Introduction
Serving as an assassin along with her twin sister Kitana, Mileena's dazzling appearances conceal her hideous intentions. At Shao Kahn's request she is asked to watch for her twin's suspected dissension. She must put a stop to it at any cost.
Move List
Close HP : Elbow [Hits high]
Sai Throw : Hold HP for 1 second, Release HP [Can be done in the air]
Roll : B, B, D, HK
Telekick : F, F, LK
Finishers
Fatality 1 : (Close) F, B, F, LP
Fatality 2 : (Close) Press and Release HK
Babality : D, D, D, HK
Friendship : D, D, D, U, HK
Pit II/Tomb : F, D, F, LK
The Basics
Pros: -Like Jax, she has a great gound-level game. Her roll ability flings her across the ground, tripping up the enemy. Works great on opponents with high projectiles like Scorpion and Baraka.
-Her air game is just as deadly. Her sais can be thrown in mid-air, and her teleport kick is sure to bring down an opponent who's tossng a projectile
-Mileena's sais are throwable in the are, and thus can pull off a very similar combo to Kitana's.
Cons: -Her teleport kick can be pre-empted, and if blocked, she will be wide open until she hits the ground again.
-Kung Lao, Scoprion, and Rayden can teleport, giving them a large upper hand if she uses her ground roll to do so, being wide open for a projectile attack.
-Her sai sparks are fairly high, almost as high as Baraka's blade sparks. This allows Rayden to fly under it with Flying Thunder God and Sub-Zero to freeze her while in the animation.
Advanced Strategies
Uppercut: Awesome
Jump Kick: Good
Roundhouse: Weak
Mileena is very effective when playing a controled offense. The Teleport Kick can be used to knock all jumping opponents to the ground, and to hit opponents right after they fire their missile weapon. It is easy to spot and block, though. Her Sai Throw is a charge weapon which makes it more awkward to use. But once it is mastered, you can throw it into most combos. It can be used in the air to hit jumping opponents. The Ground Roll is the key element to most of her combos. Best used after a jump kick, because if blocked, you are vulnerable to nasty things.
Combos
1. (mid-screen) aaHP, HP, JK, Air Sai (4 Hits, 44%)
2. (mid-screen) JK, Roll, Teleport Kick (3 Hits, 49%)
3. (against the corner) JK, Roll, HP, JP, Air Sai (5 Hits, 60%)
4. (corner) JK, Air Sai, Roll, LP, Sai (5 Hits, 63%)
5. (corner) RH, Roll, LP, Roll, Teleport Kick (5 Hits, 71%)
6. (corner) aaHP, Roll, JK, Roll, JK, Air Sai (6 Hits 79%)
7. (corner) aaHP, Roll, JP, LP, Roll, LP, Roll, HK (8 Hits, 86%)
8. (corner) JK, Air Sai, Roll, LP, Roll, JP, Air Sai (7 Hits, 86%)
9. (corner) JK, Roll, JK, Roll, JK, Air Sai (6 Hits 89%)
10. (foe against the corner) Roll, JP, Air Sai, Roll, LP, Roll, JP, Air Sai (8 Hits, 93%)
11. (corner) aaJP, JP, Air Sai, LP, Roll, LP, Roll, JP, Air Sai (9 Hits, 95%)
12. (corner) SUJK, SUJK, Air Sai, LP, Roll, JK, Air Sai (7 Hits, 100%)
13. (corner) aaJP, JP, Air Sai, LK, Roll, LP, Roll, JP, Air Sai (9 Hits, 100%)
14. (corner) Uppercut Interrupt, JK, Air Sai, LP, Roll, JK, Air Sai (7 Hits, 100%)
-Infinites
1. (mid-screen) aaHP, Roll, F+HP, Roll, F+HP, Roll, F+HP, Roll...
2. (corner) aaHP, Roll, JP, aaHP, Roll, aaHP, Roll, aaHP, Roll, aaHP, Roll...