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

Moritsuna

New Member
I've been reading the past 3-4 pages of replies and it seems to be talking about Mila's strategy after she uses the takedown? All I know is that you can either press the Throw button again for more dmg like an armbar, or either press P for punches or K for knees. Are there more moves than that? Someone even said that there's a move to do when someone breaks out of the initial throw/takedown? Can someone enlighten me in layman's terms? (Sorry I'm new haha)
 

Jefffcore

Well-Known Member
I wish I could make a flow chart for this :p

When someone breaks your takedown you have 3 attack options: p, 2p, and k. K is a mid kick that's unsafe and only launches if they attack (don't recommend using it), p gives you a stun, and 2p gives you a short stun. If you don't do one of these attacks you're at disadvantage.

If you start doing the mid and the low then trying to throw you're setting yourself up for more guessing because they could hold low or mid; if you stick to one attack and start throwing you're risking getting high counter blown.

The best mix up I've come up with is just switching between the low and the mid punch. When they start holding you can switch up to P+K, it will hit any hold on it's recovery so it doesn't matter if they try to hold. If it hits it gives you a sit-down that guarantees 3p. It's also safer than throwing.
 

Yaguar

Well-Known Member
Using :K::P:as a test for wall smash follow ups:
All are on NH including initial smash damage

NOTE: Numbers are based on wall type. Tested on the DWA Wrestling Ring (Higher damage)

:6::P::P: - 97 Damage
:P::P::K: - 99 Damage
:P::6::P::6::P: - 101 Damage
:P::P::P::6::P: - 105 Damage

Not found anything higher smash wise personally but there is a little numbers share for you.
 

DrDogg

Well-Known Member
Using :K::P:as a test for wall smash follow ups:
All are on NH including initial smash damage

NOTE: Numbers are based on wall type. Tested on the DWA Wrestling Ring (Higher damage)

:6::P::P: - 97 Damage
:P::P::K: - 99 Damage
:P::6::P::6::P: - 101 Damage
:P::P::P::6::P: - 105 Damage

Not found anything higher smash wise personally but there is a little numbers share for you.

Can't you use P6PP, PPP6P after a wall float for maximum damage? I never use it because the timing is difficult online, but I'm pretty sure that works, yes?
 

Yaguar

Well-Known Member
Can't you use P6PP, PPP6P after a wall float for maximum damage? I never use it because the timing is difficult online, but I'm pretty sure that works, yes?

Just tried it offline and I can't even manage it.
Tried it using KP, 6PP and 66P as initial wall hit but the PPP6P is whiffing (all of it) for me after the P6PP and I'm fairly sure I'm being quick about it but always the chance I just don't have the timing for it.
 

DrDogg

Well-Known Member
I know I've hit it in training mode, I just never go for it online because it's online. If you can't get it, use P6PP, 6PP. Should be easier to connect, but I'm not sure on the damage.
 

Yaguar

Well-Known Member
Just to check we are on the same page, these are all definitely from a wall smash (not rubber banding rings etc) but a follow up to a 2nd smash before they can't be hit again?
 

DrDogg

Well-Known Member
Just to check we are on the same page, these are all definitely from a wall smash (not rubber banding rings etc) but a follow up to a 2nd smash before they can't be hit again?

I don't know what "rubber banding rings" are, but I use P6PP, PPP6P after CH 4K into the wall (or something similar).
 

Yaguar

Well-Known Member
I don't know what "rubber banding rings" are, but I use P6PP, PPP6P after CH 4K into the wall (or something similar).

Could be something to do with hit level/skill used. I shall go for a full test in a couple of days to find out. Thanks for helping me clarify, long day at work so brain is a little worn out.

By rubber banding I meant certain rings, at a certain distance will bounce the opponent back from them. So on Sweat for example you can use:
:6::P::P: - bounces off wall - :3::K: :6::P: :6::P+K: +launch + Combo

EDIT: This

Not been able to pull off the smash into :P::6::P::P: :P::P::P::6::P: so I'll put it down to me sucking.
 

DrDogg

Well-Known Member
By rubber banding I meant certain rings, at a certain distance will bounce the opponent back from them.

Oh. Never heard it referred to as rubber banding. I guess that makes sense.

When I get on tonight I'll see if I can figure out where you might be having issues. As I recall, it's not super easy (hence why I don't use it online), but it wasn't really all that difficult either.
 

rximmortal

Active Member
The best solutions for me after launch are:
p6pp ppp6p
P6pp p-k 2t 3punches
P6pp 3pp 3h-k , (if he tech roll 3h-k , than make as fast as possible 2p , 4k loop) , otherwise you force tech him.
 

The Martian

New Member
What would be Mila's absolute fastest move?

The reason I ask is because no matter what I seem to try, I always get beat out when trying to land the very first hit as the match starts.
 

XZero264

FSD | Nichol
Premium Donor
What would be Mila's absolute fastest move?

The reason I ask is because no matter what I seem to try, I always get beat out when trying to land the very first hit as the match starts.
I believe currently it is 6P, thing that gets me a lot is when playing against someone who happens to use a lot of ducking attacks as it hits high first thing (maybe).
 

The Martian

New Member
Alrighty, thanks guys.

I'm fairly new to the terminology for this game, but...5P means just stand and press P without pressing in a direction, and 6P means press forward and P, right?
 

phoenix1985gr

Active Member
Alrighty, thanks guys.

I'm fairly new to the terminology for this game, but...5P means just stand and press P without pressing in a direction, and 6P means press forward and P, right?


Yes thats right... You should now that depending on the other character you may win or lose depending on their moves too... 12f mid is a fairly good speed though it will only lose to most characters jab (although most good players rarely use is cause it can be easilly crushed) or from kasumis jahns gens and alphas mid... it will trade with a dew more characters...

Best bet to start a match i would say is 6p, 2p( to crush a high and get +1) or just block you could start i guess with ss against the more "linear" characters
 
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