My thoughts so far (expanding as time goes on, posted in tier list originally)
Guess I'll have a go at some Momiji since she hasn't really been brought up. From what experience I have she goes 1 of 2 ways. The match up for her is just brutal or she's brutally taken out.
What she has going for her:
Safety and tonnes of it.
Tracking and tonnes of it.
Fairly stable mid crush (
)
Lots of strong high crushes.
(?) Guaranteed setups (
MAY be fastest stagger escapable, cannot remember right now. Fast safe 100%.)
Near Guaranteed (Basically just frame counter escapable e.g. CH
and CH
).
Pseudo FT setups and some other questionable stuff (CH
gives a pseudo
but if they counter as they fall gives sitdown, no stagger options.).
Amazing stun launch. This comes as a pro and a con in her MU's.
Solid mid range options.
i12 Feint stun (BT
, can be used from
(-3) which makes it i15...)
10/12/12 jabs. 12 frame low is sexy interrupt material.
escape vs. floored.
flip i12 just out of there. (Big negative, -14 but moves out of grab range if used at slight range)
is block safe.
follow up makes it sidestep safe. (Downsides: Small execution window for follow up)
Where she struggles:
Some matches, winning neutral the amount she has to is hard. Christie would be a perfect example of this. Momiji's
and
are pretty staple for her CQC. You have a good set of crushes for dealing with her highs but Christie's
(i11) and
will either beat out of just stuff Momiji's moves. The hurt box for these is stupid in some cases. Some characters it works in her favour, others it makes her mid punch openers crushable.
Best BT option on block leaves her at -3. Her feint is a i12 high. It's nice but if someone wants to quickly
or
you, you won't win. She has to be in BT to access feint so if you're looking for feint -> free launch, you probably won't win it at neutral. That said, she has one and a lot of the cast does not.
can be stopped on reaction and it is hella unsafe. For one of her best tools she really can only use this as a valuable read or reaction crush.
For CQC she has no real quick and safe mid kick option outside of
(H/M i12/i16 ends -6) which won't help vs. grapplers.
Uzukaze and Tenku are not safe and a death trap out of stun. Her Tenku finishers are also pretty reactable leaving them as fairly pointless outside of launch.
Stun Launch:
I'll highlight this on its own because it is a double edged sword.
She nets a lot of damage from a stun launch. She has the option to only have to go slightly into the stun game to capitalise huge damage which are all guesses in her favour.
Downside? You have to win neutral. Though she can sit and play the stun game you aren't really going to find Mila level damage for taking the extra risk.
Neutral game for her is pretty good at mid or CQC, mid range being her preference in a few matches (Helena/Christie without a doubt).
Her
and
suffer from terrible hurt boxes or just what appear to be the most awkward in the world at some points. This can make or break neutral if you're trying to scrap it out.
leaves her -3 and is i13 strike 1. When her CQC match up is bad, -3 leaves her without much to do. Against some of the slower cast members she can use it a bit like a bad frame trap. She's safe... but it isn't great news if you want to carry on offence. She suffers a lot from "take a turn and wait" that is in DOA. She does have a good free step so you can play footsies a bit for the mid range. This'll net you damage.
is a great interrupt but only really lets you pressure a block rather than turning into damage since on CH you get +4.
is her best interrupt but won't work at deadlock range a lot of the time and it's a 50/50 as you'll need the stun from a follow up (
or
) to actually turn it into damage.
Final Points:
Her grabs do pretty solid damage so you can bait a lot counters. Looking at her grab damage here rather than her ability to bait as a tool (she does have a lot of that though because people just don't see 62(NH) damage as an issue till they notice their entire life was chipped away by
8:
).
So onto what I feel are decent matches for her and a tiny bit of why. Probably missed a few things above and I'd like people to give feedback where they can. I'll probably miss a couple of matches I'm not 100% on because I just haven't seen people offline for those characters or don't fully understand their toolset enough to match it against Momiji's (promising start).
Match Ups:
(Vs. Name - Momiji score - Opponent Score )
Vs. Helena - 4.5 - 5.5
Pro's:
Can hold mid range.
i12
Wins mid range.
Cons:
Best crushes aren't greatly effective.
Crushes lot of CQC options for Momiji.
Stance options are numerous.
isn't a 1 size fits all solution.
Can't maintain neutral pressure as well and doesn't have the same level of post tech options.
Duck heavy character (Stance), slower high options that give her setups are iffy.
Vs. Christie - 4 - 6
Pro's:
can deal with some of JAK.
"Frame Traps" are useless vs. Christie's jab speed.
Faster low i12 vs. i14.
Stronger mid range with tracking options for JAK.
deals with some mids.
Stronger grabs.
Safer.
Cons:
Not enough footwork to hold the range she needs to keep the match in her favour.
won't deal with all JAK options.
and
hurt boxes are ruined by Christie's
.
CQC is Christie's domain.
Christie has way more +frames and traps (
0 on block).
Duck heavy character (Stance), slower high options that give her setups are iffy.
Vs. Rig - 6 - 4
Pro's:
Crushes.
answers to bending stance thanks to i12.
is another option and nets solid damage.
Strong high hit based setups are effective.
Cons:
Guaranteed setups.
Guard Breaks.
Notes: You're about equal at neutral but Momiji's crush game is too strong here. His offence is basically hers as well.
really fits everything against Rig to change momentum and
can catch out his entire high library netting instant damage from launch.
Vs. Hitomi - 5.5 - 4.5
Pro's:
Speed and mix up inside of stun.
escapes all special wake ups.
Feint stun.
Crush options are better.
Safer.
Crouched sweeping lows.
Cons:
Punch Parry.
+Frame Grabs, stronger grab options (
).
Stronger single hit punishment.
-1 block options compared to -3.
Vs. Tina - 5 - 5
Pro's:
Faster.
Safer.
ruins mids, as does
just outside of CQC deadlock.
Overall crush game superior.
Cons:
Offensive Holds.
Grab strength is far superior.
+Frame options.
Tina's
crushes low options with ramifications.
vs. Sarah - 4.5 - 5.5
Pro's:
Mid range game.
Crush game removes some of her pressure and nets some solid damage.
Can hold mid range pretty well.
Cons:
Doesn't give a flying fuck.
Parry stance.
Frame traps.
Superior feint stun.
Flamingo low kick stun on neutral.
Notes: This honestly isn't the worst match in the world. Sarah does have an unbelievable pressure game but you have a huge number of crush options for most of her go to frame traps. She ultimately just has more tools but you have stun launch if you can nip a hit. I'd want to say that in reality this is pretty even but all in all she does have a bigger tool set.
All I have time for right now. Hope these seem right to some others and helps a bit.
Due to lack of time I've not proof read everything so I hope this is right D: