4/24/2023 0 Comments Mileena mk 11If you predict that the opponent may try to jump at Mileena, be ready to hit them out of the air with her +. The downside to using this string is that it cannot be cancelled into a Special Move and thus cannot combo into Ball Roll.Īdditionally, Mileena’s + serves as a phenominal anti-air attack because it hits diagonally upwards. Since the full string is punishable on block, it’s advised to use it only after hit confirming the first 2 hits. +, is a mid leaving Mileena at -4 on block, while +, , is an overhead leaving Mileena unsafe at -13. After staggering with +, this will allow Mileena to begin pressuring with her +, or go for a throw. The 1st hit is 0 on block, making it an amazing stagger. This is a very fast 9 frame advancing high attack best used at mid-to-close range. Mileena’s next best attack is her Play Time ( +, , ) string. By equipping the Stabyscotch ( ) ability, Mileena will switch positions with the opponent, keeping them close for her to apply pressure on knockdown. By restanding, Mileena will prevent the opponent from waking up while leaving herself at +20 on hit. With the Play Time ability equipped, Mileena has the option of restanding the opponent with +, , + and Amplifying it. +, allows Mileena to switch positions with the opponent. If a combo consists of 7 hits or more, Mileena can finish with +, , KB, taking away a large chunk of the opponent’s health. Mileena’s combos are usually ended with +, ,, which will deal maximum damage while sending the opponent fullscreen where Mileena can start her zoning. If the Rolling Thunder ability is equipped, it replaces Ball Roll as a combo starter, granting more utility at the cost of dealing slightly less damage. Ball Roll is best used after hit confirming attacks such as, , +, and. Mileena’s main combo starter is her Ball Roll ( ).
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