"Hey! No hard feelings!" Mila General Discussion Thread

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XZero264

FSD | Nichol
Premium Donor
With the exclusion of Leon in 6's launch I'm moseying back to my original 5 waifu main (Leon wasn't in the original launch there as well and I didn't really have any interest in anyone else in the cast).

OK, an hour after I started writing this post I've finally figured it out. She now has more stance transitions that take her into her :1::H+K: stance (Switch Step Low Kick). I was assuming she had options to go into her tackle feints from strikes by not having to press :T::h: but using those commands actually puts her into SSLK. I finally figured this out because I saw all the talk about :3::P::K: and had to go rewatch the trailer because as far as I knew she didn't actually have that string. She doesn't have that string per se but rather she goes into that stance an utilizes the new kick from that stance immediately and makes it look like she has a :3::P::K:.

Command list is here on Facebook and I'm drawing a lot of conclusions from that.
String extensions in the form of :4::P::P::K:, :P::P::4::P::P::K:.
New SSLK transition commands: :8::P::P::4:, :3::P::4: and :P+K::4: (lolwut). TN is making her SSLK more versatile by giving her more than two options to go into it, I like this, it is a VERY underutilized stance as is.
New SSLK Attack is a mid kick (unlisted in that video for some reason). I do not know the command but it would be safe to assume it may be :K:
New strikes :2::P+K:, :3::P+K:. I would like to see these. She has :4::P+K: now but that was her Power Blow so I would assume it's some kind of significantly plus Guard Break perhaps. :3::P+K: might be a "new" launcher replacing her Power Launcher. No clue on :2::P+K:
SS Tackle status unknown. Anyone know if Tina or Bass can SS Throw?
No new throws or Feint options.

Would be neat if you could Feint out of her Fatal Rush similar to Honoka going into her stances.

I saw in that one video Tina being hit into the ring ropes back turned but reviewed the footage and noticed she was attempting to use a strike that puts her back turned as part of the strike (I would assume her booty bump).

And I'm throwing this Breakable combo out there for a guessing game as well as for the hell of it (this assumes :7::[[K]]: still SDS and your opponent doesn't have enough for a Break Hold by the Fatal Rush).
With Full Break Gauge knock your opponent into a breakable next to a wall and have your opponent between you and wall.
Breakable - :7::[[K]]: - :3::3::P: - :s::s::s::s::h: (Cancel the Break Blow into the standing reset) - :7::[[K]]: - :3::3::P: - :P+K: - :2::T::P::P::P:. Minimum 80 damage by 5s scaling (not including whatever came before knocking them into the breakable) and if the opponent doesn't have enough gauge by the Break Blow Cancel or SDS from :7::[[K]]: it's a guaranteed combo aside from the ground throw being broken).
I'm going to be going on a stage testing spree as well as seeing what kind of stuff characters can get away with because of the Break Blow reset for a bit and this combo is going to be the first I test.
 

rximmortal

Active Member
The quality of video is bad, but if u look more carefully u will see that Mila dont have 2P+K and 3P+K as new moves thats actually 2H+K and 3H+K :(
She has new stance entry out of 3P and P+K ... Hype :p

I coudnt see any transition out of 3P6 and P+K6 ..... It mostlikely is entirely new stance or she enter in stance similar to 1H+K
 
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Hurricane Rev

Active Member
So having spent quite a bit of time playing with her yesterday at a DOA6 tournament, the only thing that I took away from it is that she plays very different to how she plays in DOA5LR. Her movesets are more or less the same but they have different hit properties now, which IMO are for the worst. It was difficult for me to put someone into stun with her and I literally had no idea how to play against fast characters such as Christie, Kasumi, Ayane and Zack because some of her key attacks (such as her SS Tackle) is no longer in the game. The attacks that I think I have been nerfed quite badly are the following:

9P (Superman Punch) - For whatever reason, this attack is way slower now and the hit property allows the opponent to tech up after the hit connects which is slightly disappointing. I think the attack is also punishable when it is blocked because I couldn't move straight away after the hit just connected. I had to wait a few seconds just to move again.

5K - Don't worry, you can still get a guaranteed kick after her 6T but only on certain characters now. I tried doing this to Honoka at one point and the kick completely whiff Honoka completely. So the 6T > 5K set up is pretty much a character specific and it can only work on tall characters instead of short characters which I am fine with.

KP - The new bound attack is good when you got someone in an air-combo but when it comes to ground/outside of combos, it really isn't great to be honest. Heck, they took away the bounce property from this attack.

3PP - Yeah, this attack no longer puts opponents in sit down stun and it just leaves them standing up now. But saying that, her new sway attack (3P > 4 > P or K) does seem interesting and I will test that out more when the demo arrives this week

1P - I honestly thought this move would still be good in 6 , (in 5, you could trip up your opponent) but nope, this attack leaves them standing up now which is a shame

Overall, I wouldn't say she is nerfed (Just kidding, she is nerfed) but you really have to play with her differently in this game and using the Fatal Rush (As well as the Break Hold & Break Blow) in your game with her. It will definitely take some time to get use to her new changes in this game.
 
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dante_huyvu

Active Member
So having spent quite a bit of time playing with her yesterday at a DOA6 tournament, the only thing that I took away from it is that she plays very different to how she plays in DOA5LR. Her movesets are more or less the same but they have different hit properties now, which IMO are for the worst. It was difficult for me to put someone into stun with her and I literally had no idea how to play against fast characters such as Christie, Kasumi, Ayane and Zack because some of her key attacks (such as her SS Tackle) is no longer in the game. The attacks that I think I have been nerfed quite badly are the following:

9P (Superman Punch) - For whatever reason, this attack is way slower now and the hit property allows the opponent to tech up after the hit connects which is slightly disappointing. I think the attack is also punishable when it is blocked because I couldn't move straight away after the hit just connected. I had to wait a few seconds just to move again.

5K - Don't worry, you can still get a guaranteed kick after her 6T but only on certain characters now. I tried doing this to Honoka at one point and the kick completely whiff Honoka completely. So the 6T > 5K set up is pretty much a character specific and it can only work on tall characters instead of short characters which I am fine with.

KP - The new bound attack is good when you got someone in an air-combo but when it comes to ground/outside of combos, it really isn't great to be honest. Heck, they took away the bounce property from this attack (P+K is the new bounce property and

3PP - Yeah, this attack no longer puts opponents in sit down stun and it just leaves them standing up now. But saying that, her new sway attack (3P > 4 > P or K) does seem interesting and I will test that out more when the demo arrives this week

1P - I honestly thought this move would still be good in 6 , (in 5, you could trip out but nope, this attack leaves them standing up now which is a shame

Overall, I wouldn't say she is nerfed (Just kidding, she is nerfed) but you really have to play with her differently in this game and using the Fatal Rush (As well as the Break Hold & Break Blow) in your game with her. It will definitely take some time to get use to her new changes in this game.
No SS tackle, 9p, 1p got nerfed, why so much hate on this girl, KT ? :confused: . I hope she gets a guaranteed 2T after her 43H, that hold has no damage at all.
 

rximmortal

Active Member
And here i thought Mila will be Top tier cuz she can do SS (special strike) or SS Tackle and turn that into 50/50... I guess i was wrong :(
 

MegaMegaMike

Active Member
I don't know if this is new or if it was in DOA5, but when Mila does her mid kick hold and tackles you to the ground to enter the mount stance, if you are against a wall, she'll slam the enemy into it then turn around and slam on them on the ground. Pretty cool
 

XZero264

FSD | Nichol
Premium Donor
It was in 5 but the wall detection in 5 was pretty bad, you would rarely see it then. Same goes with her 214T.
 

XZero264

FSD | Nichol
Premium Donor
By the way, 4P for refloat damage potential is a big thing here in one of the clips. JPN players feel that move might get changed and I also have guesses that it might get adjusted so who knows.
Yeah, 4P has some silly refloat. You can use it in Road Rage after interactables for some silly things. 4P-P6PP-P6P6P(or BB) is silly damage (90+ point on normal hit just from a raw knock back). I wouldn't use it the way you do because of damage potentially lost but it's still pretty silly.

Back from Winter Brawl and I have a lot of good impressions and things we need to adjust to. Keep in mind I played just the unpatched disc version and haven't played the Deluxe Demo so what I experienced will be different from most, you'll experience hopefully most of what I got this week.

First off she got a lot of psuedo hard knockdowns replacing bounds and only P+K and 3H+K are hard knockdowns (3H+K may not have a guaranteed ground throw, I didn't use it much and I'm sure a few players teched before I could get a ground throw). P+K has a bounce in stun/counter but that exists because of her new back step stance followups. She doesn't have many bounds outside of 7K-7K or 7K at threshold and KP to air opponent (more on that later and why I'm not too happy with it).

Her basic juggles act as though DOA5 weight classes are one class higher. I would try launching and doing P6PP into either a juggle ender or P+K but medium weight and higher you have to either P+K immediately or go for a faster juggle.

Fatal Rush, SS attacks, and Fatal Stun strikes are all extremely negative on block. I forget the exact number but FR is around -16, SS attack is -12, Mila so far is the only character with a safe Fatal Stun with 7K being +10 (I couldn't get used to Bass' 214P now not being a GB anymore to save my life this weekend).

Her new back step stance has three options; P for her P+K, K into her new mid tracking kick, and T into tackle and tackle options (on disc T was not shown in the command list).

Her single strikes are still pretty long reaching.

I could only find one Fatal Stun that wasn't her Fatal Rush and that is charged 7K. The requirements for Fatal Stuns are different for many characters, for example Bayman's is P+K on crouching opponents and he has another but only after explosions (I don't know what it is). You get a neat option select from it in the form of 7K-66T-2T. If you land 7K you could go for a launch or if you want to play it safe tackle. If the opponent break holds at any time they get tackled. If they don't BH you get a guaranteed Ground throw into Mount. This is universal for all ground throwers btw, SDS Fatal Stun into Ground throw OS is good (Bass has probably the best one with TFBB and Pick Up).

KP as her juggle bound is borderline annoying as hell to initiate because of how launchers have been adjusted. I found the most consistent way to do a P6PP into KP is from Fatal Stun-33P-KP on Lightweights (33P has the highest launch height of her options), I haven't tested on other weight classes but will at some point this week. The most consistent way is to use KP immediately after a launch, keep in mind K has knockback (which is silly looking at many other characters bound options) but KP doesn't which makes it effective at the wall. It's easier to do the bound going downhill but aiming yourself downhill will give you 6T K problems.

Fatal Rush vulnerabilities increase as more Fatal Rushes are used in a combo (noticed by @EmeryReigns). Meaning after two or three :s: if the opponent doesn't have any meter you get a guaranteed charged 7K into 7K options.

8PP has changed, more below.

6T options are the same but different. On MOST of the cast you can 6TK. There are some characters (NiCO is one of them) are so freaking small that K will whiff over their heads. I didn't go into training to find an option but I'll see what I can find later. I mentioned 8PP has changed, it is no longer a natural combo so the second P can be blocked and is -10 on block. By using back and going into her back step stance you reduce the recovery to -4. The back step stance in general reduces recovery on all her strikes with the transition. You are at +14 so maybe 6P will work but I couldn't figure anything out when I faced Big Dame so I just threw caution to the wind when doing them

Most P+K knockdowns from a juggled opponent end in a hard knockdown with your opponents head to you, you get a ground throw but unless you launched with 33P and immediately use P+K you will get the KKK version of the mount. I wouldn't mind if this strike was a bound as well but we'll figure out better ways to juggle into KP.

She is still fun and still has good damage, she won't get damage quite what she could get in 5 but with good meter management and interactables I could see the potential for 75%+ combos.

I was using SS attacks as my primary defense this weekend and can see how eventually graduating to SS Throws and launches are going to be very powerful.

If I remember anything else I'll mention it.

Check out the twitch links on the main page and look around for the matches.

Edit 1:
Her advanced mid punch hold guarantees a damaging ground throw, you don't play the mount game with it and it interacts with floor damage.
Her advanced low kick hold doesn't guarantee a ground throw and deals 60 damage. You are at huge advantage but you won't get one if you opponent techs up (did not test wake up options).
These throw changes have set options for guaranteed damage but if you want to take the risk for more damage (I want to say up to 75 points) you do normal holds.

Edit 2:
Getting 7K charged into 33P in open space is a bit tricky. It's like doing 6H+K where you have to dash forward then initiate the launcher but the easiest way to do this with 33P is to do a slightly delayed 33P. You'll crouch dash forward enough to launch, will take a few tries to get it right but that is the best launcher from 7K FS.
 
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XZero264

FSD | Nichol
Premium Donor
@Matt Ponton And I played the Day 1 patched version of the game last night and I got time to mess with Mila almost the entire time. We bounced back and forth between Mila and Bass but the majority of the time was spent on Mila. Stream link below.

https://www.twitch.tv/videos/387790431

We figured a few things out about the system and some Mila things that I was curious about. The stream has everything I will go over and more.

First off the 6TK is universal again and it seems the distance from the throw has been reduced so you can PP, 6P, 8P, and K in open space. K is the optimal damage, PP is -7 but you can continue into the strings, 8P for 8P string options, 6P for -11 on hit (don't use it). You still need to be careful going downhill so that may be the time to use PP or 6P as a final hit option.

They added the 9 frames of ground stun back into knockdowns so Mila's wall splat OS game is amazing. End combos with 6PP finishers against wall, a specific strike, and ground throw. If they tech Mila is +, if they don't you get ground throws. 2P is +2, I forget most of the other ones but P is +11. This segment starts at 37:00.

There is damage revision on throws in the game that are part of a combo. After two Fatal Stuns (In the stream @27 minutes I mess around with it and I do 7K-33P-P6PP-P+K-BBH-8K-KP-P+K-2TPPP and the PPP was reduced to 85% damage. The combo total was 159 on NH btw). For example SS into any combo into ground throw has reduced ground throw damage.

Against the wall the KP bound you can tackle cancel into machine gun punches. I don't know if Close Hit 66K is better damage but the timing for the MGP is very strict. Works on all weight classes.

2K and 1H+K are Mila's slip stuns on water and on the ENTIRE STAGE of Road Rage. We figured out you have up to 23 frames to land an attack before your opponent is able to Hold or Break Hold to get a launcher in. 33P is the go to BUT if you find out your opponent isn't holding you have a guaranteed 7K into 7K options. Starts at 53:08, begins in a fight that turns into a training mode barrage. Alternatively look at this clip for my reaction. After that clip timestamp I check out options at 58:00. I believe you can BB but that was the one option I didn't check.

P+K and 3H+K are both hard knockdowns. Ground throws are guaranteed but distance dependent. 1:04:30 to start that QA segment but 1:05:30 for the actual stuff.

I believe it is a bug but just watch this clip. The extra explosions don't add damage but holy crap is this going to catch people off guard. Only works on Tackle versions.

I didn't watch everything I did again but if you get 2T on crouching opponents you can BB if they don't hold you. I like to 3P then go into options from there.
 
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