MILEENA
OVERVIEW
MOVE LIST
COMBOS
STRATEGY
KAMEOS
GAMEPLAY
OVERVIEW
MILEENA
Type:
Health: 700
OFFENSE
DEFENSE
DAMAGE
MOBILITY
RANGE
ZONING
1
2
3
4
5
More Details
MOVE LIST
Basic Attacks
Ambitious Strikes
1,2
High, Overhead, Mid
A high into overhead attack that is mainly used at close-range and to punish unsafe moves.
Karrion Kuts
F+1,4,4
Mid, Mid, Mid, Low
A multi-hitting mid attack ending in a low that is safe on block and is mostly used at close-range.
Bloody Fusion
F+2,4,2
High, Low, Mid
An advancing high, low, mid attack that is +2 on block and is useful for applying pressure from mid-distance.
Cartheel
F+4
Overhead, Overhead
A safe overhead attack that is mostly used for mix-ups at close-range.
Special Moves
Straight Sai
BF1
High
A high projectile. When enhanced, it destroys the opponent's projectiles. It's usually used for zoning from mid-distance.
Teleport Down
DB2
Mid
A downwards teleport. When enhanced, it grants armor.
Teleport Up
DF2
High
An upwards teleport. When enhanced, it launches for a combo.
Low Sai
BF3
Low
A low projectile that is usually used for zoning from mid-distance.
Roll
BD4
Mid
A fast, advancing mid attack that travels across the screen and launches for a combo. When enhanced, it becomes unbreakable. It can be used to punish unsafe moves from a distance or thrown out occasionally as a surprise attack.
(Air) Ball
DB4
Mid
An aerial attack that launches for a combo. When enhanced, it tracks the opponent and is cancelable into other (Air) Special Moves. It can be delayed by holding 4 or cancelled by inputting DD.
COMBOS
Midscreen
There are a couple of ways to start a combo with Mileena. Roll (BD4) is a quick advancing attack that is good for meterless combos. It can be used after attacks such as 1,2 or thrown out to catch the opponent off-guard.
1,2 BD4 U+F+2,2 DB4 FF F+4
MEDIUM
320.09
For higher damaging combos, Enhanced Teleport Up (DF2+EX) can be done as a combo starter. By using Roll in the middle of the combo, it'll launch the opponent once more and allow for a combo extension.
1,2 DF2+EX 1,2,2 FF 2,1 BD4 U+F+2,2 DB4 FF F+4
MEDIUM
412.10
Corner
In the corner, combos can be ended with a jump attack U+F+1,2,2 followed by (Air) Teleport Down (DB2) for additional damage.
1,2 BD4 U+F+2,2 DB4 U+F+1,2,2 DB2
MEDIUM
343.24