Mila's actually isn't bad. It doesn't have the range or safeness which is a major bummer. Hitomi and Tina though... yea.. problematic, less so for Hitomi because she doesn't have a guaranteed force tech game from it...(or maybe she does), but Tina does, and it's annoying and unfair... and I can't help but deal with it.
Which does no damage, unless she gets the second part of it, or the 1st kick/punch of the grab. Also she doesn't have the option to attack with her feint stance options like she does for her other offensive holds, so when you both stand up it's up in the air who will take the cake.
Yeah i know its easy to break that grab but she's at an advantage so most of the time, i rather just take the damage than risk getting looped into another combo.
Yeah they always go for the 1p if i break her throw. When playing Mila i also never counter because most are waiting for that moment to do that mount grab. Same with wakeup kicks, if she counter mid kick, she gets a mount and if i dont tech roll she gets her ground throw. I really have to change my play style to fight her.
She's only my Trimary character so I'll give you my tips on her. Tracking moves are her worst enemy, and her takedown is an offensive hold. Any old grab will beat it. I'm not sure if she's in crouch or half crouch but you gotta experiment one which grabs to counter. Less reckless aggression is the way to go unless you've started the stun game.
Also, she's got little arms. Her best moves are punches, and he kicks are just change ups, except 4k, and 4H+K. They're just keep out pokes which if you expect, you can side step and attack.
Also low sweeps can beat out offensive holds, or just high crush moves in general. Anything that puts you into jumping will ignore the OH once you get into the air.