Momiji Combo Thread

Don't want to be that guy but do you have any visual proof? FT force the opponent up even when they are K.O.'ed before the next round starts the two I posted :1_::P::K: and :2::H+K: do with :6::H+K: only forces the opponent to move in pain

I don't know about standing them up after a K.O but I do know that it works in the same way that Sarah's 6H+K works in that if they don't tech up, the move will do it for them.

 

Fiend Busa

Well-Known Member
Standard Donor
Air Combos And Guaranteed Back Turned Combos I found so far!

New at writing combos so if there is a mistake i am sorry

Inputs assume you are on the left side!!

6k 236p 8p 6Pkkp (Damage 69)

6k 6k 8p 6Pkkp (Damage 64)

6k 8k 6Pkkp (Damage 64)

6k 6k 8p 7k (Damage 50)

9P PK 8P 6pkkp (Damage 56)

PP 8 Pk 8p 6pkkp (Damage 56)

33p 8p 6pkkppp (Damage 58)

9k K P (Damage 47)

236p 3p4p 7k (Damage 49)

Air Grab Combos

9p PKT 8P 3p4p 7k (Damage 52)

9p PKT 3p4p 3p4pp (Damage 54)

9p PKT 3p4p 8P 3p4pp (Damage 59)

9p PKT 8p 8p 6Pkkp (Damage 59)

9p PKT 8p 8p 8p 3p4pp (Damage 57)

9p PKT 3p4p 6Pkkp (Damage 61)

9p PKT 8p 6k 7k (Damage 48)

9p PKT 8p 8p 6k 7k (Damage 53)

BT Combos Guaranteed

9K 66p 3p4p 6pkkp (84 Damage)

9k 66p 3p4p 6pkp (81 Damage)

9k 66p 3p4p 3p4pp (81 Damage)

If near Wall:

9k 66p 8p 6pkkk
 
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Fiend Busa

Well-Known Member
Standard Donor



Momiji Combos


Regular Juggles: (Inputs are based on the fact that you are on the left side)

236p 8p 7k (Damage 42)

236p 3p4pp (Damage 44)

236p 6pk 6pkp (Damage 56)

236p 8p 6pkkp (Damage 56)

236p 3p4p 7k (Damage 49)

236p 3p4p 6pkp (Damage 45)

236p 3p4p 6pp (Damage 52)

6k 236p 8p 6Pkkp (Damage 69) or 6pkkk

6k 236p 8p 6pk 7k (Damage 63)

6k 236p 8p 6pkp (Damage 58)

6k 236p 3p4p 7k (Damage 58)

6k 236p 3p4pp (Damage 53)

6k 236p 6pk 3p4pp (Damage 65)

6k 236p 8p 3p4pp (Damage 58)

6k 6k 6pkkp (Damage 63) or 6pkkk

6k 6k ppk (Damage 51)

6k 6k 6pkp (Damage 52)

6k 6k 6pk 7k (Damage 57)

6k 6k 3p4pp (Damage 52)

6k 6k 6pk 6pkp (Damage 64)

6k 6k 7k (Damage 45)

6k 6k 8p 7k (Damage 50)

6k 6k pppp (Damage 52)

6k 8k 6pkkp (Damage 64) or 6kkk

6k 8k 3p4p 7k (Damage 58)

6k 8k 8p 7k (Damage 51)

6k 8k 8p 6pkp

6k 8k 6pkp

6k 8k 6pk 6pkp

6k 8k 8p 6pkkp

6k 8k 6pk 6pp

6k 8k 6pk 7k

9P PK 8P 6pkkp (Damage 56) or 6pkkk

9p PK 8P 6pkp (Damage 45)

9p PK 8p 7k

9p PK 6pk 6pp

9p PK 9pk 7k

9p PK 3p4p 7k (Damage 45)

9p PK 3p4pp (Damage 40)

9p PK 3p4p 6pkp

9p PK 6pk 6pkp

9p PK 6pk 6pp (Damage 48)

9p PK 6pk 6pkp (Damage 52)

66pp 6pkp (Damage 53)

66pp 8p 6pkp (Damage 58)

66pp 8p 3p4pp (Damage 58)

66pp 8p 7k (Damage 51)

66pp 8p 6pk 7k (Damage 63)

66pp 3p4p 7k (Damage 58)

66pp 8p 6pkkp (Damage 69)

66pp 6pk 6pkp (Damage 65)

66pp 8p 6pk 7k (Damage 63)

66pp 3p4p 6pkp (Damage 65)

66pp 6pk 3p4pp (Damage 65)

PP 8 Pk 8p 6pkkp (Damage 52) or 6pkkk

PP 8 PK 3p4pp (Damage 40)

PP 8 pk 3p4p 7k (Damage 45)

33p 8p 6pkkppp (Damage 58) or 6pkkk

236p 3p4p 7k (Damage 49)

236p 8p 7k (Damage 22)





Sit Down Stun Combos:

6H+K 236p 3p4p 6pkp (Damage 71) you can use 66p & 33T instead of 236p as well

6H+K 236p 8p 6pkp (Damage 64) you can use 66p & 33T instead of 236p as well

6H+k 236p 8p 8p 7k (Damage 62) you can use 66p & 33T instead of 236p as well

6H+K 236p 6p 6pkp (Damage 65) you can use 66p & 33T instead of 236p as well

6H+K 236p 8p 3p4p 7k (Damage 69) you can use 66p & 33T instead of 236p as well

6H+K 236p 8p 8p 7k (Damage 62) you can use 66p & 33T instead of 236p as well

6H+K 236p 6pk 3p4pp (Damage 71) you can use 66p & 33T instead of 236p as well



Air Grab Combos

9p PKT 8P 3p4p 7k (Damage 52)

9p PKT 3p4p 3p4pp (Damage 54)

9p PKT 3p4p 8P 3p4pp (Damage 59)

9p PKT 8p 8p 6Pkkp (Damage 59)

9p PKT 8p 8p 8p 3p4pp (Damage 57)

9p PKT 3p4p 6Pkkp (Damage 61)

9p PKT 8p 6k 7k (Damage 48)

9p PKT 8p 8p 6k 7k (Damage 53)

9p PKT 3p4p 8p 6kp (Damage 59)

9p PKT 8p 6pk 6pkp (Damage 59)

9p PKT 8p 6pk 3p4pp (Damage 59)

9p PKT 8p 8p 6pkp (Damage 57)

BT Combos Guaranteed

9k K P (Damage 47)

9k 66p 8p 8p 6pkp

9k 66p 8p 8p 8p 7k

9k 66p 3p4pp

9k 66p 3p4p 7k

9k 66p 3p4p 8p 7k

9k 66p 3p4p 3p4pp (81 Damage)

9k 66p 3p4p 6pkp (81 Damage)

9k 66p 6pk 3p4p

9K 66p 3p4p 6Pkkp (84 Damage)

If near Wall: 9k 66p 8p 6pkkk

CB Combos:

Launch into 3p4p 6kkp (Damage varies depending on combo to cb)

Launch into 6pk 8p 6pkp (Damage varies depending on combo to cb)

Launch it 6pk 6kkp/k (Damage varies depending on combo to cb)

CB into 236pk pp T (Damage varies depending on combo to cb)


Hi Counters:

236p 8p 8p 7k (Damage 69)

236p 8p 8p 6pkp (Damage 82)

236p 8p 3p4p 6pp (Damage 87)

236p 8p 3p4p 3p4pp (Damage 91)

236p 8p 3p4p 7k (Damage 80)

236p 3p4p 6kkp (Damage 88)

236p 6pk 6kkp (Damage 90) 66p will also work, will not work with 8p!

236 6pk 6pkp (Damage 78)

8p 6pkkp (Damage 71)

8p 8p 8p 7k (Damage 55)

8p 6pk 6pkp (Damage 74)

8p 3p4p 7k (Damage 59)

8p 3p4p 3p4pp (Damage 70)

8p 3p4p 6pkp (Damage 72)


Wall Combos: Assumes Opponent already hit the wall

6kk

6pkkk

8p 6pk 7k

8p 8p 7k

8p 6pkkk

3p4p 7k

66k
 
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Momiji Combos


Regular Juggles: (Inputs are based on the fact that you are on the left side)

236p 8p 7k (Damage 42)

236p 3p4pp (Damage 44)

236p 6pk 6pkp (Damage 56)

236p 8p 6pkkp (Damage 56)

236p 3p4p 7k (Damage 49)

236p 3p4p 6pkp (Damage 45)

236p 3p4p 6pp (Damage 52)

6k 236p 8p 6Pkkp (Damage 69) or 6pkkk

6k 236p 8p 6pk 7k (Damage 63)

6k 236p 8p 6pkp (Damage 58)

6k 236p 3p4p 7k (Damage 58)

6k 236p 3p4pp (Damage 53)

6k 236p 6pk 3p4pp (Damage 65)

6k 236p 8p 3p4pp (Damage 58)

6k 6k 6pkkp (Damage 63) or 6pkkk

6k 6k ppk (Damage 51)

6k 6k 6pkp (Damage 52)

6k 6k 6pk 7k (Damage 57)

6k 6k 3p4pp (Damage 52)

6k 6k 6pk 6pkp (Damage 64)

6k 6k 7k (Damage 45)

6k 6k 8p 7k (Damage 50)

6k 6k pppp (Damage 52)

6k 8k 6pkkp (Damage 64) or 6kkk

6k 8k 3p4p 7k (Damage 58)

6k 8k 8p 7k (Damage 51)

6k 8k 8p 6pkp

6k 8k 6pkp

6k 8k 6pk 6pkp

6k 8k 8p 6pkkp

6k 8k 6pk 6pp

6k 8k 6pk 7k

9P PK 8P 6pkkp (Damage 56) or 6pkkk

9p PK 8P 6pkp (Damage 45)

9p PK 8p 7k

9p PK 6pk 6pp

9p PK 9pk 7k

9p PK 3p4p 7k (Damage 45)

9p PK 3p4pp (Damage 40)

9p PK 3p4p 6pkp

9p PK 6pk 6pkp

9p PK 6pk 6pp (Damage 48)

9p PK 6pk 6pkp (Damage 52)

66pp 6pkp (Damage 53)

66pp 8p 6pkp (Damage 58)

66pp 8p 3p4pp (Damage 58)

66pp 8p 7k (Damage 51)

66pp 8p 6pk 7k (Damage 63)

66pp 3p4p 7k (Damage 58)

66pp 8p 6pkkp (Damage 69)

66pp 6pk 6pkp (Damage 65)

66pp 8p 6pk 7k (Damage 63)

66pp 3p4p 6pkp (Damage 65)

66pp 6pk 3p4pp (Damage 65)

PP 8 Pk 8p 6pkkp (Damage 52) or 6pkkk

PP 8 PK 3p4pp (Damage 40)

PP 8 pk 3p4p 7k (Damage 45)

33p 8p 6pkkppp (Damage 58) or 6pkkk

236p 3p4p 7k (Damage 49)

236p 8p 7k (Damage 22)





Sit Down Stun Combos:

6H+K 236p 3p4p 6pkp (Damage 71) you can use 66p & 33T instead of 236p as well

6H+K 236p 8p 6pkp (Damage 64) you can use 66p & 33T instead of 236p as well

6H+k 236p 8p 8p 7k (Damage 62) you can use 66p & 33T instead of 236p as well

6H+K 236p 6p 6pkp (Damage 65) you can use 66p & 33T instead of 236p as well

6H+K 236p 8p 3p4p 7k (Damage 69) you can use 66p & 33T instead of 236p as well

6H+K 236p 8p 8p 7k (Damage 62) you can use 66p & 33T instead of 236p as well

6H+K 236p 6pk 3p4pp (Damage 71) you can use 66p & 33T instead of 236p as well



Air Grab Combos

9p PKT 8P 3p4p 7k (Damage 52)

9p PKT 3p4p 3p4pp (Damage 54)

9p PKT 3p4p 8P 3p4pp (Damage 59)

9p PKT 8p 8p 6Pkkp (Damage 59)

9p PKT 8p 8p 8p 3p4pp (Damage 57)

9p PKT 3p4p 6Pkkp (Damage 61)

9p PKT 8p 6k 7k (Damage 48)

9p PKT 8p 8p 6k 7k (Damage 53)

9p PKT 3p4p 8p 6kp (Damage 59)

9p PKT 8p 6pk 6pkp (Damage 59)

9p PKT 8p 6pk 3p4pp (Damage 59)

9p PKT 8p 8p 6pkp (Damage 57)

BT Combos Guaranteed

9k K P (Damage 47)

9k 66p 8p 8p 6pkp

9k 66p 8p 8p 8p 7k

9k 66p 3p4pp

9k 66p 3p4p 7k

9k 66p 3p4p 8p 7k

9k 66p 3p4p 3p4pp (81 Damage)

9k 66p 3p4p 6pkp (81 Damage)

9k 66p 6pk 3p4p

9K 66p 3p4p 6Pkkp (84 Damage)

If near Wall: 9k 66p 8p 6pkkk

CB Combos:

Launch into 3p4p 6kkp (Damage varies depending on combo to cb)

Launch into 6pk 8p 6pkp (Damage varies depending on combo to cb)

Launch it 6pk 6kkp/k (Damage varies depending on combo to cb)

CB into 236pk pp T (Damage varies depending on combo to cb)


Hi Counters:

236p 8p 8p 7k (Damage 69)

236p 8p 8p 6pkp (Damage 82)

236p 8p 3p4p 6pp (Damage 87)

236p 8p 3p4p 3p4pp (Damage 91)

236p 8p 3p4p 7k (Damage 80)

236p 3p4p 6kkp (Damage 88)

236p 6pk 6kkp (Damage 90) 66p will also work, will not work with 8p!

236 6pk 6pkp (Damage 78)

8p 6pkkp (Damage 71)

8p 8p 8p 7k (Damage 55)

8p 6pk 6pkp (Damage 74)

8p 3p4p 7k (Damage 59)

8p 3p4p 3p4pp (Damage 70)

8p 3p4p 6pkp (Damage 72)


Wall Combos: Assumes Opponent already hit the wall

6kk

6pkkk

8p 6pk 7k

8p 8p 7k

8p 6pkkk

3p4p 7k

66k


<3
 

J.D.E.

Well-Known Member
Standard Donor
It sucks that I don't have a laptop atm, but since I'll be on campus, I'll just print this stuff out so I won't have to worry about what to use or how to play Momiji (one of my mains) on certain weights. I know it sounds lazy as hell, but you guys know I'm not that kind of person. Just that I'm happening to be at a home desktop & moving from room to room in the lab lol.

Good Stuff fellas.
 

Saber

Well-Known Member
Some interesting new Momiji FT tech.

:9::P::P+K::~::H+P::5::1_::P::K: 60dmg NH, 84 damage Hi-CH.

Use 1P directly after Double Jump Throw. If the opponent techs, don't follow up with 1K. Leaves you at +10.

If opponent doesn't tech, use the 1K follow up. Gives you +16.

--------

Most damaging post-CB juggle that I could find so far is:
Using :214::P::P+K::5::4::K::5::P+K: as Critical Burst combo (61dmg, NH)

Featherweight:
:236::P::5::6::6::P::P::5::6::P::K::K::~::P: 117 dmg

Lightweights:
:236::P::5::6::6::K::5::6::P::K::K::~::P: 114 dmg

Midweights:
:236::P::5::4::4::P::5::6::P::K::K::~::P: 113 dmg

Heavyweights:
:236::P::5::8::P::5::6::P::K::K::~::P: 106 dmg

It's really the same basic juggle - just different relaunchers.

------------

That's it for now. I'll come up with some wall combos tomorrow.
 
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SchwarzPhy

Active Member
Some interesting new Momiji FT tech.

:9::P::P+K::~::H+P::5::1_::P::K: 60dmg NH, 84 damage Hi-CH.

If the opponent techs, just use 1P only. Leaves you at +10.
If opponent doesn't tech, use 1PK. Gives you +16.

--------

Most damaging post-CB juggle that I could find so far is:
Using :214::P::P+K::5::4::K::5::P+K: as Critical Burst combo (61dmg, NH)

Featherweight:
:236::P::5::6::6::P::P::5::6::P::K::K::~::P: 117 dmg

Lightweights:
:236::P::5::6::6::K::5::6::P::K::K::~::P: 114 dmg

Midweights:
:236::P::5::4::4::P::5::6::P::K::K::~::P: 113 dmg

Heavyweights:
:236::P::5::8::P::5::6::P::K::K::~::P: 106 dmg

It's really the same basic juggle - just different relaunchers.

------------

That's it for now. I'll come up with some wall combos tomorrow.

Using your CB setup, CB if you go for :236::P+K::P::P::6842::F: it does 115 damage and works on all weight classes. It might be a good B&B combo just for the ease of use and it does more damage on midweights and higher
 
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phoenix1985gr

Active Member
Using you CB setup, CB if you go for :236::P+K::P::P::6842::F: it does 115 damage and works on all weight classes. It might be a good B&B combo just for the ease of use and it does more damage on midweights and higher


Yeah but using the force tech option enables you to continue your offense after the combo ends... Yeah there is a damage difference so you can choose the ender...
 

SchwarzPhy

Active Member
Yeah but using the force tech option enables you to continue your offense after the combo ends... Yeah there is a damage difference so you can choose the ender...

I was talking about his CB setups those don't tech do they?

EDIT: air throw combo: :9::P: :P+K: :F: :H+K: :6::P::K::K::P: 64 damage, 60 to the super heavyweights
 
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Saber

Well-Known Member
CB wall juggle: (assuming using the same CB combo)

:236::P::5::8::P::5::6::P::K::5::3::P::4::P::P: 111 dmg w/o wall, 121 dmg (full splat on regular wall)

Works on both light and midweights. 116 dmg is the minimum if it only half splats, and +5 dmg if you splat on an electric wall, and is her most damaging non-PL juggle.

--------

Max damage wall combos: (using 6PP as wall splat, 42/47 dmg NH depending on wall type)

Featherweight:
:4::4::P::8::~::P::P::5::3::P::4::P::P: 91/96 dmg

Lightweights & midweights:
:236::P::5::6::P::K::K::~::K: 87/92 dmg - inconsistent on mids
:4::4::P::5::6::P::K::K::~::K: 87/92 dmg - I recommend this

Heavyweights:
:8::P::5::6::P::K::K::~::K: 84 dmg

--------

Max damage Double Jump Throw combo: (NH, throw does 20 dmg raw, 48 dmg if no follow up)

Featherweight:
:8::P::5::6::6::K::5::6::P::K::K::~::P: 67 dmg

Lightweights:
:3::P::4::P::5::6::P::K::K::~::P: 65 dmg

Midweights and Heavyweights:
As posted by @SchwarzPhy (Mid 64 dmg, Heavy 60 dmg)

------

I wonder what else there is. Oh, BT combos. I'll add that to my to-do list.
 

Saber

Well-Known Member
Using your CB setup, CB if you go for :236::P+K::P::P::6842::F: it does 115 damage and works on all weight classes. It might be a good B&B combo just for the ease of use and it does more damage on midweights and higher
Input is difficult though. I like to go for the safer option.
 

SchwarzPhy

Active Member
:236::P+K::P::P::6842::F: To those having trouble with this move try to continue the rotation from the qcf P+K just continue rotating while you do the two punches and hit throw when you see the prompt.

I hope that makes sense I can't think of a good way to explain it.
 
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