![]() The grab at the end of Throat Piercing is a good combo ender since it leaves the opponent standing. Make use of the flying knee’s range at this point to catch them pressing a button. This will trick the opponent into thinking you made a mistake. A trick is to space yourself out so the first hit misses. She also has very fast projectiles that can frustrate opponents through mix ups.Ī great string for Mileena as the first hit is low and the second hit is a flying knee that hits mid. I prefer to use the Piercing Variation to increase damage on some normals and use good combo enders like Throat Piercing. Combine this with her good pokes and fast Ball Roll to give Mileena a very effective offense. She has slow, but hard hitting normals that potentially lead to over 35% combos without meter. This increases combo damage and builds a lot of meter on offense. When using Mileena, I like to take advantage of her ability to use multiple special moves in the same combo. It is not the most damaging use of meter, but it is still an interesting move. Or just end it with High Heel for less damage and no meter burn.įorward+3,4,3, Tele-Kick, Air Sai Blast, Ball Roll, High Heel. Like that tricky Combo in part 3 of the Combo Guide.įorward+3,4,3, Tele-Kick, Air Sai Blast, Ball Roll, High Heel, Meterburn, Back+1,2,1+3, Down,Down+2. You can also use it to extend some of the other combos you have been doing before. And, High Hee can be meter burned immediately after to caused a ground bounce for a potential combo. you can't block in the air anyway.Īnyway, you can use this move as an Anti-Air to seemingly grab the opponent out of the air and slam them down for 13% damage. It does a vertical split kick and only hits jumping or juggled opponents. High Heel is an interesting command normal.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |