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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.
Damage is damage, but damage + - meter is the key. Especially with Mileena. Moe meter Moe problems for the opponent ;)
Of course, EX Roll is almost essential to her mix-up game. I'm only burning meter in combos when I know the extra damage will take a close round for me. It's a good thing she can zone and build meter right back. :)
 

Aqueous_Echo

Kombatant
Of course, EX Roll is almost essential to her mix-up game. I'm only burning meter in combos when I know the extra damage will take a close round for me. It's a good thing she can zone and build meter right back. :)
Yeah her keep away (low/high/air sai) helps build meter back while the opponent tries to get in. It's a bit harder with teleporters but if you stuff the tele or just use roll to get away/stuff teleport you're good then just bring sais back til meter is back
 

Method

Full Combo Punishable
Found high damage midscreen combo in piercing for 1 bar. JiP xx 123 xx Ex Tele-kick xx Air Sai xx J.3 xx Tele-kick xx Air Sai xx Roll xx B2,1, 2+4.
Does 44%
Nice! I just started experimenting with jump ins, trying to extend combos. Looks like you beat me to it. Thanks for this.

Even without the JiP opener, it's still very decent for something that doesn't start with F343.
 
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Method

Full Combo Punishable
Just tried it 30-40 times. I made it to the end but could not get the roll to connect. The link between the Ji3 and the TK is super tight. You have to jump as soon as you land from the first air sai, and press 3 just as you leave the ground--even then I was whiffing the second TK quite a bit. Hitting that second air sai is also very strict, and like I said, I never did manage to connect the roll.

Obviously not impossible, but very demanding execution wise. Any tips @llxPeeKABooxll?
 
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ExpiredCodes

The Yankees blew a 3-0 lead in the 2004 ALCS.
Yeah looks like another one I'm only going to be using offline. That window to jump after Air Sai to connect JI3 is like nonexistent online lol.

@Method
Just keep trying JI3 and TK alone for a while, I used to have a ton of problems with it.
 

ZeroEffect

Warrior
Just tried it 30-40 times. I made it to the end but could not get the roll to connect. The link between the Ji3 and the TK is super tight. You have to jump as soon as you land from the first air sai, and press 3 just as you leave the ground--even then I was whiffing the second TK quite a bit. Hitting that second air sai is also very strict, and like I said, I never did manage to connect the roll.

Obviously not impossible, but very demanding execution wise. Any tips @llxPeeKABooxll?
Can you just substitute the second telekick with an air sai?
 

Method

Full Combo Punishable
It def seems like an offline combo, the frames are super tight.

I'll prob stick with something like 123 xx EX TK, air sai, F23 xx roll, B21 2+4 for 39% (from the OP). Trying to break 40% with air sai, run xx 2, B12 xx roll, but so far have failed to connect the sadistic afterward (keep whiffing the second hit).

@ExpiredTrapLord Will do. Seems like a useful link.
 
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Just tried it 30-40 times. I made it to the end but could not get the roll to connect. The link between the Ji3 and the TK is super tight. You have to jump as soon as you land from the first air sai, and press 3 just as you leave the ground--even then I was whiffing the second TK quite a bit. Hitting that second air sai is also very strict, and like I said, I never did manage to connect the roll.

Obviously not impossible, but very demanding execution wise. Any tips @llxPeeKABooxll?
Yeah trying to get the J.3 to connect is pretty tough. You can try practicing the actual motion of hitting jump forward 3 as fast as possible and you can delay the first air sai after the Ex Tele-kick, but not too much otherwise the J.3 will whiff. Also try holding the motion of up, forward during the recovery of the first air sai so that the J.3 comes out as fast as possible.

I believe once the J.3 connects everything else goes quick, from the Tele-kick cancel and the 2nd air sai to the roll. Everything just needs to be buffered quickly in succession to each other. So as soon as you hit J.3 immediately input Tele-kick, before you even hit the opponent with the 2nd Tele-kick the 2nd air sai should already be inputted. The same way you can hold the up ,forward motion to connect the J.3 you can also hold the back, down motion for Roll as you are recovering from the second air sai. After roll, connecting the B2 ender should be easy. Just slightly pause to position and hit B2.
 
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Just tried the air sai after the J.3. Won't work, Mileena's J.3 kicks the opponent too far for it to connect. Even if it did, I don't know how you would follow it up considering her recovery on her air sai is terrible. Was thinking of doing an instant air sai in place of the J.3 but like I said recovery's too bad.
 

ZeroEffect

Warrior
Just tried the air sai after the J.3. Won't work, Mileena's J.3 kicks the opponent too far for it to connect. Even if it did, I don't know how you would follow it up considering her recovery on her air sai is terrible. Was thinking of doing an instant air sai in place of the J.3 but like I said recovery's too bad.
Recovery on air sai isn't that bad if used mid combo. Only on raw air sai does it lock you in.
 
Recovery on air sai isn't that bad if used mid combo. Only on raw air sai does it lock you in.
Still leaves much to be desired combo wise though. She's able to follow up easily with ground strings, but I'm just thinking in the context of like jip's which have almost no recovery. There's enough recovery on air sai on hit to where she can't do things like instant air sai after wards or run then njp.
 

TheGabStandard

The anticipation is killing me
It def seems like an offline combo, the frames are super tight.

I'll prob stick with something like 123 xx EX TK, air sai, F23 xx roll, B21 2+4 for 39% (from the OP). Trying to break 40% with air sai, run xx 2, B12 xx roll, but so far have failed to connect the sadistic afterward (keep whiffing the second hit).

@ExpiredTrapLord Will do. Seems like a useful link.
If Sadistic Ways misses it usually means you have to input it quite late. As in before the body will hit the ground before you are able to connect. Will give this a go
 

Method

Full Combo Punishable
If Sadistic Ways misses it usually means you have to input it quite late. As in before the body will hit the ground before you are able to connect. Will give this a go
I managed to connect once, after taking a small step forward following the roll, but it felt like a fluke.

Judging from the damage after the roll, it'll only be +1%. Likely not worth the added complexity considering how easy the 39% is by comparison.
 

Johnny San

Shazzy's Biggest Fan
Does the old AA Roll combo still work? I remember playing a couple days ago and AA Roll into B3~Tele never connected.
 
Does the old AA Roll combo still work? I remember playing a couple days ago and AA Roll into B3~Tele never connected.
Still works,homewer the timing is more strict,you have to buffer B3 tele way earlier that you used to do before,like....as soon as you hit roll,input B3 and make sure to cancel into telekick really quick.You get used to it,and only miss once in a while
 
Also,about the combo @llxPeeKABooxll posted,a good trick is to do the Ji3 telekick like this: JiD3(jump in down 3) -down-3,you see you only hit down one time after the Ji down 3 and then input 3 and the telekick will come out because the down input you hit together with Ji3 counted,and the telekick will come out and cancel the ji3 way faster as if you were doing the normal way ji3 and then down-down 3. Then after hitting that cancel quick the telekick with sai,and landing that roll becomes way easier with this trick.
So to sum up:
normal way: Ji3-down-down-3 (takes longer to cancel into tele)
shortcut way:Ji down 3-down 3 (cancels as soon as kick hits)
You can even practice starting with the Jump in kick,nail the short cut and the incorporate it into combo.
Shoutouts to @llxPeeKABooxll for this great damage combo.
 

Method

Full Combo Punishable
So to sum up:
normal way: Ji3-down-down-3 (takes longer to cancel into tele)
shortcut way:Ji down 3-down 3 (cancels as soon as kick hits)
You can even practice starting with the Jump in kick,nail the short cut and the incorporate it into combo.
Shoutouts to @llxPeeKABooxll for this great damage combo.
Damn man. TK connects after a raw Ji3? I had no idea. Add a roll xx B21 2+4 and bam: 34%. Very cool. Thanks!
 

TheGabStandard

The anticipation is killing me
Damn man. TK connects after a raw Ji3? I had no idea. Add a roll xx B21 2+4 and bam: 34%. Very cool. Thanks!
Yeah it does, a nice combo I like to do if land a j3 is:

J3 xx telekick xx air sai, walk, F2 xx roll, B212+4 = 36%

If you time it well you can walk or run cancel and do F23 xx Roll in the combo and get 38%
 
Yeah it does, a nice combo I like to do if land a j3 is:

J3 xx telekick xx air sai, walk, F2 xx roll, B212+4 = 36%

If you time it well you can walk or run cancel and do F23 xx Roll in the combo and get 38%
Yeah,I have been doing J3 combos too lately,they are nice when you jump for a jump in punch combo,but if in the way you see your oponent jump too then you react and do your J3 combo instead,air to air J3 starter is really good.Now,for the actual combo I do the exact same combo,but instead of walk/run f2 roll,I do instead B2-roll,there's no need to walk/run for the B2,I didnt realize how much range it has specially in piercing O_O until recently,and still does 36%.
So it goes J3 xx telekick xx air sai, B2 xx roll, B212+4 = 36%.
And the 38% is really nice also,but the hard part is hitting the second hit of sadistic ways,sadistic ways seems to miss if you deteriorate your combos too much,you have to walk a little bit and then delay sadistic ways as much as you can,like if you were trying to miss to actually hit it,and even then is still really hard,would be a nice buff to extend hitbox of second hit of sadistic ways.
 

TheGabStandard

The anticipation is killing me
Yeah,I have been doing J3 combos too lately,they are nice when you jump for a jump in punch combo,but if in the way you see your oponent jump too then you react and do your J3 combo instead,air to air J3 starter is really good.Now,for the actual combo I do the exact same combo,but instead of walk/run f2 roll,I do instead B2-roll,there's no need to walk/run for the B2,I didnt realize how much range it has specially in piercing O_O until recently,and still does 36%.
So it goes J3 xx telekick xx air sai, B2 xx roll, B212+4 = 36%.
And the 38% is really nice also,but the hard part is hitting the second hit of sadistic ways,sadistic ways seems to miss if you deteriorate your combos too much,you have to walk a little bit and then delay sadistic ways as much as you can,like if you were trying to miss to actually hit it,and even then is still really hard,would be a nice buff to extend hitbox of second hit of sadistic ways.
Ahhh...didn't know about B2 I know about its range but underestimated its speed, I thought it would be too slow for a J3 combo. Going to do this from now on, less button pressing is so much better :D

I'll admit the 38% version is hard and requires quite a bit of practice due to Sadistic Ways needing to be input very late. The body almost has to hit the ground to connect all the hits of Sadistic Ways. Your suggestion of buffing the hitbox slightly on the second hit is not a necessity but would be welcome :)
 

Method

Full Combo Punishable
Hell yeah it would be welcome. The air sai run cancel BNBs would be exponentially easier.