REPTILE 0009
Noob
Mileena
~She is Going Away!~
UPDATE 14.1: Updated the Nightwolf portion on the Matchups Section.~She is Going Away!~
Gameplay Summery:
Mileena's playstyle revolves around "playing" keepaway with the enemy. She mainly play's defensively. Her playstyle also mainly punishes the enemy for any mistakes they make. Mixups is nothing she is lacking, as she has several attacks that hit overhead. Bait your enemy into a projectile battle using her Sai Blast. Use her Ball Roll or Teleport Drop to punish enemies when they try to use a projectile. Your Teleport Drop, and Ball Roll are easily punishable if blocked, so you'll need to bait to insure you hit. However, many of her basic attacks are fairly safe on block, such as Boot Down, or Splits.
Need To Know Combos and Moves:
Smack Around-1, 1, 2: Mileena's "spamming" combo. Useful for buying yourself time to get some distance between you and the enemy.
Friendly Kiss-4, 2: Useful to end a combo, and can smack the enemy away if they get too close. Can combo into a Teleport Drop or Ball Roll.
Boot Down-Back+1, 4: Pops the enemy up for a juggle, and can be used to keep a combo going. 4 hits overhead. Fairly safe on block.
Getaway Sticks-Back+3, Back+4: This is her main answer to people who like to block high. It's risky, as you'll have get close to use it, but you can use it at a distance and can afford to miss with the first hit, and still hit the enemy with the second. Back+3 can combo into a Ball Roll. Also good for poke pressure and to allow Mileena to approach easier.
Splits-Up+4: Somewhat slow, but pops the enemy up for a juggle. Can hit twice in a row in the same juggle. Hits overhead. Fairly safe on block.
Killer Heels-3, 4: 3 or 4 can be used to combo into a Ball Roll. Killer Heels can be used to apply poke pressure. Can be used from a distance as it has good range.
Leaping Sai-Back+2: Slow, but hits overhead. If you perform a Leaping Neckbite after landing a Leaping Sai, Mileena will stab the enemy with the impaled Sai, causing extra damage. Also, it appears to be able to hit knocked down enemies.
Uppercut-Down+2: Universal anti-air attack. There's just one problem with Mileena's uppercut. It is probably one of the slowest uppercuts in the game. You're better off relying on her other anti-air options. However, it's still a pretty good way to end your combos as it does good damage and knocks the enemy away.
Lunge Kick-Forward+3: Can combo into a Ball Roll. Can be used to apply poke pressure as it has nice range.
Notes on X-Ray:
Base Damage: 33% damage. It has a fairly short range, but is fast and one of the easier X-Rays to land as it can be used in her juggles, and many of her attacks pop the enemy up. It's possible to have combos that can do more than 40% damage, but they're more complicated to pull off, especially when it's more pratical to use simpler juggles. Mileena can combo any of her chains into her X-Ray. You can use her 1, 1, X-Ray or 2, 3, X-Ray if you want to keep it simple. Her Back+3, X-Ray is also good for enemies who block high.
MISC Notes:
Leaping NeckBite: Use as a combo ender or as an anti-air for closer ranges. Punishible if blocked. If you have landed her Leaping Sai attack (Back+2), Mileena will stab the enemy with the Sai for extra damage. EX version does more damage and knocks the enemy down.
Ball Roll: Fast, yet punishable if blocked. Use to punish high projectiles. DOES NOT travel full screen. There's nothing more embarassing than your Ball Roll not hitting and ending up in the enemy's face. The effective range for the Ball Roll seems to be slightly less than full screen. Can be blocked high. Pops the enemy up for any combo. EX version causes a couple extra hits. The startup animation hits overhead, so use her Getaway Sticks to get the enemy to block low.
The Ball Roll can be combo'd from these moves:
-1, 1
-Back+1
-Back+3 (Hits low)
-Forward+3
-2, 3
-3
-4
Teleport Drop: Also fast, still punishable if blocked. You can make it less punishable by performing an Air Sai right after to make Mileena fall faster. Use to punish low projectiles. Can be done in the air, so you can jump over the projectile, then punish them, which is helpful for fast moving projectiles. Does travel full screen. You can use Sai Blasts in the air immediately after landing this move, but it doesn't help as unless they are in the air, as the Sai Blast will just go above the enemy's head. It's best to just to back away after landing. EX version hits twice for more damage, and can be used to play mind games with the enemy.
Sai Blast: Solid projectile that allows Mileena to hold her own in a projectile war. Use this to bait enemies into a projectile war. Can be used in the air to punish jumpers and can be used in combos. If you hit an enemy in the air with a Sai Blast, it will cause them to fall slower, allowing you recover from the jump and follow up with a combo. EX version fires a second Sai for more damage.
Notations:
1= Front Punch
2= Back Punch
3= Front Kick
4= Back Kick
EX= Enhanced Version
Ball Roll: Back , Down+4
Teleport Drop: Forward, Forward+3
Leaping NeckBite: Back, Forward+2
Sai Blast: Back, Forward+1
Tactics:
Vs. Projectile Spammers, Zoners and Keepaways: Use a Ball Roll when they use a high projectile, then follow up with combo of your choice. Teleport Drop over low projectiles, then back away. The Ball Roll can also be used to close the distance if your not within Ball Roll Range. That way, even if they block high, you won't hit them, and won't be left vulnerable. Use the Teleport Drop over low projectiles.
Vs. Teleports: Block, then uses Splits or Boot Down juggle, or smack them away with Friendly Kiss. Simple.
Anti Air: The Teleport Drop and Air Sai Blast can punish anyone who jumps at any range. After landing a Teleport Drop you can continue a combo by using Air Sai Blasts to allow Mileena to recover from her jump faster than the enemy. The Leaping NeckBite can also catch enemies at closer ranges. You can also use the Neutral Jump Kick combo to deal decent damage to people who like to jump.
Mind Games: Most of Mileena's mind games come from her Teleport Drop. She can "fake" jumping, by jumping at or away from the enemy, then quickly Teleporting. With some skill, this can be used to punish enemies that like to uppercut. The EX Teleport Drop hits twice, and can be used to punish those who block the first hit, and then try to counterattack. Mileena can also play some fiendish mind games with her High/Low mixups. She can perform Getaway Sticks to get the enemy to block low, then follow up with Splits, or Boot Down, which hit overhead.
Playing Keepaway: If the enemy tries to get close, use Friendly Kiss to smack them away, or use her Teleport Drop mind games to make them regret trying to get close. The Air Sai Blast can also stop an enemy's advance.