Archetype: High damage rushdown with space control sprinkled in.
Strengths: Damage, movement, anti-zoning, easy hit confirms, safe, good block pressure.
Weaknesses: Stubby, no good mid, have to condition with overheads A LOT, no low starter, confusing AF special directions. DB, BD, DF, DB, like who tf made this decision? I just wanna talk.
Frame data error: EX Sai Toss (BF1) costs 2 bars, not 1.
GAMEPLAN
Because she's so stubby, you generally don't want to throw shit out there. If you want to whiff punish, use F24 which is slow enough it's not super hard to hit confirm, but you need to hit the lab to understand the range.
Her F1 is a bit of an advancing mid, but it's 13 frames and the follow up knocks down. So good look hit confirming one hit. It's really not that great, not even to stagger on block. If you want to use it, use the full F144 string for the low knockdown pressure.
In neutral you want to be using her Sai projectiles, but understand that the range is limited. They work well on jumping opponents, or if you want to stop their approach from close to mid screen range. Mix with low Sai on block if you feeling gangster, or better yet, after having conditioned them to block standing. You can also catch them off guard with an ex straight sai toss, however if they block it, it's hela punishable and you'll be right in their face. However, if it lands, you can combo off of it and it's juicy damage. The safe thing is to do it in a string on hit, however, live a little.
Her 12 string is also really good, the second and third hits reach pretty far and it's super easy to hit confirm since it's two buttons but 3 hits, you can hit that special on the third hit, AND the last two hits are overheads so practice hit confirming it into a full combo because that is where most of your damage will come from. You can also do 121+3 on block and that last hit that knocks down is not only safe on block because of the pushback, but it'll catch a lot of people off guard and it does quite a bit of damage.
F4 is the star of the show, it's an AMAZING meaty and it will beat armored wake ups. It advances and is an overhead so it's one of the best moves to condition your opponent to block standing so you can hit that F24 low combo.
S34 is safe on block, so really great for up close pressure.
Her down teleport DB2 is AMAZING for anti zoning. It's a bit slow to start, but quick enough you can react to them throwing projectiles full screen, especially if it's slow to recover on their end. Such as Sub's ice ball, Reptile's force ball, Shang's fireballs, Raiden's lightning chargers if he charges them. If it hits you're +10000 and you can do whatever you want with them so go crazy. Usually best to follow up with 12.
F34 is good for combo'ing into because it'll give you the highest damage, but it's slow and stubby as hell and doesn't advance her forward too much. Still better than F1 though.
GOOD KAMEOS
Scorpion: Combo extensions + an overhead you don't really need. But, he has a good neutral reset tool.
Sub-Zero: Combo extensions + shoulder charge that's amazing block pressure and puts you at perfect distance for a F24. Projectile immunity, but do you really need that with her? Not really.
*Sonya: Combo off of strings that you shouldn't be able to like j122 ground bounce, but you can also squeeze out more damage from her enhanced ball roll. You can actually send the air Sonya assist at the end of it, and it'll hit. However, Mileena doesn't recover quick enough to do anything about it sadly. This also works with Darrius and Scorpion Kameos.
Darrius: Harder to use because of timing, but good for combo extensions and he allows you to combo off Mileena's EX ball roll AND her back throw with his R1 assist.
Sareena: Potato damage if you're lazy I guess (YOU MAKE ME SICK).
KOMBOS
This will be ever changing for this game I feel like, but here's what I use personally, feel free to adapt it with your Kameo.
Kameoless:
12xx EX DF2, J122, Dash, 21xxDB4, J22xxDB4, EX BD4 (or F4 if you have 1 bar) - 41-42% (best route so far)
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