Mila: Read this in sessions lol. Just posted and realized it's beastly long.
Holds:
She has not one, not two, not three, but four special holds all of which have no advanced hold requirement and are on the most important hitzones (both mids and lows). Three out of the four lead to a max of 97 damage with mid k having the TD mount frame advantage on escape. Her best hold is low p leading to max non situational damage at 114 which also has the TD mount frame advantage on escape. Her low p hold can actually max out at 138 but that particular combo needs situational spacing between open space and the wall without actually hitting hit, otherwise it's both frame tight and inconsistent in open space (with an extra emphasis on inconsistent). The evidence from her low p hold are both optimized and listed below...
P6PP, 3PP, K (lightweights) (104)
6P, 3PP, P6P6P (lightweights) (101)
6P, 3PP, 6PP (lightweights/middleweights) (95)
P6P, P+K, 2T (lightweights/middleweights) (114)
6P, P+K, 2T (heavyweights) (108)
3PP, KP, 66, 2T (lightweights/middleweights) (138)
Throws:
Mila's throw game is exceptional as each one covers all the different kind of setups u would want a character to have. 6T(+Frames), 214T(Damage), 66T (OH), 2T(+Frames), 3T (OH) are all excellent with both 66T and 3T being OH's that lead to big damage.
6T leaves her at +15 or +11 with the guaranteed K follow up both leaving her with excellent setups. This is the kind of throw characters like Hitomi wish they had with the guaranteed K as an option and stronger post frame advantage mixups like Mila.
214T has to be in the running for one of the undisputed best throws in the entire game for a number of different reasons. The most important being the unique obscene range it has, high damage, and the unique frame advantage she get's on escape whether u choose to let ur opponent escape or u fail to finish.
66T is the infamous OH which is always good to have seeing how there rare in this game. Leads to big damage, has the TD mount again allowing for frame advantage on escape and is accessible from SS which is also in running for one of the undisputed best SS options in the game. I'd even argue the best SS option period.
2T is interesting. It leaves Mila at +25, grants critical state, and counts as one hit toward the stun threshold. The properties are different on high counter as it has the added bonus of counting as two hits toward the stun threshold. It doesn't seem to scale the damage at all through scaling leading to ridiculous damage for so little hits to get to threshold. Mind u it's also an i5.
3T is her other OH. In general low OH's aren't as useful as their standing counterparts but are both practical and nice to have. Get a good read on ur opponents use of a lows such as 2P's or a string like Gen Fu's PP2P/PP2K and interrupt it instead of blocking netting u the automatic high counter for a potential 90 damage.
General:
Mila is a hybrid character. She's what the big, slow, and powerful characters wish they were due to her being fast in combination with the kind of damage the faster characters often lack. Best played at range 2-3 and doesn't crack under rushdown due to her speed and range.
She's fast with the standard i10 P, an i12 6P (mid) and i12 8P (high) for ch interrupts against staggered strings or general ch hunting and her 2P is +1.
Extremely high on the damage scale thanks to TD mount in combos leading to about 50-60% on average with the added bonus of frame advantage on escape for flexibility or general failure to finish the mount combo.
She has both a frame trap and offensive hold trap built into her 4KT/4KTH series as well as optional mixups from the same 4KTH series. Solid i14 mid k that has enough range to play range 2-3 which is where Mila is the most effective.
She also has access to the best and most unique SS option in the entire game with her OH.
Force Tech in the form of 3H+K, P+K, 3H+K leaving her at +19. Meaning the pressure from the setup is disgusting because of Mila's options. If u even feel the need to pull a Helena/Ayane for example and close the stun game out early the 3H+K fits within the stun game (slow escape proof) due to Mila's P's having deep stun. 3H+K also goes into 2T for high damage no stun game, great tool to whiff punish with in the spacing game, and last but not least it has both a high crush and low crush window.
Great spacing options in the form of 4H+K, 6P+K, 3H+K (noted above), and less useful but still useful 9P all of which are safe and lead to either stun on natural hit (4H+K, 6P+K) or knd for force tech (+19) or high damage (2T) bypassing the stun game (3H+K, 9P).
Mila's P+K is also a solid tool, barred from the status excellent simply because it's unsafe with no follow ups. It's decent for the occasional ch hunting because it's a single hit that leads into 6P, P+K, 2T for 98 (102 if P6P is used as ur starter but it makes it inconsistent) it's unsafe with no follows.
Solid GB in the form of 66P (+12) that guarantees P against the wall for critical stun. Because of the range on 214T it can provide serious pressure in open space as well. 66K (+3) isn't as good but it's a solid mixup for 66P because 66P is a high.
Her stun game is dumb for many reasons but i'm not going to get into that here even though some of her options were discussed above. I'll provide u with the the fact she has a stun loop as well with 7P, P+K which has mixups and one rep can lead to a ridiculous amount of damage due to the damage from P+K and how it scales through the reset. It's completely unnecessary in the grand scheme of things though.
She has access to the new character/vf character wavedash which is great for bait and whiff punishment, eliminating wakeup kicks, etc. I don't think people really know just how effective the wavedashes are yet because most people only use them to escape wakeup kicks or at the end of a round for fun etc. Used as actual movement its ridiculous.
The biggest thing about Mila in a nutshell though is her damage is quite high and she can run +frames against u within the same process with OH's to run through people with heavy pressure on defense or offense through setups.
For now i'm done and will keep some other things to myself.
* I just wanted to note that I listed the topics in order of least important to most important from top to bottom (holds, throws, general) which is something I would like to discuss as well but this in depth post is already to long so i'll tackle it another time.