. Is it simply a matter of ending combos with something like 124 xx low sai to launch, then run to close? Is there a better way that gives more advantage/keeps her closer?
After roll walk forward into NP, this way it will hit them in the other side, then go for B21 2+4
 

JDE

Pick up & kill it & kill it & kill it!
Yeah, I keep dropping the U3. The window between D2 and U3 is pretty tight--I'm getting neutral jump more often than not. :p

Here's a question: What is Mileena's best corner carry combo in Piercing? Her ball is awesome in a lot of ways, but it absolutely kills forward momentum and makes pushing your opponent to the corner that much harder. Is it simply a matter of ending combos with something like 124 xx low sai to launch, then run to close? Is there a better way that gives more advantage/keeps her closer?
Any combo starter into roll, walk back (to position yourself with the opponent against the wall), ExU3, B21 2+4 gets you past 36% or more 1 bar or you can use standing reset of B12, 1+3, DD2. These are consistent. Or you can walk back & then NJP, but you may be settling for less damage. F234 or F234 roll also connects. If you want a hard knockdown, then 21U4.

@theGabStandard @ExpiredTrapLord @Method & other Mileena's, I'm actually onto B34 near the corner too when she walks back so that's something that can be explored too.
 

EMPRESS_SunFire

Regina George of discord
I don't think 3% is worthy a bar of meter IMO, specially for Mileena... she needs her meter for EX roll and breakers.
Unless it's in the corner, where she actually gets a pretty nice damage increase for a bar and if it's to end the game.

Also, I've found the D2 NJP combos in the corner to be quite unconsistent so I go for the regular NJP B21 2+3 combo. It's pretty swaggy tho.
 

Yoaks

A spaceman
Any combo starter into roll, walk back (to position yourself with the opponent against the wall), ExU3, B21 2+4 gets you past 36% or more 1 bar or you can use standing reset of B12, 1+3, DD2. These are consistent. Or you can walk back & then NJP, but you may be settling for less damage. F234 or F234 roll also connects. If you want a hard knockdown, then 21U4.

@theGabStandard @ExpiredTrapLord @Method & other Mileena's, I'm actually onto B34 near the corner too when she walks back so that's something that can be explored too.
I've been doing this.
 
Reactions: JDE

ExpiredCodes

The Yankees blew a 3-0 lead in the 2004 ALCS.
F343, TK, Air Sai, NJP, 123, Ball Roll, walk/run back, D2, U3 MB, B21, 2+4. (Piercing Only) (Corner Combo) (51%)
Just a tiny improvement over the old one but damage is damage.
 
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F343, TK, Air Sai, NJP, 123, Ball Roll, walk/run back, D2, U3 MB, B21, 2+4. (Piercing Only) (Corner Combo) (51%)
Just a tiny improvement over the old one but damage is damage.
Yeah thats the one I used before patch,the NJP adding 1% was purely for style,but check out my small video,I found that you can replace NJP for stand 2 instead,and does 51% too and is less demanding on execution.Goes like this:
F343, TK, Air Sai, s2, s4, Ball Roll, walk/run back, D2, U3 MB, B21, 2+4 = 51%
So now you have 2 options,the swaggy one(NJP) and the easy one (s2) for landing the 51%.I mix them up just for fun.
Tried to add a NJP somewhere between the stand2,stand4 but is impossible due to hitstun.
And I agree,damage is damage,countless of times I have won by 1 or 2% xtra damage that I managed to squeeze in a combo.
 
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ExpiredCodes

The Yankees blew a 3-0 lead in the 2004 ALCS.
Yeah thats the one I used before patch,the NJP adding 1% was purely for style,but check out my small video,I found that you can replace NJP for stand 2 instead,and does 51% too and is less demanding on execution.Goes like this:
F343, TK, Air Sai, s2, s4, Ball Roll, walk/run back, D2, U3 MB, B21, 2+4 = 51%
So now you have 2 options,the swaggy one(NJP) and the easy one (s2) for landing the 51%.I mix them up just for fun.
Tried to add a NJP somewhere between the stand2,stand4 but is impossible due to hitstun.
And I agree,damage is damage,countless of times I have won by 1 or 2% xtra damage that I managed to squeeze in a combo.
Somehow I completely missed your corner combo when I watched the video lol. But yeah, now that I tried it with standing 2 and 4 it's definitely easier to pull off.
 

Method

Full Combo Punishable
I gotta level up and crack the timing on D2, U3.
@theGabStandard @ExpiredTrapLord @Method & other Mileena's, I'm actually onto B34 near the corner too when she walks back so that's something that can be explored too.
Yeah, I'm still messing around with corner starters other than F343 (because ... you k'now), trying to find something I'm comfortable with. Been playing with 21 (or whatever) xx roll, run xx B34 sai, B12 1+3 DD2 for 30%, or adding an U3 MB, B21 2+4 after the sai for 36%. Doesn't feel like a great use of meter, though. I find I *have* to run cancel out of the corner or the B34 won't lift high enough to follow up with anything meaningful.

Might be able to end with NJP, 123 or 21 xx low sai or something for a bit more damage no meter, but no restand and less advantage. My thumbs went on strike so I had to pull the plug.

I don't see many corner combos on the front page beyond F343 starters. I may have missed some gold buried in the thread somewhere, however.
 

TakeAChance

TYM White Knight
I like doing this corner one

F343~telekick~air sai 12 B12~roll Run back over D2 U3(mb) B21~2+4 51%

Tons of variations of it haha
 

Method

Full Combo Punishable
So I've been looking at ways to carry opponents, to force them across the stage and into their corner (or out of yours). Turns out 124 xx roll is super legit for this purpose, as it allows you to do it twice. 124 xx roll, walk under, 124 xx roll covers a bunch of real estate. The second roll whiffs but puts you right on top of them on the desirable side. Not sure about advantage, to be honest. You can also end with a low sai instead of roll if you'd prefer to keep distance. There's also 124 xx roll, walk under, B12 1+3 if you want more damage than distance.
 

Endding

You picked a bad time to get lost friend
I always run them, risky of course but if you're feeling lucky F23 ~ Roll ~ Run for your life.

Not a fan of Mileena's corner game to be honest, would rather have them full screen one wrong move without meter and you're gonna cop it.
 

Method

Full Combo Punishable
Yeah, I guess it's more about fighting out of the corner with Mileena, in which case you would just 123 xx roll to switch sides and then continue with the higher damage BNB. As mentioned elsewhere, however, I still like 124 xx low sai as a situational ender to create distance. The second roll to close is far too easy to blow up.

Based on some of the early combos from the first few pages, I'm also back to messing with F1 2+4 as a mid screen restand. I assume this has already been examined and dismissed, likely due to the pushback. Hard to capitalize on it.

Just a noob trying to catch up. :)
 
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TheGabStandard

The anticipation is killing me
Yeah, I guess it's more about fighting out of the corner with Mileena, in which case you would just 123 xx roll to switch sides and then continue with the higher damage BNB. As mentioned elsewhere, however, I still like 124 xx low sai as a situational ender to create distance. The second roll to close is far too easy to blow up.

Based on some of the early combos from the first few pages, I'm also back to messing with F1 2+4 as a mid screen restand. I assume this has already been examined and dismissed, likely due to the pushback. Hard to capitalize on it.

Just a noob trying to catch up. :)
When I messed around with F12+4 I found it a little tricky to find any real use. The pushback leaves you just outside of B1 and B2 range but leaves you at max range F3 if you wanted to use that :). I suppose mid screen you can just take one step forward and poke with B1 after landing F12+4. Apart from that I have only found it useful if I want to do a restand in the corner or if I stuff a wakeup which leaves the character airborne like Jax's dash punch. Howvever, keep messing around with it as you never know what you might find :)
 

Method

Full Combo Punishable
When I messed around with F12+4 I found it a little tricky to find any real use. The pushback leaves you just outside of B1 and B2 range but leaves you at max range F3 if you wanted to use that :). I suppose mid screen you can just take one step forward and poke with B1 after landing F12+4. Apart from that I have only found it useful if I want to do a restand in the corner or if I stuff a wakeup which leaves the character airborne like Jax's dash punch. Howvever, keep messing around with it as you never know what you might find :)
Might be fun to condition low blocks with F4, low sai, yolo rolls, etc. then bust out a fat F3 when it counts ... of course, that would require doing it multiple times in a match instead of the high damage enders. Could be interesting in a long set, though. :)

Yeah, I'll keep at it. For some reason, I enjoy lab time with Mileena far more than any character I've used since release.