Ok so i was watching some japanese matches for DOA5UA and i saw a Mila do an interesting setup near the wall. He/she would wall splat you once and get a combo going and bounce you back to the wall. Afterwards, they would do and then (throw). If the opponent tech's, she's +. If they don't tech, she'll get the ground grab for guaranteed damage. After further testing, i made throw a high jab after he techs and i manage to beat his 10i jab with Mila's , BUT.. when i made throw out a high jab she managed to beat her out. If im beating out Rig's 10i jab with a 12 frame mid, how come i can't trade blows with Kasumi's? If you do the math, i should be +3 if im beating out Rig's high jab, so i should be able to trade with Kasumi's jab, but this isn't the case. And then there's instances where i DO beat her 9i high jab. Its so weird
Its because that particular OS is +2 not +3 6P does more damage than P so it wins during the trade. You would need to be +3 in order to beat out the i9. Mila recovers faster when distance is involved so under those circumstances its possible to beat out the i9 as the distance would have reduced the recovery on the move giving her more frames.
Gill Hustle on stream! http://www.twitch.tv/teamsp00ky
Mila actually brought A LOAD of hype! Even for none DOA players! People were going nuts! Gill Hustle's Mila was going HAM!
Mila actually got a perfect on a Christie player...
Did a 75% damage combo towards Brad... Very painful. Mila having ridiculous damage output as expected! Wait till ya'll see it! The stream chat and the crowd when BALLISTIC.
(Mila is pretty much the "Takuma/Makoto" of this game... reinforces a lot of game specific fundamentals while having generally high damage output).
Gill Hustle just wrecked everything with Mila! (Having a great Ayane in case MU problem occurs).
Yes that is the Falcon Arrow throw. I see why its considered bad, only good thing about it is its Hi-Counter damage that's guaranteed since it isn't a combo throw. And trying to do a ground throw after is risky and impractical. The throw just really bad since there is just nothing she can do after the throw.It's 60 damage now and ground hits. If your opponent likes to block after 6TK throw it out there because your opponent will recover in time to be thrown by it (I go for 214T myself because of better damage output, same throw speed, and a chance for the walled version if you forget about 8PP after 6T near a wall). It really doesn't do anything beyond those.
Edit: You mean her 41236T right? I knew the throw you were talking about but you got the name wrong if that is the case, was confused. FalconPAWNCHArrow?
It's not an option select.I could be wrong but if its not because of distance in whatever situation shortening her recovery to get more frames during the whiff then it prob has something to with character weight like a lighter lightweight, what kind of tech (back, side, neutral), etc.
For example her other OS's require change in timing per weight class to maximize frames as lightweights fall faster than middleweights and heavyweights fall even faster.
I don't think its the latter in this particular OS. I'm leaning towards distance effecting recovery as it would make the most sense or my next best bet would be open stance vs closed stance as Mila has a lot of that going on with her stuff. Not to mention it made the difference between +2 and +3 on her 1P before it was nerfed to +2 from both. Whatever the case is it isn't random if its happening for u.
So Mila is our ground expert in DOA, what other options would you create for her in the future if you were to design her ?