Lulu
Well-Known Member
Introduction.
First of All... if you're completely new to this adorable MMA Practicioner then here you go:
and you're welcome
.
Mila's cancels are pretty straight forward really, she doesn't get positive frames on block like Sarah and Rig and she's not a Frame Shaving Monster like Zack, so for the most part you'l be using them for mix ups.

The "Recovery Difference" refers to how many frames are gained or lost when using the cancelled moves. Positive numbers means she recovers faster. Negative numbers means she recovered slower.
Tackle.
This is abit unorthodox, usually attacks cancel into other attacks. But Mila cancels into an Offensive Hold which I have little experience testing with so the best I could do is get the Start Up Frames it takes for the Tackle to go active. On the bright side, she is in a crouching state when she goes for the tackle so high attacks go right over her head.


i21



i19
SS
i33



i20






i25







i20





i25




i25





i20



i23





i20



i21



i25
As you can see, Mila mostly uses her kicks to cancel into the Tackle, and its always the same two kicks,
and 
.... but the kick doesn't actually come out the only exception being 
.... and 
is the only punch Mila can cancel into the tackle from.
Feint.
Now this part is awesome, I consider Mila's Feint to be a stance if sorts. All though Zack has better numbers in his Ducking Stance, Mila's Feint is still a force to be reckoned with.




i16





i29
SS

i19



i16
1.




















































































Mila's Feint comes out faster if you use the strings that inherently have the Feint in them, these are punch strings. Entering the feint by cancelling the tackle does make it come out slower but its still has its uses.
Backstep.
The backstep is kinda sorta interesting, as far as I can tell its primary purpose is to evade Jabs, however she can evade neutral throws as well, it is however sort of weak to Command Throws.



i15




















Conclusion.
If you spot any mistakes please let me know, I'l make corrections and updates as soon as I can. Also if you have any media to contribute relating to the above strategies then send me a link and I'l put it up there.
First of All... if you're completely new to this adorable MMA Practicioner then here you go:
Mila's cancels are pretty straight forward really, she doesn't get positive frames on block like Sarah and Rig and she's not a Frame Shaving Monster like Zack, so for the most part you'l be using them for mix ups.
The "Recovery Difference" refers to how many frames are gained or lost when using the cancelled moves. Positive numbers means she recovers faster. Negative numbers means she recovered slower.
Tackle.
This is abit unorthodox, usually attacks cancel into other attacks. But Mila cancels into an Offensive Hold which I have little experience testing with so the best I could do is get the Start Up Frames it takes for the Tackle to go active. On the bright side, she is in a crouching state when she goes for the tackle so high attacks go right over her head.
This will be the default way of performing the Tackle, its pretty fast.... but just because she's crouching it doesn't mean you can Tackle Crouching opponents, Rules are Rules.
Now it seems like this might be a faster way of performing the Tackle but I'm not entirely sure... perhaps thats just the start up of the tackle after canceling the kick which may or may not have a start up of its own not included into the move details, if its a just frame cancel then it is faster.
SS
That number may not be accurate... thats just the fastest I was able to do it and I had to change the side step input to get it to work. Anyway, this one is pretty awesome, first it avoids all linear attacks and then when the tackle begins it avoids highs
Backstepping into the Tackle is not a bad idea at all, although it maybe abit telegraphed, luckily there's a solution to that. I do believe the start up does account for the backstep aswell.
As you can see, Mila mostly uses her kicks to cancel into the Tackle, and its always the same two kicks,
Feint.
Now this part is awesome, I consider Mila's Feint to be a stance if sorts. All though Zack has better numbers in his Ducking Stance, Mila's Feint is still a force to be reckoned with.
SS
1.
(Dis)Advantage On Block/On Hit: (-20/+10)
Recovery Difference: -8
2.Recovery Difference: -8
(Dis)Advantage On Block/On Hit: (-20/+10)
Recovery Difference: -8
3.Recovery Difference: -8
(Dis)Advantage On Block/On Hit: (-39/-9)
Recovery Difference: -27
4.Recovery Difference: -27
(Dis)Advantage On Block/On Hit: (-35/-35)
Recovery Difference: -28
5.Recovery Difference: -28
(Dis)Advantage On Block/On Hit: (-9/+9)
Recovery Difference: +1
6.Recovery Difference: +1
(Dis)Advantage On Block/On Hit: (-12/+2)
Recovery Difference: -1
7.Recovery Difference: -1
(Dis)Advantage On Block/On Hit: (-7/+7)
Recovery Difference: +4
8.Recovery Difference: +4
(Dis)Advantage On Block/On Hit: (-20/+10)
Recovery Difference: -8
9.Recovery Difference: -8
(Dis)Advantage On Block/On Hit: (-37/-7)
Recovery Difference: -25
10.Recovery Difference: -25
(Dis)Advantage On Block/On Hit: (-39/-9)
Recovery Difference: -27
11.Recovery Difference: -27
(Dis)Advantage On Block/On Hit: (-11/+0)
Recovery Difference: -5
12.Recovery Difference: -5
(Dis)Advantage On Block/On Hit: (-9/+9)
Recovery Difference: +1
13.Recovery Difference: +1
(Dis)Advantage On Block/On Hit: (-9/+9)
Recovery Difference: +1
Recovery Difference: +1
Mila's Feint comes out faster if you use the strings that inherently have the Feint in them, these are punch strings. Entering the feint by cancelling the tackle does make it come out slower but its still has its uses.
Backstep.
The backstep is kinda sorta interesting, as far as I can tell its primary purpose is to evade Jabs, however she can evade neutral throws as well, it is however sort of weak to Command Throws.
The Backstep by itself is isn't all that useful, its actually faster to Free Step Backwards. I suppose you could use it to as a fake out after you've used its other options for conditioning.
1.
(Dis)Advantage On Block/On Hit: (-21/+9)
Recovery Difference: -9
2.Recovery Difference: -9
(Dis)Advantage On Block/On Hit: (-7/+7)
Recovery Difference: +4
3.Recovery Difference: +4
(Dis)Advantage On Block/On Hit: (-21/+9)
Recovery Difference: -9
Recovery Difference: -9
Conclusion.
If you spot any mistakes please let me know, I'l make corrections and updates as soon as I can. Also if you have any media to contribute relating to the above strategies then send me a link and I'l put it up there.
Last edited: