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

Jolt

Uprise
Yeah, it's not one I'd attempt outside of practice but I still wish I could for the swag factor alone. 51% is a perfectly respectable chunk of damage, too. Thanks for the advice.



Thanks, I'll try it out when I get home tonight. I have been doing something similar but w/ 4 instead of the 21 before the low pounce so I should be able to handle it. Out of curiosity why do we end w/ low pounce vs. high pounce? I believe this was discussed somewhere in the thread but I can't find it now. I feel like there's more time w/ high pounce to do the stabby stabby than to do the arm break after low pounce, but I could be imagining it. Aesthetically I do prefer the low pounce combo, though.
Positioning. High pounce puts YOU in the corner, low pounce keeps you outside of it.

The rule is: Full high pounce sequence switches sides, full low pounce sequence keeps your side
 

TheGabStandard

The anticipation is killing me
Yeah, it's not one I'd attempt outside of practice but I still wish I could for the swag factor alone. 51% is a perfectly respectable chunk of damage, too. Thanks for the advice.



Thanks, I'll try it out when I get home tonight. I have been doing something similar but w/ 4 instead of the 21 before the low pounce so I should be able to handle it. Out of curiosity why do we end w/ low pounce vs. high pounce? I believe this was discussed somewhere in the thread but I can't find it now. I feel like there's more time w/ high pounce to do the stabby stabby than to do the arm break after low pounce, but I could be imagining it. Aesthetically I do prefer the low pounce combo, though.
Positioning first. Second At the time the startup for high pounce was too high so some long combos would drop when ending in high pounce while low pounce most of the time was certain to hit. With the recent changes though high pounce might be able to connect on more longer combos.
 
Positioning first. Second At the time the startup for high pounce was too high so some long combos would drop when ending in high pounce while low pounce most of the time was certain to hit. With the recent changes though high pounce might be able to connect on more longer combos.
Hmm, interesting. I'll try High Pounce out as a an alternative. Despite the positioning issue it may look refreshing to see it if you're ending a match w/ the combo for instance. Nothing makes a match duller than the same old combos ad nauseum.
 

TheGabStandard

The anticipation is killing me
Hmm, interesting. I'll try High Pounce out as a an alternative. Despite the positioning issue it may look refreshing to see it if you're ending a match w/ the combo for instance. Nothing makes a match duller than the same old combos ad nauseum.
I agree. My point of High Pounce missing was mainly for the corner combos. Midscreen you can use either Pounce, just select the one that would maximise your situation better.
 

1man3letters

Alpha Tarkatan - Moderator
Moderator
Just curious what are you guys using midscreen from a b1 anti air? At the moment i'm using b1 b1 b1 4xxroll b21,2+4 which is 38% meterless but it feels like she has more damage?

@TheGabStandard @1man3letters
i just use b1 b1 b12~roll b21 2+4 for 34%
find three b1s into any normal bit too height dependent for my liking and im type of guy that puts consistency 1st.
 

loogie

Kombatant
can you guys give advice on air sais after tele in combos?
so the problem I am having, or the timing problem I am having is when I go for a jk tele into sai after a roll connects.. either the sai doesn't come out or it comes out when the opponent already drops under mileena making it whiff..
is there a magic spot to input the bf1 for the air sai after connecting the telekick? (in juggle combos)
 

TheGabStandard

The anticipation is killing me
Just curious what are you guys using midscreen from a b1 anti air? At the moment i'm using b1 b1 b1 4xxroll b21,2+4 which is 38% meterless but it feels like she has more damage?

@TheGabStandard @1man3letters
i just use b1 b1 b12~roll b21 2+4 for 34%
find three b1s into any normal bit too height dependent for my liking and im type of guy that puts consistency 1st.
I honestly had no idea these combos existed so thanks for sharing :D

can you guys give advice on air sais after tele in combos?
so the problem I am having, or the timing problem I am having is when I go for a jk tele into sai after a roll connects.. either the sai doesn't come out or it comes out when the opponent already drops under mileena making it whiff..
is there a magic spot to input the bf1 for the air sai after connecting the telekick? (in juggle combos)
For me I input air sai as soon as I see/hear telekick hit the opponent but it is a very quick input
 

Cosmos

Mortal
I honestly had no idea these combos existed so thanks for sharing :D



For me I input air sai as soon as I see/hear telekick hit the opponent but it is a very quick input
I had a mess about and she gets some interesting stuff aha
Spooky was right about it being height specific so I was testing against lao's ji2 from jump distance and on reaction b1 b1 s4xxroll b1 4u3,1+2 is 35% meterless for dammy or swap the 4u3,1+2 for 21u4 for oki.
Seems pretty consistent but I really like @1man3letters to be fair :')
 

TheGabStandard

The anticipation is killing me
I had a mess about and she gets some interesting stuff aha
Spooky was right about it being height specific so I was testing against lao's ji2 from jump distance and on reaction b1 b1 s4xxroll b1 4u3,1+2 is 35% meterless for dammy or swap the 4u3,1+2 for 21u4 for oki.
Seems pretty consistent but I really like @1man3letters to be fair :')
That's pretty nice. I haven't played too much of XL so haven't looked into new combos etc. But I like that, gonna use those from now on :)
 

Ns_Brutalmileena

Wheres Mileener!BRUH
If anyone is struggling with the new hype 54% corner combo I have a easy online friendly 51% I found. I'm not sure if it's known but it's easy and requires 0 timing lol!

F343 b1 d1 4 roll walkout d2 u3ex b21 2+4 stupid easy 51%

For any who didn't no
F343 b21 tele kick long wait sai d1 4 roll walkout d2 u3ex b21 2+4 54%

F343 b12 d1 4 roll walkout d2 u3ex b21 2+4 52%

Hehe so if you are playing piercing and don't trust that combo timing in a close match, give this a try haha
 
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TheGabStandard

The anticipation is killing me
Any new tech gab i haven't been active on TYM lately =) still read just don't post unless it's for my boyz!!!
Apart from anti air combos posted earlier by Cosmos and 1man i haven't really delved into the character much in XL.

Reminds me of an air to air combo with NJP

NJP, slight walk, B3 xx telekick xx air sai, B1 xx Roll, B212+4 = 35% probably can be improved on but choosing consistency for now.
 

Ns_Brutalmileena

Wheres Mileener!BRUH
Apart from anti air combos posted earlier by Cosmos and 1man i haven't really delved into the character much in XL.

Reminds me of an air to air combo with NJP

NJP, slight walk, B3 xx telekick xx air sai, B1 xx Roll, B212+4 = 35% probably can be improved on but choosing consistency for now.
Dam that's good damage off njp o.o I'm stealing this hehe
 

TheGabStandard

The anticipation is killing me
For any who didn't no
F343 b21 tele kick long wait sai d1 4 roll walkout d2 u3ex b21 2+4 54%
Forgot to add something to this. Sometimes if you go for B21 and do it too early you will get s2 or s1 instead. If you do this there is enough time to notice and continue the combo with the following sequence:

21 xx Roll, D2, MBU3, B212+4 for 46 or 47% damage.
 

BigMilk

Former Divine Power Abuser
Unsure whether her combos are universal for the entire cast but I am having trouble landing b12 after jk~air sai. Is there a trick to timing it? Do I have to run for it to connect? Just need to understand so I can optimize my combos w her. I have been practicing on sub zero
 
Unsure whether her combos are universal for the entire cast but I am having trouble landing b12 after jk~air sai. Is there a trick to timing it? Do I have to run for it to connect? Just need to understand so I can optimize my combos w her. I have been practicing on sub zero
Yes a quick run cancel before bringing out b1,2 is needed most of the time for Mileena's midscreen jk -- telekick -- air sai Piercing combos to work. However, two things to keep in mind when doing Mileena's jump kick into tele-kick into air sai combos:

One, how deep a jump kick is will dictate how fast you'll hit the ground and recover in order to do a b1,2 or b2,2 (for ethereal and ravenous) extension. For example, you roll and then immediately j3/4 the opponent at the peek of them being juggled by roll, you'll likely be in the air longer and wont have enough time for a b1,2 or b2,2 extension. This is especially true for b1,2 because its active frames were nerfed meaning the attack's hitbox wont stay out as long. So to remedy this, after a roll what you would do is hit the opponent with j3/4 lower to the ground. The lower to the ground you hit the opponent with j3/4 the more time you'll have to recover so you can extend with b1,2 or b2,2. You still want to input the tele-kick after the jump kick immediately though, this will keep the opponent from falling too low.

Secondly, how you time your air sai dictates how fast you recover too. You want to input air sai immediately after the tele-kick. By doing this your decreasing your recovery time. If you were to delay the air sai, it increases your recovery time and distances you from the opponent, but also it adjusts the height of the opponent lower. A lot of Mileena's corner combos benefit from adjusting the height of the opponent lower by inputting her air sai late. But in the case for midscreen Piercing, which I assume your asking for, you would want to immediately input air sai after tele-kick so your b1,2 will hit.

But some strings into roll create different spacings with Mileena and the opponent. I don't think this effects too much other than what jump kick you should use. And of course it would help if you immediately run cancel once you've hit the ground from air sai so your b1,2 or b2,2 will hit.

TLDR;
1) delay your jump kicks a little
2) immediately input tele-kick
3) immediately input air sai
4) a quick run cancel immediately after you land from air sai
5) immediately input b1,2 after that quick run cancel
 
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BigMilk

Former Divine Power Abuser
Yes a quick run cancel before bringing out b1,2 is needed most of the time for Mileena's midscreen jk -- telekick -- air sai Piercing combos to work. However, two things to keep in mind when doing Mileena's jump kick into tele-kick into air sai combos:

One, how deep a jump kick is will dictate how fast you'll hit the ground and recover in order to do a b1,2 or b2,2 (for ethereal and ravenous) extension. For example, you roll and then immediately j3/4 the opponent at the peek of them being juggled by roll, you'll likely be in the air longer and wont have enough time for a b1,2 or b2,2 extension. This is especially true for b1,2 because its active frames were nerfed meaning the attack's hitbox wont stay out as long. So to remedy this, after a roll what you would do is hit the opponent with j3/4 lower to the ground. The lower to the ground you hit the opponent with j3/4 the more time you'll have to recover so you can extend with b1,2 or b2,2. You still want to input the tele-kick after the jump kick immediately though, this will keep the opponent from falling too low.

Secondly, how you time your air sai dictates how fast you recover too. You want to input air sai immediately after the tele-kick. By doing this your decreasing your recovery time. If you were to delay the air sai, it increases your recovery time and distances you from the opponent, but also it adjusts the height of the opponent lower. A lot of Mileena's corner combos benefit from adjusting the height of the opponent lower by inputting her air sai late. But in the case for midscreen Piercing, which I assume your asking for, you would want to immediately input air sai after tele-kick so your b1,2 will hit.

But some strings into roll create different spacings with Mileena and the opponent. I don't think this effects too much other than what jump kick you should use. And of course it would help if you immediately run cancel once you've hit the ground from air sai so your b1,2 or b2,2 will hit.

TLDR;
1) delay your jump kicks a little
2) immediately input tele-kick
3) immediately input air sai
4) a quick run cancel immediately after you land from air sai
5) immediately input b1,2 after that quick run cancel
Just to follow up, your advice reallyv helped and now I can land them pretty consistently