Mileena corner kombo?

smoke1ne

New member
Does anyone know if Mileena has a corner bnb that is practical and keeps the opponent in the corner when done?

Im hoping that there is one that does around 40%ish with little difficulty and leaves the opponent cornered.

Any help would be appreciated, I don't feel like messing around in practice long enough to figure it out myself :P.
 
is this not covered in the character guide stickied in the top? if not maybe check testyourmights character guide for mileena, they have pretty good info usually.

id tell you myself but i dont use her.
 
is this not covered in the character guide stickied in the top? if not maybe check testyourmights character guide for mileena, they have pretty good info usually.

id tell you myself but i dont use her.

no they dont reallyy cover any korner bnbs unfortunately as the guide isn't all that great to begin with but ill check out tym, thanks
 
Up+4, Up+4, Back+1 2, 1 1 2 EX Roll ball, 1 Roll Ball, Forward+3 Leaping Neckbite.... 19 hits 33%.
Up+4, Up+4, Back+1 2, 1 1 2 Roll Ball, Dash forward Uppercut.... 9 hits 33%
That's the best I could get to keeping them close to the wall

EDIT:
4 2 Teleport Drop Sai Blast, (quickly) 3 4 Ball Roll, Dash (behind them again) Uppercut...8hits 30% A little harder to time right.
 
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not really any ideal korner combos on tym either guess ill just stick with bnbs with ex rolls when i wanna keep my opponent in the corner

@ man eater why bother using f3 or 1 to link rolls when 4 is more optimal?
 
not really any ideal korner combos on tym either guess ill just stick with bnbs with ex rolls when i wanna keep my opponent in the corner

@ man eater why bother using f3 or 1 to link rolls when 4 is more optimal?

Just for show, why ask? You asked for something, and I gave. Your welcome :)
 
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If 32-33% damage isn't enough for you then Mileena is NOT the character for you. Plain and simple. She is not a heavy hitter. She is, however, very good at punishing your opponent's mistakes as well as messing with their head. If you practice with her enough and are good at reading your opponent, you'll find that after you finish one combo there's almost always going to be an opening for you to launch into a second combo.

Example: Obviously blocking your opponents wake up let's you launch into a second combo. But let's say your opponent doesn't use wake ups and just blocks after eating a combo, take notice of if they block high or low once they get back up (more often than not people block low). If they block low, use her overhead combo starter to make them eat anoter big combo. If they start blocking high to avoid your overhead, go into your b+3, ball roll combo starter to make them eat a combo. You gotta be quick though, start using either of these combo starters as soon as they start standing up...like I said, you need to be a good student of your opponent and be able to predict what they're going to do so you know which starter to use. That being said, let's say you go to use you overhead starter, but your opponent guesses right and blocks high: Fortunately for you, her b+3 starter is pretty quick so you can go into it pretty quickly, even coming out of her overhead move.

So yes, 32% is not that impressive, but when you're able to go directly into a, let's just say 23% combo, then your damage output suddenly goes up to 55% just like that.

End example.

I guess my point is this: Yes, her damage output per single combo is not as high as a lot of other characters. However, she has tools to link her combos together which forces your opponent to start guessing what you're going to do and if they guess wrong, they're taking loads of damage. She doesn't need heavy hitting combos, at least not in my opinion.

Edit: And for what it's worth, I think the Mileena thread is great.
 
If 32-33% damage isn't enough for you then Mileena is NOT the character for you. Plain and simple. She is not a heavy hitter. She is, however, very good at punishing your opponent's mistakes as well as messing with their head. If you practice with her enough and are good at reading your opponent, you'll find that after you finish one combo there's almost always going to be an opening for you to launch into a second combo.

Example: Obviously blocking your opponents wake up let's you launch into a second combo. But let's say your opponent doesn't use wake ups and just blocks after eating a combo, take notice of if they block high or low once they get back up (more often than not people block low). If they block low, use her overhead combo starter to make them eat anoter big combo. If they start blocking high to avoid your overhead, go into your b+3, ball roll combo starter to make them eat a combo. You gotta be quick though, start using either of these combo starters as soon as they start standing up...like I said, you need to be a good student of your opponent and be able to predict what they're going to do so you know which starter to use. That being said, let's say you go to use you overhead starter, but your opponent guesses right and blocks high: Fortunately for you, her b+3 starter is pretty quick so you can go into it pretty quickly, even coming out of her overhead move.

So yes, 32% is not that impressive, but when you're able to go directly into a, let's just say 23% combo, then your damage output suddenly goes up to 55% just like that.

End example.

I guess my point is this: Yes, her damage output per single combo is not as high as a lot of other characters. However, she has tools to link her combos together which forces your opponent to start guessing what you're going to do and if they guess wrong, they're taking loads of damage. She doesn't need heavy hitting combos, at least not in my opinion.

Edit: And for what it's worth, I think the Mileena thread is great.

I know how to play mileena.. and i was only wondering if someone knew a good korner kombo with damage better then 30-35% that kept the opponent cornered.

But there isn't one apparently.
 
Well, I think people already know this combo, but for Mileena wall combo I use this one:

Air punch, back + X, B... Y, A, B... Y, A, B + Ball roll... B + X-Ray Attack. 50% damage
If you don't have an X-ray, after the ball roll do a Jump Kick + Teleport + Sai throw. Guess it's 39%
 
Well, I think people already know this combo, but for Mileena wall combo I use this one:

Air punch, back + X, B... Y, A, B... Y, A, B + Ball roll... B + X-Ray Attack. 50% damage
If you don't have an X-ray, after the ball roll do a Jump Kick + Teleport + Sai throw. Guess it's 39%

thank you ill try this in practice it seems viable
 
You'r welcome. But do bear in mind: the jump kick + teleport + sai throw is tricky. Must be a fast input. :P

If you are also interested, I use a Midscreen combo that does 39% (I'm absolutely certain about the numbers this time):
Air punch, back + X, B... Jump Kick + Teleport Drop + Sai Throw... Ball roll... Jump Kick + Teleport Drop + Sai Throw.
 
If 32-33% damage isn't enough for you then Mileena is NOT the character for you. Plain and simple. She is not a heavy hitter. She is, however, very good at punishing your opponent's mistakes as well as messing with their head. If you practice with her enough and are good at reading your opponent, you'll find that after you finish one combo there's almost always going to be an opening for you to launch into a second combo.

Example: Obviously blocking your opponents wake up let's you launch into a second combo. But let's say your opponent doesn't use wake ups and just blocks after eating a combo, take notice of if they block high or low once they get back up (more often than not people block low). If they block low, use her overhead combo starter to make them eat anoter big combo. If they start blocking high to avoid your overhead, go into your b+3, ball roll combo starter to make them eat a combo. You gotta be quick though, start using either of these combo starters as soon as they start standing up...like I said, you need to be a good student of your opponent and be able to predict what they're going to do so you know which starter to use. That being said, let's say you go to use you overhead starter, but your opponent guesses right and blocks high: Fortunately for you, her b+3 starter is pretty quick so you can go into it pretty quickly, even coming out of her overhead move.

So yes, 32% is not that impressive, but when you're able to go directly into a, let's just say 23% combo, then your damage output suddenly goes up to 55% just like that.

End example.

I guess my point is this: Yes, her damage output per single combo is not as high as a lot of other characters. However, she has tools to link her combos together which forces your opponent to start guessing what you're going to do and if they guess wrong, they're taking loads of damage. She doesn't need heavy hitting combos, at least not in my opinion.

Edit: And for what it's worth, I think the Mileena thread is great.

People hate me so much for doing exactly this online! :D
 
Why are ANY of you even attempting to help this guy? What a lazy and ungrateful person, he can't be bothered to go into training room and can't be bothered to read the Mileena guide. He just wants all of YOU to do the hard work for him.
 
In my humble opinion as a gamer, I see no problem in giving a little boost to someone who needs it. Hell, I don't need to pay to help this guy, if he becomes better by using something I did, my feelings will be of satisfaction, not anger. After all, I could actually HELP someone.
 
Perhaps I came off as caustic, but I still think im right.

Theres a difference between getting a little advice and me saying:

"Okay, I just got Rain but im about to go out to the cinema with my friends. I'll be back in about 4, or 5 hours...be nice if you guys could find me all of Rains combos above 30% as I want to jump straight into him online when I get back and start owning with big combos. I really dont want to go into training room and i cant be bothered reading that Rain thread. K, thx, bai."
 
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