"You'll never be alone again, Mathilda." [Mila General Discussion]

UncleKitchener

Well-Known Member
Standard Donor
Frame Data is up
VxC2m.jpg

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: 7 8 9 :7_::8_::9_:
:4::5::6: 4 5 6 :4_::5::6_:
:1::2::3: 1 2 3 :1_::2_::3_:

:P: = Punch
:K: = Kick
:F: = Free
:h: = Hold

All combos are done on the 1P side

Good Moves
  • Possibly :6::6::P: AKA Superman Punch
Seems similar to Hitomi's :4::6::P: with similar properties. Causes huge knock-back and wall-splat. +12 on Guard (?!) and guarantees a critical jab against the wall.​
  • :9::P:
Jumping elbow that crushes lows. Guaranteed :2::h::+::P: on hit.​
  • :8::P::P::P:
First hit of this string possibly puts the opponent in critical. Seems slower than a jab, possibly i13 or i15 startup.​
  • :3::P::P:
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.​
  • :P::+::K:
A very unsafe move that puts the opponent in sit-down stun. Can be followed up with :3::P::P: to put the opponent back into sit-down stun again.​
  • :4::K: & :3::K: cancel into catch throw
Similar to VF Vanessa's cancels with similar properties. :3::K: has to be cancelled into catch throw before hit, but :4::K: can be followed up with the catch after hit, putting the opponent into a guessing game.​
  • :7::K:
A charge kick that can cause a sit-down stun on full stun.​
  • :K::P:
A very valuable juggle extender that allows for an easy re-bounce and a :6::P::P: follow-up. Standing :K: on it's own is a pretty quick circular move to throw out, but a bit risky.​
  • :h::+::K:
Similar to standing :K:, but slightly slower. This move is very safe (-1), unlike :K: and causes knockdown on hit.​
  • :4::h::+::K:
Good stun starter, safe and creates some distance on block. Great poking tool with short start-up.​
  • :1::h::+::K:
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.​
  • :3::h::+::K:
A kick that guarantees :2::h::+::P: on hit. Can also be incorporated into combos to also guarantee a ground grab.​

Throws
  • :4::h::+::P:
Standing throw that leaves your opponent in standing position. Might also give some frame advantage.​
  • :6::6::h::+::P:
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.​
  • :2::1::4::h::+::P:
Not an OH, but good throw with wall variant. It slams and goes into a pin.​
 
Leon may be dead, but Mathilda is back for revenge.

Leon may be gone, but he can never die.

One thing about Mila highlighted in that training vid is that seems to have a comparatively smaller moveset than the rest of the cast. Rig has a giant one, now granted that is mostly fluff of whatever string into stance BS, but even taking that out he would seemingly dwarf her moveset.

I do like how she is white Vanessa* in this game, with a dash of leon.



*Although vf5 Vanessa is also white Vanessa

(PS: also its Vanessa not Venessa, you did that too in the SA op, although I didn't want to point that out there :shobon: )
 

UncleKitchener

Well-Known Member
Standard Donor
Yeah, that was pretty dumb of me. Fixed the misspelling. It's just a mistake I tend to make in regards to names in general.

So far, I like Mila more simply because she has less of a bloated movelist in the first place. Also, I don't know if it's really necessary to know every one of Rig's mix-ups except for the one from his stances.

The only thing I don't like about her is her personality. They could've just brought back the old DOA3 Hitomi that they'd retconned for unknown reasons.
 

DontForkWitMe

Well-Known Member
eliot is the new doa3 hitomi. young but mature and serious about improving his martial arts. as for mila she looks like someone i may use but i have to see more of her grapples because im not too impressed with her options after tackle, especially since it looks like punches from it are separate chains and gives more opportunities to break out of em.
 

TRI Mike

Well-Known Member
Yeah that's exactly the only issue keeping me doubtful about Mila. I wonder if Bryan can tell us how her tackles work.
 

DrDogg

Well-Known Member
Punch > Punch > Punch is one option, or Throw is the other option.

or

Kick > Kick > Kick is one option, with Throw being the other.
 

UncleKitchener

Well-Known Member
Standard Donor
I'm pretty sure Wah's theory of unbreakable chain just frames apply to her chains. So basically, with good muscle memory, you can make these unbreakable.
 

Raansu

Well-Known Member
lol dunno how I missed it the first time I watched that video but she has Spartans 5 frame throw. I wonder if she gets any proper follow ups after it.
 

DrDogg

Well-Known Member
lol dunno how I missed it the first time I watched that video but she has Spartans 5 frame throw. I wonder if she gets any proper follow ups after it.

It's not i5 anymore, but she gets a reset off of it. It's one of my main tools with her.
 

Raansu

Well-Known Member
It's not i5 anymore, but she gets a reset off of it. It's one of my main tools with her.
Ya I figured that much since it had a forward input. Was just using it as a reference but its good to know you get a reset off it.
 

UncleKitchener

Well-Known Member
Standard Donor
I'm gonna withhold on adding any new info to the OP until me and a few people play the character and break the character down later on. No offense to Bryan, I just want to see everything for myself before adding new info to the OP.

If any one of you have early access to the game, I prefer you PM me instead.
 

DrDogg

Well-Known Member
I won't be aiding any character strategy discussions until after Season's Beatings anyway. She has some juice though. It will be interesting to see if you guys come up with the same stuff I did... without reading the guide.
 

Keylay

Well-Known Member
Mila is dangerous when the opponent has their back to a wall. :6::6::P: guard breaks and leaves her at +12. She gets a free jab that puts the opponent into crtical stun.
 

Jefffcore

Well-Known Member
Most damaging "combo" I've found: After any stun > 3p,p > CB > 6H+K > 3p,p > K, P. (Works on every weight) On Heavy's you get a guaranteed ground throw, and on Normals you get a guaranteed 8P+K or 2p. On heavy weights you can net upwards of 157 damage. If it's on a lightweight and you know they'll tech you can do 9p to get in front of them; it doesn't hit, but it's safe if it whiffs.

Her 7p makes them drop to the ground on CH Unfortunately it's 18i); after it 2p and P+K hit (2k does too, but it doesn't give you anything). 2p resets and gives you +1 , and P+K puts them in a sit-down.

After 6H+P anything 13i and under hits; K, P is the best option in my opinion. The kick alone is +11 (+6 if they SE), and you get a free 1p on the ground after the kick for 71 damage total.
After 66P on a wall you get jab strings. PPP6P will knock them into the wall for another PPP6P, or you can do PPP after the guard break and go for CB.

Without a wall nothing else hits but 66H+P, and with the advantage from the GB stops everything

1P crushes high, 1P+K crushes high, and 2F+K crushes High and High Mids.

After her standing 5i she doesn't get anything guaranteed that I know of; I've been using 9P(if they tech): it covers the distance, beats out whatever they do, it's -3 on block and -5 if they hold (It's a sidestep hold). I haven't seen an option to set the dummy to sidestep as it's reaction, but I'd assume you can sidestep it normally (can't free step it on wakeup though).

If 9P hits you get a free 2p.

If 3H+K hits you get a free ground throw. It also works at certain launch heights.

Ending combos with P+K gives you a free 2p

1p gives +1
 

C 3

New Member
I'm a bit confused about something..... i'm doing 8PPP on HIT and the computer is holding me out of it... except sometimes it doesn't, sometimes it does. Can someone explain why it's not consistent please?
 
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