A 33 frame overhead isn't bad when f344 itself is overhead-mid-low, has no gaps, f34 is neutral, and is special cancelable after each normal. Not to mention it causes certain wakeup attacks to whiff and creates the potential for wakeup reversals with correct timing.
You guys need to look for more than just startup to determine how good it is. In order for Mileena to get out a f3 safely, she needs to be at least +33. The good news is, Mileena has a ton of moves that grant her a ton of hit advantage.
- j3, +50 on hit, techable
- j4, +50 on hit, techable
- nj1, +46 on hit, techable
- nj2, +46 on hit, techable
- f143, +36 on hit, techable
- 21u4, +30 on hit, untechable
- Doing f3 immediately after 21u4 on hit creates a wakeup reversal situation. Also, since roll is high crush, canceling f3 into roll will punish things like d'vorah's trident rush.
- f343, +48 on hit, techable
- One of the few of these strings that's not usable as a combo ender
- f44, +52 on hit, techable
- The 4 in f34 moves Mileena's hurtbox to the back and her hitbox waaaay in front, so f34 will actually punish some armored wakeup moves on tech roll.
- roll (bd4), +58 on hit, techable
- This is my go-to combo ender because it leaves the opponent close to you and lets you mix up between f3 and f4. The opponent has the ability to blow up both with an armored wakeup attack, but you're so plus that you can easily bait them and punish accordingly.
- EX roll (bd4+blk), +59 on hit, techable
- Obv same deal as regular roll.
I hope this encourages people to explore Mileena's slower moves more! These moves aren't just great for f3 setups – they're also great for knockdown pressure with 21u4, f4, d4, throw, etc.