SkatanMilla
Noob
Figured it'd be good to have one of these here
Trust me, the roll is already good enoughi absolutely Hate how mileenas role and be blocked high why can you stand and block when i'm clearly attacking your legs. plus her damage is terrible so the least they can do is make the roll hit low or something.
Trust me, the roll is already good enough
yo Evil Canadian this Vid helped me out so damn much lol thanks alot !!I made a video showing off the basics of Mileena
If you are new to the character I hope it will help you!
are you using the input short cut? Up+Back, Forward + 1Hey Evil Canadian
Very good video but I don't understand how you do the jumping sai so fast. Is it just practice? I mean, ones every 10 times I can get it to hit, but way too often I'm too slow and the sai goes over my opponents head.
@ end: Shang has the slowest uppercut in the game.I made a video showing off the basics of Mileena
If you are new to the character I hope it will help you!
Yeah I guess that's true, didn't really think about the meter part. I'm always thinking chip, heh.As far as ducking projectiles thats pretty common for most characters. The thing is you're still gaining meter while spamming so the burden is still on them to do something.
What do you guys think about ending combos with neckbite, what would be the advantages/disadvantages between that and just leaving them grounded?
agreed! Chucking sai's seems to build up quite a bit of meter...i've started to use them more to zone opponents or just pressure them when they get into the habit of just "waiting for me to do something". I've found i've got plenty of meter for some EX moves or breakers after trying this strat out.As far as ducking projectiles thats pretty common for most characters. The thing is you're still gaining meter while spamming so the burden is still on them to do something.
What do you guys think about ending combos with neckbite, what would be the advantages/disadvantages between that and just leaving them grounded?
Also as far as her normal strings go is there a consensus on whether 2,3,4 or 4,2 is superior? 1,1,2 can get ducked so it feels less useful than those to me.
i find the neckbite also gives you a little more time to think up your next move....is there anyway to land the sai in their back without taking a huge risk? i know if you otg the move it ends up in their front....you can usually catch them jumping away with it...but other than that i find it really slow to use in any type of mix up or punish situationYeah I guess that's true, didn't really think about the meter part. I'm always thinking chip, heh.
As far as ending combos with neckbite/leap, I mentioned that a few posts up. The big advantage is not having to worry about wakeup attacks. You have D+4 that will reach if they sit there. Air sai/telekick will beat jumping away.