How do you counter turtles with Mileena?
Gameplay & Strategy
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How do you counter turtles with Mileena?
It looks like people have finally found out how to put up with her shenanigans because, by God, I can't do anything.
They always lure me in for a teleport right when I jump by dashing in, by the time I connect, they're low blocking into an uppercut.
Turtling from afar? I've already lost.
All I can do from that piont is chip damage from sais because if I jump in, my opponent ALWAYS throws a jump punch before me.
So what do I do? I press the thing as fast as I can and oh look, they didn't jump and there goes my healthbar.
I've never had to deal with these type of players so I'm never sure how to react. I'm always used to the pressure-happy players that it's hard for me to accustom to this new tactic.
Advice?
They always lure me in for a teleport right when I jump by dashing in, by the time I connect, they're low blocking into an uppercut.
Turtling from afar? I've already lost.
All I can do from that piont is chip damage from sais because if I jump in, my opponent ALWAYS throws a jump punch before me.
So what do I do? I press the thing as fast as I can and oh look, they didn't jump and there goes my healthbar.
I've never had to deal with these type of players so I'm never sure how to react. I'm always used to the pressure-happy players that it's hard for me to accustom to this new tactic.
Advice?
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For real? Any mileena player can tell you she is great for turtlers, it should be a free win for you. The teleport has advantage over turtling, teleport and immediatly throw air sais and hold down till they uppercut after which you can uppercut yourself or if your quick enough punish with 4 2 teleport-air sais roll up+1 back+1 4 uppercut, does around 30%. Also if you're full screen throw a sai or two just to be sure that they keep blocking then go for a roll automatically cross them up then bust out a mix up either back+3 to break stand block or up+1 to break turtling; dont know if you know the combos but those two can be followed up with a roll and continue comboing. Note that if they are always turtling the jump in punch break it and you dont need to worry about mixing them up with back+3 or up+1. Also back+2 is a leaping sai stab which hits them out off turtle, you cant combo into it but it stays there until you use your sais again but if you use back forward 2 in your combos it does an extra 1% damage. Up+1 has good range so if you are close and they are turtling do that and you can combo off it. Remember that teleport air sai throw is safe on turtlers and that if they start to jump around more often you can combo them out off the air with tele air sais or normal air sais which a punch can be added if you jump straight into them or a kick followed by a tele. Edit: Try using enhanced teleport followed by a delayed air sai throw.
totheark Wrote:
It looks like people have finally found out how to put up with her shenanigans because, by God, I can't do anything.
They always lure me in for a teleport right when I jump by dashing in, by the time I connect, they're low blocking into an uppercut.
Turtling from afar? I've already lost.
All I can do from that piont is chip damage from sais because if I jump in, my opponent ALWAYS throws a jump punch before me.
So what do I do? I press the thing as fast as I can and oh look, they didn't jump and there goes my healthbar.
I've never had to deal with these type of players so I'm never sure how to react. I'm always used to the pressure-happy players that it's hard for me to accustom to this new tactic.
Advice?
It looks like people have finally found out how to put up with her shenanigans because, by God, I can't do anything.
They always lure me in for a teleport right when I jump by dashing in, by the time I connect, they're low blocking into an uppercut.
Turtling from afar? I've already lost.
All I can do from that piont is chip damage from sais because if I jump in, my opponent ALWAYS throws a jump punch before me.
So what do I do? I press the thing as fast as I can and oh look, they didn't jump and there goes my healthbar.
I've never had to deal with these type of players so I'm never sure how to react. I'm always used to the pressure-happy players that it's hard for me to accustom to this new tactic.
Advice?
If you're playing a turtling person, dash in, do not jump in at all unless they're majorly open. Use Mileenas back 3, back 4, since this person is going to be uppercut happy, they'll keep getting tripped up by it, combine that with sai zoning, her down 4 is a great poke too.
Mileena is far too unsafe to throw out her teleport kick or roll naked, unless your opponent is trying to zone with projectiles or they're majorly open, I usually only throw them out in those cases. Edit:Packetman has some great strategy above too, though I find that when I use Mileena's overhead kick when I'm fighting turtlers, they tend to uppercut me out of it, but it's still a great mix up possibilty.
I know all the tricks revolvong around what Mileena CAN do, I guess it's just a lack of exprience with these players which have blanking out during the fights and not being able to utilize them.
It really is making my headspin.
I think it's more of my pressure and jump-in tactics I use which always gets me punished.
I'm a fast player and I can't seem to grasp being patient against someone else who's patient.
Well, I'm out to see if I can trump these badboys and report back.
Thanks for the advice!
It really is making my headspin.
I think it's more of my pressure and jump-in tactics I use which always gets me punished.
I'm a fast player and I can't seem to grasp being patient against someone else who's patient.
Well, I'm out to see if I can trump these badboys and report back.
Thanks for the advice!
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Well if it's a waiting game the best thing to do is try to force your opponents next move then punish.


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totheark Wrote:
Well, turns out that's the way to do it and the roll compliments that quite so.
*sigh* What a hassle.
packetman Wrote:
Well if it's a waiting game the best thing to do is try to force your opponents next move then punish.
Well if it's a waiting game the best thing to do is try to force your opponents next move then punish.
Well, turns out that's the way to do it and the roll compliments that quite so.
*sigh* What a hassle.
Yea you pretty much have to chip at them until they have less health than you so you have control. The can move in on you and you can punish them or they can sit there and block and lose the round when time runs out. This pretty much applies if you are playing any character though.


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Mileena eats turtles for breakfast. Use her roll to cover ground and get in, then play footsie or U+4 if they're blocking low to start your shenanigans.
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m0s3pH Wrote:
Mileena eats turtles for breakfast. Use her roll to cover ground and get in, then play footsie or U+4 if they're blocking low to start your shenanigans.
Hey can you explain the term footsies please? I hear it all the time and still don't know.Mileena eats turtles for breakfast. Use her roll to cover ground and get in, then play footsie or U+4 if they're blocking low to start your shenanigans.


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If you use the term "spam" I have no time for your argument.
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packetman Wrote:
m0s3pH Wrote:
Mileena eats turtles for breakfast. Use her roll to cover ground and get in, then play footsie or U+4 if they're blocking low to start your shenanigans.
Hey can you explain the term footsies please? I hear it all the time and still don't know.Mileena eats turtles for breakfast. Use her roll to cover ground and get in, then play footsie or U+4 if they're blocking low to start your shenanigans.
I may or may not be completely correct here:
Footsies refer to the ground-based aspect of fighting. Particularily at mid-distance. Knowing what moves have the range that can hit your opponent from a certain distance and using that to your advantage. Dashing in or out to bait a wiff or punish an opponent who misjudges.
In this example (the OP) using your d4 or u4 mixup. Poke with d4 to chip. It has great range and speed and if you do it from max range there is very view characters who can poke back. Then throw in the odd u4 to get a big combo going. u4 has more range than most people realise (good tip= after a bite special you are at the perfect range for u4 to just connect).


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WhereThereIsSmoke Wrote:
I may or may not be completely correct here:
Footsies refer to the ground-based aspect of fighting. Particularily at mid-distance. Knowing what moves have the range that can hit your opponent from a certain distance and using that to your advantage. Dashing in or out to bait a wiff or punish an opponent who misjudges.
In this example (the OP) using your d4 or u4 mixup. Poke with d4 to chip. It has great range and speed and if you do it from max range there is very view characters who can poke back. Then throw in the odd u4 to get a big combo going. u4 has more range than most people realise (good tip= after a bite special you are at the perfect range for u4 to just connect).
packetman Wrote:
m0s3pH Wrote:
Mileena eats turtles for breakfast. Use her roll to cover ground and get in, then play footsie or U+4 if they're blocking low to start your shenanigans.
Hey can you explain the term footsies please? I hear it all the time and still don't know.Mileena eats turtles for breakfast. Use her roll to cover ground and get in, then play footsie or U+4 if they're blocking low to start your shenanigans.
I may or may not be completely correct here:
Footsies refer to the ground-based aspect of fighting. Particularily at mid-distance. Knowing what moves have the range that can hit your opponent from a certain distance and using that to your advantage. Dashing in or out to bait a wiff or punish an opponent who misjudges.
In this example (the OP) using your d4 or u4 mixup. Poke with d4 to chip. It has great range and speed and if you do it from max range there is very view characters who can poke back. Then throw in the odd u4 to get a big combo going. u4 has more range than most people realise (good tip= after a bite special you are at the perfect range for u4 to just connect).
You're correct. Footsies are meant to cause mistakes from your opponent.
WhereThereIsSmoke Wrote:
Then throw in the odd u4 to get a big combo going. u4 has more range than most people realise (good tip= after a bite special you are at the perfect range for u4 to just connect).
Then throw in the odd u4 to get a big combo going. u4 has more range than most people realise (good tip= after a bite special you are at the perfect range for u4 to just connect).
It has insane range! There I times when I think it absolutely has to miss, but it doesn't. Such a wonderful move...
packetman Wrote:
For real? Any mileena player can tell you she is great for turtlers, it should be a free win for you. The teleport has advantage over turtling, teleport and immediatly throw air sais and hold down till they uppercut after which you can uppercut yourself or if your quick enough punish with 4 2 teleport-air sais roll up+1 back+1 4 uppercut, does around 30%. Also if you're full screen throw a sai or two just to be sure that they keep blocking then go for a roll automatically cross them up then bust out a mix up either back+3 to break stand block or up+1 to break turtling; dont know if you know the combos but those two can be followed up with a roll and continue comboing. Note that if they are always turtling the jump in punch break it and you dont need to worry about mixing them up with back+3 or up+1. Also back+2 is a leaping sai stab which hits them out off turtle, you cant combo into it but it stays there until you use your sais again but if you use back forward 2 in your combos it does an extra 1% damage. Up+1 has good range so if you are close and they are turtling do that and you can combo off it. Remember that teleport air sai throw is safe on turtlers and that if they start to jump around more often you can combo them out off the air with tele air sais or normal air sais which a punch can be added if you jump straight into them or a kick followed by a tele.
Edit: Try using enhanced teleport followed by a delayed air sai throw.
For real? Any mileena player can tell you she is great for turtlers, it should be a free win for you. The teleport has advantage over turtling, teleport and immediatly throw air sais and hold down till they uppercut after which you can uppercut yourself or if your quick enough punish with 4 2 teleport-air sais roll up+1 back+1 4 uppercut, does around 30%. Also if you're full screen throw a sai or two just to be sure that they keep blocking then go for a roll automatically cross them up then bust out a mix up either back+3 to break stand block or up+1 to break turtling; dont know if you know the combos but those two can be followed up with a roll and continue comboing. Note that if they are always turtling the jump in punch break it and you dont need to worry about mixing them up with back+3 or up+1. Also back+2 is a leaping sai stab which hits them out off turtle, you cant combo into it but it stays there until you use your sais again but if you use back forward 2 in your combos it does an extra 1% damage. Up+1 has good range so if you are close and they are turtling do that and you can combo off it. Remember that teleport air sai throw is safe on turtlers and that if they start to jump around more often you can combo them out off the air with tele air sais or normal air sais which a punch can be added if you jump straight into them or a kick followed by a tele.
Edit: Try using enhanced teleport followed by a delayed air sai throw.
I just re-read this advice and...well...I'm left scratching my head a bit. Granted this might a skill-level barrier (as I'm not that good) but some of this advice doesn't seem to be accurate. For example:
The teleport has advantage over turtling, teleport and immediatly throw air sais and hold down till they uppercut after which you can uppercut yourself or if your quick enough punish...
A blocked Teleport to Air Sais almost always gets me upercutted. Maybe my input on the Air Sais is too slow but it comes out pretty damn quick.
Also if you're full screen throw a sai or two just to be sure that they keep blocking.
They usually just duck the chip damage.
back+3 to break stand block or up+1 to break turtling
How does this "block break"?About Me

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Mojo6 Wrote:
packetman Wrote:
For real? Any mileena player can tell you she is great for turtlers, it should be a free win for you. The teleport has advantage over turtling, teleport and immediatly throw air sais and hold down till they uppercut after which you can uppercut yourself or if your quick enough punish with 4 2 teleport-air sais roll up+1 back+1 4 uppercut, does around 30%. Also if you're full screen throw a sai or two just to be sure that they keep blocking then go for a roll automatically cross them up then bust out a mix up either back+3 to break stand block or up+1 to break turtling; dont know if you know the combos but those two can be followed up with a roll and continue comboing. Note that if they are always turtling the jump in punch break it and you dont need to worry about mixing them up with back+3 or up+1. Also back+2 is a leaping sai stab which hits them out off turtle, you cant combo into it but it stays there until you use your sais again but if you use back forward 2 in your combos it does an extra 1% damage. Up+1 has good range so if you are close and they are turtling do that and you can combo off it. Remember that teleport air sai throw is safe on turtlers and that if they start to jump around more often you can combo them out off the air with tele air sais or normal air sais which a punch can be added if you jump straight into them or a kick followed by a tele.
Edit: Try using enhanced teleport followed by a delayed air sai throw.
For real? Any mileena player can tell you she is great for turtlers, it should be a free win for you. The teleport has advantage over turtling, teleport and immediatly throw air sais and hold down till they uppercut after which you can uppercut yourself or if your quick enough punish with 4 2 teleport-air sais roll up+1 back+1 4 uppercut, does around 30%. Also if you're full screen throw a sai or two just to be sure that they keep blocking then go for a roll automatically cross them up then bust out a mix up either back+3 to break stand block or up+1 to break turtling; dont know if you know the combos but those two can be followed up with a roll and continue comboing. Note that if they are always turtling the jump in punch break it and you dont need to worry about mixing them up with back+3 or up+1. Also back+2 is a leaping sai stab which hits them out off turtle, you cant combo into it but it stays there until you use your sais again but if you use back forward 2 in your combos it does an extra 1% damage. Up+1 has good range so if you are close and they are turtling do that and you can combo off it. Remember that teleport air sai throw is safe on turtlers and that if they start to jump around more often you can combo them out off the air with tele air sais or normal air sais which a punch can be added if you jump straight into them or a kick followed by a tele.
Edit: Try using enhanced teleport followed by a delayed air sai throw.
I just re-read this advice and...well...I'm left scratching my head a bit. Granted this might a skill-level barrier (as I'm not that good) but some of this advice doesn't seem to be accurate. For example:
The teleport has advantage over turtling, teleport and immediatly throw air sais and hold down till they uppercut after which you can uppercut yourself or if your quick enough punish...
A blocked Teleport to Air Sais almost always gets me upercutted. Maybe my input on the Air Sais is too slow but it comes out pretty damn quick.
Also if you're full screen throw a sai or two just to be sure that they keep blocking.
They usually just duck the chip damage.
back+3 to break stand block or up+1 to break turtling
How does this "block break"?
Well I don't blame you because I'm also new to this so lets see.
If your opponent is crouch blocking "turtling" if you tele followed up immediately by air sais and also hold down right after your opponent's uppercut will miss leaving him in recovery and you can punish. If your in doubt block then, but most people choose to uppercut but others expecting it will throw a combo that can indeed hit you while you crouch or just a special.
Yes if they duck that leaves them open for the teleport now. It's supposed to get the opponent to do something you want to get in safely.
Maybe i explained that wrong but you should understand because you posted a comment that says link b+3 with the roll. B+3 hits low so if they stand block it breaks it so you can combo. Up+4 takes them out of turtle, easy enough for you? If there is anything else I will explain.
@ packetman:
Thanks for the response. I'll try to clarify.
Tele-kick to Air Sais:
EDIT: Alright I get it now. You're saying that Tele-Kick to Air Sais on a crouch blocked opponent is safe if you hold down after the Air Sai. I'll try and test that somehow but thanks for the info.
On "block breaking":
I guess this was just terminology confusion on my part here. You're basically advising to apply pressure mix-ups (which she lacks) in order to land an overhead with U+4 or link a ballroll from her B+3 poke.
Thanks for the response. I'll try to clarify.
Tele-kick to Air Sais:
EDIT: Alright I get it now. You're saying that Tele-Kick to Air Sais on a crouch blocked opponent is safe if you hold down after the Air Sai. I'll try and test that somehow but thanks for the info.
On "block breaking":
I guess this was just terminology confusion on my part here. You're basically advising to apply pressure mix-ups (which she lacks) in order to land an overhead with U+4 or link a ballroll from her B+3 poke.
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Mojo6 Wrote:
@ packetman:
Thanks for the response. I'll try to clarify.
Tele-kick to Air Sais:
EDIT: Alright I get it now. You're saying that Tele-Kick to Air Sais on a crouch blocked opponent is safe if you hold down after the Air Sai. I'll try and test that somehow but thanks for the info.
On "block breaking":
I guess this was just terminology confusion on my part here. You're basically advising to apply pressure mix-ups (which she lacks) in order to land an overhead with U+4 or link a ballroll from her B+3 poke.
@ packetman:
Thanks for the response. I'll try to clarify.
Tele-kick to Air Sais:
EDIT: Alright I get it now. You're saying that Tele-Kick to Air Sais on a crouch blocked opponent is safe if you hold down after the Air Sai. I'll try and test that somehow but thanks for the info.
On "block breaking":
I guess this was just terminology confusion on my part here. You're basically advising to apply pressure mix-ups (which she lacks) in order to land an overhead with U+4 or link a ballroll from her B+3 poke.
Yes it's safe to a certain extent, like if they choose to do a uppercut which is a high or any other move that hits high you can punish with an uppercut or if they uppercut and miss you can possibly combo. If they throw out a move that hits mid or low just ducking is no longer safe you must block now. Either way if they turtle teleporting in should be safe with the air sais. Yes the block string mix-ups is what i meant but the tele air sais and naked roll from full screen is what I was telling the OP to do for fullscreen turtles who wait to punish him. I was telling him that so he could get in safely and maybe cross the person up and throw those mix-ups.
packetman Wrote:
Yes it's safe to a certain extent, like if they choose to do a uppercut which is a high or any other move that hits high you can punish with an uppercut or if they uppercut and miss you can possibly combo. If they throw out a move that hits mid or low just ducking is no longer safe you must block now. Either way if they turtle teleporting in should be safe with the air sais. Yes the block string mix-ups is what i meant but the tele air sais and naked roll from full screen is what I was telling the OP to do for fullscreen turtles who wait to punish him. I was telling him that so he could get in safely and maybe cross the person up and throw those mix-ups.
Yes it's safe to a certain extent, like if they choose to do a uppercut which is a high or any other move that hits high you can punish with an uppercut or if they uppercut and miss you can possibly combo. If they throw out a move that hits mid or low just ducking is no longer safe you must block now. Either way if they turtle teleporting in should be safe with the air sais. Yes the block string mix-ups is what i meant but the tele air sais and naked roll from full screen is what I was telling the OP to do for fullscreen turtles who wait to punish him. I was telling him that so he could get in safely and maybe cross the person up and throw those mix-ups.
Wait I'm confused again. I'll just ask a general question here:
Can Mileena's Tele-kick to Air Sai on a crouch-blocked opponent be punished on reaction by an uppercut while Mileena is still airborne?
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By the time she has thrown the air sais she will be on the ground because of the crouched block, what i was saying is if they choose not to uppercut and do a move that can hit you while you duck because you're anticipating the uppercut you will be punished or not. So if someone knows what to do it is better to block but it depends on who you play.
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