Frame Data is up
Leon may be gone, but he can never die.
This thread will be about general Mila discussion, useful tools and combos. This OP will be updated regularly for any new info and tech. Please make contributions if you got solid info.
If you're new to the game, read this first: Terminology


7 8 9 




4 5 6 




1 2 3 


= Punch
= Kick
= Free
= Hold
All combos are done on the 1P side
Good Moves
Throws

Leon may be gone, but he can never die.
This thread will be about general Mila discussion, useful tools and combos. This OP will be updated regularly for any new info and tech. Please make contributions if you got solid info.
If you're new to the game, read this first: Terminology
All combos are done on the 1P side
Good Moves
- Possibly
AKA Superman Punch
Seems similar to Hitomi's 

with similar properties. Causes huge knock-back and wall-splat. +12 on Guard (?!) and guarantees a critical jab against the wall.
Jumping elbow that crushes lows. Guaranteed 


on hit.
First hit of this string possibly puts the opponent in critical. Seems slower than a jab, possibly i13 or i15 startup.
This string has interesting properties. It can extend sit-down stuns and as a juggle extender, it causes a re-bounce for a quick follow up.
A very unsafe move that puts the opponent in sit-down stun. Can be followed up with 

to put the opponent back into sit-down stun again.
&
cancel into catch throw
Similar to VF Vanessa's cancels with similar properties. 
has to be cancelled into catch throw before hit, but 
can be followed up with the catch after hit, putting the opponent into a guessing game.
A charge kick that can cause a sit-down stun on full stun.
A very valuable juggle extender that allows for an easy re-bounce and a 

follow-up. Standing
on it's own is a pretty quick circular move to throw out, but a bit risky.
Similar to standing
, but slightly slower. This move is very safe (-1), unlike
and causes knockdown on hit.
Good stun starter, safe and creates some distance on block. Great poking tool with short start-up.
Similar to Vanessa's charge kick. Low kick that can be cancelled into both her catch grab and step out. Takes a short step back. Doesn't create a whole lot of space, but it's good for checking to see how the opponent reacts.
A kick that guarantees 


on hit. Can also be incorporated into combos to also guarantee a ground grab.
Throws
Standing throw that leaves your opponent in standing position. Might also give some frame advantage.
Leon's old catch grab. Animation is changed to make it look faster. You can either do three chain punches/kicks or go for a grab. No where near as badass as Leon's but we'll take what we can get. A high crushing mid which stuns, a mid kick that launches on CH and a low tracking sweep. This tool is essentially at the centre of her game.
Not an OH, but good throw with wall variant. It slams and goes into a pin.