So I've been wanting to post on this for a while but have been looking into the force tech game for Mila and other characters so I didn't get around to it. Feel free to consider this a thought experiment more than trying to be a gospel guide to combos or anything.
Basically, it seems like Mila's game revolves around keeping constant pressure on; while she's a competent striker in this case she almost seems to play more like a grappler. Given this, it seems like the optimal thing she's trying to set up from a stun is either a mount or a force tech situation. She has relative difficulty setting up the latter, so let's focus on the former initially:
Barring walls, her only reliable way to get a mount from a stun is to launch and land p+k, possibly preceded by an additional string. Unfortunately, the launch height required can be prohibitive, she's going to typically need at least three hits to get off a sufficient launch with the exception of 9k, and most of her launchers are relatively easy to struggle out of. However, there's a way to almost ensure a sufficient launch with p+k using 3pp. You should also be able to get a usable launch from her takedown cancel k, but in general you can only set this up after using 4k or possibly pp6k f+p. So, this suggests her shortest optimal combo path looks something like:
Stun (assume 4f+k in general) - 9k - p+k - 2f+p
- 3pp - p+k - 6p - p+k - p+k - 2f+p
-4k takedown cancel k p+k 2f+p
These are probably the shortest paths to a clean p+k and launch for her. As you can see, she can force this with 3pp; the second hit should cause sitdown stun, and while it is possible to block the p+k afterwards on fastest stagger escape it should be all but guaranteed. The followup 6p p+k is a bit difficult to time on lightweights but is quite doable. The opponent also has to decide to hold the second p or not immediately, making it an excellent throw bait, and there's no reason not to switch to 9k or 4k after 3p hits. So you should generally be alternating after stun 3p and 9k, and if using 3p either throwing immediately or immediately using the followup p or 9k. While the damage from these short combos is modest they do insure a mount and either big damage or an advantaged situation on escape.
Force techs are unfortunately a bit harder to make happen. Her only guaranteed options to force tech are 3f+k and 9p and neither are exactly the fastest moves. She has a force-tech like reset from takedown canceling 7p into 2p during stun, and this can be useful. However, in general it seems like your best bet here is to mix in the occasional 3f+k after stun - 3p, as the stun from a 3p should be long enough to ensure a hit and hopefully they will be too worried about needing to instantly hold the followup from 3pp and avoid a mount to react to the 3f+k.
With all this in mind, overall it seems after initial stun like Mila should employ:
9k - p+k - 2f+p
3pp - p+k - 6p - p+k - p+k - 2f+p
3p 9k
3p throw
3p 3f+k 2p 3f+k.
These options should work for most stuns and give the opponent only 2 chances to hold their way out of the situation. Otherwise you should have a mount or a force tech situation. There's a lot of 3p in there but that's quite intentional; if you're really mixing with 9k or the occasional throw they should be afraid to hold mid punch every time. For longer stuns 3f+k isn't even a bad option but 9k and 3p should work from almost any situation. She really doesn't need more mixups than 9k/3p as she's not in a situation where she has exotic combo options (e.g. Tina). Simplicity seems to fit her style well.
Thoughts? Keep in mind I'm not trying to get to CB here; I actually think Mila really doesn't need it and she has some difficulty setting it up. 6p+k can be useful though.
Basically, it seems like Mila's game revolves around keeping constant pressure on; while she's a competent striker in this case she almost seems to play more like a grappler. Given this, it seems like the optimal thing she's trying to set up from a stun is either a mount or a force tech situation. She has relative difficulty setting up the latter, so let's focus on the former initially:
Barring walls, her only reliable way to get a mount from a stun is to launch and land p+k, possibly preceded by an additional string. Unfortunately, the launch height required can be prohibitive, she's going to typically need at least three hits to get off a sufficient launch with the exception of 9k, and most of her launchers are relatively easy to struggle out of. However, there's a way to almost ensure a sufficient launch with p+k using 3pp. You should also be able to get a usable launch from her takedown cancel k, but in general you can only set this up after using 4k or possibly pp6k f+p. So, this suggests her shortest optimal combo path looks something like:
Stun (assume 4f+k in general) - 9k - p+k - 2f+p
- 3pp - p+k - 6p - p+k - p+k - 2f+p
-4k takedown cancel k p+k 2f+p
These are probably the shortest paths to a clean p+k and launch for her. As you can see, she can force this with 3pp; the second hit should cause sitdown stun, and while it is possible to block the p+k afterwards on fastest stagger escape it should be all but guaranteed. The followup 6p p+k is a bit difficult to time on lightweights but is quite doable. The opponent also has to decide to hold the second p or not immediately, making it an excellent throw bait, and there's no reason not to switch to 9k or 4k after 3p hits. So you should generally be alternating after stun 3p and 9k, and if using 3p either throwing immediately or immediately using the followup p or 9k. While the damage from these short combos is modest they do insure a mount and either big damage or an advantaged situation on escape.
Force techs are unfortunately a bit harder to make happen. Her only guaranteed options to force tech are 3f+k and 9p and neither are exactly the fastest moves. She has a force-tech like reset from takedown canceling 7p into 2p during stun, and this can be useful. However, in general it seems like your best bet here is to mix in the occasional 3f+k after stun - 3p, as the stun from a 3p should be long enough to ensure a hit and hopefully they will be too worried about needing to instantly hold the followup from 3pp and avoid a mount to react to the 3f+k.
With all this in mind, overall it seems after initial stun like Mila should employ:
9k - p+k - 2f+p
3pp - p+k - 6p - p+k - p+k - 2f+p
3p 9k
3p throw
3p 3f+k 2p 3f+k.
These options should work for most stuns and give the opponent only 2 chances to hold their way out of the situation. Otherwise you should have a mount or a force tech situation. There's a lot of 3p in there but that's quite intentional; if you're really mixing with 9k or the occasional throw they should be afraid to hold mid punch every time. For longer stuns 3f+k isn't even a bad option but 9k and 3p should work from almost any situation. She really doesn't need more mixups than 9k/3p as she's not in a situation where she has exotic combo options (e.g. Tina). Simplicity seems to fit her style well.
Thoughts? Keep in mind I'm not trying to get to CB here; I actually think Mila really doesn't need it and she has some difficulty setting it up. 6p+k can be useful though.