Momiji General Discussion

Yaguar

Well-Known Member
Couple of little shares. Might be old to many, new to some. It's stuff I generally don't talk about but a couple of gimmicks to her game that you can use. I may also throw together some of her stun options, a look at going beyond the stun launch but I'm pretty hectic atm so don't count on it too much.

1. :6::P::P: (CH)
This will force them straight to Lv. 2 stun. What does this mean? You can get :6::H+K: off after for a bounds stun (follow up with :6::P::K::K::P:).
Why is this good? Unless the opponent INSTANTLY counters during the critical state this is NEARLY free. They have to basically time a perfect counter to catch that slow slow kick or else they are eating the ground. If you catch them on recovery from bad timing, you sometimes land it as a sit-down rather than a bounds.
Either way, this is one of the top options that comes from going slightly deeper into stun.

2. :6::P+K: (CH)
This will make the opponent fall super slowly to the ground. You have stun options obviously and they can counter but my favourite right here is :6::H+K: again. Why? Pseudo-Force tech.
+24 on the FT and +morethanenough if the opponent techs.
If they counter? Sit-down for a free :3::P:.

Just a couple of the things I use from time to time but these are relatively safe options for a game where you can be countered out of everything.
 

Tenryuga

Well-Known Member
I just came to state that I have joined Team Momiji. That said I have a few questions

1. What range is she best played at?

2. How is her spacing?
 

Saber

Well-Known Member
I just came to state that I have joined Team Momiji. That said I have a few questions

1. What range is she best played at?

2. How is her spacing?
1. Best at close-to-mid range where Momiji can fish for CH stuns. She also does well at CQC since she's (a) Akira's speed and (b) has pokes that leave her at neutral and some pokes are even anti-SS.

2. She's ok in that regard, not as bad as Kasumi, luckily, because 66PP is your best friend. Excellent range, 15-frames, 66P is SAFE, and 66PP is instant stun-launch. You can also use her Double Jump to close the distance, but that's risky. She also has a backflip, but unlike the other ninjas, getting hit while backflipping is Hi-CH (which is totally unfair for her).

And woohoo! More Momiji players. :D
 

Yaguar

Well-Known Member
I just came to state that I have joined Team Momiji. That said I have a few questions

1. What range is she best played at?
This comes down to the match up. She has the tools to deal with close-mid and has some decent long range rush down but it all comes down to who you're fighting more than where she is really comfortable (opinion).

She has great crushes with :2::P: :2::H+K: :236::P: and even :6::P+K:.

All of her moves though move her forward quite a good degree, excluding :4::4::K: nearly everything will push her forward. This gives her a huge viable mid-range game.

At close she can stay safe and against slower members of the cast, frame trap.
Match ups like Christie and Helena, you want to hold the mid-range and abuse her :4::K: and the way she leaps forward to hit, bait out the whiff for a stun -> launch. In this sort of way she's perfectly suited to play mid > close range. A lot of your time is spent just fishing for a stun but with good safety and great reward.

2. How is her spacing?

She leaps forward on a lot of hits, so in space, great. Creating it she has a couple of things. :7::P: is decent vs. floored opponent. At neutral you're probably going to eat a hit though.

She doesn't really have much push back on block like other characters. Honestly she could do with having just one.

Tenku :K: can be used to end combo's to knockback the opponent as well as her :P: string and :3::P::4::P::P:.

3. Bonus: Long range - Keep Out.
:7::K: (backflip) is always nice as keep out.
:4::4::K:

4. Bonus: Long Range - Rush down.
:6::6_::H+K: - High +1 on block. Knockback on hit.
:6::6::P: - Mid (punch) -5 on block. Has tracking follow up.
:2::H+K: - 'ish. Low, you're buggered on block. Tracks, gives +10 (max stagger) to +17 on CH. +11 on NH.
 

ShinMaruku

Well-Known Member
I really like how she can start the low game and force some reactions but what are the best set ups to be used from a start of:2::K: and :2::F+K:?

I think she has the best taunt in the game with "How very good" where it can get under somebody's skin. Her and Tommy and Genfu have troll taunts. It's so good.
 

Tenryuga

Well-Known Member
Yeah Im definitely glad I gave this character a shot. Shes just so safe and shits all over the stun game lmao its beautiful. Now I just gotta learn how to not be addicted to and get predictable with her pokes even though they are so good lol. I'll post some vids up sometime. Skill level of the opponents may vary but I've no choice on PSN lol.
 

ShinMaruku

Well-Known Member
Mix up your pokes and lows with her. Also learn to love her throws. They are so good. And her Izuna is sooo good.

I love how on release she was slept on until people started getting blown up.
 

Yaguar

Well-Known Member
Whats everyones opinion on her latest DLC?

Personally I don't like it hugely. I think it is seeing both Ayane and Hitomi's and thinking "those are cool!" and wanting something a bit more cool/serious for Momiji than the direction she's had so far.

I know we have the default costume set covering that already but it would be nice to have some DLC that brings something different without being another panty shot (skirt or less).

So what is the general thoughts? Like it? Hate it? Be cool to hear what direction others would like to see for her DLC.
 

Saber

Well-Known Member
Momiji with a long hair option first before costumes. :cool:

I actually like her DLCs so far, except for the school costume since that was a recycle and it didn't fit her. Anyway, her latest one is actually pretty nice. Simple, casual, feminine.

I'd love for Momiji to have a different priestess costume than the one she has now (C4, I believe). Along with a new hair option. Something like Kikyo from Inuyasha would be pretty nice.
425882-kikyo03.gif
 

SilverForte

Well-Known Member
Her latest dlc isnt bad, but I'd rather see the rest of her ng outfits added before anything else.

WiiU_NG3RE_3_scrnC04_GroupF_small.jpg

46046CL.jpg

1190584-2132398252_full.jpg


Those are the 3 missing, although I personally really want the DS version of her C3
500,500,9245_0gKqG.jpg
 

coffeedad

I <3 Jesus...and coffee.
Premium Donor
Simple question,
How do I get momiji to do her grab after PP6 when I am next to my opponent. Sometimes I fly over them sometimes I grap correctly. I'm not sure what I am doin to cause the difference. Fun character.
 

Yaguar

Well-Known Member
Simple question,
How do I get momiji to do her grab after PP6 when I am next to my opponent. Sometimes I fly over them sometimes I grap correctly. I'm not sure what I am doin to cause the difference. Fun character.

I think you're after her Tenku :T:? E.g. like :6::P::K::K::T: or :9::P: :P+K: :T:
Pretty much the throw is useless if your opponent is in stun, if you were to go up on block though (and they just stood there) it'll land or it's useful for people who counter you when you go in the air.

My honest tip is to avoid going into the air on block, essentially rendering her Tenku :T: useless. :9::P: :P+K: :T: is probably one of the best ways to use it vs. wake up or just playing around.

Hope that explains some things.
If you weren't on about Tenku I'm not sure what :P::P::6: (PP6) is aimed to be (assuming :P::P::8: (PP8)).
 

SilverForte

Well-Known Member
I wouldnt call it useless in stun, you can throw them if they think you're going for the CB, and if it whiffs cause they low hold, you could probably 3p to punish.
 

coffeedad

I <3 Jesus...and coffee.
Premium Donor
Im just trying to land her throw after pp8 (yeah i typed it wrong above) more consistently in training. Sometimes she falls early and grabs the dummy and sometimes she flies over the dummy and lands on the other side. Ill type my question more clearly when i get to a computer. Maybe its a character specific thing. I dont care if its useless. Im just wondering how it works ;)
 

coffeedad

I <3 Jesus...and coffee.
Premium Donor
K. Maybe someone can shed some light on the properties of the pp8p+kt string.

I messed with it a little bit in training against lei feng and could not land it. After p+k momiji completely jumps over her. Against pai i could only get the throw to land if pai was blocking the initial pp. Against hayate i landed the throw no problem.

Has anyone else noticed that landing this string is character specific? I know that its not a great string but i just like to know everything thats available to the characters that im learning about. Tanks!
 

Yaguar

Well-Known Member
Try :P::P::8::K::T: on block.

:P+K: will transfer you into Tenku but it hurls you forward some serious distance, as such it isn't reliable at close range.
From range you may have more success with :9::P: :P+K: :T:.

Try doing some :P::P::8: ~ fall :T: as well as a mix up option. It's kinda like punch grabbing but with more flare.

Sorry, @SilverForte you're right. If you make a correct read (mid/high counter) then :T: is a viable option. The hard part with that is that all of her aerial options can be countered on reaction, so I just disregard even going into the air unless it is during launch (outside of :6::P::K:(:P:) or random :9::P::P+K: vs. wake up).
So yeah that is an opinionated useless rather than categorical.

On block all of her Tenku options can just be fuzzy guarded out of and on hit it's pretty easy to react to them, at least for the guys I play with.
 

Tenryuga

Well-Known Member
I'm late but just give me her hot police outfit from NG 3.

Anyway what are momijis relaunchers? I only know of 8P and 6PK. And anything I seem to do with a 8P relaunch seems to do more than a 6PK relaunch.
 

Yaguar

Well-Known Member
I'm late but just give me her hot police outfit from NG 3.

Anyway what are momijis relaunchers? I only know of 8P and 6PK. And anything I seem to do with a 8P relaunch seems to do more than a 6PK relaunch.

:8::P:
:6::P::K:
:3::P::4::P:
:H+K: - ish. Less refloat more catches them there.
:6::K:
:4::4::P::8::P::K: - Actually useful.
:3::K::P::8::P::K: - Possibly not so useful but same ending as above.

:3::P: might... not really played with it as a relaunch.
:6::P+K: - Near wall.
 

Nameless Sama

Well-Known Member
Hello People ! I am searching the whole day players. I want ot make for my 400 Subcirber a Combo video contains all characters but I am not godd with everyone cause I am focus on 1 Character. As a Momiji player I want form you if you really want to join thath you can some powerlauncher combos to a near object and some stage combos ! I am really glad for any help. if you have questions please feel free to tell me on my side or write a PN. required a PSN account
Tag Combos would be ok too !
 
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