Dead or Alive 6: MILA GUIDE Tutorial

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This is a small DOA6 guide to help people out if they're interested in Mila and would like an idea on how to approach learning her. This guide is mainly for letting you get your "feet wet" with the character. Feel free to message me if you have any questions pertaining to anything. Cheers!

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0:00 Introduction
2:58 Close Range Focus
10:17 Mila's Crushes & Tracking Moves
15:30 Mid-Long Range Focus
18:13 Throw Game
22:40 Hold Game
25:04 Wall Game
26:27 Outroduction

*Mila is a decent beginner character

*Additional Notes
- Mila is a "Lightweight" character
- 7K is an interesting move for Mila: On block it is -7, and on NH it's +10. If you fully charge (7)K, you're +10 on block and a Fatal Stun on NH. A very dangerous move to use when you have the opponent on the defensive
- After a (7)K Fatal Stun, dash up quickly then follow-up with 6H+K
- Mila's launchers are slow in general
- I find the rhythm for the mounted punches easier than mounted knees. While practising the timing on mounted punches, you can even bob your head a bit to get used to the timing. For mounted knees, it's a less smoother rhythm that you need to "feel out"
- Mila's Korean Backdash-cancels (KBD) are excellent, particularly for creating space quickly, however, her side-walking free-step isn't really good
- At a wall, you can use 4PPHP+K~6P once you're comfortable with tackle feint cancels
- Take note that the mount setups (such as the one's at a wall for instance) which aren't set up by a hard knockdown like off of 3H+K, can be tech rolled out of. You can still attempt them to condition the opponent to tech roll on your knockdown then pressure them on wake-up basically discouraging your opponent from using wake-up comeback kicks
- Out of the Tackle Feint stance, there's also a 2P low option (e.g. 66TH2P), which is a lot like a standard 1P low punch

*Combos Featured in the Guide
#1) 1P+K, 3P, (7)K, dash-in/66, 6H+K, KP, 6S
#2) 66THP+K~P, P6PP, P6P6P
#3) 6T, K, CH 4KHP+K, 8K, KP, 66, 6SH (Break Blow Cancel), 33P, KP, Close Hit! 66K, DZ! 3H+K, 2T~K:K:K
#4) 1H, 3PP, 2P, 2T~P:P:P
#5) 66P, W!, PPP6P
#6) 66P, W!, P6P6P
#7) 66K, W!, BTPPP6P
#8) 66K, W!, BTP6P6P
#9) 66P, W!, PPPP, 2T~P:P:P
#10) 66K, W!, BTPPPP, 2T~P:P:P

For Directional Notation:

7 8 9

4 5 6

1 2 3

Each number represents the corresponding direction. 1 for "Down-Back", 9 for "Up-Forward", 5 for "Neutral" or no input, etc. Quarter-Circle Back = 214, Quarter-Circle Forward = 236, Half-Circle Back = 63214, Half-Circle Forward = 41236, etc.

Legend:
CH = Counter-Hit
BT = Backturned Stance
W! = Wall Splat
DZ! = Dangerzone Splat

For Input commands:

P = Punch
K = Kick
H = Hold/Guard Button
T = Throw Button
S = Special Button
P+K = Strong punch
H+K = Strong Kick
H+P = Alternate Way to Input "Throw"
H+P+K = Alternate Way to Input "S"

Check out the TopTierTips Guide Series: https://www.youtube.com/watch?v=oFIZOxrRW44&list=PLV4Z7LoRwodBYCiMNOVwLGY75qkNNlNTv&index=2&t=1s

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Look out for further DOA6 guides in the future!

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