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

leoj89

Apprentice
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

congrats Milk. This shit is still driving me up the wall though. I keep watching foxy's footage and I swear he doesn't even have to run cancel. He makes it look so effortless. A day 1 boy shouldn't be struggling like this. I'm getting salty at myself at this point. lol


edit: I can do the combo now. The key for me was to the delay the jump in kick a half second longer after roll.
 
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BigMilk

Former Divine Power Abuser
congrats Milk. This shit is still driving me up the wall though. I keep watching foxy's footage and I swear he doesn't even have to run cancel. He makes it look so effortless. A day 1 boy shouldn't be struggling like this. I'm getting salty at myself at this point. lol
Yea I learned from max range b12 you don't have to run cancel. Not exactly sure if there are any other circumstances at made the run cancel unnecessary
 
It was killing me too until I was told to make sure air sai is instant, as peekaboo said already. If it's fast enough you don't need to run cancel nuthin'.
 

Sultani

Warrior
I always just run cancel to make sure it's gonna work. Not always needed but why change up your BnB when you don't need to? as soon as the RC is committed to muscle memory you'll just do it without thinking about it.

My biggest issue was for some reason getting jk to cancel into TK quick enough. Now I just jump and start mashing down and then just press 43. works every time.
 
Speaking of that combo I just did a variation of it in ravenous that I have not found in the forum. I'm not sure if anyone plays ravenous anymore but anyway:

starter (i use f2, 3) ,roll, jk, TK, IAS, rc b2, 2, xHigh Pounce extended (37%).

You need to be speedy w/ the b2 but I it's good damage for a relatively fast starter. Works on lady hurtboxes, too.
 
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medleyoz

Noob
Don't see it listed in the OP but found in piercing off a reversal/wakeup Ex roll walk forward NJP B1 B12 1+3 for 28%

You can also do any opener (B12/123/21/F12B4 etc) into roll NJP B1 B12 1+3 (Does 32% off B12/ so 3% less than the optimal Jik Telekick) or end in B1 21U4 instead for the knockdown advantage- was just messing around with other options while struggling to get the Jik telekick stuff down
 

TheGabStandard

The anticipation is killing me
i think so i havnt seen this done before. if anyone has viseo of this being done before and or if anyone has anything better id love to see it
40% is the general meterless combo in Ravenous that starts with F3 (not including in the JIP). I do a similar combo but instead of F23 I do run cancel into standing 4 and also standing 2 instead of NJP.

Still, nice combo
 
40% is the general meterless combo in Ravenous that starts with F3 (not including in the JIP). I do a similar combo but instead of F23 I do run cancel into standing 4 and also standing 2 instead of NJP.

Still, nice combo
nice just tried that out. after messing around with both versions of the combo i like doing f343 f2 roll njp b22 pounce for 39%. by omitting the 3 in f23 you only lose 1% and it becomes much much easier almost impossible to drop.
 
check this one out. i know theres slightly higher damage but again the consistency is nice with this meterless corner combo. you can get 4 d1s in a row instead of 2 for 46% but i think its too risky.
 

YoloRoll1stHit

Publicly Educated
I've been doing this corner combo for Piercing (no F3): [starter] roll, run out d2, njp, d1, B212+4. Does 37% meterless if starter is B12. Looks better and easier than the triple roll combos
 

1man3letters

Alpha Tarkatan - Moderator
Moderator
I've been doing this corner combo for Piercing (no F3): [starter] roll, run out d2, njp, d1, B212+4. Does 37% meterless if starter is B12. Looks better and easier than the triple roll combos
you think adding in the d1 worth it? i think that makes that combo way harder than needs to be for a extra %
(btw it does 37% without the d1 38% with that you wrote 37% off b12)
 

Frenzy

Noob
I started picking up mileena a few days ago but I can't do the ethereal bnbs with the jump kick and teleport consistently. Sometimes the opponent is too close to the ground after the teleport for me to run.
 

YoloRoll1stHit

Publicly Educated
you think adding in the d1 worth it? i think that makes that combo way harder than needs to be for a extra %
(btw it does 37% without the d1 38% with that you wrote 37% off b12)
I find it easier to land B21 after that d1. (I might njp too early)

Some Ravenous stuffs
People keep doing the double roll corner combo. I find double roll into d1 high pounce ender in Ravenous does a lot of damage:
non F3 starter: [anything] roll, run out d2, njp, d1, 4 roll, d1 high pounce. Does 37% with B22
1 bar: [anything] roll, run out d2, njp, U3 MB, 4 roll, d1 high pounce. I forgot the damage. But it should be used to kill only, better save your bar
F3 starter: F343, B22 telekick air sai, d1, 4 roll, run out d2, 4 roll, d1 high pounce. 50% meterless corner.
I don't know about 1 bar F3 combos (don't practice this too much it's not worth it trust me). I'm working on them to optimized damage
 

Sultani

Warrior
I started picking up mileena a few days ago but I can't do the ethereal bnbs with the jump kick and teleport consistently. Sometimes the opponent is too close to the ground after the teleport for me to run.
Just start mashing down when you jump, then press 43 while you're mashing down.

Am I the only one still doing double uppercut combos in the corner?
 

Skylight1

Warrior
I find it easier to land B21 after that d1. (I might njp too early)

Some Ravenous stuffs
People keep doing the double roll corner combo. I find double roll into d1 high pounce ender in Ravenous does a lot of damage:
non F3 starter: [anything] roll, run out d2, njp, d1, 4 roll, d1 high pounce. Does 37% with B22
1 bar: [anything] roll, run out d2, njp, U3 MB, 4 roll, d1 high pounce. I forgot the damage. But it should be used to kill only, better save your bar
F3 starter: F343, B22 telekick air sai, d1, 4 roll, run out d2, 4 roll, d1 high pounce. 50% meterless corner.
I don't know about 1 bar F3 combos (don't practice this too much it's not worth it trust me). I'm working on them to optimized damage
Isn't the 1 bar 45-46% damage?
 

Shaikhuzzaman

magicmeerkatman
ETHEREAL
Midscreen meterless
123~roll~jk~telekick~air sai, run d2 - 33%
123~roll, b34~air sai run 4u3 1+2 - 31%
123~roll b34~air sai b22 1+3 - 30%
123~roll b34~air sai run d2 - 30%

21~roll~jk~telekick~air sai, run d2 - 31%
21~roll, b34~air sai run 4u3 1+2 - 29%
21~roll, b34~air sai run d2 - 28%
21~roll b34~air sai b22 1+3 - 27%

f12b4~roll, jk~telekick~air sai, run d2 - 34%
f12b4~roll, b34~air sai run 4u3 1+2 - 32%
f12b4~roll, b34~air sai, run d2 - 32%
f12b4~roll, b34~air sai, b22 1+3 - 31%

f4~roll, jk~telekick~air sai, run d2 - 31%
f4~roll, b34~air sai, run 4u3 1+2 - 29%
f4~roll, b34~air sai, run d2 - 28%
f4~roll, b34~air sai, b22 1+3 - 28%

f23~roll, jk~telekick~air sai, run d2 - 33%
f23~roll, b34~air sai, run 4u3 1+2 - 31%
f23~roll, b34~air sai, run d2 - 30%
f23~roll, b34~air sai b22 1+3 - 29%

4~roll, jk~telekick~air sai run d2 - 33%
4~roll, b34~air sai run 4u3 1+2 - 31%
4~roll, b34~air sai, run d2 - 30%
4~roll, b34~air sai b22 1+3 - 30%

f343, walk forward, f23~roll, njp d2 - 36%

roll, jfk~telekick~air sai run d2 - 27%
roll, b34~air sai run 4u3 1+2 - 26%
roll, b34~air sai run d2 - 25%
roll, b34~air sai b22 1+3 - 24%

Midscreen 1 bar
123~ex fade forward, 123~roll, jk~telekick~air sai, run d2 - 38%
123~ex fade forward. 123~roll b34~air sai run 4u3 1+2 - 36%
123~ex fade forward. 123~roll b34~air sai run d2 - 35%
123~ex fade forward. 123~roll b34~air sai b22 1+3 - 35%

21~ex fade forward, f12b4~roll, jk~telekick~air sai, run d2 - 36%
21~ex fade forward. 123~roll b34~air sai run 4u3 1+2 - 35%
21~ex fade forward. f12b4~roll b34~air sai run d2 - 34%
21~ex fade forward. f12b4~roll b34~air sai b22 1+3 - 34%

f12b4~ex fade forward, 21~roll, jk~telekick~air sai run d2 - 36%
f12b4~ex fade forward. 21~roll b34~air sai run 4u3 1+2 - 35%
f12b4~ex fade forward. 21~roll b34~air sai run d2 - 34%
f12b4~ex fade forward. 21~roll b34~air sai b22 1+3 - 34%

f4~ex fade forward, f12b4~roll, jk~telekick~air sai, run d2 - 37%
f4~ex fade forward. 123~roll b34~air sai run 4u3 1+2 - 36%
f4~ex fade foward, f12b4~roll, b34~air sai run d2 - 35%
f4~ex fade foward, f12b4~roll, b34~air sai b22 1+3 - 35%

f23~ex fade forward, f12b4~roll, jk~telekick~air sai, run d2 - 38%
f23~ex fade forward. 123~roll b34~air sai run 4u3 1+2 - 36%
f23~ex fade foward, f12b4~roll, b34~air sai run d2 - 36%
f23~ex fade foward, f12b4~roll, b34~air sai b22 1+3 - 36%

4~ex fade forward, f12b4~roll, jk~telekick~air sai, run d2 - 39%
4~ex fade forward. 123~roll b34~air sai run 4u3 1+2 - 37%

f343, walk forward, f23~roll, mb u3, run 4u3 1+2 - 40%

ex roll, walk forward, b34~air sai, run d2 - 27%

ex telekick~air sai, f23~roll, 4u3 1+2 - 30%

Corner meterless
123~roll, jk~telekick~delayed air sai, njp, 21~roll, roll - 36%
123~roll, run under, b34~air sai, njp 4u3 1+2 - 33%
123~roll, run under, b34~air sai, njp 21u4 - 29%

21~roll, jk~telekick~delayed air sai, njp, 21~roll, roll - 33%
21~roll, run under, b34~air sai, njp 4u3 1+2 - 31%
21~roll, run under, b34~air sai, njp 21u4 - 29%

f12b4~roll, jk~telekick~delayed air sai, njp, 21~roll, roll - 36%
f12b4~roll, run under, b34~air sai, njp 4u3 1+2 - 34%
f12b4~roll, run under, b34~air sai, njp 21u4 - 32%

f4~roll, jk~telekick~delayed air sai, njp, 21~roll, roll - 33%
f4~roll, run under, b34~air sai, njp 4u3 1+2 - 31%
f4~roll, run under, b34~air sai, njp 21u4 - 30%

f23~roll, jk~telekick~delayed air sai, njp, 21~roll, roll - 35%
f23~roll, run under, b34~air sai, njp 4u3 1+2 - 33%
f23~roll, run under, b34~air sai, njp 21u4 - 31%

f343, 123, 123~roll, run under d2, 4u3 1+2 - 44%
f343, 12, 12, 4~roll, run under d2, 4u3 1+2 - 43%

*notes* d2 can replace the 2nd roll in double roll enders for more damage if you going for damage over the wakeup crush setup

Corner 1 bar
123~ex telekick~air sai, njp, 2, 123~roll, run under d2, 4u3 1+2 - 39%

21~ex fade forward, f12b4~roll, jk~telekick~air sai, njp, 4u3 1+2 - 39%
21~ex fade, f12b4~roll, run under, b34~air sai, njp 4u3 1+2 - 37%

f12b4~ex telekick~air sai, njp, 2, 4~roll, run under d2, 4u3 1+2 - 40%

f4~ex fade, f12b4~roll, run under b34~air sai, njp 4u3 1+2 - 37%

f23~ex telekick~air sai, njp, 2, 123~roll, run under d2, 4u3 1+2 - 39%

f343, mb u3,12 ,4~Roll, run under d2,4~Roll, d2 - 52%
f343, 2 mb u3,12 ,4~Roll, run under D2 4u3,1+2 -50%
f343, mb u3, 2, 4~roll, run under d2, 4u3 1+2 - 49%

ex roll, run under d2, 12, 21~roll, roll - 29%
ex roll, jk~telekick~delayed air sai, 21~roll, roll - 29%

PIERCING
Midscreen meterless
123~roll, b34~air sai, run b21 2+4 - 35%
123~roll, jk~telekick~air sai, run b12~low sai - 33%
123~roll, b34~air sai, b12 1+3 extended - 32%
123~roll, njp, b21 2+4 - 31%

21~roll, b34~air sai, run b21 2+4 - 33%
21~roll, jk~telekick~air sai, run b12~low sai - 30%
21~roll, b34~air sai, b12 1+3 extended - 30%
21~roll, njp b21 2+4 - 28%

f12b4~roll, b34~air sai, run b21 2+4 - 36%
f12b4~roll, jk~telekick~air sai, run b12~low sai - 33%
f12b4~roll, b34~air sai, b12 1+3 extended - 33%
f12b4~roll, njp b21 2+4 - 33%

b12~roll, b34~air sai, run b21 2+4 - 35%
b12~roll, jk~telekick~air sai, run b12~low sai - 32%
b12~roll, b34~air sai, b12 1+3 extended - 32%
b12~roll, njp b21 2+4 - 30%

f4~roll, b34~air sai, run b21 2+4 - 33%
f4~roll, jk~telekick~air sai, run b12~low sai - 31%
f4~roll, b34~air sai, b12 1+3 extended - 30%
f4~roll, njp b21 2+4 - 28%

f23~roll, b34~air sai, run b21 2+4 - 35%
f23~roll, jk~telekick~air sai, run b12~low sai - 32%
f23~roll, b34~air sai, b12 1+3 extended - 32%
f23~roll, njp b21 2+4 - 30%

4~roll, b34~air sai run b21 2+4 - 35%
4~roll, jk~telekick~air sai, run b12~low sai - 33%
4~roll, b34~air sai b12 1+3 extended - 32%

f343,walk forward,f23~roll, b21 2+4 - 37%

roll, jk~telekick~sai~ run b12 1+3 extended - 30%
roll, b34~air sai, run b21 2+4 - 29%
roll, jk~telekick~air sai, run b12~low sai - 27%
roll, b34~air sai, b12 1+3 extended - 27%
roll, njp b21 2+4 - 24%

Midscreen 1 bar
123~ex telekick~air sai, run f23~roll b21 2+4 - 39%*
123~ex telekick~air sai, roll b21 2+4 - 37%

21~ex telekick~air sai, run f23~roll b21 2+4 - 37%*
21~ex telekick~air sai, roll b21 2+4 - 34%
21~ex roll, njp b21 2+4 - 31%

f12b4~ex telekick~air sai, run f23~roll b21 2+4 - 40%*
f12b4~ex telekick~air sai, roll b21 2+4 - 38%
f12b4~ex roll, njp b21 2+4 - 35%

f4~ex telekick~air sai, f23~roll b21 2+4 - 38%*
f4~ex telekick~air sai, roll b21 2+4 - 35%
f4~ex roll, njp b21 2+4 - 31%

b12~ex telekick~air sai, run f23~roll b21 2+4 - 39%*
b12~ex telekick~ex telekick~air sai, roll b21 2+4 - 36%

f23~ex telekick~air sai, run f23~roll b21 2+4 - 39%*
f23~ex telekick~air sai, roll b21 2+4 - 36%

4~ex telekick~air sai, run f23~roll b21 2+4 - 40%*
4~ex telekick~air sai, roll, b21 2+4 - 37%

f343,walk forward, f23~roll, mb u3, b21 2+4 - 43%

ex roll, njp b21 2+4 27%
ex roll, b34~air sai, b12~low sai 27%

ex telekick~air sai, f23~roll, b21 2+4 - 34%
ex telekick~air sai, roll, njp, b12 1+3 extended - 30%

*notes* these combos are known to have issues landing the b2(1) 2+4 ender on certain character hitboxes. bigger the character, bigger the risk of dropping. you drop 2-3% going for consistent version for all hitboxes

Corner meterless
123~roll, jk~telekick~delayed air sai, b12 1+3 extended - 35%

21~roll, jk~telekick~delayed air sai, b12 1+3 extended - 33%

f12b4~roll, jk~telekick~delayed air sai, b12 1+3 extended - 36%

f4~roll, jk~telekick~delayed air sai, b12 1+3 extended - 33%

f23~roll, jk~telekick~delayed air sai, b12 1+3 extended - 35%

f343, b12, b12~roll, run under d2 4u3 1+2 - 44%

Corner 1 bar
123~ex telekick~air sai, njp, 2, 123~roll, run under b21 2+4 - 42%

21~ex telekick~air sai, njp, 2, 123~roll, run under b21 2+4 - 40%

f12b4~ex telekick~air sai, njp, 2, 123~roll, run under b21 2+4 - 42%

f4~ex telekick~air sai, njp, 2, 123~roll, run under b21 2+4 - 40%
f4~ex roll, run under d2 b12 1+3 extented - 33%

b12~ex telekick~air sai, njp, 2, 123~roll, run under b21 2+4 - 42%

f23~ex telekick~air sai, njp, 2, 123~roll, run under b21 2+4 - 42%

4~ex telekick~air sai, njp, 2, 123~roll, run under b21 2+4 - 42%

f343, b12, d1, 4~roll, run under d2, mb u3 b21 2+4 - 52%
f343, b12, 123~roll, run under d2, mb u3 b21 2+4 - 51%
f343, 12, 12, 4~roll, run under d2, mb u3, b21 2+4 - 50%

ex roll, jk~telekick~delayed air sai, b12~roll, roll - 30%
ex roll, run under d2, b12 1+3 extended - 29%

RAVENOUS
Midscreen meterless
123~roll, b34, f23~pounce extended - 34%
123~roll, b34, run, b12 1+3 extended - 33%

21~roll, b34, f23~pounce extended - 32%
21~roll, b34, run, b12 1+3 extended - 31%

f12b4~roll, b34, f23~pounce extended - 35%
f12b4~roll, b34, run, b12 1+3 extended - 34%

f4~roll, b34, f23~pounce extended - 32%
f4~roll, b34, run, b12 1+3 extended - 31%
f4~high pounce extended - 20%

f23~roll, b34, f23~pounce extended - 34%
f23~roll, b34, run, b12 1+3 extended - 33%

f343 walk forward f23~roll f23~pounce extended - 38%
f343 walk forward f23~roll b12 1+3 extended- 37%

4~roll, b34, f23~pounce extended - 34%
4~roll, b34, run, b12 1+3 extended - 33%

roll, b34, b22~pounce extended - 28%
roll, b34, run b12 1+3 extended - 28%

*notes f23~pounce and b22~pounce are interchangeable so its personal preference what to use*

Midscreen 1 bar
123~ex telekick~air sai, f23~roll, f23~pounce extended - 37%
123~ex telekick~air sai, f23~roll, b12 1+3 extended - 37%

21~ex telekick~air sai, f23~roll, f23~pounce extended - 35%
21~ex telekick~air sai, f23~roll, b12 1+3 extended - 35%

f12b4~ex telekick~air sai, f23~roll, f23~pounce extended - 38%
f12b4~ex telekick~air sai, f23~roll, b12 1+3 extended - 37%

f4~ex telekick, f23~roll, f23~pounce extended - 36%
f4~ex telekick, f23~roll, b12 1+3 extended - 35%
f4 ex roll, njp, f23~pounce extended - 32%
f4~ex roll, njp, b12 1+3 extended -27%

f23~ex telekick~air sai, f23~roll, f23~pounce extended - 37%
f23~ex telekick~air sai, f23~roll, b12 1+3 extended - 37%

4~ex telekick~air sai, f23~roll, f23~pounce extended - 38%
4~ex telekick~air sai, f23~roll, b12 1+3 extended - 37%

f343 walk forward f23~roll, u3 mb b22~pounce extended - 44%

ex roll, njp , f23~pounce extended - 28%
ex roll, njp, b12 1+3 extended - 27%

ex telekick~air sai, f23~roll, f23~pounce extended - 33%
ex telekick~air sai, f23~roll, b12 1+3 extended - 32%

Corner meterless
same as midscreen & add njp,4~low pounce extended after b34~air sai for a extra %

f343, 123, 123~roll, run under d2, 4~low pounce extended - 46%
f343, 12, 12, 4~roll, run under d2, 4~low pounce extended - 45%

Corner 1 bar
123~ex telekick, njp, 2, 123~roll, run under d2, 4~pounce extended - 40%

21~ex telekick, njp, 2, 123~roll, run under d2, 4~pounce extended - 38%

f12b4~ex telekick, njp, 2, 123~roll, run under d2, 4~pounce extended - 40%

f4~ex telekick, njp, 2, 123~roll, run under d2, 4~pounce extended - 39%
f4~ex roll~ run under b34~air sai, b22~pounce extended - 34%

f23~ex telekick, njp, 2, 123~roll, run under d2, 4~pounce extended - 40%

4~ex telekick, njp, 2, 123~roll, run under d2, 4~pounce extended - 41%

f343, 2, mb u3, 2, 4~roll under d2 4~pounce extended - 52%
f343, mb u3, 2, 4~roll under d2, 4~pounce extended - 51%

*notes high and low pounce are interchangeable in corner just like at midscreen however low pounce enders are slightly easier in corner because you can do the 4 later*

(w.i.p edit 1man3letters)
Piercing

1 bar corner

F343 B21xxDD3 BF1 D1 4xxBD4 Sprint D2 U3(MB) B212+4 ~ 54%
 
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