What's new

Guide Mileena is part Skunk! (Advanced Mileena Guide)

PimpUigi

Sex Kick
She used to turn into the Skunk for her animality. Her animal was chosen because Mileena's natural scent bears a close resemblance to the cute critters.
She may be stinky, but she's a well rounded fighter with good mind games and frame traps.
I think her scent and her face adds to her kinkyness, which makes me interested in playing as her.

===
Key Points & Strategy
===
Thanks to Tom Brady for getting me started!

1. Mileena's best punishment combos are her :bk:bp~telekick combo, as well as her AA jump kick combos for air punishment; however things like Reptiles dash can only be punished with a Roll Ball, Uppercut, or Throw due to Mileena's normals having long start up.

2. Off a jump in punch on block you can mix up with :l+:fk/:u+:bk or throw and the opponent must guess. If the jump in punch hit, then the :u+:bk is still a guaranteed link as is :l+:fk.
Cancelling :l+:fk into :exRoll Ball is a good way to continue a 50/50 mix up.

3. :l+:fk,:l+:bk is safe on block (only -3 according to the frame data), but on hit the opponent will roll away for free.
50/50's are easily avoided by fuzzy guarding.

4. When in close you can use Instant Air Sai to get the advantage. On block it grants advantage for a frame trap, and if the opponent jumps you will hit them and you get a combo for 24% damage. If they block the Sai and don't NJP then you get chip and a frame trap. When the opponent respects the option of Instant Air Sai, then you can follow up your advantage with a :l+:fk/:u+:bk/throw mix up.

5. Mileena is mainly a ranged fighter. She is at her best when she is zoning from range and using Telekick or her Ball Roll to punish when you try to get around her zoning. From range abuse ground and air Sai especially Instant Air Sai. When Instant Air Sai AAs you get a 24% combo.

6. Her Roll Ball (not her :exRoll Ball) is her best and most effective wake up move, however Mileena does have the worst breaker in the game, so keep this in mind.

7. :exRoll Ball starts over head but I don't advise using it as such because you already have a safe over head in :u+:bk. :exRoll Ball is mainly used as a link off of normals. By starting a combo with a :exRoll Ball link in from a normal you can extend your combo with a normal Roll Ball. If you start a combo with a normal Roll Ball you wont be able to use an :exRoll Ball to continue the combo because it will not hit right on an already juggled opponent. An example would be a combo starting with :bp:fk; I can :bp:fk~:exRoll Ball then juggle, and do a normal Roll Ball to continue the juggle. If I started the combo with a normal Roll Ball then I would not be able to use the :exRoll Ball to extend the combo and you cannot extend a combo with a normal Roll Ball if you already started that combo with a normal Roll Ball.

8. Mileena has three very good frame traps. (thanks to BoysBoysBoys, and Somberness)
a. Blocked Jump Kick/Punch~Air Sai, follow with normals/grabs/specials
b. Blocked :u+:bk, follow with normals/grabs/specials
c. Blocked :ex Telekick~Air Sai, follow with normals/grabs/specials
These are her only three frame traps.
You can even arguably :u+:bk followed by Instant Air Sai because :u+:bk is +9 on block!
Personally, I think her best follow up to frame trap starters is :bk:bp, as it's her fastest string, and can not be ducked, but those are your two best follow ups to :u+:bk.
:l+:fp:bk takes 24 frames to come out, thus it can be interrupted by uppercuts or worse, full combo punished.
Don't go for the :ex Telekick~Air Sai frame trap too often, as it's full combo punishable by crouch blocking the second hit of her :ex Telekick.

9. Reset mind games. (credit goes to Zangief (who I found out to be Strippers&Beer from the PDP stream/wednesday night fights for showing me how to utilize this in his matches)
Mileena's Roll Ball and Telekick are useful tools to create good mind games which will confuse your opponent. You can end your combo early after a Roll Ball with either a :bk:bp~Roll Ball/Telekick or a :u+:bk that grounds, followed by a Roll Ball/Telekick.
When you do this, you will wind up right in your opponents face as they wake up. You'll have time to get in a meaty :l+:fk/:u+:bk/crossover punch combo, or if they choose to play dead, you can connect with a :l+:fp:bk (the :bk will pick them up off the ground when they play dead). This will not only scare opponent with the fact you're still right on top of them, but it will confuse them, and make them guess. The only thing you'll have to worry about is wake up attacks, which you'll certainly have time to block of jump over anyway.
You sacrifice about 5% damage or less going for these resets, so it's a good idea.
The roll gives you a bit more control of where you end up.
When you reset with :u+:bk, you have time to dash before performing you roll, and you'll end up on the opposite side of your opponent, confusing them even more. If your opponent likes to tech roll, you also have time to dash twice (dash, block cancel, dash~Roll Ball) to cross them up and make their tech roll~wake up attack go the wrong way, or not come out at all.
Using :bk:bp to reset gives you more damage in your initial combo, yet less time to think after the reset. It's still 100% safe though.
There are more ways to setup this mind game...for instance, you can roll after an uppercut, a throw, etc, but no matter how high someone like Johnny Cage is when you uppercut him, he still has time to hit you with a wake up Shadow attack, before you can block out of your roll. Remember, it's always better to go for something safe, than something risky.

10. When Mileena is crouching without block, she has one of the lowest hit boxes in the game. This allows you to duck under many :ex projectiles such as Kano's :exknives, and cross over punches will generally whiff, forcing your opponent to use cross over jump kicks instead.

11. :d+:fk/:d+:bk are extremely useful poking tools.
At the start of the round, you can land a D+BK straight off. This is one of your best bets to guarantee you get first hit.
After any regular Neckbites or Telekicks, you may land a :d+:bk which they'll have to block, it's a good tool to keep pressure applied to the opponent..
After a blocked jump punch, you may follow up with multiple :d+:fk/:d+:bk's to try to get them used to blocking low, then follow up with an :u+:bk, and possibly even an instant Jump Kick into Telekick combo (this will land if they try to hit you, or try to jump out of your :d+:fk/:d+:bk spam).
:d+:fk/:d+:bk is also a good tool to gauge how your opponent will react to being locked down, and allow you to develop mind games based on their reactions. Will they try to jump out? Will they try spamming attacks?

12. Meter is best saved for breakers, and sometimes :l+:fk~:exRoll Ball
:l+:fk hits low, then ~:exRoll Ball hits high, so it's often useful for getting through a players guard if they don't block properly. A player who blocks properly will get a full combo punish, so don't use this too often.
:exTelekick is hard to punish, but a good player will punish it every time.
Her X-ray is only good as an armored move to cinch the win. It does 33% and that's not the worst, but it's far from the best. Consider the fact it's your only armored move though.
:exSai does 9% damage instead of 6%, so it's like "Yay, my :ex projectile did as much as other characters non :ex projectiles, it's almost like I'm not gimped". However an :exAir Sai will do 11% instead of 6%. Still not worth it; the opponent can even block the second hit if you're too far away.
There is one use for :exSai though, since the hits are separate, it will go through Kabal's :exNomad Dash since he can only absorb one hit with armor. Most armored moves can absorb both hits, so be aware of that.

13. (Thanks to Jer)
Anytime you use :u+:bk as a reset, Mileena has time to dash forward, and perform :l+:bp before the opponent has time to either perform a wake up attack, or tech roll. They're forced to either block and lose their opportunity for wake up attack, or get hit and still gamble on a wake up attack. Many players will think they have time to do a wake up attack through this, so it's a very good opportunity for extra damage.
The :l+:bp hits for 9% unscaled damage.
The 9% unscaled damage lets your combos potentially do quite a bit more damage. 37% vs. 43% for the main BNB combo.
I have not written these damage into the combos section, as they are not true combos. However, it is safe to assume that any combo that starts with a fair amount of hits before the roll will do more damage with the :l+:bp after the roll, and any combo that starts with a roll, or AA sai into roll for instance, will still be more to your benefit to finish the actual combo with Om Nom Noms.

14. Mileena's favorite snack is April O'Neil. When you win, and don't do a fatality, I would kindly request every Mileena player please take a few bites out of April so we can hear April scream, and get a nice close up look of Mileena's pretty face.
Doing this will let me know you read my Mileena guide : )


===
Combos
===
Jump ins
---
BNB
Jump Punch,:u+:bk,:u+:bk,:l+:fp:bk, Dash,:fp:fp:bp~Roll Ball,:l+:fp:bk~Neckbite
37%

BNB going into the corner
Jump Punch,:u+:bk,:u+:bk,:l+:fp:bk, Dash,:bp:fk:bk~Roll Ball,:l+:fp:bk~Neckbite
39%

Best X-ray
Jump Punch,:bp:fk~Roll Ball:l+:fp:bk,:l+:fp:bk,:bk~:x
47%


Max damage jump in combo (Thanks to Persona)
---
Jump Punch,:l+:fp:bk,:l+:fp:bk,:l+:fp:bk,~Roll Ball, Jump Kick~Telekick~Air Sai
42%
Note: this combo is hard enough for me to consider it very inconsistent.


NJP combo
---
NJP, dash, :l+:fp:bk,:l+:fp:bk,:bk~Roll Ball,:l+:fp:bk~Neckbite
35%


:l+:fk
---
:l+:fk,~Roll Ball,:u+:bk,:l+:fp:bk Dash,:fp:fp:bp~Neckbite
29%


Opponent playing dead
---
Opponent playing dead: :l+:fp whiffs) :l+:fp:bk,:bk~Telekick~Air Sai~Roll Ball,:l+:fp:bk~Neckbite
28%


Wakeup Roll Ball
---
Wakeup Roll Ball, :u+:bk,:l+:fp:bk Dash,:fp:fp:bp~Neckbite
26%


Far AA Ground Sai
---
Far AA Ground Sai~Telekick~Air Sai~Roll Ball,:l+:fp:bk~Neckbite
24%
Note: This also works with the Far AA Air Aai, but the timing is extremely luck based for both situations.


AA Air Sai
---
AA Air Sai~Roll Ball,:l+:fp:bk, Dash,:fp:fp:bp~Neckbite
24% neckbite
If you connect with an AA sai from far range, dash before the roll, and your roll will connect.

Far AA Air Sai, Dash, Roll Ball,:l+:fp:bk, Dash,:fp:fp:bp~Neckbite
24%

Far AA Air Sai~Telekick~Air Sai
15%


Instant Jump Kick/AA Jump Kick
---
Jump Kick~Telekick~Air Sai~Roll Ball,:l+:fp:bk~Neckbite
28%

Going into the corner AA Jump Kick~Telekick~Air Sai,:bk:bp~Roll Ball,:l+:fp:bk~Neckbite
31%


Jump Kick (standing or airborne opponent, if crouching opponent, then do a deep Jump Kick)
---
Close Jump Kick~Air Sai, Dash,:bk:bp~Roll Ball,:l+:fp:bk~Neckbite
31%

Far Jump Kick~Air Sai~Roll Ball,:l+:fp:bk,:bk~Neckbite
29%


AA Telekick
---
Telekick~Air Sai, Dash,:bk:bp, Roll Ball,:l+:fp:bk~Neckbite
27%


AA Jump Punch
---
AA Jump Punch, Roll Ball,:l+:fp:bk,:fp:fp:bp~Neckbite
19%


AA :d+:fp
---
AA :d+:fp,:d+:bk~Roll Ball,:l+:fp:bk,:bk~Neckbite
22%

After crouch block Mileena's :exTricky Teleport in mirror matches AA :d+:fp~Roll Ball,:l+:fp:bk,:fp:fp:bp~Neckbite
23%


AA :d+:bk (must hit as high as possible - and thanks to Marshmellow)
---
AA :d+:bk,:d+:bk, Roll Ball,:l+:fp:bk,:bk~Neckbite
23%


AA Uppercut (thanks to Somberness)
---
AA Uppercut, Roll Ball,:l+:fp:bk,:bk~Neckbite


Wall Combos (Thanks to Persona for his combo video and ZeroEffect)
---
Jump Punch,:l+:fp:bk,:bp:fk:bk,:bp:fk:bk~Roll Ball,:l+:fp:bk~Neckbite/:x
42% Neckbite, 50%:x

To leave the opponent in the corner...
Jump Punch, :l+:fp:bk,:bp:fk:bk,:bp:fk:bk~Roll Ball, Dash under,:bk~Neckbite
41%

Low option, plus leaves the opponent in the corner standing...
Jump Punch, :l+:fk,~Roll Ball, Dash under,:bp:fk:bk,:fk:bk~Neckbite
27%


Frame Traps (again thanks to BoysBoysBoys and Somberness)
---
When the opponent blocks :u+:bk and Jump Kick/Punch~Air Sai this sets up her frame traps. My preferred follow up is :bk:bp. If the :bk:bp connects you get this combo, if it's blocked then :d+:fp or mind game. If your opponent tried to jump out, then the combo becomes harder, does less damage, and is a little bit different.

:bk:bp~Telekick~Air Sai, Dash,:d+:bk~Roll Ball,:l+:fp:bk~Neckbite
30%

AA :bk:bp~Telekick~Air Sai,:d+:bk~Roll Ball,:l+:fp:bk~Neckbite
26%

Going into the corner...(Telekick placing you both into the corner)
:bk:bp~Telekick~Air Sai,:bk:bp~Roll Ball,:l+:fp:bk~Neckbite
32%

Wall Combo
:bk:bp,:bp:fk:bk,:bp:fk:bk~Roll Ball,:l+:fp:bk~Neckbite
38%


:u+:bk When your opponent has a breaker (Thanks to Death)
---
:u+:bk, Instant Air Sai, Dash,:bk:bp~Roll Ball,:l+:fp:bk~Neckbite
29%
This lets you land extra damage when your opponent has a breaker since they can't break the air sai, still forces them to use their breaker, and still lands 29% damage if they choose to not breaker after the air sai.


EX Combos
---
These are nearly always a waste, they usually add only a simple 1-5%, and are easily fuzzy guarder so IMHO it's better to save for your breaker.
Sometimes using an EX move in combos, like the :exTelekick can even wind up hurting the scaling, making your combo even less powerful.
The :exSmashing Roll leads to these combos, they are great as surprises, but do keep in mind a good opponent will be able to utilize fuzzy guard to block these.

Jump Punch,:bp:fk~:exRoll Ball,:l+:fp:bk,:l+:fp:bk,:bk~Roll Ball,:l+:fp:bk~Neckbite
41%

Jump punch,:l+:fk~:exRoll Ball,:l+:fp:bk,:l+:fp:bk,:bk~Roll Ball,:l+:fp:bk~Neckbite
35% (Good for high/low mixup)


First person to make a video for this thread detailing this information and combos found within, gets a cookie.
 
She used to turn into the Skunk for her animality. Her animal was chosen because Mileena's natural scent bears a close resemblance to the cute critters.
She may be stinky, but she's a well rounded fighter with good mind game setups.
I think her scent and her face adds to her kinkyness, which makes me interested in playing as her.

Thanks to Tom Brady for the first 8 points here.
1. in close you have :u+:bk that is an over head then :l+:fk, or :l+:fk,:l+:bk for lows.

2. off a jump in punch on block you can mix up with :l+:fk/:u+:bk or throw and the opponent must guess. if the jump in punch hit the :u+:bk is still a guaranteed link as is :l+:fk.

3. do not use :l+:fk,:l+:bk much because on block you are at extreme disadvantage and even on hit the opponent will roll away for free.

4. when in close you can :l+:fk to get the adv but do not i repeat DO NOT try to use that adv for a throw/:l+:fk/:u+:bk mix up situation. why not you ask? because 1 option will beat that mix up. after :l+:fk hits if you try to do another :l+:fk or :u+:bk or throw and the opponent does a NJP it will beat all 3 of your options even if you walk up slightly. so after :l+:fk hits if i stand in place or walk in a little and try to follow up my adv with a :l+:fk/:u+:bk/throw mix up the opponent can just NJP and beat all my options and launch me. now, after :l+:fk you could throw out a Ball Roll or Telekick to stop NJP but if the opponent blocks then you die. instead, follow up :l+:fk with instant air sai. on block its safe and if the opponent does NJP you will hit them and then can combo with a ball roll and get a juggle. if they block the sai and dont NJP then you get chip and the match is back at neutral. when the opponent respects the option of instant air sai THEN you can follow up your advantage after :l+:fk hits with a :l+:fk/:u+:bk/throw mix up.

5. mileena is mainly a ranged fighter. she is at her best when she is zoning from range and using Telekick or her Ball Roll to punish when you try to get around her zoning. from range abuse ground and air sai especially instant air sai. when instant air sai AAs you get a free roll into a juggle.

6. her roll is her best and most effective wake up move.

7. ex roll starts over head but i dont advise using it as such because you already have a safe over head in :u+:bk. ex roll is mainly used as a link off of normals. by starting a combo with a ex roll link in from a normal you can extend your combo with a normal roll. if you start a combo with a normal roll you wont be able to use an ex roll to continue the combo because it will not hit right on an already juggled opponent. an example would be a combo starting with :bp:fk. i can :bp:fk~:enroll then juggle, and do a normal roll to continue the juggle. if i started the combo with a normal roll then i would not be able to use the ex roll to extend the combo and you cannot extend a combo with a normal roll if you already started that combo with a normal roll.

8. mileena's one real down side is that her sweep sucks. most sweeps can AA anything except for a deep jump kick but mileenas sweep will actually lose to higher hit level jump kicks as well as a deep jump kick.
(end Tom Brady points)

9. Reset mind games.
Mileena's roll and telekick are useful tools to create good mind games which will confuse your opponent. You can end your combo early with either a :bk:bp~telekick/roll or a :u+:bk that grounds, followed by a roll/telekick.
When you do this, you will wind up right in your opponents face as they wake up. You'll have time to get in a meaty :l+:fk/:u+:bk/Crossover punch combo, or if they choose to stay laying down plus blocking, you can connect with a :l+:fp:bk (only the :bk will hit them when they lay on the ground). This will not only scare opponent with the fact you're still right on top of them, but it will confuse them, and make them guess. The only thing you'll have to worry about is wakeup attacks, which you'll certainly have time to block of jump over anyway.
I have noted in some combos below, such as the wall combo, when it may be a good idea to try this mind game. You sacrifice about 5% or less damage going for these resets, so it's a good idea.
The roll gives you a bit more control of where you end up.
When you reset with :u+:bk, you have time to dash before performing you roll, and you'll end up on the opposite side of your opponent, confusing them even more.
Using :bk:bp to reset gives you more damage in your initial combo, yet less time to think after the reset. It's still 100% safe though.
There are more ways to setup this mind game...for instance, you can roll after an uppercut, but no matter how high someone like Johnny Cage is when you uppercut him, he still has time to hit you with a wakeup Shadow attack, before you can block out of your roll. That is why I have only listed when it's a good idea to end with :u+:bk instead of uppercuts. It's always better to go for something safe, than something risky.

10. Her best AA for a ranged jump in is :bk~telekick (combo in the combos section).

11. :d+:fk/:d+:bk are extremely useful poking tools.
At the start of the round, you can land a D+BK straight off. This is one of your best bets to guarantee you get first hit.
After any regular neckbites or telekicks, you may land a :d+:bk.
After a blocked jump punch, you may follow up with multiple :d+:fk/:d+:bk's to try to get them used to blocking low, then follow up with an :u+:bk, and possibly even an instant Jump Kick into telekick combo (this will land if they try to hit you, or try to jump out of your :d+:fk/:d+:bk spam).
:d+:fk/:d+:bk is also a good tool to gauge how your opponent will react to being locked down, and allow you to develop mind games based on their reactions. Will they try to jump out? Will they try spamming attacks?
You can land :d+:bk off of Telekick and Neckbite, so it's a good tool to keep pressure applied to the opponent.

12. Meter is best saved for breakers, and :entelekick
:entelekick is generslly safe. If the opponent actually manages to block both hits, then cancel into air sai. This is nearly always safe on block, and it's your best tool to close the gap against players who manage to outzone you.


Jump ins
---
Jump punch,:bp:fk~Ball:u+:bk,:l+:fp:bk :)bk:bp or dash,:fp:fp:bp~Neckbite or :bk:x)
34%, 36% neckbite, 46%:x

Jump punch,:bp:fk~Ball:l+:fp:bk,:l+:fp:bk,:bk~ball or :x
36%, 47%:x

(BNB) Jump punch,:u+:bk,:l+:fp:bk,:l+:fp:bk,:bk~ball :)u+:bk or :bk:bp or :l+:fp:bk~neckbite/:x)
35%, 37%, 38% neckbite, 45%:x

Stylin' Combo! (Thanks to Persona's combo video)
---
Jump punch,:l+:fp:bk, Jump kick~Telekick~Air Sai~Roll, Jump Kick~Telekick~Air Sai
39% (now nerfed to 37%, so just do the BNB)

Max damage jump in combo (Thanks to Persona's combo video)
---
Jump punch,:l+:fp:bk,:l+:fp:bk,:l+:fp:bk,~roll :)u+:bk or :bk:bp or Jump kick~Telekick~Air Sai, or :l+:fp:bk:x)
38%, 40%, 42%, 48%:x

Note, this combo is hard enough for me to consider it inconsistent.

NJP combo (this was nerfed as well, the NJP scales 2% more than it used to)
---
NJP, dash, :l+:fp:bk,:l+:fp:bk,:bk~ball :)u+:bk :bk:bp or :l+:fp:bk~neckbite/:x)
31%, 33%, 35% neckbite, 42%:x

50/50
---
Low: Jump punch, :l+:fk,~Ball, :u+:bk,:l+:fp:bk :)bk:bp or dash,:fp:fp:bp~Neckbite or :bk:x)
29%, 31% neckbite, 41%:x

High: Jump punch,:u+:bk,:l+:fp:bk,:l+:fp:bk,:bk~ball :)u+:bk :bk:bp or :l+:fp:bk~neckbite/:x)
35%, 37%, 38% neckbite, 45%:x

High with opponent laying on ground: :)l+:fp whiffs) :l+:fp:bk,:bk~Telekick~Air Sai~Roll, Jump Kick~Telekick~Air Sai
29%

Wakeup Ball
---
Wakeup ball, :u+:bk,:l+:fp:bk :)bk:bp or dash,:fp:fp:bp~Neckbite or :bk:x)
24%, 26% neckbite, 37%:x

Far AA Ground Sai
---
Far AA Ground Sai~Telekick~Air Sai~Roll, Jump Kick~Telekick~Air Sai
25%

AA Air Sai
---
AA Air Sai~roll, :l+:fp:bk :)bk:bp or dash,:fp:fp:bp~Neckbite or :bk:x)
22%, 24% neckbite, 35%:x

If you connect with an AA sai from far range, dash before the roll, and your roll will connect.

AA :bk
---
AA :bk~telekick~air sai~ball, :l+:fp:bk, Uppercut or :x
27%, 33%:x

AA Telekick
---
Telekick~airsai~ball, :l+:fp:bk,:bk~neckbite or :x
25%, 35%:x

Instant Jump Kick/AA Jump Kick
---
Jump kick~telekick~air sai~ball, :l+:fp:bk, Uppercut or :x
31%, 39%:x

Wall Combo (Thanks to Persona's combo video)
---
Jump punch, :l+:fp:bk, :bp:fk:bk,:bp:fk:bk~roll :)u+:bk or :bk:bp or :l+:fp:bk~Neckbite/:x)
39%, 40%, 42% neckbite, 50%:x

EX Combos
---
These are nearly always a waste, since they usually add only a simple 1-3%, it's better to save for your breaker or x-ray, since it's easily landed in most of these combos.
Sometimes using an EX move, like the :enTelekick can even wind up hurting the scaling, making your combo even less powerful.

However, using the :enBall will get you a reset opportunity after another ball.
---
Jump punch,:bp:fk~:en ball,:l+:fp:bk,:l+:fp:bk,:bk~ball :)u+:bk or :bk:bp or :l+:fp:bk~neckbite)
38%, 39%, 41% neckbite

First person to make a video for this thread detailing this information and combos found within, gets a cookie.
i remember see'ing u post this on SRK.com didnt really take the time to read it tho this is really good info !!!
 

PimpUigi

Sex Kick
That's hilarious you quoted the whole thing.
I added quite a bit to it this update. I need to update SRK's now...but I guess since no one goes there I'll make sure I keep this one up to date more.

It also sucks they nerfed her stylin' combo and her NJP combo...both by 2%
It's whatever I guess, as it didn't affect any of her other combos at all.

I've made Mileena my main, and I've even placed 2nd in a tournament at the local arcade (Philadelphia's University Pinball) with her.
BTW, Mileena mirrors are all about patience, spamming block, and only doing safe moves and strings.

I've now placed first in a few tournaments with Mileena...this guide has really helped me.
 
yea lol i had too lol its awesome no one else really post any thing else on her . and congrats on place'n 2nd in a local tourny!
i need to find some matches on her like tournament matches and etc. it seems like not to many ppl play as her
 

Jer

I'm a literal Sloth
Pimp, check out some of the random combos i posted in the "Let us dance" thread, I think they fit in good with the ones you posted :)
 

PimpUigi

Sex Kick
Pimp, check out some of the random combos i posted in the "Let us dance" thread, I think they fit in good with the ones you posted :)
All three combos you posted are in here, but are extended to do better damage, while being almost just as easy.
 
this is great you should combine this with Metroid Black's Mentor thread or vise versa to make one hell of a thread lol im so loving the fact that the Mileena Thread is showing signs of life lol. IJS..
Now if we can only get some vs Matches then the Mileena Forum would be Golden .
 
To add to the wall combo part:

After landing Jump Punch > Back+1,4 > 2,3,4 > 2,3,4, Roll.... You can dash under the opponent and use Uppercut/(Down+2) to send them back into the corner. The combo does 41% (35% without Jump punch) and resets the positioning for another one, or some other mixup.

You can also use Jump Punch > Back+1,4 > 2,3,4 > 2,3,4, Roll >*dash under* > 4, Neckbite. This combo is much harder and does the same damage as the uppercut ender. The big reward here though is the fact that this ends with your opponent in the corner AND leaves them standing. This means they get no wakeup attacks. They also can't jump away from you since they're cornered.

You can also start with Up+4. Up+4 > 2,3,4 > 2,3,4, Roll >*dash under* > (4, Neckbite/Uppercut) 35% and 34% respectively. Neckbite resets. It's easier to time if you use Up+4 into 2,3,4 instead of Back+1,4 into 2,3,4. (Up+4 launches higher).

Using Up+4 > Back+1,4 > 2,3,4, Roll >*dash under* > (4, Neckbite/Uppercut) does 33% and 32% respectively. This is less than the above combo omitting the back+1,4, but I decided to put it here in case it's more convenient for people. If you're used to doing Back+1,4 string after Up+4, you can still create this corner reset.

Finally, since your opponent will have no reason to block low in this situation, you can use a low option:
Back+3, Roll >*dash under* > 2,3,4 > 3,4, Neckbite for 27% and reset. Not as much damage as the overhead starters, but it's still over a quarter life. Gives them something to think about if they're looking for Up+4 or Jump Punch.

This dash under trick will work after nearly any corner combo that uses a Roll in the middle of it, unless you used Roll to start it of course.
 

Somberness

Lights
Here's some of stuff that people might make use of.

:bp:fk:bk~:r:r:fk+:blk~:l:r:fp on block: 12% damage, ~0.45 meter cost
:r+:fk:fp+:bp~:r:r:fk+:blk~:l:r:fp on block: 10% damage, ~0.55 meter cost

Forward 3, 1+2 string is never brought up outside of a combo because 1+2, along with her sweep is her only unsafe on block move in a string. However, you can make it "safe" by cancelling into a enhanced teleport. Why use forward 3 when 234 does more and costs less meter? Because it has insane range and f3,1+2 both hit mid, while 2 in 234 hits high. You can also use the 112 string, its only real benefit though is that it has the fastest startup.

And finally, I believe :en roll is one of the best anti-airs in the game as it has fast startup, good hitbox, and grants a combo. Regular roll is good too because of a lowered hitbox and no meter required! Not quite on the level of Kung Lao's spin, but close. :)
 
After any regular neckbites or telekicks, you may land a :d+:bk.
You can land :d+:bk off of Telekick and Neckbite, so it's a good tool to keep pressure applied to the opponent.
I'm not sure if I'm doing it wrong, but this doesn't seem to work. Whether I try to time it or mash it, I'm not getting a combo when I try :d+:bk after neckbite or telekick. Or am I dumb and you actually mean I get a guaranteed :d+:bk on block which means I can continue to apply pressure?

On a similar note, I can't seem to make her telekick safe on block. I know I can do air sai, but it seems to go over their head whether they block it high or low. I can delay the air sai a bit, but it feels like even Smoke can just mash uppercut to beat me anyway. I'm trying to find match videos with Mileena but I'm not having luck. (I remember a dude named NickUSA on early streams, but I'm unable to locate those)
 

Runefyst

Noob
He telekick becomes harder to punish if you use the EX version. They key is to not teleport too often. If you're at range, fire off some instant air sais, and when it seems like they're constantly shooting back, get in close with the telekick OR the roll (at full screen it'll bring you right in front of your opponent for a grab or combo) If they are a teleporter, they'll often come to you, and from there it's just a matter of blocking & punishing.
 

PimpUigi

Sex Kick
I've updated the guide with useful information that people have posted.
Corner combos, block strings, and I also started doing this AA jump punch combo that I think is worth posting.
 

Somberness

Lights
JIP,b3~roll,boot down,boot down,4~roll does 31% instead of the 29% listed for the knockdown low starter
JIP,b3~roll,boot down,boot down,4~xray does 42% instead of the 41% listed for the xray low starter
roll,boot down,boot down,4~neckbite does 27% instead of 26% listed for the ball starter
roll,boot down,boot down,4~ball does 26% instead of 24% listed for the knockdown ball starter
roll,boot down,boot down,4~xray does 38% instead of 37% listed for the xray ball starter
JIP,b3~en roll,boot down,boot down,4~roll,boot down~neckbite/roll does 35% just a combo you can throw out after using b3,b4 a couple times
en roll,boot down,boot down,4~roll,boot down~neckbite/roll does 31%/30% just a combo you can use for a quick anti air
uppercut,roll,boot down,4~neckbite does 33% just incase you get that elusive uppercut launcher...

You don't have to add these, just giving people some options, the timing could be a little tighter too. They are actually all very similar. I really learned to love neckbite now that I know more about the game and how good some characters' wakeups are. The enhanced version is still pointless to use, give it armor at least!
 

Rickyraws

This mean you don't like me?
You forgot SAIonara.

Crouching tiger, hidden spammer. :D


Also there is a lot of detail with regards to combos and situations but I've got some questions:

1. What are some safe strings? Worthwhile strings to do during a match to either put pressure on, or while feeling out your opponent?

2. Would it be viable to attempt to roll instead of jp or uppercut when the opponent is trying to crossover punch you?
 

PimpUigi

Sex Kick
Apart from the block strings listed, she does not actually have safe strings unfortunately. She doesn't really have good frame traps either.

It would be viable to attempt a roll when the opponent is trying to crossover punch you...if you hit them, you get a combo, and if not, you've escaped to a safe zoning distance.
However, sometimes the opponent will manage to hit you out of your roll with their jump attack. It may be rare, but I've seen it happen.

When someone is cross over happy (I find it to be a noobish tactic myself since pros don't do it, and it's so easily countered) I like the instant jump kick combo.
 
The block strings confuse me... After the D+4 is blocked, i'm pretty sure she is not at advantage. Even if she was, the opponent would be too far away for Mil to capitalize on it. They could just out-poke her. I don't know anyone who would sit and block all that.


Also, crossover jump punches are difficult to deal with using Mileena. Why? because her telekick is 2 forward motions and her roll is a back motion. If someone jumps over you and you try roll, you must get it out before they're directly above you. if you don't, you'd have to change direction and do Forward, Down+4 which is impossible to do on reaction. With teleport, since you're doing 2 forward motions, you might move slightly forward and lose the time frame to get it out. Same thing. Once they're above you your inputs get switched and you'd have to be doing 2 Back motions instead.

In order to do the roll tactic Pimp describes, you have to roll as soon as you see them jump at you to get under them to a safe distance. (I do this with Subzero alot). Another thing you can do if you're unsure, is to buffer in Forward/Down, Forward/Down, repeatedly while blocking. Then once they're over your head let the 4 go. If they tried to do a deep jumpover punch your roll hits. If they do a higher one, you roll under them. (Keep in mind with this tactic that roll will be like a backdash for her since your inputs got flipped.)

Otherwise, you can throw out a nj.P when you predict a jumpover, and get the combo off that.
 

PimpUigi

Sex Kick
People aren't going to just sit there and block all of it, that's not what it's for. It's stuff to help you feel out your opponent. Luckily it does really nice damage, and often starts a small combo if they didn't block one of the hits, or especially if they tried to jump out at the :endrop kick.
After the two D+4's you're still in range for that F+3, 1+2 string, and it's a good time to read your opponent too. If he doesn't block there, what's he doing? If he's trying to poke you, ball will beat that, if he's going to do a high priority special, waiting might be good, or maybe he tries to jump out because he thinks you're too annoying in close...so a drop kick would be a good choice.

Cross over punches aren't really difficult to deal with as anyone, but Mileena has it better than most because of her low hit box.
When people try to cross you up, you can do crouching 3's and 4's and generally be annoying. Mileena's advantage in close is that she's annoying. I know that isn't much of an advantage, but you've gotta work with what you've got.
 
Well when I say crossovers are "difficult to deal with" I mean without having to predict one. Like if I'm Kung Lao I could just react with spin when I see a jumpover attempt. You always have a way out if you make the right read, but to react to the situation after it happens is harder for her than some characters.

I see what you're saying now about the D+4 block strings. I don't think Roll beats low pokes though, I'm not sure. I know I've had wakeup Rolls beaten out by low hitbox pokes (not necessarily lows themselves like Nightwolf F+3 or Smoke standing 3) and wakeup rolls have the early invincible frames. So I dunno if regular roll will win out or not. (This was online, however, so I don't know if there are any online specific bugs causing that.)

Something else that seems to work for me recently, is doing a deep jumpkick into air sai. A "close to the ground" Air Sai seems to give advantage on block, so you can dash in and throw, or crossover jump punch into whatever block string you choose. You could also do another Air Sai after the crossover is blocked and repeat the process.