PimpUigi
Sex Kick
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 ~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 +/+ or throw and the opponent must guess. If the jump in punch hit, then the + is still a guaranteed link as is +.
Cancelling + into Roll Ball is a good way to continue a 50/50 mix up.
3. +,+ 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 +/+/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 Roll 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. Roll Ball starts over head but I don't advise using it as such because you already have a safe over head in +. Roll Ball is mainly used as a link off of normals. By starting a combo with a Roll 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 Roll Ball to continue the combo because it will not hit right on an already juggled opponent. An example would be a combo starting with ; I can ~Roll 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 Roll 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 +, follow with normals/grabs/specials
c. Blocked Telekick~Air Sai, follow with normals/grabs/specials
These are her only three frame traps.
You can even arguably + followed by Instant Air Sai because + is +9 on block!
Personally, I think her best follow up to frame trap starters is , as it's her fastest string, and can not be ducked, but those are your two best follow ups to +.
+ takes 24 frames to come out, thus it can be interrupted by uppercuts or worse, full combo punished.
Don't go for the Telekick~Air Sai frame trap too often, as it's full combo punishable by crouch blocking the second hit of her 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 ~Roll Ball/Telekick or a + 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 +/+/crossover punch combo, or if they choose to play dead, you can connect with a + (the 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 +, 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 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 projectiles such as Kano's knives, and cross over punches will generally whiff, forcing your opponent to use cross over jump kicks instead.
11. +/+ 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 + 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 +/+'s to try to get them used to blocking low, then follow up with an +, 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 +/+ spam).
+/+ 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 +~Roll Ball
+ hits low, then ~Roll 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.
Telekick 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.
Sai does 9% damage instead of 6%, so it's like "Yay, my projectile did as much as other characters non projectiles, it's almost like I'm not gimped". However an Air 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 Sai though, since the hits are separate, it will go through Kabal's Nomad 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 + as a reset, Mileena has time to dash forward, and perform + 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 + 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 + 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 : )
1. Mileena's best punishment combos are her ~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 +/+ or throw and the opponent must guess. If the jump in punch hit, then the + is still a guaranteed link as is +.
Cancelling + into Roll Ball is a good way to continue a 50/50 mix up.
3. +,+ 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 +/+/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 Roll 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. Roll Ball starts over head but I don't advise using it as such because you already have a safe over head in +. Roll Ball is mainly used as a link off of normals. By starting a combo with a Roll 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 Roll Ball to continue the combo because it will not hit right on an already juggled opponent. An example would be a combo starting with ; I can ~Roll 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 Roll 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 +, follow with normals/grabs/specials
c. Blocked Telekick~Air Sai, follow with normals/grabs/specials
These are her only three frame traps.
You can even arguably + followed by Instant Air Sai because + is +9 on block!
Personally, I think her best follow up to frame trap starters is , as it's her fastest string, and can not be ducked, but those are your two best follow ups to +.
+ takes 24 frames to come out, thus it can be interrupted by uppercuts or worse, full combo punished.
Don't go for the Telekick~Air Sai frame trap too often, as it's full combo punishable by crouch blocking the second hit of her 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 ~Roll Ball/Telekick or a + 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 +/+/crossover punch combo, or if they choose to play dead, you can connect with a + (the 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 +, 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 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 projectiles such as Kano's knives, and cross over punches will generally whiff, forcing your opponent to use cross over jump kicks instead.
11. +/+ 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 + 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 +/+'s to try to get them used to blocking low, then follow up with an +, 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 +/+ spam).
+/+ 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 +~Roll Ball
+ hits low, then ~Roll 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.
Telekick 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.
Sai does 9% damage instead of 6%, so it's like "Yay, my projectile did as much as other characters non projectiles, it's almost like I'm not gimped". However an Air 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 Sai though, since the hits are separate, it will go through Kabal's Nomad 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 + as a reset, Mileena has time to dash forward, and perform + 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 + 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 + 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
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BNB
Jump Punch,+,+,+, Dash,~Roll Ball,+~Neckbite
37%
BNB going into the corner
Jump Punch,+,+,+, Dash,~Roll Ball,+~Neckbite
39%
Best X-ray
Jump Punch,~Roll Ball+,+,~
47%
Max damage jump in combo (Thanks to Persona)
---
Jump Punch,+,+,+,~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, +,+,~Roll Ball,+~Neckbite
35%
+
---
+,~Roll Ball,+,+ Dash,~Neckbite
29%
Opponent playing dead
---
Opponent playing dead: + whiffs) +,~Telekick~Air Sai~Roll Ball,+~Neckbite
28%
Wakeup Roll Ball
---
Wakeup Roll Ball, +,+ Dash,~Neckbite
26%
Far AA Ground Sai
---
Far AA Ground Sai~Telekick~Air Sai~Roll Ball,+~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,+, Dash,~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,+, Dash,~Neckbite
24%
Far AA Air Sai~Telekick~Air Sai
15%
Instant Jump Kick/AA Jump Kick
---
Jump Kick~Telekick~Air Sai~Roll Ball,+~Neckbite
28%
Going into the corner AA Jump Kick~Telekick~Air Sai,~Roll Ball,+~Neckbite
31%
Jump Kick (standing or airborne opponent, if crouching opponent, then do a deep Jump Kick)
---
Close Jump Kick~Air Sai, Dash,~Roll Ball,+~Neckbite
31%
Far Jump Kick~Air Sai~Roll Ball,+,~Neckbite
29%
AA Telekick
---
Telekick~Air Sai, Dash,, Roll Ball,+~Neckbite
27%
AA Jump Punch
---
AA Jump Punch, Roll Ball,+,~Neckbite
19%
AA +
---
AA +,+~Roll Ball,+,~Neckbite
22%
After crouch block Mileena's Tricky Teleport in mirror matches AA +~Roll Ball,+,~Neckbite
23%
AA + (must hit as high as possible - and thanks to Marshmellow)
---
AA +,+, Roll Ball,+,~Neckbite
23%
AA Uppercut (thanks to Somberness)
---
AA Uppercut, Roll Ball,+,~Neckbite
Wall Combos (Thanks to Persona for his combo video and ZeroEffect)
---
Jump Punch,+,,~Roll Ball,+~Neckbite/
42% Neckbite, 50%
To leave the opponent in the corner...
Jump Punch, +,,~Roll Ball, Dash under,~Neckbite
41%
Low option, plus leaves the opponent in the corner standing...
Jump Punch, +,~Roll Ball, Dash under,,~Neckbite
27%
Frame Traps (again thanks to BoysBoysBoys and Somberness)
---
When the opponent blocks + and Jump Kick/Punch~Air Sai this sets up her frame traps. My preferred follow up is . If the connects you get this combo, if it's blocked then + or mind game. If your opponent tried to jump out, then the combo becomes harder, does less damage, and is a little bit different.
~Telekick~Air Sai, Dash,+~Roll Ball,+~Neckbite
30%
AA ~Telekick~Air Sai,+~Roll Ball,+~Neckbite
26%
Going into the corner...(Telekick placing you both into the corner)
~Telekick~Air Sai,~Roll Ball,+~Neckbite
32%
Wall Combo
,,~Roll Ball,+~Neckbite
38%
+ When your opponent has a breaker (Thanks to Death)
---
+, Instant Air Sai, Dash,~Roll Ball,+~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 Telekick can even wind up hurting the scaling, making your combo even less powerful.
The Smashing 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,~Roll Ball,+,+,~Roll Ball,+~Neckbite
41%
Jump punch,+~Roll Ball,+,+,~Roll Ball,+~Neckbite
35% (Good for high/low mixup)
---
BNB
Jump Punch,+,+,+, Dash,~Roll Ball,+~Neckbite
37%
BNB going into the corner
Jump Punch,+,+,+, Dash,~Roll Ball,+~Neckbite
39%
Best X-ray
Jump Punch,~Roll Ball+,+,~
47%
Max damage jump in combo (Thanks to Persona)
---
Jump Punch,+,+,+,~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, +,+,~Roll Ball,+~Neckbite
35%
+
---
+,~Roll Ball,+,+ Dash,~Neckbite
29%
Opponent playing dead
---
Opponent playing dead: + whiffs) +,~Telekick~Air Sai~Roll Ball,+~Neckbite
28%
Wakeup Roll Ball
---
Wakeup Roll Ball, +,+ Dash,~Neckbite
26%
Far AA Ground Sai
---
Far AA Ground Sai~Telekick~Air Sai~Roll Ball,+~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,+, Dash,~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,+, Dash,~Neckbite
24%
Far AA Air Sai~Telekick~Air Sai
15%
Instant Jump Kick/AA Jump Kick
---
Jump Kick~Telekick~Air Sai~Roll Ball,+~Neckbite
28%
Going into the corner AA Jump Kick~Telekick~Air Sai,~Roll Ball,+~Neckbite
31%
Jump Kick (standing or airborne opponent, if crouching opponent, then do a deep Jump Kick)
---
Close Jump Kick~Air Sai, Dash,~Roll Ball,+~Neckbite
31%
Far Jump Kick~Air Sai~Roll Ball,+,~Neckbite
29%
AA Telekick
---
Telekick~Air Sai, Dash,, Roll Ball,+~Neckbite
27%
AA Jump Punch
---
AA Jump Punch, Roll Ball,+,~Neckbite
19%
AA +
---
AA +,+~Roll Ball,+,~Neckbite
22%
After crouch block Mileena's Tricky Teleport in mirror matches AA +~Roll Ball,+,~Neckbite
23%
AA + (must hit as high as possible - and thanks to Marshmellow)
---
AA +,+, Roll Ball,+,~Neckbite
23%
AA Uppercut (thanks to Somberness)
---
AA Uppercut, Roll Ball,+,~Neckbite
Wall Combos (Thanks to Persona for his combo video and ZeroEffect)
---
Jump Punch,+,,~Roll Ball,+~Neckbite/
42% Neckbite, 50%
To leave the opponent in the corner...
Jump Punch, +,,~Roll Ball, Dash under,~Neckbite
41%
Low option, plus leaves the opponent in the corner standing...
Jump Punch, +,~Roll Ball, Dash under,,~Neckbite
27%
Frame Traps (again thanks to BoysBoysBoys and Somberness)
---
When the opponent blocks + and Jump Kick/Punch~Air Sai this sets up her frame traps. My preferred follow up is . If the connects you get this combo, if it's blocked then + or mind game. If your opponent tried to jump out, then the combo becomes harder, does less damage, and is a little bit different.
~Telekick~Air Sai, Dash,+~Roll Ball,+~Neckbite
30%
AA ~Telekick~Air Sai,+~Roll Ball,+~Neckbite
26%
Going into the corner...(Telekick placing you both into the corner)
~Telekick~Air Sai,~Roll Ball,+~Neckbite
32%
Wall Combo
,,~Roll Ball,+~Neckbite
38%
+ When your opponent has a breaker (Thanks to Death)
---
+, Instant Air Sai, Dash,~Roll Ball,+~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 Telekick can even wind up hurting the scaling, making your combo even less powerful.
The Smashing 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,~Roll Ball,+,+,~Roll Ball,+~Neckbite
41%
Jump punch,+~Roll Ball,+,+,~Roll Ball,+~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.