Well, you know her D4 is good, and what it is best for is a setup for the U4 starter.
Alot of people ball up instead of blocking high to stop the D4.. So, I have a couple BnBs that start from this.
1. U4, U4, B1, 4, 3, roll, B1, 4, teleport kick. Does 33%. Or ,
2. U4, B1, 4, F3, 1+2, roll, B1, 4, teleport kick - 34%
These start from overheads, and she has faster strings like 3, 2, ball as starters.
She has awesome mix ups I guess is how I'd describe her playstyle. Once the teleport kick lands from one of the first 2 BnBs, be mindful of the wakeup options your opponent has. If they are lacking, you can immediately dash in, and they'll usually try to block high to stop another U4 (overhead starter). Because of this, use the below low starter instead.
3. B3, ball, U4, B1, 4, dash, 1, 1, 2, bite. The best part about this combo is that if you enhance the ball and you're close enough when you do B3, the ball is unblockable.
Her sais.. well, for me the best part about them is that you can do them in the air. One of the things they do very well (that I'm not sure alot of people use them for) is bait out wiffs. Like if you teleport kick and it gets blocked, and someone tries to punish it with a juggle or string, you can do an air sai and pause yourself in the air to make them wiff.
Another huge tool she has is her advantage on landed teleport kick. Once it hits, you get enough of a frame advantage to dash in and start a combo. The following string is blockable, but since she has such great mixup tools, a landed teleport kick is essentially forcing your opponent into a coin flip to avoid eating 30% + damage. Do I block high for the overhead? Do I block low for the b3, ball?!
The other thing I like about her low starter is that it leaves the oponent standing after the bite. Any combo that ends this way leaves the opponent just slightly inside of your U4 range.
Again, awesome mix up character, but like most, her matchup against Kung Lao and Raiden is terrible.
Her enhanced teleport is a little harder to spot than other enhanced teleports such as smokes. The enhanced version knocks the blocker back just enoughso that they can't punish it with an uppercut. That said, her specials (roll and teleport) so so punishable it's insane.
If you roll ant someone and they block it, they have time to stand up, go get a drink, maybe take a shower, come back, pick up their controller, and still have time to catch you floating in the air.
As for the guide, it's very very good. But a couple of things to keep in mind about some of the things in there...
Mileena is not primarily a ranged character. Her mixup game is way too good to suggest that. playing her as a ranged character will make you miss about 3/4 of what she can do, and characters that actually ARE zoning / ranged characters will absolutely tear you to shit if you try to play her like that.
Secondly, her sweep does NOT suck. She has better options than just a naked sweep from close range, but if you are outside of sweep range, you can do b3, b4 to actually link into her sweep. No one else can do that. As for hit prioritization, the naked sweep is lacking. D4 has better range than her sweep does, but the biggest reason her sweep doesn't suck is because of the b3, b4 link into it.
It can be used insteade of D4 as part of her mixup game, and it the b3 hlands, you can hit confirm into a 30% combo.