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General/Other - Mileena The Mileena General Discussion Thread (All Variations)

1man3letters

Alpha Tarkatan - Moderator
Moderator
This isn't the standing block but this is a trade of d2. He could of easily blocked if he wanted. This is 1000 times safer than our roll.

different animation but still unsafe. your doing it too late.
set ai to stand,stance, reversal roll, do f4~mimiccry, use the stolen move. ai will punish with roll.
 

TheGabStandard

The anticipation is killing me
How about Mileena pokes out with a sai with d1, and reduce startup to 7 frame :D
I really wish that ex roll doesn't add so much gravity. Combos with regular roll look so fantastic with something like jump kick telekick, B3 telekick, B34 air sai. But combos with ex roll look so stupid with just a neutral jump punch....everyone's afraid of dropping a combo. It's so unfair when Kung Lao tempest can use ex spin to wake up, then still be able to juggle with normal spin to get 38%.
You can still do B34 xx air sai or even B3 xx telekick off a EX Roll but just requires a bit more practice than usual to be consistent with it.

As far as buffing Mileena pokes the 7f D3 would be nice, if D1 is buffed then fine. I still think though apart from frames Mileena does have an issue with the range of her normals due to the animations of her moves. I don't think much can be done to improve on that but when facing characters like Kotal, the neutral feels problematic.

Wish list:

1) 7f d3. A 6f d3 if the're being generous :)

2) give her an u4 move; even if it's the exactly the u4 part of the 21u4 string, I'll be singing praises.
That would be interesting. If you took literally as it is it would be a 20f overhead which is -5 on block and on hit you get a hard knockdown with enough advantage to start your oki and break most wakeups.
 
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Afk Skinny

3D Krusader
Well since wish list buffs are being thrown around

1. Faster start up on fade

2.Give her back her MK9 D4

3. Better backdash, stylish af but its so awful

4.Let us cancel the EX Roll after the first 2 hits, allowing for combo/block strings after.
 

Nu-Skoool

Feel the nerf of despair
I'm away from my console right now, anyone care to explain what's going on at around 2:14. It looks like it juggles but resets the hit counter
 

TheGabStandard

The anticipation is killing me
I'm away from my console right now, anyone care to explain what's going on at around 2:14. It looks like it juggles but resets the hit counter
The first two hits of EX Roll juggles but the third hit kind of acts like a "cross up" on the grounded opponent. So if the opponent is not blocking it pops him back up and resets the combo counter. If he is blocking then the roll would be blocked and you eat a full combo punish. It's one of those things that will probably work once in a lifetime and never again lol
 

1man3letters

Alpha Tarkatan - Moderator
Moderator
I'm away from my console right now, anyone care to explain what's going on at around 2:14. It looks like it juggles but resets the hit counter
one on the hits of ex roll is missing because of the gravity of the combo and ai isnt blocking so it last hit of roll launches again
uber gimmick, seen it before on youtube posted as "reset tech" haha
 
Just a few quick q's :) (unless I say otherwise, I mostly use ravenous)

1) b12 vs f23 from neutral position

Based on exp and outside of combos when do you guys use either strings? Both seem safe on block and are easily cancellable.

2) approaching the opponent using mileena

She's got slow pokes (compared to say....scorp or subzero or even ermac), so constantly moving forward and d4ing isnt cutting it. Roll is too yolo for my tastes. Jumpins are too risky anyways. Only thing i can think of is casually walking up and hope the opponent sneezes, from which i can whiff punish. Help?

3) maybe my google fu is not good enough but any tips for the kotal khan MU? Or any MU whose footsies are way better? (Ie: ninjitsu scorp, naginata tanya, etc)

Thanks in adv! :)
 
Reactions: GQJ
Just a few quick q's :) (unless I say otherwise, I mostly use ravenous)

1) b12 vs f23 from neutral position

Based on exp and outside of combos when do you guys use either strings? Both seem safe on block and are easily cancellable.

2) approaching the opponent using mileena

She's got slow pokes (compared to say....scorp or subzero or even ermac), so constantly moving forward and d4ing isnt cutting it. Roll is too yolo for my tastes. Jumpins are too risky anyways. Only thing i can think of is casually walking up and hope the opponent sneezes, from which i can whiff punish. Help?

3) maybe my google fu is not good enough but any tips for the kotal khan MU? Or any MU whose footsies are way better? (Ie: ninjitsu scorp, naginata tanya, etc)

Thanks in adv! :)
#1. You shouldn't really ever use b1,2 unless in a combo. f2,3 is just better in terms of speed and is easier to hit confirm. b1,2 gives you the bite ender to heal yourself, but outside of that, I don't see why you'd use it.

#2. Approaching... yeah that is a problem in matchups like Kotal and Scorpion for the reasons you stated. But Mileena won't be doing a ton of approaching anyway since the neutral is based around Sai. Sai usually makes the opponent have to play around it, so it's basically her best "footsie" tool even though it's a high. If you're losing a life lead, then you're kinda fucked and have to just make some reads. Don't forget you have armor if people get too poke happy, and neutral jumps tend to beat advancing moves/strings. f2,3 has more range then you'd think, same with b2,2 in ravenous. Mixing those up with run grabs may help.

Can't really help you on #3, those matches are just not good, imo. @TheGabStandard knows more of the Ninjutsu matchup than I do. But Tanya you can punish her long range spear on block with Roll/Telekick at any range. Telekick is also pretty good vs her pole stance. That's about all I know though.
 

TheGabStandard

The anticipation is killing me
Just a few quick q's :) (unless I say otherwise, I mostly use ravenous)

1) b12 vs f23 from neutral position

Based on exp and outside of combos when do you guys use either strings? Both seem safe on block and are easily cancellable.

2) approaching the opponent using mileena

She's got slow pokes (compared to say....scorp or subzero or even ermac), so constantly moving forward and d4ing isnt cutting it. Roll is too yolo for my tastes. Jumpins are too risky anyways. Only thing i can think of is casually walking up and hope the opponent sneezes, from which i can whiff punish. Help?

3) maybe my google fu is not good enough but any tips for the kotal khan MU? Or any MU whose footsies are way better? (Ie: ninjitsu scorp, naginata tanya, etc)

Thanks in adv! :)
@ZeroEffect has covered points 1 and 2 nicely. As for no 3 regarding matchups the Kotal Kahn match is tough due to his footsies but I find if you take away certain options the match is easier. His JI1 is pretty strong so anti-air rolls and if close enough B3 are your best options. His F2 is pretty strong but can be punished with a well timed 21 into full combo (reversal Roll unfortunately doesn't work). Aside from that the best way I have found to play it is to just stay slightly out of range and whiff punish with S2/B2 or Roll, knock him away full screen and zone him out, trying to force the player to make a mistake. Oh and take advantage of any gaps with EX Roll.

Similar thing with Scorpion. His F2 is safe from reversal Roll even at point blank range (no Scorpion should do it at point blank range) and his B2 is punishable by Roll except from max range. Important thing to note is that both F2 and B2 have around 30 frames of recovery so if he misses that is a free punish. So like with Kotal I try and play the spacing game just outside of Scorpion's B2 range, throwing a few sais as hard to react with a teleport from that distance, hoping to force a mistake like a yolo teleport or whiffed normal.
 

Damaja325

Stylin' & Low Profilin'
so i was checking out this new combo video that came out and noticed something interesting. if you look at 0:36 he is stringing an F343 starter AFTER a JIP. he actually does this with all F343 combos in the video. this has happened to me a few times when playing, but by accident. anyway, old news? not quite sure how he's pulling that off.

 

BigFool

Noob
You are actually able to combo F3 from a J1 or J2, but you need to be extremely deep in order for it to link. As in, the last few possible frames before you land.
 
while playing tower matches, I could've sworn that i dodged a (high) projectile when i did f2.

can anyone confirm this? does f2 really high crush/dodge high moves?

thanks! :)
 

Jolt

Uprise
while playing tower matches, I could've sworn that i dodged a (high) projectile when i did f2.

can anyone confirm this? does f2 really high crush/dodge high moves?

thanks! :)
I'm not sure about f2, but I know a well timed f1 or b3 will go under projectiles. Generally not worth it due to recovery, but an option.
 

YoloRoll1stHit

Publicly Educated
while playing tower matches, I could've sworn that i dodged a (high) projectile when i did f2.

can anyone confirm this? does f2 really high crush/dodge high moves?

thanks! :)
If it's Johnny's low force ball then no lol. Cassie and any female char can sometimes just walk under it
Edit: sorry Cassie can't walk under it, she must B1 under her father's low forceball at the highest point of the arc. So basically you only need moves that lower your chars' head a little bit, it will go under Johnny's forceball and some instant air projectiles
 
shux. was about to celebrate for "discovering" new stuff for Mileena. If it's something very timing-specific, I guess it's not so practical anyway. :|