Great night in the lab.
First of all, Mileena is very safe string wise. If you don't agree, go look at kittys lol.
So many midscreen options. F24 (safe due to pushback against 99% of the cast), B21, 21, B12 all safe.
Other than toying with some of her ambiguity, I have been trying to learn the Sonya matchup.
Some of my findings:
Sonyas B12 (overhead low) ~ MS ~ cartwheel string.
This is Sonya's main starter. We blow it up for free. Block the overhead low, and then input a regular roll. 30% punish. It forces sonya to commit to the low option of her MS cancels, which do not combo midscreen. Huge tool to take away and we don't have to spend meter.
B33~MS~Cartwheel = same as above.
This takes away her main combo potential from midscreen. It wont save us in the corner since she can follow up the low options there, however her low kick option is INSANELY unsafe. We get a free ~35% everytime she has to resort to that option.
Also, I think Mileena's B3 is terribly underrated. I like it more than her U3. Sonya has one of the best jump in punches in the game (J1). It's active for days, auto corrects, and has massive range. Shinnok has the same punch as well as a few other characters. B3 beats it clean. Even up close it trades VERY well. I think it's one of the best anti-airs in the game.
B3~telekick~sai F23~roll B12 2+3 = 35% and is VERY easy to land.
Each conversion off the b3 nets you 35%. B3 will also beat out dive kick, but the dive kick would have to be hella telegraphed. Fantastic Anti Air.
Lets see here, her short range punishes (10f or less) are 29%(ball starter 8f) and 32% (21 starter 10f) meterless which is great.
Midrange punishing (11f) (b12) nets 34% meterless.
And Ball can cover 3 quarters of the screen for insanely punishable things as well.
Universal strategies for dealing with wakeups that I found are:
D4 = if it whiffs, dial in F21B4 This takes care of pretty much any options the opponent has off a delayed wakeup.
If It's blocked, you are safe at -4 and you didn't eat armor.
If it hits, do a string of your choice.
It also lowers her hitbox tremendously.
You can also do D4 whiff 3 as well. It results in another HKD, but it's more difficult to time and doesn't give you the mixup at the end of the F21B4 string.
Great night in the lab.