Against the wall 8PP will hit all opponents (it was pre nerf that it hit certain characters and after the nerf that K missed certain characters. Currently is as follows). Neutral K will hit only if the opponent is on equal ground or on a slope higher than Mila is standing on (but will always hit in those cases), if the opponent is on any lower ground K will miss.6T
Best punishing grab she has imo. Despite
the nerf this got its still pretty useful.
Guarantees a K normally and 8PP in the
corner. But misses on certain characters.
Guess I was wrong then. I'll go edit that part of the post. Thanks for correcting me about it.That was before the 1.05 fix. I just now verified. I can get you video proof if you'd like.
I did it anyway. This first one is your La Mariposa thing.
Tina was a known issue with the nerf.
I may not play Mila as much as much as I used to/as the rest of the people who come here often but trust me, it has been fixed. It's based on where her forward foot is after the throw. You'll see coming off the steps that Mila's 6T K hits, her forward foot was on even ground.
I know I'm late here... very late... but I want to share my list of Mila's top ten moves in no specific order in 5U. So here it is.
66T
...I don't think I need to explain why
8K
Highest priority launcher with the best launch height and damage.
4K
14 frame mid kick that is her her best way to transition into a takedown grab imo and can
go into a tackle feint for mixups.
66P
Probably her best guard break(now that 7K is nerfed) and guarantees a P in the corner.
6T
Best punishing grab she has imo. Despite
the nerf this got its still pretty useful.
Guarantees a K normally and 8PP in the
corner.
4PP
16 frame high punch to mid punch chain
which stuns on natural hit. Can cancel into a takedown feint for mixups.
3PP
One of the best moves to use in stun or as a counter hit. Sit-down stun. Has many options to follow up with.
6P
Fastest mid punch she has. Nice to use as a counter hit to enter your opponent into a stun.
1H+K
There might not be much use for this move by itself but using this move in a chain
containing it can be really useful. It makes up for what 2K can't do. And it can cancel into a takedown grab.
7K
Like 66P it is a guard break with a good postive advantage. When used in a stun under certain circumstances it gives a guaranteed CB.
I use 4PP as my main stun starter and if the 4P hits on counter the feint can go into a 2P or K for a quick launch from said feint. I agree with 3PP being easy to hold but as on counter its just an amazing move imo. As for 66T again I agree with you as it is slow. I believe that if it is used at the right times and use a move (like 4K) to cancel into it.I agree with all of these except 4PP (slow high into useless feint), 3PP (easy to hold), and maybe 66T. Takedown is so slow it's too risky to do outside of stun, at which point you might as well launch and use 2T as ender