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Mileena General Discussion

xWildx

What a day. What a lovely day.
PSA: If you land an attack with the opponent cornered don’t cancel into Sais if you don’t have bar (unless it will kill). Regular Sai, on hit in the corner, will leave her at 0/-1 in the opponent’s face for most of her strings.

Obviously it’s worth noting that she can try and steal her turn back with a D1, but still, I felt it was worth mentioning.

Using her teleport would be ideal if you find yourself meterless after a hit confirm with the opponent’s back cornered.
 

xWildx

What a day. What a lovely day.
Teleport leaves you at the perfect range to check people, too. You can react to jumps, check them with D3, and if they start poking back.... hop 1/2 and F4 are your best friends.
 
Not amazing tech, but i just realized Standing 4 can be cancelled into her normal roll and it will hit them right before they land. You don’t get enough air after the amplified roll to do the D2 F1 BNB, but a J2 F124 works.

You can’t do the standing 4 at max range though, and you do have to cancel into roll before 4 connects, so it’s probably useless, but i love how the standing 4 looks, so i’m happy to find some use for it.
 
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Thats the meta behind Sai Slide? It seems cheeks to me
In my opinion its useful vs high projectiles because she ducks down. Then you can smack them with the KB. Not advised vs characters with mid or aimable projectiles.

Edit: Same thing as low sai, but the KB leaves them standing for a followup.
 

FoughtDragon01

Ask me about my Mileena agenda.
So what equipable moves do we think are the best and which do you think are the worst?
My personal best to worst:
  1. Stabyscotch <---- This is in its own damn tier, it's that necessary competitively.
  2. Play Time
  3. Low Sai
  4. Rolling Thunder
  5. Air Sai
  6. Air Teleport
  7. Sai Slide
  8. Invisibility
  9. Kahnum Dash
The main reason why I have Kahnum Dash last is that Low Sai basically renders it redudant imo. Low Sai offers good zoning and has the same mixups that Kahnum Dash has without being unsafe on block against literally everyone. Invisibility's a weird one. It's fun in a gimmicky way in casuals, but I can't see myself using it against better players. A damage debuff on TOP of a bar of valuable defensive meter is a tough pill to swallow.
 
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Damaja325

Stylin' & Low Profilin'
i hate her playstyle SMH. then again i played piercing mileena heavily for 4 years on mkx and this new mileena is like trying to speak a foreign language. her stubby normals are disappointing and she's forced to play like a nutbag mix character with spurts of runaway.
 

xXRagingFlameXx

I'm a bad bitch, you can't kill me
I think I might actually stick with Stabyscotch, Play Time, and Rolling Thunder. And I might switch Rolling Thunder back and forth with Low Sai cuz I like the lil combos I can get with Rolling Thunder and the full-screen roll is nice. And the pushback with the normal sai is really good, but then the 50/50s with the low sai are good too.

I feel like I've been hella back and forth when it comes to her moves lmao. At first I was determined to use Kahnum Dash and I didn't even wanna touch the command grab, but after getting used to the input and seeing just how damn good it is, I've switched up a lot.

Play Time is essential for me because without it her forward 4, 3 just knocks them down. But with Play Time it keeps them standing for a combo so I can get my Rolling Thunder in. Stabyscotch is too good and it has my favorite Brutality in the game.

Low Sai is really good too. Being able to comfortably go underneath projectiles and punish is satisfying and something the ball roll just can't do consistently. I wouldn't hate it if they made ball roll more consistent when it comes to going underneath projectiles tho
 

LawAbidingCitizen

Bomb Setups & Ball Rolls(Mileena/Cyrax)
Nah, my girl ain't just got cake, she got the whole goddamn bakery and Tanya's her favorite customer.

On a more serious note, does anybody know how I can accurately count the number of frames it takes for a move to come out? I want to see how fast DashxxB1 is and compare it to the likes of her F4 and B2. I'm theory-crafting up the ass over here and I need some numbers to see if what I have in mind is viable or not.
Look up applications on PC that allow you to look at video Frame by Frame
I forget the name of it but I used to use a video editor that let you go frame by frame. Let you select 30-60fps
 

armani

Noob
if your having trouble doing vanish, I found out that you can buffer it full screen. if you hold block, tap up, and then d2 while coming out of block it'll work. you can also do while you're recovering from a jump as well.
 

LawAbidingCitizen

Bomb Setups & Ball Rolls(Mileena/Cyrax)
Just found out that with Rolling Thunder, she hops up whenever you let go of 4.
Another tip is
Air Sai's can be canceled to combo, when you amp it try tapping down twice before the second set of said come out and it will cancel her to be plus so you can juggle in the corner. Start with JIKxxAmpedAirSaixxDD rest of combo
Or do a combo into jip air sai amped and cancel it.

PS it's not listed in the moves list but you can cancel EX Air Sai by pressing Down or Down Down.

Hopping Roll:
Yeah I'm seriously considering using Thunder Roll because of the ability to hop over moves and choose to have normal roll with the ability to go full screen.
 

LawAbidingCitizen

Bomb Setups & Ball Rolls(Mileena/Cyrax)
My personal best to worst:
  1. Stabyscotch <---- This is in its own damn tier, it's that necessary competitively.
  2. Play Time
  3. Low Sai
  4. Rolling Thunder
  5. Air Sai
  6. Air Teleport
  7. Sai Slide
  8. Invisibility
  9. Kahnum Dash
The main reason why I have Kahnum Dash last is that Low Sai basically renders it redudant imo. Low Sai offers good zoning and has the same mixups that Kahnum Dash has without being unsafe on block against literally everyone. Invisibility's a weird one. It's fun in a gimmicky way in casuals, but I can't see myself using it against better players. A damage debuff on TOP of a bar of valuable defensive meter is a tough pill to swallow.
I wanna say a few things about Kahnum Dash and Straight Sai.

1. I feel there is very strong mixup potential with Kahnum Dash because of the frames it comes out compared to the 34 & F43 overheads, it's pretty close to a true 50/50. I'm sure someone can Fuzzy it but online?
On top of all those new mix-ups I like the cancel Kahnum Dash allows, it is fast enough that if they are used to holding then you can get a tick throw/grab/pressure off it. Now they are watching for 4+ options instead of two.

Low sai although being good in certain matchups using it to mix like some are saying here is death on block and if bar is used it's still punishable by a good number of characters like Sub
Then take into account Straight Sai has soo much pushback it's almost broke.
F2xxSai(Amp)
B1xxSai(Amp)
F43xxSai-Amped
34xxSai amped
These all jail the opponent both male and female hitbox. It enforces 5% chip on block which is super strong. Not to mention virtually any button canceled into straight sai's without spending bar are safe against a good chunk of the cast

PS
I think Air Sai/Air Tele-kick/PlayTime/Kahnum Dash should all be base moves and they could add other effects to the moves. Like Vanish could teleport her to the other side of them and could be used linked to strings Far at -15 close at -8 (using a bar of defense and offensive bar for the far version)

Idk play around with Kahnum Dash and Straight Sai and give me feedback

I'm still struggling on choosing my 3rd custom move, so many of them feel like they should be base Mileena
 

Afumba

Noob
My personal best to worst:
  1. Stabyscotch <---- This is in its own damn tier, it's that necessary competitively.
  2. Play Time
  3. Low Sai
  4. Rolling Thunder
  5. Air Sai
  6. Air Teleport
  7. Sai Slide
  8. Invisibility
  9. Kahnum Dash
The main reason why I have Kahnum Dash last is that Low Sai basically renders it redudant imo. Low Sai offers good zoning and has the same mixups that Kahnum Dash has without being unsafe on block against literally everyone. Invisibility's a weird one. It's fun in a gimmicky way in casuals, but I can't see myself using it against better players. A damage debuff on TOP of a bar of valuable defensive meter is a tough pill to swallow.
Wow, didnt think Airtele would be this high up someones list. Def would have put air sai and sai slide above rolling thunder too. Kahnum Dash below Vanish and Airtele is just cruel :)
 

exflyingbooty

This dream has a sad ending
i hate her playstyle SMH. then again i played piercing mileena heavily for 4 years on mkx and this new mileena is like trying to speak a foreign language. her stubby normals are disappointing and she's forced to play like a nutbag mix character with spurts of runaway.
congraulations, you are now playing etheral/ravenous mileena please leave all b+12 staggers behind thank you
 
1. I feel there is very strong mixup potential with Kahnum Dash because of the frames it comes out compared to the 34 & F43 overheads, it's pretty close to a true 50/50. I'm sure someone can Fuzzy it but online?
I still maintain that is a very easy fuzzy. You just let go of down button for a split second after the first attack, then press down again, and you've covered both options, because both strings have the same timing.

Even if it works, the reward is just the tiny damage Kahnum Dash does, for which you gave up your launcher. I like Kahnum's animations, but that's all it has going for it.

34 xx Sai amped
Funnily, this does not jail on Mileena herself, if she blocks both kicks standing. A weirdly specific interaction there.
 

Gaxkang

Noob
I wanna know why air teleport or sai isn't base. Like why is that considered so strong that she can't immediately have it?

Ita funny how Stephanie said this Mileena is based on MK2 Mileena, but this Mileena isn't able to do shit she could do 25 years ago
I assume because someone came into the room and said only Scorpion gets to teleport in air as base. :eek: