Dragon Shrine Maiden The Official Momiji Gameplay Thread

KasumiLover

SovereignKnight_
Premium Donor
To no one's surprise Momiji has been revealed, so how else not to celebrate with an official gameplay thread?^.^

z_5d7c35f40d91f~2.jpg



This thread will discuss anything related to Momiji in regards to combos, tech, etc.
:momiji:



The following are listed changes that are known so far about her(If anyone knows of any changes so far as well please share):



°:4::P: now has a mid elbow follow up as a mix up that leaves her BT.(:P::P::4::P: will also likely have this)



°Has a new BTed fatal stun attack, probably as :H+K: but the input is yet to be seen, it's a jump so it'll likely avoid lows.



°Her :9::P:'s jumping :K: has a different type of stun and it seems like her :9::P::P::K: now has a new attack that bounds with the whole string being :9::P::P::K::K:.



°Has a new close hitter, input unknown ATM. There's a possibility that like Mai they removed an attack to give her a close hitter, so :236::P: may or may not exist anymore, and I doubt they gave it as :6::6::P: since she still has :6::6::P::P:. So either it's now her :236::P:, or they gave her an alternate input for it like maybe :4::6::P:.



°Her :236::P+K: looks like it got a speed buff. It probably also got removed charged capability since its no longer a PL but we'll have to see.



°Her :P::P::4: :P: seems to have a new ender which she kicks the opponent twice and it wall splats. It seems like overall this string and :4::P: will have two new options in total so that's a plus for mix ups!



°Seems to have a throw that jumps off the opponent putting her into Uzukaze.



°Her Tenku charge attack is no longer a Power Blow and is now a charged attack sequence like how Mai's :9::P::K: into :P+K: works.



°Her :4::P: and :P::P::4::P: seem to have refloat properties now so this'll be a buff for more varied combos.
 
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KING JAIMY

Well-Known Member
As a Momiji main in DOA5, I'd like to share my thoughts based on your observations from the trailer because you pretty much covered all her new stuff already:

°:4::P: now has a mid elbow follow up as a mix up that leaves her BT.(:P::P::4::P: will also likely have this)

It is the same move but in a string so it seems likely. That also makes me think her 4P has that same kick followup as the one we saw in the trailer, where she performed it off PP4PK.


°Has a new BTed fatal stun attack, probably as :H+K: but the input is yet to be seen, it's a jump so it'll likely avoid lows.

That seems like the most likely input to me too, but it could also be BT 8K.


°Her :9::P:'s jumping :K: has a different type of stun and it seems like her :9::P::P::K: now has a new attack that bounds with the whole string being :9::P::P::K::K:.

I was thinking the more likely input would be 9PKKP since it seems like a punch to me, but we'll get to see it soon enough.

°Has a new close hitter, input unknown ATM. There's a possibility that like Mai they removed an attack to give her a close hitter, so :236::P: may or may not exist anymore, and I doubt they gave it as :6::6::P: since she still has :6::6::P::P:. So either it's now her :236::P:, or they gave her an alternate input for it like maybe :4::6::P:.

It looks like the last punch from her old 3PP / PPPP. It seems they've made it a standalone move now with fire effects.

°Her :236::P+K: looks like it got a speed buff. It probably also got removed charged capability since its no longer a PL but we'll have to see.

The speed increase is definitely noticeable. I think you're right about the fact they removed the charged version. It wouldn't make much sense in DOA6.

°Her :P::P::4: :P: seems to have a new ender which she kicks the opponent twice and it wall splats. It seems like overall this string and :4::P: will have two new options in total so that's a plus for mix ups!

This might be her new max damage combo ender. In DOA5 it was almost always 6PKKP which did the most damage but I wonder if that has changed now with the changes to the combo scaling.

°Seems to have a throw that jumps off the opponent putting her into Uzukaze.

She already had this throw in DOA5. It's 1T! :)


°Her Uzukaze charge attack is no longer a Power Blow and is now a charged attack sequence like how Mai's :9::P::K: into :P+K: works.

Not gonna lie, it does look very sweet. I wonder if it's guaranteed after 1T, or maybe there are some other setups that could make this move sequence work. Also maybe a bit nitpicky but she is in Tenku after that throw, just saying that to avoid confusion. Basically Uzukaze is her single jump and Tenku is her double jump.


°Her :4::P: and :P::P::4::P: seem to have refloat properties now so this'll be a buff for more varied combos.

I love it. If there was one thing Momiji players complained about it was her lack of combo variety. It seems she has many more options to choose from now.
 

KasumiLover

SovereignKnight_
Premium Donor
As a Momiji main in DOA5, I'd like to share my thoughts based on your observations from the trailer because you pretty much covered all her new stuff already:



It is the same move but in a string so it seems likely. That also makes me think her 4P has that same kick followup as the one we saw in the trailer, where she performed it off PP4PK.




That seems like the most likely input to me too, but it could also be BT 8K.




I was thinking the more likely input would be 9PKKP since it seems like a punch to me, but we'll get to see it soon enough.



It looks like the last punch from her old 3PP / PPPP. It seems they've made it a standalone move now with fire effects.



The speed increase is definitely noticeable. I think you're right about the fact they removed the charged version. It wouldn't make much sense in DOA6.



This might be her new max damage combo ender. In DOA5 it was almost always 6PKKP which did the most damage but I wonder if that has changed now with the changes to the combo scaling.



She already had this throw in DOA5. It's 1T! :)




Not gonna lie, it does look very sweet. I wonder if it's guaranteed after 1T, or maybe there are some other setups that could make this move sequence work. Also maybe a bit nitpicky but she is in Tenku after that throw, just saying that to avoid confusion. Basically Uzukaze is her single jump and Tenku is her double jump.




I love it. If there was one thing Momiji players complained about it was her lack of combo variety. It seems she has many more options to choose from now.
My bad I didn't know she had that as a 1T throw xD I know of most of her things since I tried to learn her before but never knew she had a throw like that xD and I'll fix 2hatvtou said, sorry about the mistake!

I also think to compensate her more varied options she'll probably be unsafer like Mai, Mai was fairly safe in LR but I noticed in DOA6 she's rather more punishable and less get out of jail free and attacks like PPPPP and 214P became unsafe and moves that can be crouched like 236K and PPPK/3PK became safe. But we'll still have to see since she probably has even more moves than what they've shown, but I'm sure she'll be strong in 6 for sure.

I also think that charged Tenku attack may even require a full charge to make it the attack sequence or maybe charging it even results in more damage but I imagine it being unsafe if blocked or stepped
 

Arcane

Member
I keep hearing a lot about this character. Looks like people are excited. What's her style in comparison to the other ninjas? Hayate seems to be the most well-rounded, Hayabusa is some kind of crazy grappler, Kasumi seems to be on the rush-down side of things, and Ayane is... confusing. Where does Momiji fit in? I plan to start playing ranked a bit more and it seems like I can expect to encounter this character quite a bit. Just want to know what I will be dealing with.
 

KasumiLover

SovereignKnight_
Premium Donor
I keep hearing a lot about this character. Looks like people are excited. What's her style in comparison to the other ninjas? Hayate seems to be the most well-rounded, Hayabusa is some kind of crazy grappler, Kasumi seems to be on the rush-down side of things, and Ayane is... confusing. Where does Momiji fit in? I plan to start playing ranked a bit more and it seems like I can expect to encounter this character quite a bit. Just want to know what I will be dealing with.
Out of the other ninjas, you can say Momiji is the easiest to use and pretty balanced herself, she has good damage, she's fast but while not the fastest she's a 10i and she has a 12i low and tracking attack and she has good range, she's not up to the same park as Ayane is with zoning but Momiji is really good controlling the pace with how good her range is

In regards to how to deal with her, you just have to know that she is somewhat predictable of her moveset's limits since she doesn't have alot of moves. But in 6 it seems like she's gotten quite a bit of new things so she'll likely be more unsafe
 

KING JAIMY

Well-Known Member
I'm not sure how she will play in 6, but in 5 he was a jack-of-all-trades. Okay damage, mediocre throws and holds with a few exceptions, good range and safety, decent tracking and crushes and solid environmental pressure. She doesn't really have any glaring weaknesses, but she doesn't have any great strengths either.
 

Dr PaC

Well-Known Member
I keep hearing a lot about this character. Looks like people are excited. What's her style in comparison to the other ninjas? Hayate seems to be the most well-rounded, Hayabusa is some kind of crazy grappler, Kasumi seems to be on the rush-down side of things, and Ayane is... confusing. Where does Momiji fit in? I plan to start playing ranked a bit more and it seems like I can expect to encounter this character quite a bit. Just want to know what I will be dealing with.
In my opinion, Momiji is
I see. Hmm... I've been eyeing Hayate as a jack-of-all-trades to learn. Maybe I'll have to give Momiji a shot too, compare them and then decide.
Or main one and pocket the other. It pays to have at least 2 characters in this game
 

Arcane

Member
Or main one and pocket the other. It pays to have at least 2 characters in this game
I'm actually interested in several characters. Truth be told, I mashed my way through the story mode and a lot didn't make sense (probably would have helped if I played the previous versions) nor did it give me a good feel for the individual characters. But I decided to go through each character's command training and seeing their full move set in action helped me appreciate them a bit more. The top of my list would be Hayate, Ayane, Eliot, Kokoro and Lei Fang. I'm also eyeing Rig and Helena but realistically I need to pick a few and stick with them for a while. Not sure how many is "too many" in this game. Or maybe I should just stick to a main and a secondary for now.
 

KasumiLover

SovereignKnight_
Premium Donor
I'm actually interested in several characters. Truth be told, I mashed my way through the story mode and a lot didn't make sense (probably would have helped if I played the previous versions) nor did it give me a good feel for the individual characters. But I decided to go through each character's command training and seeing their full move set in action helped me appreciate them a bit more. The top of my list would be Hayate, Ayane, Eliot, Kokoro and Lei Fang. I'm also eyeing Rig and Helena but realistically I need to pick a few and stick with them for a while. Not sure how many is "too many" in this game. Or maybe I should just stick to a main and a secondary for now.
I think personally 2-3 characters of different styles is a good amount to use but if you have the muscle memory and skill to use multiple characters I don't see the harm in it, but usually starting out it's best to have someone you're strongest with followed by a sub and then maybe a pocket who is likely someone everyone will use, like I think Momiji will be used by almost everyone since even Emery plans to sub her xD
 

Arcane

Member
I think personally 2-3 characters of different styles is a good amount to use but if you have the muscle memory and skill to use multiple characters I don't see the harm in it, but usually starting out it's best to have someone you're strongest with followed by a sub and then maybe a pocket who is likely someone everyone will use, like I think Momiji will be used by almost everyone since even Emery plans to sub her xD
Fair enough. I'll keep it at three for now. I'll pick two from the current roster then I'll try out Momiji when she comes out to see if she or someone else will fill out the 3rd slot.
 

Force_of_Nature

Well-Known Member
Standard Donor
Ah, the Shrine Maiden and the Queen of 6PKKP is returning this week! YUS! :momiji:

Loved all the new goodies I saw in the trailer over the weekend. That BT'ed Fatal Stun is going to be SWEET! Very interested to see how it complements 214P, 214PP+K and 44K. I hope the bound off of Uzukaze~PKP won't be to picky to connect (seemed to connect off of 3KP8PKP on a lightweight no problem for the bound). As for safety, I hope they don't make Momiji too unsafe. Part of the appeal of playing the character is how safe she is during neutral. Hopefully 66P is still godlike.

@Arcane Momiji is an outstanding beginner character. Then it's recommended to learn Hayate then, Ayane, whom is very advanced.
 

Arcane

Member
Ah, the Shrine Maiden and the Queen of 6PKKP is returning this week! YUS! :momiji:

Loved all the new goodies I saw in the trailer over the weekend. That BT'ed Fatal Stun is going to be SWEET! Very interested to see how it complements 214P, 214PP+K and 44K. I hope the bound off of Uzukaze~PKP won't be to picky to connect (seemed to connect off of 3KP8PKP on a lightweight no problem for the bound). As for safety, I hope they don't make Momiji too unsafe. Part of the appeal of playing the character is how safe she is during neutral. Hopefully 66P is still godlike.

@Arcane Momiji is an outstanding beginner character. Then it's recommended to learn Hayate then, Ayane, whom is very advanced.
Thanks. Good to know. But I might wait a bit until I try Momiji out, or at least try her in ranked. I get the sense she's going to be showing up a lot in ranked as soon as she is released. I'll let the Momiji fever die down a bit and then see how I fare. I'll still mess around with her in training and arcade though.

BTW, great work on those character guide videos. I'm starting to develop an affinity for Ayane and your guide gave me some good guidance on moves to prioritize and combo paths to explore.
 

KasumiLover

SovereignKnight_
Premium Donor
I'm trying her out so far and here's what I noticed so far(I can't really tell much since she's not actually available but I used the old DOA6 deluxe demo trick to cheat out the psn store xD:

-6H+K knocks down now on normal hit

-Her 9PP+K>K knocks down now so no more faint stun and CB for her. Her 9PP+K>P+K's new combo attack can only be done when it's fully charged

-Her new attack from 9P>PKK is indeed a kick and not a jab and it's her staple bound

-Her 236P+K did lose the charge capability

-Her old 44P is now 4P+K

-Her close hitter is 3P+K.

-9P>PP still seems to have a really high blind stun since she can even do her 23i sweep and her 236P+K from it

-Her 214PP+K doesn't SDS anymore, it just stuns then ground bounces. Her new BTed attack is indeed H+K

-Her 3KP was kinda nerfed since she can only combo from it if she does the 3KP8 jump transition so it's more of a baiter for a hold if you wouldn't do it, and it seems like the stun from PP8 in critical stun was toned down as well so only a set amount of attacks can combo from it which I expected

That's all I could really see atm. Hopefully she'll be available for real soon so I can see her frames, I can feel like some things were sped up and slowed down
 
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KING JAIMY

Well-Known Member
4K has a new Uzukaze transition by doing 4K8 which is pretty neat. The trade-off however is that standalone 4K is not safe on block anymore. It is now -10.


-Her 9PP+K>K knocks down now so no more faint stun and CB for her. Her 9PP+K>P+K's new combo attack can only be done when it's fully charged
You don't have to fully charge it, but you have to charge it quite a bit to get the combo attack. The fully charged attack is 92 frames but you have to charge it for at least 80 frames to get the combo sequence. With good timing you can get 9P.P+K.K to chain into the charge attack without giving your opponent the option to block it.
 

Sotherius

Well-Known Member
I enjoyed for what i've tried on command training, will try to figure out some bnbs and how to act in neutral with her.

Has anyone found some routes already?
 

KasumiLover

SovereignKnight_
Premium Donor
4K has a new Uzukaze transition by doing 4K8 which is pretty neat. The trade-off however is that standalone 4K is not safe on block anymore. It is now -10.



You don't have to fully charge it, but you have to charge it quite a bit to get the combo attack. The fully charged attack is 92 frames but you have to charge it for at least 80 frames to get the combo sequence. With good timing you can get 9P.P+K.K to chain into the charge attack without giving your opponent the option to block it.
I also like her bound too, she can actually do her fatal rush from it which is super pretty imo xD I also like how her close hit move is always a close hitter no matter if she's in stun so it does good damage too. Overall she seems to be somewhat unsafer but I don't think it overshadows her abilities at all since she got a couple of good things too!
 

NightAntilli

Well-Known Member
Interesting changes... I'm gonna have to buy her... I'm not exactly for buying DLC characters, but I used her too much in DOA5 to ignore her now. One thing I'll definitely not buy is those outrageous season passes or any costumes... Hopefully, she plays well. I'm gonna try her out later and maybe post my findings on her differences.
 
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