Get your popcorn, drinks... a piece of paper, notes and frame data prepared folks. The Mila Theatre is open once again. ARE YOU MOTIVATED.......????!!!!
Mila vs Kasumi Match:
Relatively cut and dry... Mila players general need to beware of characters with i9 frame P's.
Mila vs Momiji:
Mila vs Momiji can be relatively tricky... the Mila player in this match up spaced himself away from Momiji towards the corner to advert wake up options and to botch Momiji's wall jump attempt (it was beautiful to watch - see 0:42). Through out the video, you see the Mila player taking advantage of 7K(held) then getting the sit down stun for the Power Blow. Then the Mila player even goes as far as to score a Power Launcher combo. The Mila player wanted to stay solid until he could get the stun.
Mila vs Ayane
The Mila player of this video favored TD quite a bit... Catching the Ayane player off guard multiple times. When Ayane is back turned like that while Mila is reeling from her own stun, it would normally be best to back dash to see if the Ayane player is going to whiff something or roll backwards... or block he incoming mix up. Ayane is also one of the few characters with a i9 frame jab... The thing is, Ayane functions very well mid screen. I guess 4K+H is a good option for keep out, until Mila herself starts the offense. Mila might have to get in a bit close in the match up
Mila vs Ayane Issue 2:
Back to the vs Ayane scenario again... the Mila player resorted to singular strikes like 2P, 6P, 4K, and 3K because they were relatively safe options and they helped keep the momentum. Both players were trying to be careful here...
Mila vs Kokoro
(I really like Mila's theme song... Sounds like something that is fitting to a Megaman X video game... or something along those lines. It's fascinating. Motivating even. The Mila vs Kokoro MU... I dunno. I've played as Kokoro before. The Mila player would have to be a bit cautious about theirdefensive options because of Kokoro having grabs within her strings which can throw the opponent off balance. Well placed pokes and CH stun helps here. Towards the middle of the match after Kokoro managed to defeat Mila the second time around, Mila began to use TD a bit more to avert Kokoro's offensive measures. (A well timed TD does beat out a number of options but not full proof - crouching opponents or opponents out of range can subvert Mila's TD). Then again, those TD's are part of where Mila's damage and come back potential comes from. This is part of the reason why Isee Mila as the "Makoto/Takuma" character of this game.(The analogy is that Makoto from the SF series and Takuma from the KOF series... KOFXIII in particular... are both high damaging characters but require very extensive knowledge of the game system in itself for the player to prosper.Mila fits into this category to a large degree)...
For Mila, I guess the player would have to focus on pushing the character onto the defensive - possibly force the player into a situation where they "want" to hold something. Then go for 6T and/or Mount. Mila needs to cripple the opponents defense after getting scoring a stun. Upon doing so... Mila will be able to obliterate 40%~60% of the opponents life, even if she does not fully utilize the stun game because of how her juggle combos work, along with the Mount position (most of the players here are aware of these facts... this is just me summarizing Mila's condition. Such an awesome character. Even though, quite a few of these matches are online, we can still retain some good game play related information this way, especially for visual learners.