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=Advanced Strategies= | =Advanced Strategies= | ||
Uppercut: Awesome | |||
Jump Kick: Good | |||
Roundhouse: Weak | |||
Mileena is very effective when playing a controled offense. The | |||
Teleport Kick can be used to knock all jumping opponents to the ground, | |||
and to hit opponents right after they fire their missile weapon. It is | |||
easy to spot and block, though. Her Sai Throw is a charge weapon which | |||
makes it more awkward to use. But once it is mastered, you can throw it | |||
into most combos. It can be used in the air to hit jumping opponents. | |||
The Ground Roll is the key element to most of her combos. Best used | |||
after a jump kick, because if blocked, you are vulnerable to nasty | |||
things. | |||
[[Category:Mortal Kombat II]] | [[Category:Mortal Kombat II]] |
Revision as of 19:18, 20 May 2017
Introduction
Move List
Close HP : Elbow [Hits high]
Sai Throw : Hold HP for 1 second, Release HP [Can be done in the air]
Roll : B, B, D, HK
Telekick : F, F, LK
Finishers
Fatality 1 : (Close) F, B, F, LP
Fatality 2 : (Close) Press and Release HK
Babality : D, D, D, HK
Friendship : D, D, D, U, HK
Pit II/Tomb : F, D, F, LK
Advanced Strategies
Uppercut: Awesome
Jump Kick: Good
Roundhouse: Weak
Mileena is very effective when playing a controled offense. The Teleport Kick can be used to knock all jumping opponents to the ground, and to hit opponents right after they fire their missile weapon. It is easy to spot and block, though. Her Sai Throw is a charge weapon which makes it more awkward to use. But once it is mastered, you can throw it into most combos. It can be used in the air to hit jumping opponents. The Ground Roll is the key element to most of her combos. Best used after a jump kick, because if blocked, you are vulnerable to nasty things.