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Mileena Thread- "Let Us Dance!"

Mileena
~She is Going Away!~
UPDATE 14.1: Updated the Nightwolf portion on the Matchups Section.

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.
 
Mileena's playstyle revolves around "playing" keepaway with the enemy. She can play both offensively and defensively. 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.

Need To Know Combos and Moves:
Smack Around-1,1,2: 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.
Boot Down-Back+1,4: Pops the enemy up for a juggle, and can be used to keep a combo going. Hits overhead.
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.
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.
Killer Heels-3,4: 3 can be used to combo into a Ball Roll or Teleport Drop. Killer Heels can be used to get some distance between you and the enemy.
Leaping Sai-Back+2: Slow, but hits overhead.

Notes on Xray:
Base Damage: 33% It has a fairly short range, but is fast and one of the easier Xrays 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.

MISC Notes:
-Leaping NeckBite: Use as a combo ender or as an anti-air for closer ranges. Punishible if blocked. If you have landed either of her Sai attacks (Back+2, or Forward+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.

-Teleport Drop: Also fast, still punishable if blocked. 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 goes 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 and follow up with a combo. Simple.

Anti Air: The Teleport Drop and Air Sai Blast can punish anyone who jumps at any range. 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 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.

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.

Custom Combos

Regular Combos
-Splits, Splits, Boot Down, 3, Ball Roll, Friendly Kiss: 31% damage. Easy to remember, but takes some practice to pull off consistently.
Up+4, Up+4, Back+1, 4, 3, Ball Roll, 4, 2

-Ball Roll, Splits, Boot Down, Friendly Kiss: 24% damage
Ball Roll, Up+4, Back+1, 4, 4, 2

-Boot Down, 3, Ball Roll, Uppercut: 25% damage
Back+1, 4, 3, Ball Roll, Uppercut

-Friendly Kiss, Ball Roll, Uppercut: 22% damage
4, 2, Ball Roll, Uppercut

-Friendly Kiss, Ball Roll, Boot Down, 3, Ball Roll: 26% damage. Trickier to pull off than above combo, but does more damage.
4, 2, Ball Roll, Back+1, 4, 3, Ball Roll

-Jump Kick, Teleport Drop or EX Teleport Drop, Air Sai Blast or EX Air Sai Blast: 18% damage or 22% with EX Teleport Drop and EX Sai Blast. The timing is a little tricky, you'll have to pull this off as soon as you land the Jump Kick. Works on enemies on the ground.

-Neutral Jump Kick, Teleport Drop or EX Teleport Drop, Air Sai Blast or EX Air Sai Blast, Ball Roll, Uppercut: 25% damage or 26% damage with EX Sai Blast, 24% damage with EX Teleport Drop, or 25% damage with EX Teleport Drop and EX Sai Blast. Much easier to pull off than the above jump kick combo. Works on jumping enemies.

-Splits, Splits, 3, Teleport Drop or EX Teleport Drop, Sai Blast or EX Sai Blast: 24% damage or 27% damage with EX Teleport Drop and EX Sai Blast.
Up+4, Up+4, 3, Teleport Drop, Sai Blast

-Friendly Kiss, Teleport Drop, Sai Blast, Ball Roll, Boot Down: 27% Damage
4, 2, Teleport Drop, Sai Blast, Ball Roll, Back+1, 4

Here's a couple videos I found of some Mileena combos.
[video]http://youtu.be/WjnxpMSXLRs[/video]
[video]http://youtu.be/ZBBeMbRHbkE[/video]
[video]http://youtu.be/kQIXjQij368[/video]
X-Ray Combos
-Splits, Splits, Boot Down, 3, Ball Roll, 3, X-Ray: 40% damage, This combo is fairly easy to remember and pull off.
Up+4, Up+4, Back+1, 4, 3, Ball Roll, 3, X-Ray

-Jump Kick, Teleport Drop, Sai Blast, Ball Roll, 3, X-Ray
LOL i dont know why NOBODY has posted in this thread lol this info is PURE GOLD!! thank you Sir
 

Jer

I'm a literal Sloth
This thread is really good. I think i'm going to contribute some combos that i've made up(at least i think i have) so you can add to the list.


Corner 33%: u4, u4, b1+4, 4 ~ roll, b1+4, cr 4. (The timing for this after the roll is, you have to wait slightly a second or less so the b1+4 can actually hit.

Midscreen 34%: u4, u4, b1+4, 4 ~ roll, b1+4 ~ Neck bite. (Really really easy to do)

Punishing a jump 25%: Dropkick, sais, roll, b1+4, uppercut. (My bnb for punishing all jump ins)


All i can think of right now, i've been in the lab messing around, i'll get back with more if i find out anything
 

Velvet Sack

A Dream and a Dream
-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.
I use this to my advantage. At full screen, I like to throw a few sai blasts, which either gets the opponent throwing their own projectiles or blocking in anticipation of a telekick. I'll roll, and when it doesn't connect they'll think I've messed up and release block to punish--just in time to get hit with u4 or b14. Good players generally get hit with this once and then realize they need to dash-block if they see the roll starting, but you'd be surprised how many players will fall for this trick several times in the same match.
 

PimpUigi

Sex Kick
The information contained in the first post isn't quite the best.
But it's given me ideas to flesh out my SRK Mileena guide. ie I've now seen incorrect options I should correct.
 
Regular Combos:
-Up+4, Up+4, Back+1, 4, 4, Ball Roll, Uppercut: 32% damage. Easy to remember, and pull off.

-Ball Roll, Up+4, Back+1, 4, 4, 2: 24% damage

-Back+1, 4, 3, Ball Roll, Uppercut: 25% damage

-4, 2, Ball Roll, Uppercut: 22% damage

-4, 2, Ball Roll, Back+1, 4, 3, Ball Roll: 26% damage. Trickier to pull off than above combo, but does more damage.

-Jump Kick, Teleport Drop, Air Sai Blast: 18% damage. The timing is a little tricky, you'll have to pull the Teleport off as soon as you land the Jump Kick. Works on enemies on the ground.

-Neutral Jump Kick, Teleport Drop, Air Sai Blast, Ball Roll, Uppercut: 25% damage. Much easier to pull off than the above jump kick combo. Works on jumping enemies.

-Up+4, Up+4, 3, Teleport Drop, Sai Blast: 24% damage.

-4, 2, Teleport Drop, Sai Blast, Ball Roll, Back+1, 4: 27% Damage

-Back+3, Ball Roll, Up+4, Back+1, 4: 23% damage

-Up+4, Up+4, Jump Kick, Teleport Drop, Air Sai Blast, Ball Roll, Back+1, 4: 31% damage. Landing the Ball Roll is a bit tricky, but even if you don't land it, you'll still deal a good 25% damage.

-Back+1, 4, 4, 2, Ball Roll, Back+1, 4, 4, Ball Roll: 31% damage

-Up+4, Up+4, Back+1, 4, 4, Ball Roll, Forward+2: 30% damage.

-Back+1, 4, 4, Ball Roll, Forward+2: 24% damage.

-Back+1, 4, Back+1, 4, 4, Ball Roll. 4, 2: 32% damage.

-Ball Roll, Up+4, Back+1, 4, 4, Ball Roll: 24% damage.

Enhanced Combos
-Up+4, Up+4, 3, EX Teleport Drop, EX Sai Blast: 27% damage

-Jump Kick, EX Teleport Drop, EX Air Sai Blast: 22% damage. The timing is a little tricky, you'll have to pull the Teleport off as soon as you land the Jump Kick. Works on enemies on the ground.

-Back+3, Ball Roll, Up+4, EX Teleport Drop, EX Air Sai Blast: 23% damage

-Back+1, 4, Ex Teleport Drop, EX Air Sai Blast, Ball Roll, Back+1, 4, Ball roll: 30% damage.

Corner Combos

-Neutral Jump Punch, Up+4, Back+1, 4, 3, 4, X-Ray: 42% damage

-Up+4, Up+4, Back+1, 4, 2, 4, X-Ray: 41% damage

-Up+4, Up+4, Back+1, 4, Down+2: 27% damage

-Neutral Jump Punch, Up+4, EX Teleport Drop, EX Sai Blast: 23% damage

-Up+4, Up+4, Back+1, 4, 2, 3, 4: 28% damage. Easy to remember and pull off.

-Ball Roll (you in the corner), Up+4, Back+1, 4, 2, 3, 4: 25% damage. Good to punish those who try to trap you in a corner. This combo pretty much allows you to turn the tables on the enemy. It's also possible to begin the combo with a Back+3, then combo into a Ball Roll.

-4, 2, Teleport Drop, Air Sai Blast, Ball Roll, 4, 2, Ball Roll: 29% damage

-Up+4, Up+4, Back+1, 4, 2, 3, 4, Ball Roll, 4, X-Ray: 43% damage

X-Ray Combos
-Up+4, Up+4, Back+1, 4, 3, Ball Roll, 3, X-Ray: 40% damage. This combo is fairly easy to remember and pull off.

-Jump Kick, Teleport Drop, Sai Blast, Ball Roll, 3, X-Ray

-Neutral Jump Punch, Back+1, 4, 3, Ball Roll, X-Ray: 38% damage

-Back+1, 4, Back+1, 4, Ball Roll, 4, X-Ray: 42% damage

--Up+4, Up+4, Forward+2, X-Ray: 37% damage.

--Up+4, Up+4, Back+1, 4, 4, Ball Roll, Forward+2, X-Ray: 41% damage.