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Ultimate Mortal Kombat 3 - Strategy Guide - Mileena
Basics
Special Moves,
General Gameplay Guide
Advanced Character Guides
Kabal,
Human Smoke,
Kung Lao,
Kano,
Reptile,
Ermac,
Nightwolf,
Smoke,
Sindel,
Jax,
Sonya,
Kitana,
Stryker,
Scorpion,
Sub-Zero,
Jade,
Liu Kang,
Sektor,
Classic Sub-Zero,
Cyrax,
Shang Tsung,
Mileena,
Sheeva
Mileena - Rank: 22
Mileena is considered a very low tier character, probably
around 22nd of the 23 in UMK3, and third in terms of the three female
ninjas. She has overall low combo damage, not much in terms of options,
almost everything revolves around the roll which activates damage
protection miserably. She, like Cyrax, requires a lot of effort to be a
force in the game, and there are some expert players here and there who
can use her, however she still just doesn't cut it against most top tier
characters. Fortunately the female ninjas have strange collision boxes
making it harder to juggle them, and maxed out combos are unlikely in
most cases, watch for slip ups and counter based on their character
design. Some characters cannot get starters on them at all, and both
ground attacks after a JP or a straight up JK will whiff, however in the
corner a lot of these characters are able to get starters on them, but
still some cannot, it depends on how close you are when the jump attack
connects. An underused tactic the female ninjas can abuse is by leaving
off the last hit of their kick combos if the opponent blocks the first
three, and pausing ever so slightly, then doing a HK as they try to rush
in, which happens very often. Even if they don't it hits blocked which
does slightly more chip damage than finishing out the combo and doesn't
give them as much time to recover and counter, setting up other
situations in your favor.
Basic Moves:
The female ninja uppercut
is average, nothing to write home about, their standing HK is great for
far away jumpers trying to stay out of range for anti air HPs, it
doesn't have as much height as some other characters, but the collision
detection is a good distance from their body hit box, so it has good
priority. Their LP jabs hit lower than most so they can run jab Stryker
when he's ducking and blocking, and they good range. HP jabs have
average range, sweeps are silent which is a plus, and they have some
distance to them, however are slow on recovery compared to the fast
sweepers leaving them potentially open. Ducking LK has some decent
pointiness and distance, standing LK hits a bit lower than usual. Their
roundhouse is very close range, better off going for a standing HK on
jump ins, but the RH can often be used in run underneath jump in
situations because the placement is perfect for that. Their jump punch
has limited range and is close to their body, bad for cross ups on
ducking blocking opponents. Their JK is one of the best in the game.
The Roll is an interesting and complex move to say the least with
lots of uses. It is by definition a containment move as well, similar to
that of Reptile's forceball, however Mileena's distance from the
opponent and positioning is not always exactly the same making juggle
combos for her difficult to guarantee. Mileena can run in sooner
depending on what frame she is in when the roll connects. The roll can
be used to prevent anti air cross ups if timed correctly. As the player
jumps over you, buffer F,F,D instead of B,B,D and do the roll as they
start the air attack, you will roll under them, causing the occasional
forward flip towards Mileena reaction which is ideal, enabling better
juggle combos. It is relatively easy to perform the flip towards roll by
timing the contact just on the opposite side of the opponent as they
fall, try this during punishment combos with aaHP, HP, B,B, pause, D, HK
for the late roll and ideal spacing. The roll can also be used on a
delay, so you can buffer B,B, D, wait a good second and then surprise
with the roll as if you were the CPU and didn't have to perform any
motion, similar to usage of Stryker's baton throw, which can abuse the
same delayed button hit concept. There are many players who abuse the
roll constantly, and pay for it, please do not be one of these players.
It is possible to abuse the roll and be successful, it just takes good
judgment on placement. The roll can also be used as a wake up to escape
run jabs, similar to Kabal's spin and Sonya's bike kick, but if it is
expected, a simple kara jab will block it and set Mileena up for a
punisher combo. The roll has a limit of 1 usage every other hit and is
locked at 3 hits, so that means you can combo 2 legitimately. Also look
for chances to use the roll in the corner, don't just throw out a random
ball because of the likelihood of it being blocked, but watch for an
attempt to uppercut and buffering B,B while jabbing at times.
The Teleport/Drop Kick is a very slow attack and should be used as a
total surprise, perhaps no more than once a round, it is easy to scout,
predict, and counter, and any time you can use it in a combo, you could
do 2 or 3 more hits with something else resulting in higher damage.
The Sai Shot is still spammable as it was in MKII in terms of speed,
however it is not as effective. The Prophet says "It looks like she's
aiming at airplanes or something with them." What he means is, they are
way too high in the air when she releases so they are easy to avoid, and
he would be right. You can still try to spam them, use them in combos as
well, for zoning, etc. You can charge HP for the sai shot while run
jabbing with LP, if you see them try to jump out of the corner you can
jump back and release HP hitting a sai shot knocking them back into the
corner, and you can also try to juggle again before they hit the ground.
As far as I have tested, Mileena can only relaunch the robot
ninjas, and Kung Lao, even Sheeva can always block her relaunches,
others may be possible, as I sort it out I'll post it.
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Basic Juggles:
1. punch starter,
HP, HP, HK, HK, D-F LK, aaHP, drop kick 8 hits 37% 2. punch
starter, HP, HP, HK, HK, D-F LK, JK, sai 8 hits 40% 3. roll,
R, aaHP, roll, R, HK, 4 hits 24%
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Advanced Juggles:
1. aa(HP,HP), roll, RH 4 hits 31% 2. (from ground up directly in
front of opponent or a cross up jump kick), JK, roll, aa(HP,HP), JK, sai
shot, 6 hits 39% (leaving out the sai shot might make the combo easier
and will result in about 5% less damage and this can be applied to all
other combos ending in a sai shot) 3. (off a flip towards Mileena
punisher set up) aa(HP,HP), roll, aa(HP, HP), JK, sai shot 7 hits 41%
4. aaHP, JK, roll, R, aaHP, HK 5 hits 42% 5. aaHP, JK, roll, JK,
sai, 5 hits 44% 6. aaHP, JK, roll, R, aaHP, HP, JK, sai shot 7 hits
50% (doable on male ninjas, Kano, Jax, Stryker, Sub-zero, etc) 7.
(near corner) aaHP, RH, roll, R, aaHP, HP, JK, sai shot 7 hits 52%
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Ultimate Mortal Kombat 3 - Strategy Guide Mileena Corner Juggle
File Size: 1,50 MB |
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Ultimate Mortal Kombat 3 - Strategy Guide Mileena Punisher
File Size: 1,49 MB |
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Last Update
10.22.2009
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