Kyotos Finest
Member
For combos of course. (I am not sure if anyone else wanted to do this before me)
But I promise to keep this thread updated, once some combos are found for this character.
Air Throw Combos
(Strict timing between the next two buttons) (61dmg/71dmg-wallspalt)
Counter hit combos
CH! (80dmg)
CH!(105dmg/110dmg on Lab floor/ 115dmg if you break through the floor on Fuel/Temple of the Dragon/Home)
CH! (101dmg/111dmg on stages with breakable floors/ 106dmg on lab floor.)
CH! (95dmg/100 on lab floor/ 105 on stages with breakable floors)
CH!
Critical burst combo
CH! (123dmg/127dmg on Lab floor/133 on stages with breakable floors, on stages with an interact-able roof the combo does 144dmg. Keep in mind that the has a wall splat, so this combo will not work -as far as I can tell-. Also note that works even with wall splat outside of a combo for 84dmg, and if wall splat is combined with a roof than the throw does 101dmg KNOW YOUR OPTIONS!!!)
*CH!(133dmg/ 138dmg on lab floor.)
(*This combo is a bit tricky because in my experience you have to position yourself behind the character in order for the 6H+K to cause the bounce juggle state. Thankfully Momiji has a very fast freestep speed so moving behind the opponent should never be to difficult, though confirming the 66P8 to PK is a different story. Awesome looking combo though.)
CB, power launcher combo.
*(144/150dmg 149/155dmg on lab floor, 154/160 on stages with breakable floors.)
This combo has the same issue as a combo that I mentioned earlier, where the last of the DJ combo has two hits and depending on your timing one of those hits can whiff which changes you damage outcome.
CB, Powerblow combo
*(144dmg not counting the extra combo opportunities that comes with danger zones)
Low Kick hold combos
(Double Jump/Tenku) (*48/52/67)
48 damage out come can scale to 53 on lab floor and 58 on stages with a breakable floor.
52 damage outcome can scale to 57 on lab floor and 62 damage on stages with breakable floors
67 damage can scale to 72 damage on lab floor and a a whopping 87 damage on stages with a breakable floor.
*(Now this combo is tricky because the last punch has a kick that slams the opponent down and a punch that impales them once they hit the ground. Depending on your timing you can either whiff the kick or the punch which will give you different damage numbers. The numbers that I have listed above are the three damage numbers that I have gotten 48/52/67 you should be happy to know that I more often than not landed on 67damage.)
*Tenku/PB (90dmg not counting possible danger zone interaction)
Not sure how to test if this is stagger escapable/holdable, but the counter leaves the opponent back turned so I assume it is guaranteed. But please if someone knows how to test this let me know if it is in fact guaranteed or not.
I have only tested these combos on Ayane, Kasume, Lisa, and Hayate so that gives some varying weight classes.
Shout out to 866AiN999 for getting us started with this combos and shout out to Tenryuga for linking Ain's youtube video in the video thread
But I promise to keep this thread updated, once some combos are found for this character.
Air Throw Combos
(Strict timing between the next two buttons) (61dmg/71dmg-wallspalt)
Counter hit combos
CH! (80dmg)
CH!(105dmg/110dmg on Lab floor/ 115dmg if you break through the floor on Fuel/Temple of the Dragon/Home)
CH! (101dmg/111dmg on stages with breakable floors/ 106dmg on lab floor.)
CH! (95dmg/100 on lab floor/ 105 on stages with breakable floors)
CH!
Critical burst combo
CH! (123dmg/127dmg on Lab floor/133 on stages with breakable floors, on stages with an interact-able roof the combo does 144dmg. Keep in mind that the has a wall splat, so this combo will not work -as far as I can tell-. Also note that works even with wall splat outside of a combo for 84dmg, and if wall splat is combined with a roof than the throw does 101dmg KNOW YOUR OPTIONS!!!)
*CH!(133dmg/ 138dmg on lab floor.)
(*This combo is a bit tricky because in my experience you have to position yourself behind the character in order for the 6H+K to cause the bounce juggle state. Thankfully Momiji has a very fast freestep speed so moving behind the opponent should never be to difficult, though confirming the 66P8 to PK is a different story. Awesome looking combo though.)
CB, power launcher combo.
*(144/150dmg 149/155dmg on lab floor, 154/160 on stages with breakable floors.)
This combo has the same issue as a combo that I mentioned earlier, where the last of the DJ combo has two hits and depending on your timing one of those hits can whiff which changes you damage outcome.
CB, Powerblow combo
*(144dmg not counting the extra combo opportunities that comes with danger zones)
Low Kick hold combos
(Double Jump/Tenku) (*48/52/67)
48 damage out come can scale to 53 on lab floor and 58 on stages with a breakable floor.
52 damage outcome can scale to 57 on lab floor and 62 damage on stages with breakable floors
67 damage can scale to 72 damage on lab floor and a a whopping 87 damage on stages with a breakable floor.
*(Now this combo is tricky because the last punch has a kick that slams the opponent down and a punch that impales them once they hit the ground. Depending on your timing you can either whiff the kick or the punch which will give you different damage numbers. The numbers that I have listed above are the three damage numbers that I have gotten 48/52/67 you should be happy to know that I more often than not landed on 67damage.)
*Tenku/PB (90dmg not counting possible danger zone interaction)
Not sure how to test if this is stagger escapable/holdable, but the counter leaves the opponent back turned so I assume it is guaranteed. But please if someone knows how to test this let me know if it is in fact guaranteed or not.
I have only tested these combos on Ayane, Kasume, Lisa, and Hayate so that gives some varying weight classes.
Shout out to 866AiN999 for getting us started with this combos and shout out to Tenryuga for linking Ain's youtube video in the video thread
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