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Breakthrough - Mileena Toss out your old BNB's. More Damage, Options, and Mixups.

ExpiredCodes

The Yankees blew a 3-0 lead in the 2004 ALCS.
Run cancels are the bane of my existence. It's going to take me forever to start landing this stuff consistently.
 

ZeroEffect

Warrior
Whaaat!? LOL. Wow I can't believe I never thought of doing that. B3,4~air sai was the very first followup I tried in training mode, but I didn't figure out all the other setups you could do off it. I saw everyone else doing NJP into B21 2+4 or B3~telekick~airsai so I did the same. Who knew?
Good shit @TakeAChance

Also, I always found B3 somewhat hard to consistently juggle with based on how close or how far away I was after Roll/EX Roll.
 

Sultani

Warrior
Great stuff. I was messing with using B34 in combos as well last night, but for some reason after B34 sai I always want to do instant air sai.. My fingers just do it. lol.. Yes this works from EX roll used mid string, but if I remember right it does not work from an EX roll starter. Save that meter to access your mixups imo.

I've been using those teleport ender setups for oki as well. They work sort of like they did in MK9, but alot of people mash tech rolls or delay their wakeups now. For HKD options, what's the damage difference between the standing 3 splat and U3? also F234 is a good ender if you want to set up and bait an armored reversal as well. I use that because unless I'm wrong, F23 roll ender can be tech rolled but F234 is HKD.

I've been thinking about this alot because it makes me mad that I'm not playing mileena right now in tournaments. I just feel like I'm supposed to. Her meter dependency for mixups isn't that inhibitting I guess.. Alot of characters need meter to access their best tools, and tregular teleport not being punishable on hit is a god send.
 

TakeAChance

TYM White Knight
Great stuff. I was messing with using B34 in combos as well last night, but for some reason after B34 sai I always want to do instant air sai.. My fingers just do it. lol.. Yes this works from EX roll used mid string, but if I remember right it does not work from an EX roll starter. Save that meter to access your mixups imo.

I've been using those teleport ender setups for oki as well. They work sort of like they did in MK9, but alot of people mash tech rolls or delay their wakeups now. For HKD options, what's the damage difference between the standing 3 splat and U3? also F234 is a good ender if you want to set up and bait an armored reversal as well. I use that because unless I'm wrong, F23 roll ender can be tech rolled but F234 is HKD.

I've been thinking about this alot because it makes me mad that I'm not playing mileena right now in tournaments. I just feel like I'm supposed to. Her meter dependency for mixups isn't that inhibitting I guess.. Alot of characters need meter to access their best tools, and tregular teleport not being punishable on hit is a god send.
The B34~sai into sweep as shown in this video is HELLA consistent. Against 3/4 of the cast you don't even have to worry about timing.

It's my go to setup now since I pretty much get a guaranteed f12(b4) or (ex roll) mixup. The sweep grants the hard knock down and allows you enough hit advantage to move forward/backwards/crossup/stuff with the f12 string. As soon as they start respecting the knockdown, you get to do your shenanigans. Throw, F4, Ex Roll, 12, 214, etc.

F234 is kind of hokey to get the sweep to land in the middle of combos and doesn't usually leave me enough time to get a f12 out to consistently stuff wakeups (iirc). I find that the u3 and 3 while good, truly shine in the corner along with 431+2.

Play around with that sweep setup. It's really really good.
 

MajinBerserker

My power equals yours!
Timing on the sweep ender?
I haven't used sweep in combos at all, so I'm completely in the dark about the timing. For the B21 ender, I had to run cancel really quick. Seems like the sweep ender forces the opposite amount of timing. Just curious.
 

TakeAChance

TYM White Knight
Timing on the sweep ender?
I haven't used sweep in combos at all, so I'm completely in the dark about the timing. For the B21 ender, I had to run cancel really quick. Seems like the sweep ender forces the opposite amount of timing. Just curious.
For the sweep ender, you just run forward and sweep. Not hard to connect, but you CAN be late.

As far as the F21 timing afterwards, against subs slide you have to do it with a little step forward so the first hit of F1 will hit his armor and the second will break it.

most of them you don't need to worry about their hitboxes being lowered like that. Erron Blacks Slide for instance requires little to no adjustment to stuff.
 

JDE

Pick up & kill it & kill it & kill it!
I'm not gonna lie. I'm still having trouble connecting b12,2+4 after b34. Even been doing run cancel.

I've landed it maybe 4 times, but by dashing. Run canceling, I've been whiffing the entire string.
 

TheGabStandard

The anticipation is killing me
I'm not gonna lie. I'm still having trouble connecting b12,2+4 after b34. Even been doing run cancel.

I've landed it maybe 4 times, but by dashing. Run canceling, I've been whiffing the entire string.
I haven't got the timing down yet as it is tricky but I've never landed it via dash.
 
Good Morning/Afternoon/Evening Mileena players.

After only having a half day of work today I spent some more quality time in the lab with everyone's favourite vixen Mileena. What I have uncovered should change the way you play Mileena.

Our current BNB's usually look like this: Opener~roll B3~teleport air sai ENDER. (B12 1+2, F24~roll etc.)
Her optimal damage from these BNB's is usually around 34-35% depending on the starter, however they limit our options for our OKI and mixup game.

Check out the video below:





Say goodbye to B3~teleport Air Sai and hello to B34~sai. B34~sai allows the opponent to stay close enough for some more damaging enders like B21 2+3 as well as gives us options on the fly to Mileenas wakeup reversal, @premonition 's f23~roll setup, as well as her throw 50/50.

Since it allows us to hit B21~2+3 her damage is increased, so our new BNB is a complete improvement over the old.

The gem of using B34~sai in her combos is that it also allows us to run in and sweep leaving us with an option that once and for all eliminates 99% of wakeups. Sweep leaves us with enough cancel advantage to CONSISTENTLY bait and punish armor wakeups opening opponents up to her f4 and ex roll mixup.

Her NEW BNBS should be:

Damage
Opener~roll B34~sai Forward Run B21 2+3 = Damage Ender. (1-2% higher than her old BNB's real easy to do)

Setup
Opener~Roll B34~telekick = Land behind the opponent and reverses wakeups

Opener~Roll B34~sai F23~roll = @premotionist Wakeup setup

ANTI WAKEUP

Opener~Roll B34~Sai RC Sweep F12B4 = Hard Knockdown, consistent wakeup destruction.



So there you have it. You will find examples of all of these in the video above.
I hope we can expand upon and put these to good use :)

@Premonitionist
@Mr. Mileena
@Arkayne
@1man3letters
@Sultani
@JDE
@theGabStandard
@MajinBerserker
@Baconlord
@Pig Of The Hut
+all others i've missed
This is awesome Chance! I am trying to help a buddy of mine learn Mileena, this will be really helpful.
 

MajinBerserker

My power equals yours!
The recent patch wouldn't have changed anything in regards to these strings would it? She's not using an instant NJ attack.
Just throwing that out there in regards to the B21 ender timing. I'm not a master of it myself, either.
I haven't tested landing it with all her starters yet. B12 and 123 I was able to get easier than naked Roll and 21 as a starter.
 

Aqueous_Echo

Kombatant
A good anti air NJP for her (since I've run into a lot of jumpers when using mileena for some reason. Maybe because her height? I have no idea). Anyway...

Piercing
NJP
B34 bf1
Roll
b21 2+4

Ethereal
NJP
B34 bf1
Roll
B22 1+3

Just wanted to throw it out there for those dealing with retarded Easter bunnies. Also sorry for no damage calculations. I'm at work and can't remember damage outputs but it's 30%+ on both if I remember right
 

JDE

Pick up & kill it & kill it & kill it!
For anybody having trouble with the timing for b21 2+4. I run cancel right when im about to land on the ground after air sai. The second after you input run is when you want to do the ender. I was having some trouble with it at first but now I'm getting it more consistently.
Ok NOW it's making more sense. Thanks
 

sinosleep

Kombatant
For anybody having trouble with the timing for b21 2+4. I run cancel right when im about to land on the ground after air sai. The second after you input run is when you want to do the ender. I was having some trouble with it at first but now I'm getting it more consistently.
I am having a hell of a time with this. I can do plenty of other run combos but I am only connecting on b21 like 2/10 times. I can do back12 1+3 all day and with the extension it's only 1% less damage but it doesn't leave you in as good a spot.