"You'll never be alone again, Mathilda." [Mila General Discussion]

Jefffcore

Well-Known Member
It only works after specific knockdowns, so her mounts aren't completely obsolete. After something like kp you get a free 2p but only the special ground punch comes out, same if you finish a combo with P+K.

7k is 35i. I tried it first, and it's also an amazing option if you get it; you have to step forward for it to connect after the FT though.

2k doesn't force them up, it just rolls them over.
 

shinryu

Active Member
Oh, I misunderstood; I thought that the patch made the grounded attack 2p force tech to avoid the infinite. Well, that kind of screws up my juggle idea. I'll test it out when I get home anyway.
 

shinryu

Active Member
Ok, having tested this out, it's pretty cool; I seem to be able to get 7k off without having to dash up, though? Anyway, great find. Unfortunately, since it's actually 2p and actually requires a hard knockdown my idea of how to exploit this doesn't work very well, but I made a couple of other finds screwing around:

1) If you're playing someone who can successfully stagger escape the 3pp sitdown stun faster than you can land the critical burst (generally seems like fast escape won't let me combo 6p+k in general), you should still be able to connect p+k guaranteed. It appears you can then universally combo 6p, p+k for a hard knockdown into mount. This is actually easier on the heavyweights; the timing to avoid knocking them too far back is pausing just a split second for the lighter characters between 6p and p+k, but it's hard to explain/feel out. I can't quite hit it reliably but it does work.

2) This is kind of a gimmicky reset, but if you use it sparingly I think it might be a good way to get some damage. If you land 7p on critical or during stun, the opponent goes into a collapse that's very fast; the only way to keep a combo going is to takedown cancel into either p or 2p (k is too slow to catch them before they collapse). Cancel p will pop the opponent back up into the standard 1p+k stun, depending on their stagger escape ability you may not be able to continue with much if the threshold is high (+17 on fast stagger), However, cancel 2p will hit them low to the ground and appears to end the combo, but also pops them back standing right in front of you and you have +11 advantage. Not coincidentally, this is about a perfect advantage to go for 7k or the 214f+p throw. You might be able to link p to continue the combo but by then you've typically hit threshold (unless this is like Jann Lee's reset, which I hope not since that is kind of bullshit). You can also just let your cancel ride: If the collapse completes your opponent has to tech or else you get a free ground throw (side control, usually). I'm not sure if the 2p is actually holdable or not (on fastest, the hold will actually come out way too soon) or if it's hitting them before they can tech but while they're still grounded, it's odd and I need to test it. But basically, if you land 7p, you can force them to choose between instantly holding mid, (presumably) a delayed hold low, or to have to tech when they collapse, and if you let the cancel go you can punish any of their reactions or at very worst be up in their face after a tech.
 

Jefffcore

Well-Known Member
I've had 7k hit without stepping forward and not other times. I think it's a stance thing.

If you land 7k you can get a guaranteed 3H+K again, or a guaranteed launch from 6F+K or 33P. I recommend launching with 33p on lightweights and just doing 3F+K on mid and heavy. On lightweights you can get P6PP > P+K.

I've been doing 2p after I use 7p; it resets them and gives you +1. Might have to start usnin the cancel.
 

shinryu

Active Member
I've had 7k hit without stepping forward and not other times. I think it's a stance thing.

If you land 7k you can get a guaranteed 3H+K again, or a guaranteed launch from 6F+K or 33P. I recommend launching with 33p on lightweights and just doing 3F+K on mid and heavy. On lightweights you can get P6PP > P+K.

I've been doing 2p after I use 7p; it resets them and gives you +1. Might have to start usnin the cancel.

That's basically how I found this; since the 2p gave you reset I thought it might work after the 7p and it did, then I thought "hell, try the cancel 2p" and lo and behold... It's definitely better damage and advantage than 2p for sure.
 

shinryu

Active Member
Well, let me see if it's actually holdable or not tonight and/or if it guarantees a throw. It's not your most immediately damaging option, sure, but it's very safe. Even if it is holdable that forces them to wait for it to come out and makes the cancel p more likely to hit since they will have to hold that immediately; if they spam low hold they will eat either option or a low throw. And sometimes you need to keep pressure up more than necessarily get a big chunk of damage and this is a good one to have in the back pocket. Especially if it's not holdable, the idea of being +11 and being able to potentially start a new combo up or get a (hi-counter) throw into mount seems very Mila to me.
 

SilverKhaos

Active Member
Dunno if this should go here, but I just thought of this.

Someone was saying 'what do you want in future DLC", and I thought up the perfect costume for Mila: Bass Cosplay.

Waddya think? Petition for it?
 

Jefffcore

Well-Known Member
Well, let me see if it's actually holdable or not tonight and/or if it guarantees a throw. It's not your most immediately damaging option, sure, but it's very safe. Even if it is holdable that forces them to wait for it to come out and makes the cancel p more likely to hit since they will have to hold that immediately; if they spam low hold they will eat either option or a low throw. And sometimes you need to keep pressure up more than necessarily get a big chunk of damage and this is a good one to have in the back pocket. Especially if it's not holdable, the idea of being +11 and being able to potentially start a new combo up or get a (hi-counter) throw into mount seems very Mila to me.
It's holdable. Everything's holdable. :p

It turns into the other person waiting for a low or mid, just like breaking a mount. You could put your effort to better, more damaging things.
 

shinryu

Active Member
Yeah, it's holdable, no guarantee on the throw. Still, I don't think it's a waste to the extent that the timing's so different to the two holds plus the possibility of ground throw on a missed tech. I wouldn't necessarily use it a whole lot, but it's a useful trick shot to have. Predictability is the enemy.
 

shinryu

Active Member
So I think I have an improvement on using 2p to force techs: turns out from the 9p and 3f+k knockdowns another 3f+k will connect and force a tech at +19. This means you can use either 3f+k or 9p to get the same situation, or go for the 33f+p; at +19 those should beat literally anything your opponent can do after the force tech. Plus it does considerably more damage than 2p. Not sure if this works after any other knockdowns at all though.
 

autoaim

New Member
So I think I have an improvement on using 2p to force techs: turns out from the 9p and 3f+k knockdowns another 3f+k will connect and force a tech at +19. This means you can use either 3f+k or 9p to get the same situation, or go for the 33f+p; at +19 those should beat literally anything your opponent can do after the force tech. Plus it does considerably more damage than 2p. Not sure if this works after any other knockdowns at all though.

Always nice to find little tricks like these.
 

Yaguar

Well-Known Member
This thread was such a great opportunity to be called "I'll have two tea's with that". If anyone is looking to make a compilation of everything on her I'd like to put that forward as the title =D

Anyway, I've recently picked up Mila and have found a load of great stuff from here, so much appreciated. If through some miracle I find anything of value I'll share it. So far I've only really got a few tricks that work with my play style (such as following up hit A with 66T as they don't see it coming, much like Moonpress into 66T on Tina).
 

shinryu

Active Member
So Mila has a retardedly good pseudo force tech from juggling. Try pppp 2p, or 6pk 2p after launch. If the opponent doesn't tech, 2p leads to 3f+k and nets you 8 damage and a +19 tech situation. If they do tech, Mila is basically still at +8 or so after the tech. p generally won't work as the range is odd, but k, 3p, 4f+k, 9k, all work nicely and will beat a Christie p. So even after a moderate launch you can either guarantee starting the force tech loop up or have enough advantage to keep the pressure on with a strong mixup. Depending on your risk aversion this might change how you want to play her combo game. As an example, the fastest route to a guaranteed mount is probably 4f+k 9k p+k, which will net you 47 damage + up to 45 more from the mount. 4f+k 9k 6pk 2p 6f+k will give you either 57 damage if the whole thing connects and +19 advantage or 51 damage and a +8 situation. If your opponent can't escape well or if you can finish with the mount it might be the better option. But being at +19 or +8 isn't bad either.

Edit: So it looks like in general off of juggles 2p setups are techable after the 2p. However, I'm pretty sure you can react to the tech and 3f+k or not appropriately. I'm not 100% certain there.
 

Murakame

Active Member
sup guys i just started picking up Mila today is PP6K a good string to use? also how do i do a TD cancel?
 

Yaguar

Well-Known Member
Few options from it.
:2: :P: - Low hit
:P: - Mid Hit Punch, same as 1 P+K
:K: - Mid kick (launches), same as 6H+K

The information on start ups and frames on block is in this thread somewhere. These are the same hits as if your Takedown had been broken by the opponent and you lash out from it. So you can pretty much use what you would from that.

Personally I like to use TD Cancel when 4K CH's. Use some lows and then switch to the kick as they go to block/counter the low. The mid punch comes out at i7 as I recall so from a stun it is always a good option (that is not including frame requirements to go into the TD cancel, just the punch that leads from it).
 

shinryu

Active Member
Check out the takedown cancels from stun thread, there's some neat tech from 4k and 7p takedown cancels. You can even get a +11 reset from 7p f+p f 2p, which is a nice way of keeping up pressure. Seeing as she has some difficulty getting off a hard knockdown from stun it's probably her best option if you want to do a force tech-like setup.
 

Yaguar

Well-Known Member
So spent a lot of time tonight playing 1 guy in ranked. A Jann Lee player. Now he had me completely out skilled and after a large amount of games I wasn't any more able to counter him or SST against him than I was before BUT I did change things up a little and find a hand full of stuff that seems quite effective against Jann.

:1: :H+K: :P: - His mid punches lack range and if he's basically on top of you, this little baby can create some fast space to get a nice couple of counter hits going.
If you hit counter, in return giving you critical stun (which is your aim with this, nothing else) you'll set yourself up with +28 frames. If you go all the way be aware that the last :P: (of :1: :H+K: :P: :P: :P: ) can be countered but sets you up with +33 frames. Give it a couple of goes if you get countered use the +28 frames to mash them with a Throwndown.

So I really fell in love with this. The back step is very quick and the kick has a fair range to be honest. If you're taking too much jab jab jab pressure and can't get in too easy I'd say give it a try. Adds a new dimension and makes them forget about your SS T for a while.
 
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