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Utilizing Khanum Dash

As the title suggests, this thread will go over how to use Khanum Dash instead of Ball roll.

1. Why replace ball roll?
-This variation of Mileena is all unbreakable damage.
-Mix up/cancel/delay potential
-Effective mid range neutral tool (ducks under many projectiles)
-Safer than ballroll

2. Combos
-You actually only want to use Khanum dash in mix ups and neutral (unless you are double amping for the win). If you land Khanum Dash, I usually amp one time and choose what side I want. If you get an actual hit confirm youre going to want to end in Amp sais or Amp teleport kick. Sais do slightly (xx3.00) more damage, will combo airborne opponents, and keeps you grounded for foward throw KB. Teleport kick has the better oki and side swap choice.
Note: Even though Amp telekick looks slow it still works off all her normals (11, f1, f2, etc)

3. Mixing Up
-Like previously mentioned the real dirt of the move comes from cancels/mix ups. This works best after her F4, 3 (Play time) string. F4 Khanum/F4, 3 Sais/ F4 cancel can really overwhelm an opponent. The dash is only -11 so your opponent has to really be on their toes to punish properly.

The option select: If your opponent is smart, they may try to option select the move and its cancel. They basically time it so that their jab will punish the move and interrupt the cancel. This is where the DELAY comes in. Holding Khanum Dash will allow you to dash farther and change the timing. The slightly delayed timing will allow you to dash under any jab attempts. Incorporating the delay makes the cancel more powerful.

4. Equipping Other Moves.
Playtime (Extra Strings) is a must for Khanum Dash, but the last slot is open for interpretation. Command grab & Sai Slide are my favorites. Sai Slide is a little gimmicky but I think it works great to reset netural after b1,1 for people who low poke after. Not to mention the KB and mental frame advantage. Air teleport kick is something that can also be considered.

5. Overview/Gameplan
Mileenas Gameplan doesnt change much with this move. She is still very much hit and run style. After playing this varation for a while, I think its better at a higher level. You just are going for consistent lower damage instead of high breakable damage. In other words youre trying to nickel and dime your opponent instead of chunking them when their defense meter is down. Dont forget to utilize the dash/cancel in neutral to gain distance.
 
As the title suggests, this thread will go over how to use Khanum Dash instead of Ball roll.

1. Why replace ball roll?
-This variation of Mileena is all unbreakable damage.
-Mix up/cancel/delay potential
-Effective mid range neutral tool (ducks under many projectiles)
-Safer than ballroll

2. Combos
-You actually only want to use Khanum dash in mix ups and neutral (unless you are double amping for the win). If you land Khanum Dash, I usually amp one time and choose what side I want. If you get an actual hit confirm youre going to want to end in Amp sais or Amp teleport kick. Sais do slightly (xx3.00) more damage, will combo airborne opponents, and keeps you grounded for foward throw KB. Teleport kick has the better oki and side swap choice.
Note: Even though Amp telekick looks slow it still works off all her normals (11, f1, f2, etc)

3. Mixing Up
-Like previously mentioned the real dirt of the move comes from cancels/mix ups. This works best after her F4, 3 (Play time) string. F4 Khanum/F4, 3 Sais/ F4 cancel can really overwhelm an opponent. The dash is only -11 so your opponent has to really be on their toes to punish properly.

The option select: If your opponent is smart, they may try to option select the move and its cancel. They basically time it so that their jab will punish the move and interrupt the cancel. This is where the DELAY comes in. Holding Khanum Dash will allow you to dash farther and change the timing. The slightly delayed timing will allow you to dash under any jab attempts. Incorporating the delay makes the cancel more powerful.

4. Equipping Other Moves.
Playtime (Extra Strings) is a must for Khanum Dash, but the last slot is open for interpretation. Command grab & Sai Slide are my favorites. Sai Slide is a little gimmicky but I think it works great to reset netural after b1,1 for people who low poke after. Not to mention the KB and mental frame advantage. Air teleport kick is something that can also be considered.

5. Overview/Gameplan
Mileenas Gameplan doesnt change much with this move. She is still very much hit and run style. After playing this varation for a while, I think its better at a higher level. You just are going for consistent lower damage instead of high breakable damage. In other words youre trying to nickel and dime your opponent instead of chunking them when their defense meter is down. Dont forget to utilize the dash/cancel in neutral to gain distance.
Very cool. I have not toyed with Khanum Dash much, and may experiment with it. Generally speaking, what kind of damage are you normally finding with it?
 
If you get a b1,1 hit confirm youre looking at 19% unless you double amp khanum dash (21% not worth). F4, 3 into tele kick is more like 21%

Very cool. I have not toyed with Khanum Dash much, and may experiment with it. Generally speaking, what kind of damage are you normally finding with it?
 
If you get a b1,1 hit confirm youre looking at 19% unless you double amp khanum dash (21% not worth). F4, 3 into tele kick is more like 21%
Not bad given the short kombos.

Would you be able to post up some matches of you playing this Variation? It'd be cool to see it in action.
 
Ps4. I figured it out though. I uploaded to YouTube. Heres a clip that show cases alot of what I mention in this guide.
Very cool, I may toy around with this. If your opponent gets the edge on you though, things seem like they can go very bad very fast.

Also, this Variation would not have access to her B1, 1, 4 Krushing Blow, correct?
 
Very cool, I may toy around with this. If your opponent gets the edge on you though, things seem like they can go very bad very fast.

Also, this Variation would not have access to her B1, 1, 4 Krushing Blow, correct?
Yeah the biggest weakness to the variation is definitely the comeback factor. Luckily Fatal Blow will help you steal a round.
Correct though, shes lacking in the KB department. This is why i suggest Sai Slide because if you manage to land that KB close you get a free 30+ unbreakable