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btw nothing in staff hits mid
if you are doing it from the staff
you can duck the whole staff
raidens teleport is more a flaw than a help
cause it gives him free throws which he shouldnt take i rarely condon the use of them
and if you need to hoard them to win you are not truely winning its my way of seeing it
its one reason i tried not to include them in my sub zero guide cause more hush hush they are less i have to deal with people going foward 1 free throw teleport
throw throw foward 1 teleport free throw
when the game gets down to 50/50 like htat its annoying not fun
and dont say thats all high level play is
cause anybody who has ever fought me vlad d konqrr doomsday kutchs knows i can deal with 50/50 and most of the time not use it back to them
the only time i would use cheap 50/50 like this is when i've played 20 matchs and the guy is still bragging on the mic about those 5 wins he got
raiden as a character is well so - so a weak weapon straight up too many opens and delay ...his style branch combos seem to have a problem
accepting i've many times messed up on the second stance change and its the only person online i have this problem with
he lacks a good mid hit in ju....and nan chaun has a good mid as long as you dont whore it in the 50/50 mark which dont bother me at all
cause unlike raiden win thinks its very ez to punish raiden after missed foward 1
heck i could even change stance and punish him
not trying to talk bad about the x box mk community but from what i gathered and the 2 times i actually went on xbox most of them abuse cheese and suck at it
and raidenwins loses to a guy named fatt matt? from what i take his whole straight is back 2 in staff or throw lots of talent
kid should put it in a bottle and sell it at discount prices
its a good guide cept the fact 80 % of it supported free throws
this is not a flame this is negitive feedback, and neg feed back is good
if you are doing it from the staff
you can duck the whole staff
raidens teleport is more a flaw than a help
cause it gives him free throws which he shouldnt take i rarely condon the use of them
and if you need to hoard them to win you are not truely winning its my way of seeing it
its one reason i tried not to include them in my sub zero guide cause more hush hush they are less i have to deal with people going foward 1 free throw teleport
throw throw foward 1 teleport free throw
when the game gets down to 50/50 like htat its annoying not fun
and dont say thats all high level play is
cause anybody who has ever fought me vlad d konqrr doomsday kutchs knows i can deal with 50/50 and most of the time not use it back to them
the only time i would use cheap 50/50 like this is when i've played 20 matchs and the guy is still bragging on the mic about those 5 wins he got
raiden as a character is well so - so a weak weapon straight up too many opens and delay ...his style branch combos seem to have a problem
accepting i've many times messed up on the second stance change and its the only person online i have this problem with
he lacks a good mid hit in ju....and nan chaun has a good mid as long as you dont whore it in the 50/50 mark which dont bother me at all
cause unlike raiden win thinks its very ez to punish raiden after missed foward 1
heck i could even change stance and punish him
not trying to talk bad about the x box mk community but from what i gathered and the 2 times i actually went on xbox most of them abuse cheese and suck at it
and raidenwins loses to a guy named fatt matt? from what i take his whole straight is back 2 in staff or throw lots of talent
kid should put it in a bottle and sell it at discount prices
its a good guide cept the fact 80 % of it supported free throws
this is not a flame this is negitive feedback, and neg feed back is good


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Clockwork-Orange Wrote:
btw nothing in staff hits mid
if you are doing it from the staff
you can duck the whole staff
raidens teleport is more a flaw than a help
cause it gives him free throws which he shouldnt take i rarely condon the use of them
and if you need to hoard them to win you are not truely winning its my way of seeing it
its one reason i tried not to include them in my sub zero guide cause more hush hush they are less i have to deal with people going foward 1 free throw teleport
throw throw foward 1 teleport free throw
when the game gets down to 50/50 like htat its annoying not fun
and dont say thats all high level play is
cause anybody who has ever fought me vlad d konqrr doomsday kutchs knows i can deal with 50/50 and most of the time not use it back to them
the only time i would use cheap 50/50 like this is when i've played 20 matchs and the guy is still bragging on the mic about those 5 wins he got
raiden as a character is well so - so a weak weapon straight up too many opens and delay ...his style branch combos seem to have a problem
accepting i've many times messed up on the second stance change and its the only person online i have this problem with
he lacks a good mid hit in ju....and nan chaun has a good mid as long as you dont whore it in the 50/50 mark which dont bother me at all
cause unlike raiden win thinks its very ez to punish raiden after missed foward 1
heck i could even change stance and punish him
not trying to talk bad about the x box mk community but from what i gathered and the 2 times i actually went on xbox most of them abuse cheese and suck at it
and raidenwins loses to a guy named fatt matt? from what i take his whole straight is back 2 in staff or throw lots of talent
kid should put it in a bottle and sell it at discount prices
its a good guide cept the fact 80 % of it supported free throws
this is not a flame this is negitive feedback, and neg feed back is good
btw nothing in staff hits mid
if you are doing it from the staff
you can duck the whole staff
raidens teleport is more a flaw than a help
cause it gives him free throws which he shouldnt take i rarely condon the use of them
and if you need to hoard them to win you are not truely winning its my way of seeing it
its one reason i tried not to include them in my sub zero guide cause more hush hush they are less i have to deal with people going foward 1 free throw teleport
throw throw foward 1 teleport free throw
when the game gets down to 50/50 like htat its annoying not fun
and dont say thats all high level play is
cause anybody who has ever fought me vlad d konqrr doomsday kutchs knows i can deal with 50/50 and most of the time not use it back to them
the only time i would use cheap 50/50 like this is when i've played 20 matchs and the guy is still bragging on the mic about those 5 wins he got
raiden as a character is well so - so a weak weapon straight up too many opens and delay ...his style branch combos seem to have a problem
accepting i've many times messed up on the second stance change and its the only person online i have this problem with
he lacks a good mid hit in ju....and nan chaun has a good mid as long as you dont whore it in the 50/50 mark which dont bother me at all
cause unlike raiden win thinks its very ez to punish raiden after missed foward 1
heck i could even change stance and punish him
not trying to talk bad about the x box mk community but from what i gathered and the 2 times i actually went on xbox most of them abuse cheese and suck at it
and raidenwins loses to a guy named fatt matt? from what i take his whole straight is back 2 in staff or throw lots of talent
kid should put it in a bottle and sell it at discount prices
its a good guide cept the fact 80 % of it supported free throws
this is not a flame this is negitive feedback, and neg feed back is good
hey Clockwork-Orange,
I appreciate your, albeit negative, feedback. Btw, did you read the entire guide? Because I did go into great lengths about the fact that there are no mids in Staff so I don't understand why you are just repeating what I said in the it.
Second, Raiden's teleport is not a flaw. It is quite a powerful wapon if you know how to use it right. Well, I've heard people saying that Bo's F+3+throw is cheap but I've never heard anyone say free throws and 50/50 games are cheap. Would you care to explain why you think so. And I beg to differ about them making the game not fun, it's fun for me and I bet a bunch of other people. I never said F+1 can't be punished, in fact it can if you block or side-step it.
Me and FaTTMaTT have played many times and he has only come on top 1 time, 2 at most, and we've been tied 1-2 times as well. Every other time I have more wins over him than he over me.


About Me

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Keep it calm people, don't start a flamewar. This thread needs to REMAIN opened.
0
Hmm raiden Guide....i didnt know somone else knew his 1,1,2,f+1....i only knew of 1 person that did...wait no 2....anyways....this is a combo i use with raiden, hence i use raiden all the time, 1,1,2,cs,1,b+1,cs,up+4,cs,1,1,2,f+1,tel,grab its like 50+% cool looking too
and to answer your question, i found raidens online inf, and i dont know if it works on x-box live, anyways, gl


and to answer your question, i found raidens online inf, and i dont know if it works on x-box live, anyways, gl
http://www.mortalkombatonline.com/content/forum/showmessage.cds?id=40010
my old shujinko guide for anyone who is interested
but i believe doomsday just put his ideas with mine together in his
guide to make an ultimate one :)
btw doomsday, 87% is not the highest combo (without free throws,
etc.)
i have invented a better combo with 93% damage with shujinko
(reason: double spear works here ! ) sword style:
double spear, u+2, cs, 2x scissor kick, 1 1 1 cs 4 4 cs
hf testing it
my old shujinko guide for anyone who is interested
but i believe doomsday just put his ideas with mine together in his
guide to make an ultimate one :)
btw doomsday, 87% is not the highest combo (without free throws,
etc.)
i have invented a better combo with 93% damage with shujinko
(reason: double spear works here ! ) sword style:
double spear, u+2, cs, 2x scissor kick, 1 1 1 cs 4 4 cs
hf testing it
1st i want to say that mileenas ying yeung and sai make her a weak character, as they deal very small amounts of damage = not much more then 21% or so.. BUT thankfully she has mian chuan, which makes her a deadly character. making her 1 of the higher tiers in the game.
special moves
rolling thunder~back, down, 4=7%
soaring sai~down, foward, 2=9%
kick from above~foward,foward, 4=9%
free throws w/ specials~
after a rolling thunder u can walk up to ur foe for a free throw.
semi strategies w/ special moves~
when some is aproaching w/ a combo or move, do her soaring sai , as she leans backwards when she shoots them. or do her rolling thunder, if it connects walk up for the free throw=18%
keep in mind, doing her rolling thunder move like that is risky, as they could only be doing part of their combo, leaving her open for massive damage taken..
when some 1 is low poking u, or doing fireballs (low or high) do her "kick from above" move. after that try and walk up for some 50/50 or her throw.
mid moves~3 is her only mid move in this stance.
i can go on and on w/ the different variations of combos for her, as u can see every hit after her 3 move ='s no more then 2% here are a few combos to get u started~
1,1,1=9%
1,1,3=13%
1,1,2=12%
1,1,4=12%
1,1,3,cs=14%
3,3=15%
1,1,3,3=15%
1,1,3,1,1,3=17%
1,1,3,1,1,2=16%
1,1,3,1,1,4=16%
1,1,3,down+2=15%
1,1,3, rolling thunder=14%
1,1,3, rolling thunder, walk up thorw=25%
mid moves~back+1
free throws~
down+1, walk up, throw=15%
1,1,1 walk up for a free throw=26%
good low pokes~
back+3
4
down+1
some combos to get u started~
*note dont do more then pop up, as it will lower the damage given*
2,foward+2=16%
1,1,1=15%
1,1,2=16%
1,1, up+2=15%
1,1 up+2,1,1, up+2=21%
1,1, back+1=16%
1,1, back+1,1,1,back+1=22%
1,1,back+1,1,1,2=22%
1,1,up+2,1,1,2=22%
1,1,back+1,2,foward+2=21%
1,1,up+2,2,foward+2=21%
1,1, up+2, rolling thunder, walk up throw=28%
1,1, back+1,rolling thunder, walk up throw=29%
now is the time for her top stance. this is the stance u want to be in if u want to win.
free throws~
4, walk up, throw=22%
mid moves~4
EXCELLENT low attacks~
down+4
down+1
back+3
some combos to get u started~
back+2,2,2=9%
2,2=9%
2,2, up+1=13%
4, foward+1=17%
4,1=11%
4,3=19%
4,3,cs=27%
4,1.4,1=25%
4,1,4,3,cs=30%
4,1,4,4,1=30%
4,1,4,2,2,up+1=29%
4,1, up+1,4,1=26%
4,1,up+1,4,3,cs=29%
4,1, up+1,2,2, up+1=25%
4,1,back=2,2,wait,2,2,up+1=27%
4,1, up+1,back+2,2,2=23%
4,1,up+3,4,1=26%
4,1,4,cs,1,1,2=31%
4,1,4,4,3,cs=35% *note, this 1 is all about timing*
biggest combo, needs to be started by the wall/corner~
4,1,4,cs,1,1,2, you will get bounced back, quickly do "rolling thunder", walk up, throw=45%
strategies to winning w/ mileena~
go into 2nd stance u can pretty much "freeze" ur foe into a easy win as long as u guess right w/ each hit..
**note**after a non connecting 4,1 u can immediately back dash, as she has no delay after it, BUT u can not block for 2 seconds**
whore her 4, 1 move.
mix in tons of throws
back+3
down+1
4,throw
4,1, roll, throw
up+ 2** if they side step alot or are trying to back away**
back 2,2**dont do three 2's her 3rd 1 will leave her open for attacks**
down +1's
w/ the 4,1..
example~ 4,down+1,4 ,4,1,4,down +1, up+2,4,clip,clip.. mix it all up!!
once they are out of breakers, start using ur big combos. Always, come back into 2nd stance!!
Konqrr, redsoul and mastermalone~if u are reading this, feel free to post anything else that needs to be added and ill add it..
tips w/ mileena Continuing on in her best stance: Mian Chuan
As dan stated this is her best stance and there are a few more notable mentions that need to be brought to light.
Poking with d+1 is an excellent way to both anchor your opponent to the floor for a walk up throw and to train them to duck to set up the 4,1 pop up. Most people will begin to fear and respect the 4,1 combo so they will tend to stand up most of the time to avoid it's dominance.
Use this to your advantage and employ the d+1 poke and throw or land a couple a sweeps, they'll be ducking in no time so go for the 4,1.
Her d+4 is very handy as well, some think it gives her a free throw but not really. Most opponents tend to backdash after it hits so walk up and throw them as they rise and backdash to escape.
Crack your opponent:
If your opponent thinks he's got your number and keeps the 4,1 combo at bay then it's time to bring out another of Mileena's tricks, the Mian Chuan barrage!
Basically you must utilize all of Mileena's quick attacks in a smooth Hi/Low order in order to get your opponent to either eat a 2,2,u+1 combo or a 4,1.
My method is to Poke with d+1 to anchor the opponent then a standing 2, next a d+1 again followed by her d+3, from her I can sweep with b+3 or go for another standing 2.
If 2 hits complete her 2,2,u+1 and get them to waste breakers if 2 doen't hit just hit 2 again and imediately follow it with a d+1 and you will be safe because Mileena's recovery is fast even though it seems like she is stuck after the 2,2. It's a great way to land a throw or set up the 4,1.
The backdash Soaring Sai can be your best friend:
b+222 can be backdash cancelled and you can thwart any would be persuer with a Soaring Sai blast to the face!
Her other two specials are both useful and risky so you must learn how to bait your opponent otherwise you can wind up eating a huge combo!
My method is simple:
Whiff moves that make you look like you're open like her b+3 or backdash cancelled moves like b+222. Punish them with a Rolling thunder ball and go for a free throw. Be careful not to become predictable!
You can also use her Rolling Thunder ball as a wake up after a techable knockdown by rolling to the side and immediately performing a Rolling Thunder. Most players try to go for a 50/50 attempt after any knockdown so make them think twice about the 50/50.
0
can anyone get more the 74% with jinko + freeze? if so, ill have to go bak to the drawing board and reach for 80%+. no free throws btw + online compatible
GetTheYayo Wrote:
can anyone get more the 74% with jinko + freeze? if so, ill have to go bak to the drawing board and reach for 80%+. no free throws btw + online compatible
u should post that question in this thread im sure check could help u..can anyone get more the 74% with jinko + freeze? if so, ill have to go bak to the drawing board and reach for 80%+. no free throws btw + online compatible


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Nitekin, kick ass combo, but here is the million dollar question - Can it be done...ONLINE?? *hehehe*
The thing is, I'll be completely honest with you, I don't spend time testing out "super-combos" offline, because I know that the chances of pulling them off online are close to NIL.
I do the best I can with what DOES work in a competative environment. =-P
I'm truly curious to see exactly what you guys come up with, in the sense of working combos that function ONline. :)
Keep it coming, people. =-P
The thing is, I'll be completely honest with you, I don't spend time testing out "super-combos" offline, because I know that the chances of pulling them off online are close to NIL.
I do the best I can with what DOES work in a competative environment. =-P
I'm truly curious to see exactly what you guys come up with, in the sense of working combos that function ONline. :)
Keep it coming, people. =-P


About Me
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Hey ThuggishRugish,
that's a cool combo. i will add it to the guide.
man, you need to come to Xbox Live, we need more Raiden players there. There's only 2 others i know of as of right now. Besides XBox live is just superior to PS2 online.
Thx for the input.
that's a cool combo. i will add it to the guide.
man, you need to come to Xbox Live, we need more Raiden players there. There's only 2 others i know of as of right now. Besides XBox live is just superior to PS2 online.
Thx for the input.
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lmao, i have an X-box, but i dont wanna pay for x-box live when im already paying for a diff online game, and yea, that combo works great becuz you can either grab after the 1,1,2,F+1, or you can come with a low low, mid, tel grab lol, i love raiden, i have yet to lose to another raiden, gl tho, feel free to sue that combo online =P
0
1, 1, 2, F+1 teleport R1 was made by me. no one else.


About Me
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ThuggishRuggish Wrote:
lmao, i have an X-box, but i dont wanna pay for x-box live when im already paying for a diff online game, and yea, that combo works great becuz you can either grab after the 1,1,2,F+1, or you can come with a low low, mid, tel grab lol, i love raiden, i have yet to lose to another raiden, gl tho, feel free to sue that combo online =P
lmao, i have an X-box, but i dont wanna pay for x-box live when im already paying for a diff online game, and yea, that combo works great becuz you can either grab after the 1,1,2,F+1, or you can come with a low low, mid, tel grab lol, i love raiden, i have yet to lose to another raiden, gl tho, feel free to sue that combo online =P
hmmmmm...you never lost to another Raiden. you also never played me. i challenge you to Mortal Kombat! Raiden vs. Raiden, best out of 10. Do you accept?
0
i would if i could but i dont play on x-box, if you can get a ps2 and MK for it and get online, ill play ya, other than that, we cant paly lol


About Me
-XB Live gamertag: I AM YOURDEATH -(PS2 Tag: MASTRMAL)
0
Excellent work danadbab! I will now add to the Mileena experience with your permission of course
.
Continuing on in her best stance:
Mian Chuan
As dan stated this is her best stance and there are a few more notable mentions that need to be brought to light.
Poking with d+1 is an excellent way to both anchor your opponent to the floor for a walk up throw and to train them to duck to set up the 4,1 pop up. Most people will begin to fear and respect the 4,1 combo so they will tend to stand up most of the time to avoid it's dominance.
Use this to your advantage and employ the d+1 poke and throw or land a couple a sweeps, they'll be ducking in no time so go for the 4,1.
Her d+4 is very handy as well, some think it gives her a free throw but not really. Most opponents tend to backdash after it hits so walk up and throw them as they rise and backdash to escape.
Crack your opponent:
If your opponent thinks he's got your number and keeps the 4,1 combo at bay then it's time to bring out another of Mileena's tricks, the Mian Chuan barrage!
Basically you must utilize all of Mileena's quick attacks in a smooth Hi/Low order in order to get your opponent to either eat a 2,2,u+1 combo or a 4,1.
My method is to
Poke with d+1 to anchor the opponent then a standing 2, next a d+1 again followed by her d+3, from her I can sweep with b+3 or go for another standing 2.
If 2 hits complete her 2,2,u+1 and get them to waste breakers
if 2 doen't hit just hit 2 again and imediately follow it with a d+1 and you will be safe because Mileena's recovery is fast even though it seems like she is stuck after the 2,2. It's a great way to land a throw or set up the 4,1.
The backdash Soaring Sai can be your best friend:
b+222 can be backdash cancelled and you can thwart any would be persuer with a Soaring Sai blast to the face!
Her other two specials are both useful and risky so you must learn how to bait your opponent otherwise you can wind up eating a huge combo!
My method is simple:
Whiff moves that make you look like you're open like her b+3 or backdash cancelled moves like b+222. Punish them with a Rolling thunder ball and go for a free throw. Be careful not to become predictable!
You can also use her Rolling Thunder ball as a wake up after a techable knockdown by rolling to the side and immediately performing a Rolling Thunder. Most players try to go for a 50/50 attempt after any knockdown so make them think twice about the 50/50.
I'll post more later when I have time but feel free to ask me any questions if there is something else I haven't covered.
Peace
Continuing on in her best stance:
Mian Chuan
As dan stated this is her best stance and there are a few more notable mentions that need to be brought to light.
Poking with d+1 is an excellent way to both anchor your opponent to the floor for a walk up throw and to train them to duck to set up the 4,1 pop up. Most people will begin to fear and respect the 4,1 combo so they will tend to stand up most of the time to avoid it's dominance.
Use this to your advantage and employ the d+1 poke and throw or land a couple a sweeps, they'll be ducking in no time so go for the 4,1.
Her d+4 is very handy as well, some think it gives her a free throw but not really. Most opponents tend to backdash after it hits so walk up and throw them as they rise and backdash to escape.
Crack your opponent:
If your opponent thinks he's got your number and keeps the 4,1 combo at bay then it's time to bring out another of Mileena's tricks, the Mian Chuan barrage!
Basically you must utilize all of Mileena's quick attacks in a smooth Hi/Low order in order to get your opponent to either eat a 2,2,u+1 combo or a 4,1.
My method is to
Poke with d+1 to anchor the opponent then a standing 2, next a d+1 again followed by her d+3, from her I can sweep with b+3 or go for another standing 2.
If 2 hits complete her 2,2,u+1 and get them to waste breakers
if 2 doen't hit just hit 2 again and imediately follow it with a d+1 and you will be safe because Mileena's recovery is fast even though it seems like she is stuck after the 2,2. It's a great way to land a throw or set up the 4,1.
The backdash Soaring Sai can be your best friend:
b+222 can be backdash cancelled and you can thwart any would be persuer with a Soaring Sai blast to the face!
Her other two specials are both useful and risky so you must learn how to bait your opponent otherwise you can wind up eating a huge combo!
My method is simple:
Whiff moves that make you look like you're open like her b+3 or backdash cancelled moves like b+222. Punish them with a Rolling thunder ball and go for a free throw. Be careful not to become predictable!
You can also use her Rolling Thunder ball as a wake up after a techable knockdown by rolling to the side and immediately performing a Rolling Thunder. Most players try to go for a 50/50 attempt after any knockdown so make them think twice about the 50/50.
I'll post more later when I have time but feel free to ask me any questions if there is something else I haven't covered.
Peace
mastermalone Wrote:
Excellent work danadbab! I will now add to the Mileena experience with your permission of course
.
Continuing on in her best stance:
Mian Chuan
As dan stated this is her best stance and there are a few more notable mentions that need to be brought to light.
Poking with d+1 is an excellent way to both anchor your opponent to the floor for a walk up throw and to train them to duck to set up the 4,1 pop up. Most people will begin to fear and respect the 4,1 combo so they will tend to stand up most of the time to avoid it's dominance.
Use this to your advantage and employ the d+1 poke and throw or land a couple a sweeps, they'll be ducking in no time so go for the 4,1.
Her d+4 is very handy as well, some think it gives her a free throw but not really. Most opponents tend to backdash after it hits so walk up and throw them as they rise and backdash to escape.
Crack your opponent:
If your opponent thinks he's got your number and keeps the 4,1 combo at bay then it's time to bring out another of Mileena's tricks, the Mian Chuan barrage!
Basically you must utilize all of Mileena's quick attacks in a smooth Hi/Low order in order to get your opponent to either eat a 2,2,u+1 combo or a 4,1.
My method is to
Poke with d+1 to anchor the opponent then a standing 2, next a d+1 again followed by her d+3, from her I can sweep with b+3 or go for another standing 2.
If 2 hits complete her 2,2,u+1 and get them to waste breakers
if 2 doen't hit just hit 2 again and imediately follow it with a d+1 and you will be safe because Mileena's recovery is fast even though it seems like she is stuck after the 2,2. It's a great way to land a throw or set up the 4,1.
The backdash Soaring Sai can be your best friend:
b+222 can be backdash cancelled and you can thwart any would be persuer with a Soaring Sai blast to the face!
Her other two specials are both useful and risky so you must learn how to bait your opponent otherwise you can wind up eating a huge combo!
My method is simple:
Whiff moves that make you look like you're open like her b+3 or backdash cancelled moves like b+222. Punish them with a Rolling thunder ball and go for a free throw. Be careful not to become predictable!
You can also use her Rolling Thunder ball as a wake up after a techable knockdown by rolling to the side and immediately performing a Rolling Thunder. Most players try to go for a 50/50 attempt after any knockdown so make them think twice about the 50/50.
I'll post more later when I have time but feel free to ask me any questions if there is something else I haven't covered.
Peace
excellent addition man..!!!! Excellent work danadbab! I will now add to the Mileena experience with your permission of course
Continuing on in her best stance:
Mian Chuan
As dan stated this is her best stance and there are a few more notable mentions that need to be brought to light.
Poking with d+1 is an excellent way to both anchor your opponent to the floor for a walk up throw and to train them to duck to set up the 4,1 pop up. Most people will begin to fear and respect the 4,1 combo so they will tend to stand up most of the time to avoid it's dominance.
Use this to your advantage and employ the d+1 poke and throw or land a couple a sweeps, they'll be ducking in no time so go for the 4,1.
Her d+4 is very handy as well, some think it gives her a free throw but not really. Most opponents tend to backdash after it hits so walk up and throw them as they rise and backdash to escape.
Crack your opponent:
If your opponent thinks he's got your number and keeps the 4,1 combo at bay then it's time to bring out another of Mileena's tricks, the Mian Chuan barrage!
Basically you must utilize all of Mileena's quick attacks in a smooth Hi/Low order in order to get your opponent to either eat a 2,2,u+1 combo or a 4,1.
My method is to
Poke with d+1 to anchor the opponent then a standing 2, next a d+1 again followed by her d+3, from her I can sweep with b+3 or go for another standing 2.
If 2 hits complete her 2,2,u+1 and get them to waste breakers
if 2 doen't hit just hit 2 again and imediately follow it with a d+1 and you will be safe because Mileena's recovery is fast even though it seems like she is stuck after the 2,2. It's a great way to land a throw or set up the 4,1.
The backdash Soaring Sai can be your best friend:
b+222 can be backdash cancelled and you can thwart any would be persuer with a Soaring Sai blast to the face!
Her other two specials are both useful and risky so you must learn how to bait your opponent otherwise you can wind up eating a huge combo!
My method is simple:
Whiff moves that make you look like you're open like her b+3 or backdash cancelled moves like b+222. Punish them with a Rolling thunder ball and go for a free throw. Be careful not to become predictable!
You can also use her Rolling Thunder ball as a wake up after a techable knockdown by rolling to the side and immediately performing a Rolling Thunder. Most players try to go for a 50/50 attempt after any knockdown so make them think twice about the 50/50.
I'll post more later when I have time but feel free to ask me any questions if there is something else I haven't covered.
Peace

0
can someone please come up with a decent ashrah guide

0
TIPS FOR ERMAC...
well let's see...i suppose we'll start with his special moves...
telekenetic slam - probably his best move...obviously lol. learn to get it down and NEVER mess it up. after a dash back (back back) you might want to throw a teleslam out sometimes to catch them off guard and than combo off of it.
telekinetic throw - this is ALWAYS what you should finish off a juggle with in my opinion. also, if you telethrow into a wall, walk up and you get a free grab out of it. =)
mystic float - i highly suggest to not ever float because if you miss your opponent could EASILY get a free hit off of you...that's just my suggestion
hado energy - it's a very slow projectile and not too good, but i tend to throw the projectile after i use the telethrow. most people expect you to mystic float after the telethrow and they jump and usually the hado energy hits them
throw (R1) - his throw isn't too great, but it does 16% lol good for 50/50 mix-up i suppose lol
i guess now i'll move onto his stances lol....
hua chuan - this is BY FAR my favorite stance. basically all i do is confuse my opponent. here's examples of some things...
everyone expects you to do 2, b+1 but you shouldn't do it right away...just hit 2, 222 or 221...maybe hit 2, then 2, b+1 so your opponent releases his guard and you catch him with it. 2 has a fast recovery time so you shouldn't get caught. my whole object is to confuse my opponent so he has NO IDEA of when to release the block button.
d+4 is a nice low hit. after you can dash back and block or you can 50/50. either hit d+4 again or press 1 (which a nice, quick mid hit =))
223 is good for DTs on the count of most people only expect a 2 hit combo and then last 3 can easily DT your opponent. 222 is also a good combo to use because the last hit usually hits and then you can take a free throw.
TIP: whenever the last hit you do in hua chuan is 2, you can take a free throw =)
combo's i like to do in hua chuan are:
2b+1, cs, 2, 2, teleslam, 112, telethrow - this isn't the easiest combo in the world, but with practice it can be pulled off. i pull it off all the time =) lol. if you can't get the second 2, just do one for the time being. i usually will only do the above combo in the first round and maybe sometimes the second if my opponent won the first round. the other combo i use is...
2b+1, c, 2, 2, teleslam, 2, telethrow - unless your opponent breaks the first 2b+1 (which most times they dont because it's too fast), this combo is UNBREAKABLE and does 41% and if thrown into a wall, 57% because of the free throw...i use this combo often (one of my favorites
)
if you catch a teleslam while in hua chuan, this is the combo i suggest doing...
teleslam, 2b+1, cs, 2, teleslam, 112 (or 2), telethrow - (this is my suggestion)
choy lee fut - this stance is pretty good, but not one i like to stay in on the count of most of the combos start with 1 and you can't use the universal tracking. all in all, it's not too bad though.
i tend to confuse my opponent like before. i don't just hit 112cs right way. i'll hit 1, 11, 112, or 113. then just keep on making them guess where i'm going to end the combo and eventually i'll do 112cs and they'll let go of block thinking it's over and get hit.
b+4 is a nice sweep. a suggestion is to sweep a couple times and when you think your opponent is going to block low, you cs and hit d+2 then do ermac's unbreakable...d+2, teleslam, d+2, teleslam, telethrow
also, if you end ANY combo in 3, you can take a free throw, but my suggestion is to not always take it. people always TRY to duck the free throws so you can hit cs d+2 and get the above unbreakable combo most of the time. a throw does 16% but the unbreakable combo does over 40% lol
if you hit 2 it'll knock your opponent back a little and most of the time they'll release block and you can catch a teleslam. if you catch a teleslam while in choy lee fut, this is the combo i suggest...
teleslam, 112, teleslam, 112, telethrow - (just my suggestion)
axe - i love this stance and i also confuse my opponent with it, although people can get very angry if you stay in it so i tend to stay out of it lol
combo's to use are 134, 1344, and 13444. whenever you hit a 4, you can take a free throw, but once again, i'd suggest you not always throw. you might want to hit d+2 and go for the unbreakable or do 134, 1344, or 13444 and keep making them guess. odds are any of those will hit them.
the only downside to the axe is that it is SLOW. if you want to use the axe, i'd suggest you stay in choy lee fut and quickly pull out the axe. after you plant someone, i'd suggest you get in their face and make them think you're going to throw, then change stances and hit d+2, 134, 1344, or 13444.
an interesting guessing game is you either hit 134, 1344, or 13444 and after you're done, hit d+1, then hit 134, 1344, or 13444, then d+1, etc. it confuses your opponent and pisses them off lol =)
for the most part i tend to stay out of the axe, but if i ever do go into it, ^that^ is what i usually do lol
welp, i suppose that is all i really have to say. i know there are probably things i forgot, but it happens lol. if you need strategy versus a certain character, pm me and i'll tell you what to expect and what to do.
well let's see...i suppose we'll start with his special moves...
telekenetic slam - probably his best move...obviously lol. learn to get it down and NEVER mess it up. after a dash back (back back) you might want to throw a teleslam out sometimes to catch them off guard and than combo off of it.
telekinetic throw - this is ALWAYS what you should finish off a juggle with in my opinion. also, if you telethrow into a wall, walk up and you get a free grab out of it. =)
mystic float - i highly suggest to not ever float because if you miss your opponent could EASILY get a free hit off of you...that's just my suggestion
hado energy - it's a very slow projectile and not too good, but i tend to throw the projectile after i use the telethrow. most people expect you to mystic float after the telethrow and they jump and usually the hado energy hits them
throw (R1) - his throw isn't too great, but it does 16% lol good for 50/50 mix-up i suppose lol
i guess now i'll move onto his stances lol....
hua chuan - this is BY FAR my favorite stance. basically all i do is confuse my opponent. here's examples of some things...
everyone expects you to do 2, b+1 but you shouldn't do it right away...just hit 2, 222 or 221...maybe hit 2, then 2, b+1 so your opponent releases his guard and you catch him with it. 2 has a fast recovery time so you shouldn't get caught. my whole object is to confuse my opponent so he has NO IDEA of when to release the block button.
d+4 is a nice low hit. after you can dash back and block or you can 50/50. either hit d+4 again or press 1 (which a nice, quick mid hit =))
223 is good for DTs on the count of most people only expect a 2 hit combo and then last 3 can easily DT your opponent. 222 is also a good combo to use because the last hit usually hits and then you can take a free throw.
TIP: whenever the last hit you do in hua chuan is 2, you can take a free throw =)
combo's i like to do in hua chuan are:
2b+1, cs, 2, 2, teleslam, 112, telethrow - this isn't the easiest combo in the world, but with practice it can be pulled off. i pull it off all the time =) lol. if you can't get the second 2, just do one for the time being. i usually will only do the above combo in the first round and maybe sometimes the second if my opponent won the first round. the other combo i use is...
2b+1, c, 2, 2, teleslam, 2, telethrow - unless your opponent breaks the first 2b+1 (which most times they dont because it's too fast), this combo is UNBREAKABLE and does 41% and if thrown into a wall, 57% because of the free throw...i use this combo often (one of my favorites
if you catch a teleslam while in hua chuan, this is the combo i suggest doing...
teleslam, 2b+1, cs, 2, teleslam, 112 (or 2), telethrow - (this is my suggestion)
choy lee fut - this stance is pretty good, but not one i like to stay in on the count of most of the combos start with 1 and you can't use the universal tracking. all in all, it's not too bad though.
i tend to confuse my opponent like before. i don't just hit 112cs right way. i'll hit 1, 11, 112, or 113. then just keep on making them guess where i'm going to end the combo and eventually i'll do 112cs and they'll let go of block thinking it's over and get hit.
b+4 is a nice sweep. a suggestion is to sweep a couple times and when you think your opponent is going to block low, you cs and hit d+2 then do ermac's unbreakable...d+2, teleslam, d+2, teleslam, telethrow
also, if you end ANY combo in 3, you can take a free throw, but my suggestion is to not always take it. people always TRY to duck the free throws so you can hit cs d+2 and get the above unbreakable combo most of the time. a throw does 16% but the unbreakable combo does over 40% lol
if you hit 2 it'll knock your opponent back a little and most of the time they'll release block and you can catch a teleslam. if you catch a teleslam while in choy lee fut, this is the combo i suggest...
teleslam, 112, teleslam, 112, telethrow - (just my suggestion)
axe - i love this stance and i also confuse my opponent with it, although people can get very angry if you stay in it so i tend to stay out of it lol
combo's to use are 134, 1344, and 13444. whenever you hit a 4, you can take a free throw, but once again, i'd suggest you not always throw. you might want to hit d+2 and go for the unbreakable or do 134, 1344, or 13444 and keep making them guess. odds are any of those will hit them.
the only downside to the axe is that it is SLOW. if you want to use the axe, i'd suggest you stay in choy lee fut and quickly pull out the axe. after you plant someone, i'd suggest you get in their face and make them think you're going to throw, then change stances and hit d+2, 134, 1344, or 13444.
an interesting guessing game is you either hit 134, 1344, or 13444 and after you're done, hit d+1, then hit 134, 1344, or 13444, then d+1, etc. it confuses your opponent and pisses them off lol =)
for the most part i tend to stay out of the axe, but if i ever do go into it, ^that^ is what i usually do lol
welp, i suppose that is all i really have to say. i know there are probably things i forgot, but it happens lol. if you need strategy versus a certain character, pm me and i'll tell you what to expect and what to do.

0
can someone please make a guide for ashrah
hmmm nobody's made a guide for jade yet. i think jade's one of the best girls in the game.
jade has the most damaging dial-a-combo in the game:
2,2,1,cs,4,cs,1,u+3
this combo juggles on the u+3, and does 39% damage alone, but
if you put this combo into a juggle it does crazy damage, not as much as some of the crazy 90-150% combos other characters do with throws etc, but it's good enough.
like:
Fan Zi:
3...2,2,1,cs,4,cs,1,u+3 = 48% damamge
2,2,cs,...cs,cs,2,2,1,cs,4,cs,1,u+3 = 44% damage
Bojutsu:
2,3...cs,2,2,1,cs,4,cs,1,u+3 = 54-55% damage (props to Konqrr for this one)
Kou Shou:
b+1,cs,cs,...2,2,1,cs,4,cs,1,u+3 = 47% damage
special moves:
d,f,3= razor rang. really slow, it takes her a whole second before she throws the boomerang.
b,f,4 = blazing nitro kick. this is my favorite special move with jade. it has ok reach & launches the opponent. also it's pretty safe to do from medium/close range, but still punishable at times. can be used for DT, & also to keep the guy away from you so you have time 2 think of what 2 do next
b,f,2 = dodging shadows. she glows green & she turns projectile-proof
haven't actually used this move yet
b,f,1= vanishing winds. a teleport, but very slow. i only do it after i knock the guy down with a planting move. actually gives you a free throw if you do this.
one of her weaknesses is her slow recovery time, making almost all of her attacks punishable.
i don't have the time to post the movelist of her fighting styles, since they can be found in the game when you pause it. but i will give you an analysis of the moves i find most useful with jade.
Fan Zi:
3= a high axe kick. i love this juggler. only problem is, if it's blocked, you're screwed. it has the slowest recovery time in this stance. also, it only hits high, so it can be ducked. but it does set up for a great juggle combo that can do 48% damage if not broken. i would use this as a punisher after blocking or sidestepping an attack
b+1= a side-punch that launches the opponent. works for DT. comes out fast, but punishable if blocked.
f+4= she kicks your foot from standing position. an ok low attack. not too bad of a move, but recovery time isn't the greatest.
Kou Shou:
some people say this is her best fighting stance.
b+1= she drops her elbow. good middle juggler, so you can hit guys that crouch block. use for 50/50s. if you 50/50 with this you can do a lot of dammge since you can do the 47% combo i post above
3= she crouches & punches your foot, knocking you down. does decent damage. probably her best low attack. i also use this for 50/50
b+4= a double axe kick that plants the opponent & sets him up for a 50/50, especially against a wall. if not against a wall, do the vanishing winds teleport right away, so you can either do a 50/50, or get a FREE THROW from behind
Bojutsu:
1,1= use this 2 poke at them from a distance & piss them off
2,3= chin chopper. her most powerful juggler. she does a horizontal slash then does an uppercut with her staff, juggling the opponent. comes out a little slow though, so only use your judgement on when to throw it. sets up for one of her best combos. =54-55%
d+4=long range swing. probably the longest reaching low attack in the game. another far-away poke move 2 piss them off. never do this move from close range as it comes out slow.
u+3=amazon power strike. this move looks awesome. the jumps up & smashes her staff on the ground(but it has 2 hit you). juggles the opponent and has good range. only problem is, this has the slowest recovery time in jade's movelist. use good judgement with this move.
that about it. i know this guide's not complete. feel free to post comments & additions to it.

jade has the most damaging dial-a-combo in the game:
2,2,1,cs,4,cs,1,u+3
this combo juggles on the u+3, and does 39% damage alone, but
if you put this combo into a juggle it does crazy damage, not as much as some of the crazy 90-150% combos other characters do with throws etc, but it's good enough.
like:
Fan Zi:
3...2,2,1,cs,4,cs,1,u+3 = 48% damamge
2,2,cs,...cs,cs,2,2,1,cs,4,cs,1,u+3 = 44% damage
Bojutsu:
2,3...cs,2,2,1,cs,4,cs,1,u+3 = 54-55% damage (props to Konqrr for this one)
Kou Shou:
b+1,cs,cs,...2,2,1,cs,4,cs,1,u+3 = 47% damage
special moves:
d,f,3= razor rang. really slow, it takes her a whole second before she throws the boomerang.
b,f,4 = blazing nitro kick. this is my favorite special move with jade. it has ok reach & launches the opponent. also it's pretty safe to do from medium/close range, but still punishable at times. can be used for DT, & also to keep the guy away from you so you have time 2 think of what 2 do next
b,f,2 = dodging shadows. she glows green & she turns projectile-proof
haven't actually used this move yet
b,f,1= vanishing winds. a teleport, but very slow. i only do it after i knock the guy down with a planting move. actually gives you a free throw if you do this.
one of her weaknesses is her slow recovery time, making almost all of her attacks punishable.
i don't have the time to post the movelist of her fighting styles, since they can be found in the game when you pause it. but i will give you an analysis of the moves i find most useful with jade.
Fan Zi:
3= a high axe kick. i love this juggler. only problem is, if it's blocked, you're screwed. it has the slowest recovery time in this stance. also, it only hits high, so it can be ducked. but it does set up for a great juggle combo that can do 48% damage if not broken. i would use this as a punisher after blocking or sidestepping an attack
b+1= a side-punch that launches the opponent. works for DT. comes out fast, but punishable if blocked.
f+4= she kicks your foot from standing position. an ok low attack. not too bad of a move, but recovery time isn't the greatest.
Kou Shou:
some people say this is her best fighting stance.
b+1= she drops her elbow. good middle juggler, so you can hit guys that crouch block. use for 50/50s. if you 50/50 with this you can do a lot of dammge since you can do the 47% combo i post above
3= she crouches & punches your foot, knocking you down. does decent damage. probably her best low attack. i also use this for 50/50
b+4= a double axe kick that plants the opponent & sets him up for a 50/50, especially against a wall. if not against a wall, do the vanishing winds teleport right away, so you can either do a 50/50, or get a FREE THROW from behind
Bojutsu:
1,1= use this 2 poke at them from a distance & piss them off
2,3= chin chopper. her most powerful juggler. she does a horizontal slash then does an uppercut with her staff, juggling the opponent. comes out a little slow though, so only use your judgement on when to throw it. sets up for one of her best combos. =54-55%
d+4=long range swing. probably the longest reaching low attack in the game. another far-away poke move 2 piss them off. never do this move from close range as it comes out slow.
u+3=amazon power strike. this move looks awesome. the jumps up & smashes her staff on the ground(but it has 2 hit you). juggles the opponent and has good range. only problem is, this has the slowest recovery time in jade's movelist. use good judgement with this move.
that about it. i know this guide's not complete. feel free to post comments & additions to it.
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