iViTal
Active member

This thread was create to replace the old Mileena thread that was outdated and had old info, please post any new Tech, resets, Strats etc Here relating to Mileena. Please keep this thread strictly about Mileena gameplay and match ups. Thanks :]
-iVital
Frame Data
Spoiler:
How to understand this.
Execution
1 - 13
1,1 - 16
1,1,2 - 19
2 - 16
2,3 - 20
2,3,4 - 17
3 - 16
3,4 - 18
4 - 14
4,2 - 23
D+1 - 6
D+2 - 10
D+3 - 7
D+4 - 12
B+1 - 24
B+1,4 - 22
B+2 - 35
B+3 - 21
B+3,B+4 - 21
B+4 - 19
F+2 - 27
F+3 - 22
F+3,1+2 - 22
U+4 - 27
Neutral Jump Kick - 10
Neutral Jump Punch - 9
Diagonal Jump Kick - 8
Diagonal Jump Punch - 5
Throw - 10
Sai Blast - 19
Sai Blast (full screen) - 42
Sai Blast (air) - 14
Sai Blast (air, full screen) - 38
Leaping Neckbite - 21
Teleport Drop - ~24
Teleport Drop (air) - ~30
Ball Roll - 12
Ball Roll (max distance) - 28
Sai Bursts - 20
Sai Bursts (full screen) - 44
Sai Bursts (air) - 16
Sai Bursts (air, full screen) - 40
Leaping Lunch - 21
Tricky Teleport - ~24
Tricky Teleport (air) - ~30
Smashing Ball - 12
Smashing Ball (full screen) - 54
Femme Fatale - 19
Block Advantage
1 - 0
1,1 - 0
1,1,2 - 0
2 - 0
2,3 - 0
2,3,4 - 0
3 - 0
3,4 - 0
4 - 0
4,2 - 0
D+1 - -13
D+2 - -3
D+3 - -8
D+4 - 0
B+1 - 0
B+1,4 - 0
B+2 - -5
B+3 - -3
B+3,B+4 - -3
B+4 - -5
F+2 - 0
F+3 - 0
F+3,1+2 - -32
U+4 - +9
Ball Roll - -46
Teleport Drop - ~-23
Teleport Drop (air Sai Blast) - ~-20
Leaping Neckbite - -11
Sai Blast - -9
Sai Blast (air) - ~+5
Smashing Ball - -45
Tricky Teleport - ~-12
Tricky Teleport (air Sai Blast) - ~+8
Tricky Teleport (air Sai Blast, crouch block 2nd hit) - ~-14
Leaping Lunch - -11
Sai Bursts - -1
Sai Bursts (air) - ~+5
Femme Fatale - -12
Hit Advantage
1 - 0
1,1 - +4
1,1,2 - +3
2 - +10
2,3 - +7
2,3,4 - +4
3 - +7
3,4 - +4
4 - 0
4,2 - +59, +42
D+1 - -6
D+1 (vs crouch) - -8
D+2 - +32, +25
D+3 - +2
D+3 (vs crouch) - +9
D+4 - +12
D+4 (vs crouch) - +5
B+1 - +5
B+1,4 - +41, +45
B+2 - +1
B+3 - +3
B+3,B+4 - +17, +14
B+4 - +16, +13
F+2 - 0
F+3 - +46
F+3,1+2 - +22
U+4 - +71, +59
Forward Throw - +7
Backward Throw - +7
Ball Roll - +74, +61
Teleport Drop - ~+31
Teleport Drop (air Sai Blast) - ~+28
Sai Blast - +10
Sai Blast (air) - ~+15
Leaping Neckbite - 0
Smashing Ball - +76, +64
Tricky Teleport - ~+15
Tricky Teleport (air Sai Blast) - ~+5
Sai Bursts - +19
Sai Bursts (air) - ~+15
Leaping Lunch - +20
Femme Fatale - +38
Duration
1 - 33
1,1 - 54
1,1,2 - 71
2 - 32
2,3 - 55
2,3,4 - 78
3 - 32
3,4 - 56
4 - 40
4,2 - 55
D+1 - 26
D+2 - 50
D+3 - 21
D+4 - 33
B+1 - 42
B+1,4 - 72
B+2 - 71
B+3 - 52
B+3,B+4 - 80
B+4 - 52
F+2 - 54
F+3 - 46
F+3,1+2 - 104
U+4 - 45
Throw - 36
Sai Blast - 48
Leaping Neckbite - 59
Teleport Drop - 40
Ball Roll - 40
Sai Bursts - 59
Leaping Lunch - 59
Tricky Teleport - 40
Smashing Ball - 89
Femme Fatale - 58
Cancel Advantage (block)
1 - ≥+26
1,1 - +25
1,1,2 - +25
2 - +24
2,3 - +17
2,3,4 - +20
3 - +24
3,4 - +20
4 - +25
4,2 - +24
D+1 - +1
D+3 - +1
D+4 - +26
B+1 - ≥+26
B+1,4 - +24
B+3 - +20
F+2 - +11
F+3 - +26
F+3,1+2 - +25
Cancel Advantage (hit)
1 - ≥+24
1,1 - +20
1,1,2 - +21
2 - +22
2,3 - +20
2,3,4 - +14
3 - +20
3,4 - +14
4 - +23
4,2 - +73, +56
D+1 - +9
D+1 (vs crouch) - +7
D+3 - +12
D+3 (vs crouch) - +19
D+4 - ~+32
D+4 (vs crouch) - +25
B+1 - +22
B+3 - +27
F+2 - +28
F+3 - ≥+26
F+3,1+2 - ≥+40
Miscellaneous
Breaker - -6, -10
Execution
1 - 13
1,1 - 16
1,1,2 - 19
2 - 16
2,3 - 20
2,3,4 - 17
3 - 16
3,4 - 18
4 - 14
4,2 - 23
D+1 - 6
D+2 - 10
D+3 - 7
D+4 - 12
B+1 - 24
B+1,4 - 22
B+2 - 35
B+3 - 21
B+3,B+4 - 21
B+4 - 19
F+2 - 27
F+3 - 22
F+3,1+2 - 22
U+4 - 27
Neutral Jump Kick - 10
Neutral Jump Punch - 9
Diagonal Jump Kick - 8
Diagonal Jump Punch - 5
Throw - 10
Sai Blast - 19
Sai Blast (full screen) - 42
Sai Blast (air) - 14
Sai Blast (air, full screen) - 38
Leaping Neckbite - 21
Teleport Drop - ~24
Teleport Drop (air) - ~30
Ball Roll - 12
Ball Roll (max distance) - 28
Sai Bursts - 20
Sai Bursts (full screen) - 44
Sai Bursts (air) - 16
Sai Bursts (air, full screen) - 40
Leaping Lunch - 21
Tricky Teleport - ~24
Tricky Teleport (air) - ~30
Smashing Ball - 12
Smashing Ball (full screen) - 54
Femme Fatale - 19
Block Advantage
1 - 0
1,1 - 0
1,1,2 - 0
2 - 0
2,3 - 0
2,3,4 - 0
3 - 0
3,4 - 0
4 - 0
4,2 - 0
D+1 - -13
D+2 - -3
D+3 - -8
D+4 - 0
B+1 - 0
B+1,4 - 0
B+2 - -5
B+3 - -3
B+3,B+4 - -3
B+4 - -5
F+2 - 0
F+3 - 0
F+3,1+2 - -32
U+4 - +9
Ball Roll - -46
Teleport Drop - ~-23
Teleport Drop (air Sai Blast) - ~-20
Leaping Neckbite - -11
Sai Blast - -9
Sai Blast (air) - ~+5
Smashing Ball - -45
Tricky Teleport - ~-12
Tricky Teleport (air Sai Blast) - ~+8
Tricky Teleport (air Sai Blast, crouch block 2nd hit) - ~-14
Leaping Lunch - -11
Sai Bursts - -1
Sai Bursts (air) - ~+5
Femme Fatale - -12
Hit Advantage
1 - 0
1,1 - +4
1,1,2 - +3
2 - +10
2,3 - +7
2,3,4 - +4
3 - +7
3,4 - +4
4 - 0
4,2 - +59, +42
D+1 - -6
D+1 (vs crouch) - -8
D+2 - +32, +25
D+3 - +2
D+3 (vs crouch) - +9
D+4 - +12
D+4 (vs crouch) - +5
B+1 - +5
B+1,4 - +41, +45
B+2 - +1
B+3 - +3
B+3,B+4 - +17, +14
B+4 - +16, +13
F+2 - 0
F+3 - +46
F+3,1+2 - +22
U+4 - +71, +59
Forward Throw - +7
Backward Throw - +7
Ball Roll - +74, +61
Teleport Drop - ~+31
Teleport Drop (air Sai Blast) - ~+28
Sai Blast - +10
Sai Blast (air) - ~+15
Leaping Neckbite - 0
Smashing Ball - +76, +64
Tricky Teleport - ~+15
Tricky Teleport (air Sai Blast) - ~+5
Sai Bursts - +19
Sai Bursts (air) - ~+15
Leaping Lunch - +20
Femme Fatale - +38
Duration
1 - 33
1,1 - 54
1,1,2 - 71
2 - 32
2,3 - 55
2,3,4 - 78
3 - 32
3,4 - 56
4 - 40
4,2 - 55
D+1 - 26
D+2 - 50
D+3 - 21
D+4 - 33
B+1 - 42
B+1,4 - 72
B+2 - 71
B+3 - 52
B+3,B+4 - 80
B+4 - 52
F+2 - 54
F+3 - 46
F+3,1+2 - 104
U+4 - 45
Throw - 36
Sai Blast - 48
Leaping Neckbite - 59
Teleport Drop - 40
Ball Roll - 40
Sai Bursts - 59
Leaping Lunch - 59
Tricky Teleport - 40
Smashing Ball - 89
Femme Fatale - 58
Cancel Advantage (block)
1 - ≥+26
1,1 - +25
1,1,2 - +25
2 - +24
2,3 - +17
2,3,4 - +20
3 - +24
3,4 - +20
4 - +25
4,2 - +24
D+1 - +1
D+3 - +1
D+4 - +26
B+1 - ≥+26
B+1,4 - +24
B+3 - +20
F+2 - +11
F+3 - +26
F+3,1+2 - +25
Cancel Advantage (hit)
1 - ≥+24
1,1 - +20
1,1,2 - +21
2 - +22
2,3 - +20
2,3,4 - +14
3 - +20
3,4 - +14
4 - +23
4,2 - +73, +56
D+1 - +9
D+1 (vs crouch) - +7
D+3 - +12
D+3 (vs crouch) - +19
D+4 - ~+32
D+4 (vs crouch) - +25
B+1 - +22
B+3 - +27
F+2 - +28
F+3 - ≥+26
F+3,1+2 - ≥+40
Miscellaneous
Breaker - -6, -10
Mileena in a nutshell
The most sexiest out of all the Ninja females, Mileena is probably the third best female fighter in the game Ranking A+ Tier on Brady's list.
Notation
1= Front Punch(X/Square)
2= Back Punch( Y/Triangle)
3= Front Kick(A/X)
4= Back Kick(B/Circle)
General Strategy and Gameplay
Mileena is a solid fighter with decent mix-ups and a solid projectile. With this being said, Mileena is a mix of keep away and rushdown. Most of her normals are ethier safe on block or give her frame advantage to create key set ups against your opponent. With good pokes and nice Mobility she has god like footsies and makes your opponent pay for every mistake they make during the match.
Go-to Normals
Most of Mileena's normals are safe on block, but only a few are used to create your offense.
Spoiler:
This normal is Neutral on block, and is great for applying pressure to your opponent. However, Be careful some characters have Armor on EX specials and can punish you for using it to often. It also can be used as a combo starter if it hits.
4,2 ROLL B+1,4 xx 1,1 Into teleport to close in on your opponent or instead of 1,1 at the end, throw in a Neck bite to MAXIMIZE damage.
4,2 ROLL B+1,4 xx 1,1 Into teleport to close in on your opponent or instead of 1,1 at the end, throw in a Neck bite to MAXIMIZE damage.
Spoiler:
U+4 is her overhead smash move that hits opponents that block low or either trying to poke to gain advantage. It's essential to her offense and Mixing game.
This normal is +9 on block so it's more than safe Mileena is at frame advantage also so you have a chance at following up with another U+4 or any other normal of choice. U+4 is another combo starter and it's used to punish block teleports with her highest Meterless combo.
U+4,U+4,B+1,3 xx 4 Roll 4,2 Sai blast.
"Wuuut? Vital! the sais don't connect?!"
Well duhhhh.. They're used to build that small sliver of meter that could possibly building up your breaker or EX move depending on the situation.
This normal is +9 on block so it's more than safe Mileena is at frame advantage also so you have a chance at following up with another U+4 or any other normal of choice. U+4 is another combo starter and it's used to punish block teleports with her highest Meterless combo.
U+4,U+4,B+1,3 xx 4 Roll 4,2 Sai blast.
"Wuuut? Vital! the sais don't connect?!"
Well duhhhh.. They're used to build that small sliver of meter that could possibly building up your breaker or EX move depending on the situation.
Spoiler:
B+3 is Mileena's low starter and another key normal to her deadly mixing game. After a connected B+3 you can hit confirm into ball roll or EX Ball roll (<--Overhead). You can use B+3/B+4 (Her sweep) to condition your opponent to block low and mix it up with U+4 or EX Overhead Ballroll. Your opponent has to block high on reaction.
BUT! You have to spend a bar for the reactionary High/Low set up and it's a 50/50 mixup. Meaning if they guess right they can punish with a full combo, but if they guess wrong you get the combo. My BnB for a successful High/Low mix up confirm.
B+3, EX ROLL, B+1,3.. 4, Normal Roll, 4,2
BUT! You have to spend a bar for the reactionary High/Low set up and it's a 50/50 mixup. Meaning if they guess right they can punish with a full combo, but if they guess wrong you get the combo. My BnB for a successful High/Low mix up confirm.
B+3, EX ROLL, B+1,3.. 4, Normal Roll, 4,2
Spoiler:
Her second best tool to keep the pressure on your opponent. It's neutral on block BUT can be used to gain frame advantage if you cancel the 4 and replace it with a instant Air sai.
This is another one of Mileena's combo starters, but you have to cancel the 4 into roll.. So it will be 2,3 xx Roll. It's trick at first but practice makes perfect. I don't have a BnB with this starter because I rarely use it, but it is VITAL to her gameplay.
This is another one of Mileena's combo starters, but you have to cancel the 4 into roll.. So it will be 2,3 xx Roll. It's trick at first but practice makes perfect. I don't have a BnB with this starter because I rarely use it, but it is VITAL to her gameplay.
Pokes
Pokes are used to create space, close in on a opponent, or either get the frame advantage to cross over and start up your offense.
Spoiler:
-13 on block.. Don't use it.. Simple.
Spoiler:
Mileena's D+3 is -8 on block, but people usually don't block D+3s until the second hit and she's out of range to be punished for it.
Spoiler:
Mileena's D+4 is probably the second best if not, third best poke in the game. She's neutral on block, but +12 on hit. Meaning you have a free cross over if it connects. It has amazing range also, when the round begins D+4 in the begining to ensure the first hit and get the easy breaker. However if it whiffs (Misses) she's open to being punished with a full combo.
Specials w/ EX Properties also.
Mily's Specials are the exact opposite of her normals, They're hella risky and if not used properly. It could cost you the match.
Spoiler:
A decent teleport that can fall over most projectiles, EX teleport hits the opponent twice and on the second hit they must block low or be Jailed.
Mileena's Teleport is not safe on block, so throws sais after helps her faster but is still not safe. Delaying sais helps to, You only want to use this to get over projectiles and punish opponents for jumping randomly, and it has high priority over a lot of specials and normals
Mileena's Teleport is not safe on block, so throws sais after helps her faster but is still not safe. Delaying sais helps to, You only want to use this to get over projectiles and punish opponents for jumping randomly, and it has high priority over a lot of specials and normals
Spoiler:
Her best Wake up special, but risky at the same time. It's used to continue combos and to punish Offensive happy opponents that attack after the hard knockdown.
EX Ballroll hits overhead, after a EX roll you can add another roll to continue a combo. This is best used with B+3 (explained earlier in the thread under normals)
EX Ballroll hits overhead, after a EX roll you can add another roll to continue a combo. This is best used with B+3 (explained earlier in the thread under normals)
Spoiler:
Mileena's projectile. I can be done on the ground and in the Air. Mixing ground a Air sais are key to winning some match ups. Her Instant Air sai is not easy to execute consistently, but it very useful once learned.
It can be used as a Anti Air into combo. and to recover faster from falling or after a blocked teleport.
It can be used as a Anti Air into combo. and to recover faster from falling or after a blocked teleport.
Spoiler:
Should only be used to Maximize damage in combos..
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