*Currently a WIP. Sections will be steadily added as the guide near completion!
-Before we start the guide off, if you're a beginner you should know the basics about reading frame data and inputs. I will use actual button macros throughout this guide, but here is a picture that shows you what the directional inputs are numerically:
1 ~ Down Back
2 ~ Down
3 ~ Down Forward
4 ~ Back
5 ~ Neutral/No Direction
6 ~ Forward
7 ~ Up Back
8 ~ Up
9 ~ Up Forward
-Next you should know the basics regarding how to read and interpret frame data. Here is an example: 20(4)25. The first number is the start up frames, which shows how many frames it take for the attack or throw to actually begin. The second number in parentheses is the total active frames during the attack animation, and finally the last number is the recovery, which shows how long it takes for the attack to recover so you can begin another attack. Worth noting is that the longer it takes for an attack to start up, the more likely you are to be jabbed or hit out of it, and the longer it takes for the attack to recover, the more likely you are to get hit or thrown afterwards.
-Another key thing you need to know is MOVE SAFETY. Move safety is how safe or unsafe an attack is on block, and you can see for yourself how unsafe an attack is by enabling the move details in training mode and looking at the move advantage. +1 or better frames means you have a frame advantage, meaning in this situation you're able to move first and the attack you use afterwards in that instance with no delays will be faster by that allowed advantage!(Example: If you perform an attack and gain +4, the attack you use immediately afterwards will be virtually 4 frames quicker than normal in that instance). +0 to -5 is safe, meaning you can not be throw punished after the attack, with the only exception being 5i neutral throws if you are left at -5. -6 to -7 is semi-safe, meaning you can be thrown if an opponent uses a quick throw, but longer framed throws will not get you, and -8 or worse is unsafe, meaning you can be thrown, so watch out when you use her unsafer attacks.
-Throughout this guide, to cut some corners and to eliminate text bulk, I will use the "i" symbol in place of the term "frames'. An example would be 23i, which basically is the same as saying 23 frames. Keep this in mind as you read this guide.
-Finally, another thing I will mention throughout is whether Momiji's attacks track, meaning if your opponent attempts to sidestep it, it will follow them, while if an attack has no tracking, it will not hit when sidestepped. Now that all the basic stuff is covered, let's transition to her pros and cons.
-Knowing what your chosen fighter specializes in and struggles in is a key thing I think you should know. This section will show her pros and cons, and I will provide a detailed summary to further explain them:
°Above average speed; Is a 10i striker with a 12i mid, and a 12i low in terms of neutral punches and a 12i kick with a 14i mid kick and a 14i kick in terms of neutral kicks. Good neutral with a plethora of swift moves at her disposal up close making her well suited against both characters quicker or somewhat faster than her.
°Smaller easy to use move kit making her easy to pick up and play compared to the other ninjas. Great for people looking to easily pocket or sub another character for a change of pace without much commitment! Relatively low execution combos with no overtly difficult gimmick or gameplan.
°Very good range and reach, having an assortment of attacks with good range giving her both a solid keep out and spacing game. Formidable at any range although mid range is a notable forte of hers. Attack safety and guard pressure is also further enhanced from good spacing knowledge!
°Can create and close gaps relatively quickly thanks to her special back air flip and her jump stance. This can help stay in her foe's face or away from them at a set distance in stages that'll allow it in open space. Generally has no issue being able to passively or aggressively lengthen or shorten the gap between her and her foes.
°Good combo game damage and wall carry. Has easy ways to easily confirm combos to make use of environment hazards including both walls and floors, making her very flexible! Combos are generally simple as well, not requiring much complexity although her more flashy combos offer greater wall carry and damage if mastered.
°Formidable stun game, having varied stuns allowing for a variety of different set ups and baits, including a faint stun, blind stun, and crumple stun. Also has decent deeper stuns as well.
°Has two unique jump stances that can be used for mix ups and combos; the first one is a simpler one that a high jab with two different options to finish it while her double jump stance allows her to use one of three safe attacks, including a launcher throw for opponents who favor guarding!
°A generally safe character having more than enough ways to safely poke and attack her foe without worry of being thrown in most cases.
°Decent tracking moves, having relatively threatening tracking moves that can easily catch foes who favor sidestepping. Also has good in string tracking options.
°Decent holds, with her mid punch and low kick holds granting her the ability to perform a manual combo for guaranteed damage. Also has an expert hold against mid punches that can be used to achieve additional damage against a good mid punch prediction.
°Good throws, having a variety including a launcher throw from her double jumping stance and a punish throw. Her throws also have varied environmental interactions ranging from wall hazards to ground hazards as well!
°Useful guard pressure, having a couple of moves she can use to guard break a foe who favors guarding and turtling, leaving her plus in those situations with an advantage to begin her offense.
°Has a unique fatal stun in her backturned move kit, giving her another way to pursue guaranteed damage.
°Is one of the several characters who has special fatal sit down stuns littered in her moveset, ideally against counter hit low attacks giving her a deceptive edge against foes reliant on lows.
°Good low crushes, having more than enough ways to easily avoid and punish low focused opponents.
°Useful high crushes that can lead to high reward stuns and launches if timed well against opponent strikes.
°Dangerous counter hit game, as her attacks can often launch and cause a lengthy stun when correctly used, making it very risky to try to attack her when it's your turn to strike.
°Good oki/ground pressure game, having numerous ways to easily pack on the pressure against foes on the ground to force them up for pressure resets, making it easier for her to continue building momentum after her foe gets up from the ground. Also has moves she can use to easily force a force tech situation.
°A more passive benefit, but good spacing and knowing every intricate detail of Momiji's reach and max range from specific moves can really help her in terms of safety and even passive guard pressure as good spacing can help easily avoid throw punishes and give her advantage she can use to potentially steal another turn with a quick strike or evasive move. In short terms, she'll thrive even more when used by a player who has a solid understanding of her attacks' max and tip ranges.
°A generally linear character who doesn't have much ways to mix up her attacks, with her mix ups being mostly 50/50s that can be easy to guard or predict. Will have to work much harder at higher level to avoid being held or read quickly since her options are easy to guard and hold.
Not much versatility with her hit levels, having mostly mid punches and high punches with linear mid kicks and hardly any in string mix ups.
°Very lacking in terms of lows, having only one in string low mix up which is a 50/50 mix up from a slower low, and only one heavy low sweep which is not only slow but quite punishable. Can make opening up her opponent a chore as there's never much a major reason to crouch against her.
°While very safe, her safe moves tend to be easy to crouch, hold on reaction due to repeating hit levels, and she can be easily stepped.
°While she has good tracking moves, she's relatively linear in this area and can be predictable if she continously relies on them to keep her foe in check.
°Relatively roughly average walking speed when advancing or retreating. Doesn't hinder her much since it's more fluid pace can help her pace her approach but this can make it difficult for her to approach or retreat from aggressive foes without the help of her forward or backwards jumps.
°Has decent ways she can evade specific strikes when at a disadvantage but these generally are more limited; her best high crushes while useful are generally still vulnerable to offensive holds as she's still considered standing making it risky to use against grapplers and characters more OH oriented.
°Launchers are generally limited and predictable, making a stun launch game risky unless with the correct conditioning to lower an opponent's guard. Good reward but overall risky and vulnerable to being held due to her plethora of mid and high punch aimed ones. Stun game is also limited as her attacks are generally easy to read and hold, like her stun launch game, it's risky at higher level but generally damaging.
°Jumping stances are both somewhat telegraphed and linear in terms of options. Can get hi counter struck in the air if caught during the jump. Both also somewhat glaring flaws; Uzukaze only has two attack options besides the double jump and both options are generally unsafe. Amakake has stronger follow ups and an additional throw option but access to this jump stance is more limited and situational and the follow ups are much slower and telegraphed making usage more tricky to integrate at higher level.
°Is a lightweight so combos and juggles are especially effective against her, making her much more at risk for higher damage combos. Some characters also have access to certain juggles that only she can be juggled with as well which can potentially lead to more damaging juggles.
-To summarize this, Momiji is a more simplicit character who has both options for playing aggressive and defensive when needed thanks to her varied knowledge of ninjutsu and Aiki-ju-jutsu. As a ninja, she's naturally among the faster characters in the game being about above average in speed, and having ample attacks with good reach to keep her opponent locked out when playing the spacing game, making her strong at both close range, mid range, and mid far range! She's relatively damaging as well, having good combo damage and wall carry, and she is very simple to pick up due to her easy to learn combo set ups and juggles. Her damage can be quite devastating when she gets a launch and this is further enhanced when fighting in stages with dangerzones and hazards such as electric floors or nearby breakables. This also makes learning her best combos more rewarding rather than tedious when mastered.
Unique to her is her jumping stance Uzukaze that allows her to jump into to the air, granting you access to numerous options to rush the foe when moving in, and she can also perform a double jump from this stance called Amakake to extend her reach with even more deceptive attacks, including a launch throw, hard hitting punch or kick attacks, and a special charge move that can lead to great damage if the foe falls for it! Momiji is also generally safe as she has a maelstrom of safe moves , and her stuns are as threatening as they are varied. Guard pressure for her is also decent and her tracking is formidable, and she has well balanced holds and throws for all situations making her generally a well versed character.
However, Momiji is perhaps one of the most linear characters in the game as her string mix ups are very limited, making most of her strings easy 50/50 guess situations that the foe can easily hold or guard making her have trouble opening up foes who are heavily guarding or using a solid iron wall of defense, forcing her to rely more on delays and manual mix ups to keep the foe tripped up. Besides those, she also is comprised of static strings that only Her guard pressure can help, but again her options for applying pressure are usually predictable. Her jump stances may help mix up at times but it's mostly negative on block and her advantage is low if not negative as well if used as a free cancel in stun set ups making it a risk to bait for a hold if the foe doesn't fall for a hold bait. She'll generally struggle to open up opponents who are used to the match up and who have strong options to easily negate her strikes; Offensive holds and parries can easily shut down most of her kit making fighting defensive powerhouse characters like a Leifang a very uphill battle for her. Her evasive moves that can avoid highs as well are often flawed to a degree as a trade off due to them not being true crouching moves, making them less effective against characters with offensive holds which can give her trouble against grapplers and more defensive opponents.
Overall, Momiji can be considered a more balanced offensive ranged ninja character who has a bit of everything from the main four; with Kasumi's focus on speed and counter hits, range that rivals Ayane and Hayate and solid keep out, pressure comparable to Hayate's block pressure and several moves from Hayabusa her mentor, she has everything she can need to be a threat if mastered and used to her best potential! As long as she plays at the range she's most comfortable at which is mid range, she can be an annoyance who can wisely condition her foes to open them up to her stronger mids and quick launches!
If you're also a Tamaki player, Momiji is also quite similar to her as well as both use general Aikido principles that focus on range and proper pacing, albeit with differences; While both are somewhat more limited, Momiji has an edge in pressure and speed as she can cancel into her Uzukaze jump, has numerous moves for applying both positive and negative guard breaks, and she is generally more mobile with her jumps and flips she can use to close and open gaps. Tamaki lacks Momiji's pressure and ninjutsu enhanced mobility but in its place she has better defensive tools such as a parry attack, offensive holds she can use raw, while running, or even from specific attacks and her expert holds are unique as they guarantee Tamaki damage while being able to hold them to prolong them making her able to easily catch moves without difficulty!
Besides that however both are generally equal in safety and can both deal equally threatening damage, but if you want another character who can give you a good alternative way to play with a style that goes hand in hand, Momiji is your dragon shrine maiden!
~I'm ready to learn!: For a quick run through of whats changed about Momiji from LR to 6, here's a mini section! Generally, Momiji is mostly the same however, she no longer has her power blow or her in air stance charged one, instead the air variant has been replaced with an on hit throw attack sequence that can deliver 12 combo hits if properly executed, making it a slower but very lethal attack if it hits! She's also been given a few more options, such as a new safe mid punch elbow that leaves her backturned and a 2-in-1 high jump kick ender guard break from her and strings giving her a bit more to work with. Her pressure has also been improved as her old now grants her positive guard break pressure on block and now only knocks down, and her fire attack has lost its close hit properties but now gives her more guard break advantage making her far better suited for pressure against foes quick to tech up or recover. This overall strengthens her mid close to mid range game since she now has reliable ways to build up guard pressure when the foe is focused on simply guarding.
Like the other returning fighters as well too, Momiji has gained a new way to extend combos via a bound state; her jump stance allows her to do this with > which ends her string with a downwards mid kick that slams the foe on the ground into this state, allowing her to end the combo with , her new close hitter attack that will deal increased damage when done close enough to trigger the close hit property! She also has a backturned fatal stun kick that replaces her old , with that backwards flip being now assigned as . Her old power launcher has also had its charge ability removed, in favor of making it now a standalone move that can lead into her command throw or into the additional string hits via .
Besides that however, she is mostly the same as before and is still somewhat linear, but she can fare well if properly keeping her opponent at the mercy of her ranged game and pressure! She's generally overall better suited for closer range now and has easier ways to apply pressure to foes now!
-This section will break down Momiji's signature Uzukaze and Amakake stances, jumping stances that are integral in her move kit.
Her easiest stance is which is Uzukaze, an overall 30i jump that covers a decent distance, being ideal for about mid range usage. It can be followed up with a hit as soon as 15i making it a good way to move in on a foe and it avoids lows as well!
~Not enough!: Momiji is able to transition into her Uzukaze jump stance via the following moves by inputting or up after the attack: , , , and . From these attacks, the jump can be used multiple ways, whether to avoid a potential throw attempt from a grab happy opponent, to bait a reaction such as a crouch or sidestep or to even fool your opponent and to second guess them attempting to hold against you as Momiji will often be at an advantage if she doesn't use a follow up and the foe hasn't went for a panic hold. Make sure to put this to good use so you can show Ryu that as a dragon shrine maiden, you will forever be at his service!
Here's some options she can utilize from it:
- Her 10i high swipe jab with 41i recovery, it's her quickest option and perfect for a way to get in from a distance. It tracks and with the jump giving it most of its range, it's about a decent reach move allowing you to attempt an assault from mid range. The move however is one that demands careful usage and commitment since if it hits on normal hit, you'll stun the foe but be -10 unless you finish the attack with one of its enders. It's also a shocking -16 on block making it a risky free cancel, and it's easy to crouch overall since it's a high. Can be used as a bait move to test the reaction of the foe but quite risk. When done to a foe facing away, you'll gain a +6 crumple stun that'll guarantee her ender options.
From the P attack, she has the following enders:
()- Her 13i high slashing follow up with 29i recovery, this tracks as well too and also covers a bit of distance making it a more last ditch effort to avoid a whiff if the first strike misses. It'll cause a +5 stun on hit and will cause a +30 blind stun on hit, being one of her scariest stuns on offer. When you score this, basically any move in her arsenal can connect and all her launchers can be used. The move string also jails on block, but is unsafe at -10, but this is far safer than a single 9PP attempt, so use this if you know you're likely going to get thrown but wish to avoid a heavier risk punish throw from your opponent. Useful as well in extended juggle combos as refloat making it a great extension tool from more complex juggle set ups.
Can be used against a back facing foe for a +20 to +21 stun you can continue a stun into or a quick launch.
()- Her 18i upwards mid kick with 32i recovery. With good reach, tracking and being a good way to check crouches and sidesteps, this is a lethal option from P since it launches on normal hit, getting you a decent launch for a shorter combo, although it'll give you the most launch height from a stun launch or counter hit launch. Unsafe however at -15 when blocked, but it does have a final kick ender that the foe will have to respect, although the recovery from this move will make free cancel easy to since since this has no delay opportunity for its ender meaning you'll have to commit to it if finishing the string.
()- Her mid kick ender, which has her perform a downwards 22i mid kick with 25i recovery. Has reach but is able to be stepped and it's unsafe at -14. This move is special since it'll cause a bound while juggling the foe that swats them to the ground for an easy close hit ender or something similar! Besides that however it doesn't do anything noteworthy besides causing a normal knockdown on hit or counter hit. When done against a foe facing away it'll cause a +14 crumple stun for a quicker stun set up if you wish to pursue it!
-That concludes her string from this attack! Here's her other moves:
~- Performs a 12i mid kick with 25i recovery if it whiffs and 19i recovery on block or hit. With the jump, it has decent reach, making it another way try to stun the foe from a distance. This follow up is special since it'll lead into her Amakake double jump stance on hit and block making it useful for many areas such as stuns, ending in a guard break on block, or as an ender in juggle set ups!
On hit it'll also cause a +49 reel back stun that can also be free cancelled to perform anything that's 16i raw such as launcher or more ranged follow up, although walls can easily cage foe to easily connect shorter ranged attacks. If blocked it'll cause a +14 guard break that'll give you more ease in making sure her Amakake follow ups have the breathing room to easily counter hit your foe if they attempt to strike you in anticipation of a free cancel. You'll also be left squatting meaning highs will miss you.
While intuitive, the attack when blocked is vulnerable to strike punishment during the crouch since the recovery doesn't suit a free cancel when guarded, leaving you open to a low throw, low offensive hold, or any quick low strike or mid that's as fast as 11i. This makes mids dangerous since you'll be considered crouching.
- Her most passive option which is her 15i Amakake double jump. Naturally since it's a jump, it'll evade lows and can cross up the foe to switch sides up close, allowing it to also avoid certain attacks at times. Being lengthy, this is a more telegraphed option that must be used carefully as Momiji is open to a hi counter strike if struck during the jump and since the height she's at is already quite high, the damage can be severe depending on the location. The jump however is an excellent extension for combo enders to ensure it'll lead to her other hard hitting options to slam the foe into the desired danger zone!
The next section will cover her Amakake, her double jump. This stance is however more limited in terms of access since it can only be entered by itself from a >. However, while situational, she can also enter the jump stance from a near a wall with the foe's back to it, from a successful low throw against a forward or back facing crouch, from a with your back to a wall by using during the brief wall squat, and from a successful low kick hold.
These are the attacks she's able to perform from the jump:
- A rather complex option, this is her 45i to 46i downwards mid attack that has her slash at her foe with a 46i aerial high into a 12i mid with 23i recovery. This is her staple ender for stages with floor hazards, and if the foe is airborne or launched on hit it'll result in 2 hit! The high however will mostly miss in neutral situations so only count on it to hit when juggling. On hit it'll cause a normal knockdown and this will occur on counter hit too, making it relatively non threatening. Hi counter hit will result in a bounce however that will allow a 6PP(for wall hazards), KK(For quick no timing force tech set ups) or PPPP(for optimal wall hazard enders) or PPP4P(for optimal floor hazards enders) even against heavies making it a risky move for a foe to attempt a throw.
On block it'll cause a guard break that's -1 but max range will leave you +1, making it a relatively painless safe move to use although the telegraphed nature of this move leave it vulnerable to holds. The attack will also not track making it rather easy to step. A true mid, making it a slower way to punish foes in stances that can avoid a normal mid. Also has good reach making it a useful way to attempt a move in.
-Ends her jump with a 57i to 58i jumping high kick with 26i recovery. This is her other staple ender for juggles when you want something for sending foes flying into wall hazards as it has alot of pushback, and it has decent reach. Will always interact with wall hazards and will always knockback on hit. When blocked, the attack will cause a +2 to +3 guard break depending on distance making it a useful way to allow another attempt to pressure the foe if they choose to block.
The option however is vulnerable to crouches and can be stepped making it a risk, especially if you over do using her throw option and condition the foe to low crouch to evade it. However, if an opponent is playing smart and doesn't want to risk a low hold in fear of a mid ender, this can be used to easily blast back foes who have been conditioned to not panic hold. Besides use as an ender, being a positive guard break however and being dangerous near wall, the move itself offers no real other reward on hit besides higher damage from counters or wall hazards
- Her most overhauled option from DOA5LR, this is a lengthy 75i(74i from transitions) air mid shoulder strike with 40i recovery that'll knock down on hit, although whiffing is risky. The attack is unique since it's able to be charged, allowing you to enter one of three phases when charged or not charged. All phases however have good reach which varying on guard safety depending on how long you've charged it. The move however as a whole does
In phase 1 with little to no charge, it'll cause a normal knockdown and will wallsplat, allowing for an easy combo from a wall such . The move however is unsafe at -10 on block up close but can become safer at max range at -5 to -9 depending on how you spaced it making it a useful safer strike for players who are very well versed in how far they can space for it to hit.
Phase 2 is able to be entered if the move is charged to about 81i and will have a lesser 35i recovery. This will lead to a special on hit strike throw sequence that will be entered if charged to 80i, which will lead to Momiji unleashing devastating back strikes to her incapacitated before launching them and sending them slamming into the ground with her powerful fire ninpo, which results in 9 devastating hits. If the or or is timed well during the combo throw prompt(either as soon as it appears or during the mid latter attack sequence when she stagger her foe while they're facing away), it lead however to 12 devastating hits that'll result in much higher damage! This makes the move useful as a way to punish foes who have been conditioned to either not panic hold from Amakake in fear of the launcher throw or who have gotten used to holding and expecting her high kick ender instead making this one of the stronger options, especially in stages with floor hazards! If blocked, it'll cause a +8 guard break up close and at max range it'll result in a +13 to +17 stun that can lead to numerous guaranteed strikes! To save time however, those will be added in a bit later for ease!
Phase 3 is the strongest and will be done if you charge to the max which is 95i, making this her strongest variant with the most reach and damage potential, and it'll lead to the same throw sequence as Phase 2 charge would. Overall the attack itself in all phases is seeable and able to be reacted to but conditioning the foe to fear one of the phases can help you throw them off by making them second reactions based on how long you decided to charge it. All phases lack tracking however so be prepared to face either a sidestep or special sidestep in most situations if done raw.
- Her 51i(from transitions) to 52i throw option, Momiji performs an aerial knee to neck hold before flipping them upwards in the air vulnerable to additional damage. This is the best option for catching foes quick to hold in stun for its good combo reward, and it's range make it a useful trap for foes who are being defensive from a mid range distance. Since it's a throw it naturally will track making it useful as her way to check sidesteps since this is her only tracking option. While useful, the throw however will leave her open to crouching and standing throws during the recovery since she goes from crouching to briefly squatting. The throw will also not work against special sidesteps that involve a crouching state.
Make it your aim to not make this a habit to go in since it can get predictable, but rather condition your foe to expect it or fear it to keep them open to her other strike options.
-This concludes her break down of her jump stances, remember to always use them wisely as they have powerful options and damage potential, but overall more linearity and predictable nature compared to other more fleshed out stances. Now let's get into her break gauge mechanics!
/- You can use ¼ of the meter to perform a side step attack. This is a 27i mid punch strike with 30 frame recovery that knocks back the opponent full screen. Unsafe at -15 and doesn't track.
- You can use ½ the meter to perform a Break Hold. A break hold is a hold that will hold any attack but does very low damage. This will also provide +5 advantage and reset the positions to round 1 fight distance, resetting the neutral. These are also the only way to escape a fatal stun from attacks or a break blow cancel.
- You can use a full meter to perform a Break Blow. Momiji's break blow and break blows in general are a powerful attack with Sabaki type properties, meaning it'll interrupt strikes if timed right, allowing you to unleash a damaging blow that'll send the opponent flying backwards, clothes tattered and bruised. The attack is also able to be used after certain launches, after bounds, and even after certain wallsplats. The disadvantage is that it can be shut down with a simple low strike and can be hi counter thrown and the move can be stepped and held. +4 on block.
~Wow, very good!: There's more to the Break Blow than you think: if you press H once it hits, Momiji will perform a Break Blow Cancel. A cancel will stop the full blow from coming out and will leave the opponent in a fatal stun state. While in fatal stun, the opponent will be unable to do anything unless they have ½ a meter available to break hold to escape the stun, meaning you can use the cancel as an opportunity to go for more damage than the Break Blow may do in set situations, especially in certain environments with the right conditions. Be wary since if your opponent has meter, they can use the meter to escape the fatal stun, but you can also use this as a way to go for a hi counter throw set up if you anticipate this. Also be wary that the opponent is only limited to break holds for escape as long as you don't use any normal attacks to continue the stun, since after that the opponent will not be in the fatal stun anymore; in this case they can regularly hold which although is a risk, you can use to pursue even more damage or a hi counter throw set up.
There's other attacks you can use that involve the new button, but don't cost meter:
/- This lets you avoid linear or non tracking attacks at the press of a button. You can use this to avoid specific attacks and punish the recovery with a throw, but be wary since sidesteps lose to throws and will result in a counter throw. If you have meter, you can use ¼ of it to follow up a step with a side step attack. If the sidestep attack is done near walls with rope properties, it'll cause a +51 to +53 wall rope rebound stun that leaves the foe at a major disadvantage. This is possible in stages like Muscle, Sweat, and the Colosseum from a certain distance. Be wary for fatal rush attacks since the first hit will turn the opponent backwards in a fatal stun, which can lead to some deadly back turned situations. The side step attack also has no tracking so your opponent can step you for it as well.
Another thing is a fatal rush: a string that puts the opponent in a fatal stun, and finishing it can lead to quick damage, but you can also stop part way through and make a custom combo using the fatal stun:
- The first hit is the only one that can be done unless it hits. This is a 18i tracking high punch with 28i recovery. On hit, it'll result in a fatal stun which you can then follow with the other 3 attacks(the frames and the hit level don't really matter since only break holds can stop them and they can't be done unless the first strike hits). You can also use it in stun since the fatal stun eliminates the worry about opponents using normal holds and it'll force them to use their meter if they don't want to risk guaranteed damage. attacks with close hit properties will also have their close hit damage added on again in fatal stuns as well too! Momiji will perform 7 hits with her fatal rush and then the final one will cause a knockback. The first two parts involve 2 single hits while the 3rd part consists of 4 quickly executed hits before finishing with a final hit that will cause the knockback. Momiji's fatal rush is one of the more unique fatal rushes compared to standard ones since the quicker execution flow of the 2nd and 3rd hits allows it to be used from a variety of situations including as an ender from bounds and as a staple wall splat hit as well!
When the full string hits, it'll knock back and can wall splat. The string can also be used in juggles and after certain launchers as well if the height is high enough. If done on block, you'll be unsafe at -12, and be careful since the string can be ducked and low crushed. The string is also strong against side steps as it will cause a fatal stun that leaves them back turned and open to a guaranteed back turned set up. The string will also cause a +56i rebound rope wall stun in stages like Sweat or Muscle that have wall rope properties, but only from a certain distance. As far as utility, Momiji has an above average fatal rush since it has 6 hits rather than 4, making it better suited for wall splats and even after bounds from shorter juggles.
If you have a full meter and do the string, you'll automatically transition into your break blow, but if you wish to save your meter, do so that you won't waste meter. DOA6 is a game where meter management is important, so be sure to save it and stock up for when you'll need it. Avoid wasting it on random sidestep attacks and nasty break blows and use it when the time's right and when it's absolutely necessary since sometimes your opponent will attempt to force you to discard it and bait reactions to make you waste it which is the last thing you want to do. Make every time you use the meter count!
Now that we've finished the rundown of the Break System and you better understand it, let's ease into her moveset!
Section 3: Momiji's Full Moveset Breakdown
-This next section will be the most expansive and detailed as I'll break down all of Momiji's kit and moves, from attack speed to reach, safety and properties! Since this section will be expansive, be prepared to use numerical notation, feel free to refer to the key in the beginning that lets you know what the numbers mean! Here are some symbols that'll be used as well:
° Will be used before attacks that I feel are amongst her stronger moves and that you'll likely be using frequently in her moveset!
~ will be used to denote moves that have a jump cancel using up or 8!
Without further ado, lets see why Momiji will do her best at your service!
°P- Her most basic strike, a high 10i strike with 12i recovery. Quick, and useful up close to contest slower foes since you'll instantly have speed priority over strikers who have 11i strikes or slower, but this won't save you against faster strikers like a Kasumi or Christie so you'll need to use something else like a crush. On hit it'll leave you -1, and a counter hit will result in a +4 advantage allowing you to move first with an easier neutral since your attacks will virtually have 4 frames deducted making you more at benefit of a counter hit!
A hi counter will cause a +37 stun as well as using it in stun, making it deadly against throw attempts. Safe at -2 when blocked but easy to duck and hi crush, and it can be stepped although her PK attack can easily catch a reckless step if you think the foe will attempt one. Lacks reach but this is overall a go to when needing a quick effective strike. Will cause a minor +12 jab stun against foes facing away. Overall a good CH poke to use when dealing with foes who like to free cancel or try to poke when they're not a frame or speed advantage.
°PP~- Follows up with a quick high 8i strike with 15i recovery. Being swift, its -3 on hit, and -6 on block making it relatively safe. It jails on all hits besides hi counter, making it useful for quick pokes and even tick throw attempts, and a successful hi counter will cause a +34 stun that is enough for launch attempts. Does not track however and lacks reach, making it suited for close quarters, and since it's a high, it's easy to duck and crush.
Momiji can also transition into Uzukake via PP8 as well, giving her either additional options for a mix up or a way to feint and bait a reaction from your opponent as well.
*PPP- Momiji Follows through with a 13i rising mid palm lift strike with 22i recovery. Unsafe on hit and block as it'll leave you -9, but using this against crouching foes or on counter hit will cause a deep +33 lift stun that can help open your options up as far as launchers and slower attacks in stun. Does not track.
*PPPP- Momiji finishes her punch string with a hard hitting 20i dual palm mid strike she enhances with fiery flame embers, has 27i recovery. Will always knock back on hit, and it interacts with walls making it an optimal combo ender when wanting to interact with specific walls and dangerzones over floors. Unsafe at -10 on block, and doesn't track, and neither does the other ender mix up which can lead to making you "stuck" if you choose to opt for a finisher over a free cancel on block.
*PPP4P- Her alternate mid punch ender which ends with a 20i downwards vertical dual palm slam endowed with fiery embers with 26i recovery. Is somewhat redundant as like the other strike, it's a mid, same speed and doesn't track. It also equally is unsafe at -11, but to compensate, it causes a +18 stun on all hits levels, and using it at max stun threshold will cause a sort of generic bound for possible short juggle options as a finisher, although your juggle options will greatly depend on the foe's weight as lighter weights are vulnerable to more damaging combos. Counter hit near walls or when used in stun will cause a hard wall splat for additional wall splat combos as well.
Another unique traits this ender has is that it's what you would call a true mid, an attack that can hit foes on the ground, as well as in special stances that can evade normal mid strikes, making it useful for ground pressure and dealing with foes like Helena who can evade normal mids with her Bokuho duck option. It can also be used for force techs as a catalyst to easily go for a 2P or similar attack to force an opponent up.
°PP6P- Finishes her jab combo with a quick 15i high elbow with 22i recovery. This will be the main move from the PP string you'll use when wanting to fish for a safe ender or ideally a safe way to score a stun. On hit it'll cause a +27 stun and a counter hit or usage in stun will cause a +33 lift stun making it formidable, especially with its great delay! Lacks reach and does not track but it's safe on block at -5 and can be used to safely end a turn, although it being a third high makes it vulnerable to crushes or ducks. Can also double as a max stun threshold quick launch for a quick juggle combo. Usage against a foe facing away will result in a similar +27 reel back stun.
Although somewhat more situational to use, the final strike can avoid highs as it has evasive properties, but it is still considered standing, so offensive holds can easily shut it down making it somewhat less effective than standard crouching highs or mids, so careful usage must be taken into account against characters who have offensive holds, and general caution is needed.
°PP4P- Finishes her jab dual with a 17i cutting horizontal mid strike with 21i recovery. Swift, this is her go to option when wanting to attempt to halt foes who are quick to step mid string thanks to the tracking. Good reach allowing it to hit from mid range but overall unsafe on hit and on block at -10 making it risky as a free cancel, but it has a safe mid elbow ender that leaves you facing away and a high tracking 2-in-1 kick guard break for another way to pile on a safer turn end. On counter hit and against crouches is where it shines as it'll give you a +18 stun in this situation and as an attack in stun set ups making it useful. Overall a strong move to use when dealing with foes who like to crouch the string to avoid the other options or who like to step to avoid the linear mid lift punch or the high elbow.
°PP4PP- Ends the string with a backwards 18i mid elbow thrust, has 24i recovery. Safe at -6 and leaves you backturned, with it always causing a +20 stun on normal hit and any hit level above. Does not track and doesn't have the best reach but is useful for a 50/50 mix up since the only other ender is a tracking 2-in-1 high which can help blow up crouch attempts. Will cause a +39 soft wall splat in stun or on counter hit, and using this on foes facing away will cause a +16. An overall useful but linear string when wanting to have a safe poking string you can use when pursuing an opening, as well as giving her access to her back turned tools when playing the stun game.
°PP4PK- Her other string ender which is a 2-in-1 jumping 20i jutting high kick into another 9i high kick with 38i recovery. Having range, this is a useful move to move in as a low crush since it can avoid lows during the jump. It also tracks, but it can be crouched, but it provides an instant launch into knockdown on hit, and guarding it will lead to a -4 safe guard break. Useful near walls since the final kick by itself can lead into a quick juggle follow up but this is usually situational since it requires good use and the right situation to ensure only the final kick will hit, otherwise the attack will cause the standard final wallsplat that occurred when using a combo after a first initial one.
Risky overall for your foe to try to challenge unless they know it's coming since both enders from the string including her mid elbow are safe, but this ender is generally vulnerable to high crushing mids, mid attacks that can avoid high strikes, even more dangerous since Momiji is considered jumping which can lead to hi counter damage.
°PP8~- Finishes the initial jabs with a 30i jump into her Uzukaze stance. Somewhat risky on normal hit and block as a cancel since a block prior will leave you -21 and normal hit will leave you -18. In stun as a feint is where it shines since you'll be left +19, giving you the opportunity to utilize any of her normal strikes that are faster than 18i, which opens up her mix ups since your opponent will also have to mind the Uzukaze attacks if you choose to commit and perform the high jab slash or the mid jump kick. While useful, the jump stance must be used mindfully to prevent punishment if done outside of stun. The jump can also help to avoid a potential 2P from your foe who may anticipate a PP6P ender which is a high and safe.
*PPK- Momiji performs a 16i rising mid knee kick with 26i recovery. Being a mid kick, this is a mix up from PPP which is a rising mid lift punch. Unlike the former however, this causes a +29 lift stun on hit, and use on counter hit or in stun leads to a quick stun, although not really that much in terms of launch height which limits it's options if free cancelled, while commiting to her ender options can add more utility. Unsafe at -14, and does not track, meaning you'll have to commit to PPKK for a safe ender from Amakake, but this can get predictable if relied on too much. Also does not track, but the strike can easily avoid lows during the jump and can also catch crouch attempts with ease.
*PPKP- Momiji finishes her rising knee with a downwards 23i mid punch slam that swats foe to the ground. Unsafe at -9 when blocked, but will always knock down on hit. Since Momiji is jumping prior from the knee, it isn't possible to delay the string ender, meaning you'll have to commit when used, which puts you at the risk of being held as the ender is fairly telegraphed. This is risky but useful way to blow up opponents quick to strike after a PPK as the slam can cause a small floor bounce that can be used reliably on all weights in the game for a short, but easy to confirm combos that can lead to either a wall splat or another ground slam depending on what juggle you use, making it flexible for stage danger zone usage; however you must be close enough to the foe post ground bounce or else the combo will whiff. Does not track, and her alternate ender option doesn't either, making this risky to use on block against an opponent aware of this. Generally a useful option at all times against foes not wary of guarding since it can always lead to a ground bounce on any level of hit, as well as against crouches.
The move is also a force tech as it can interact with foes who are on the ground, allowing for ground pressure to attempt to force them up, but this can be a riskier option as the slam is slower compared to other moves that can be used.
*PPKK~- Momiji performs the same Uzukaze kick from 9P that leads into Amakake, just slightly slower at 15i. This is the safer option to use on block since like the original move, it causes a guard break that makes way for your Amakake options, but free cancelling instead can be risky as the +14 advantage will not be reliable for advantage or safety if not used to execute one of her Amakake options. This can be more
°PK- One of Momiji's better strings, this finishes her jab with a 15i horizontal high kick with 25i recovery. One of Momiji's quickest tracking moves in string and it has excellent mid reach, allowing it to act as either a keep out or a zoning type kick to keep the foe scared to strike when not in your face. On normal hit and counter hit if the string hits, you'll be left +8 from the minor stun, and the string is guaranteed if done on counter hit. If the kick connects by itself itself, it'll cause a +23 stun allowing for a stun or stun launch set up. Overall safe to utilize too, as it's -7 when blocked up close making it semi safe, but good spacing can make the move -5 at max range or -6 when somewhat closer. Can be crouched so be cautious when using this.
°6P- Momiji performs a quick 12i elbow thrust with 24i recovery. This is Momiji's quickest mid punch attack and it has decent reach, making it viable as a mid close tool compared to other similar mids that are swift but lack the reach. Unsafe on block and on hit at -12 due to it demanding a counter hit to start its stun, which will cause a +20 stun you can use to work with for a stun set up. Will cause a similar stun when performed on crouching foes, and using this against foes facing away will cause a +16 stun. Does not track.
*6PP- Ends the string with a 22i dual palm thrusting strike with 27i recovery. Has generous reach and stuns on hit giving you +17 advantage, enough for a quick launch or stun set up. If done on counter hit or in stun, it'll cause a crumple stun that the foe will have to guess and hold to escape or else they'll fall, giving you a linear but still useful way to make the foe attempt a hold if they don't happen to hold this mid punch strike first which is rather easy. Does not track and is -11 when blocked making it risky to finish against defensive opponents, but it can be delayed a bit to throw off throw attempts. Doing the move near a wall will cause a +36 soft wall splat as well, and the string will lead to a face fall knockdown when done to a foe facing away, as well as the ender being guaranteed when 6P connects against them facing away.
*6PK- Follows up with a rising 16i jumping knee, has 26i recovery. This is more a quick launch in stun since it'll cause a +29 lifting stun on hit, but a counter or successful use in stun causes a launch, although the launch is rather low which limits your options to her Amakake follow up possible from 6PKK in most cases, although lighter weights tend to have a few more options that don't need you to commit to that. Unsafe at -14 and doesn't track, making free cancels risky although it can be useful to attempt as 6PKK is a habit that some Momiji players use on block to mask their unsafety. The jump also avoids lows as well.
~Oh dear!: One weakness about Momiji's 6P string is the lack of tracking from either the mid punch or mid kick option, making the string vulnerable to being sidestepped on reaction. Be very cautious as both options are risky to whiff from an opponent quick to step.
*6PKP- Same as the mid punch ender from PPKP, but easier to use in combos when wanting a shorter juggle into a ground slam. Unsafe and doesn't track. Can also interact with foes on the ground the same way.
*6PKK~- Same as the kick from her 9PK stance, just 15i and somewhat better reach. Like the original move it can enter Amakake but only if the move connects on block or hit, if it whiffs you'll be at a moderate disadvantage. The Amakake entry must be finished with either the P or K ender in juggles since the jump is too lengthy to use as a free cancel to finish with something else.
°4P- Same as the slashing mid from PP4P, just faster at 14i. Good as a standalone attack since it tracks, has good reach and is also amongst her quickest tracking moves; while unsafe and not causing any stun except on counter hits, it can mask this with its two enders which are both safe on block. Has access to the same enders as well from PP4P, but due to it only being two enders total, this string can be considered a 50/50 string that the foe will have to react to passively, rather than aggressively since neither option is truly too threatening and both can be easily handled by blocking.
°4PP- Same as PP4PP, just standalone. This is one of your go to strings to use when wanting a safe poke ender when fishing for a counter. Safe but leaves you open to quick framed neutral throws due to leaving you backturned, more risky when dealing with grapplers who have quick throws. Useful against foes who may crouch this string expecting 4PK which is a high jumping guard break.
Besides it's lack of tracking, it's a pretty safe ender to use with no major risks besides it being easy to step or hold. Can be delayed nicely, and also soft wall splats, giving you a + stun you can use to extend wall stun pressure before going for a launch, at the risk of being held.
°4PK- The same as PP4PK from the PP string, just standalone. Her other only option from the string, this is also a safe option to use as a sort of poke, however rather than stun, it knocks down on hit or provides a safe guard break if the foe blocks it. This is the option you'll want to use if you want to be able to keep sidesteps at the minimum since it tracks, making universal stepping risky, but it's a high making it risky to just throw out against foes who have tools to avoid highs via crushes or similar situations. The jump can avoid lows too and from a distance, this is useful as a liberal tool to get in on her foe from mid range.
~That was absolutely awful!: While the ender does track, be wary that in particular Christie's Jakeiho stance which is a unique sidestepping stance, can easily evade Momiji's 4PK since it avoids highs, which can place Momiji in a helpless position if Christie either decides to use this as an alternate way to evade it besides crouching, and the vulnerability is further heightened since Christie has a multitude of different attack options she can use from Jakeiho too.
°8P- One of her swifter crushes, this is a high 14i upwards rising palm lift with 22i recovery. This attack is considered standing, but the animation allows it to go under highs allowing you to easily crush highs when on the defensive or offensive. The attack will cause a +32 lift stun on normal hit, but a counter hit will cause an outright launch, making it useful as a swift counter tool or in stun as a quicker launch that isn't as telegraphed. The move however is still able to be stepped and ducked, and it's unsafe at -11 when blocked. The move is also still vulnerable to offensive holds that can catch standing strikes since although it's duck can avoid highs, its still standing making it in my opinion a weaker high crush compared to most others.
The move can function as well as a quick refloat in juggles and in launches, making it an easy filler for juggles in open space. As a launcher, the launch height isn't her best but it allows a decent amount of combo potential that can lead to substantial damage that can turn a match around.
°3P- Same as the lift stun from her PPP string, just now a standalone attack. Useful for getting the opponent into a deep lift stun, although linear as a mid punch, Momiji's varied deep stuns that include her highs can be used to alternate between in stun set ups to keep your options open.
*3PP- Same as the ender from PPPP, knocks back on hit. Unsafe and doesn't track, making it very lackluster as far as utility. It can however be delayed well like the string and can wallsplat. Also can interact with rope wall, causing a +56 pushback stun that forces the opponent back towards you like the original.
°3P4P- A unique addition to the 3P as a standalone move, Momiji alternates with an 18i horizontal mid punch slash with 25i recovery. Useful as a way to check steps as it tracks and had ok reach for mid range, and it'll cause a +4 stun on hit. In stun or on counter hit, it'll cause a +19 stun instead which can be used to continue stun or for a quick launch. Useful against crouching foes as well at it'll also cause an outright +19 stun, but the move is unsafe at -10 when blocked.
Besides as a mix up, it also can double as a refloat in juggles, being able to nicely allow you to finish with quick enough moves, especially near walls where it'll not cause any premature wall splats.
°3P4PP- Momiji ends her string with a fiery 18i mid punch strike she imbued with fire ninpo, has 45i recovery. The move tracks and is a viable ender in juggles when you want a wall slam over a ground one. The only disadvantage is that the move is linear as it can easily be held as the string at this point has three mid punches, making it easy to read when used on block which isn't recommended, but it hits decently hard and causes a knockback you can use to get foes out of your face.
°2P- Momiji's fastest low, which is a 12i low jab poke with 20i recovery. Very quick, Momiji is fortunate to have one of the better 2P pokes since while it's not a +1 poke, it's +0 on hit, making it a useful way to pester and bully foes who are guarding into opening up, or even attempting a strike to retaliate, but since Momiji is still neutral and your opponent is as well, this can lead to a risky counter hit from either side. This may seem threatening, but against slower foes with slower neutral that can't easily keep up with Momiji's 10i high, 12i mid, and 12i low, this can either scare your foe into resuming guarding or this can cause them to throw out a slower attack or crush for you to counter easily with your speed advantage.
When dealing with foes who are around her neutral speed or quicker, this functions more as a passive reset since your opponent may resort to their mid as a way to try to avoid a high crush, in which case you can either attempt an alternate crush or use her neutral 10i high jab to beat out their mid. Overall while it lacks in damage, this can be a useful way to get the match to slow down a bit when wanting to eliminate your opponent's options. The move also is her quickest option as a force tech, as it can be used to pester and poke foes who choose to remain on the ground, and it being used twice or as the second strike if your opponent doesn't tech up from the previous one will leave you with +24 advantage to move first where you can then begin easing in on putting slower but more advantageous pressure moves on the field and pressuring your opponent who is then at a major disadvantage. Lacks reach so he wary when using this after specific knockdowns, as near walls is optimal to cage your foe in. When used in stages with slippery floors on counter hit, the 2P will cause a slightly longer +9 stun.
°1P- One of Momiji's few raw lows, which is a 17i downwards swatting low punch with 26i recovery. It has its uses since it has good mid reach, tracks which can easily melt sidestep happy foes, and it can also help avoid highs as it is considered crouching during the animation. On counter hit, it'll cause a +9 stun that causes the foe to briefly stagger; it won't necessarily allow a stun deep enough for a launch attempt, but it will make way for the 50/50 mix up that stems from either her mid ender that knocks down on hit, or her low sweep that can cause a sweep fall when used during the stun. The move is semi safe on normal hit at -7, but since Momiji is left briefly squatting, she'll be vulnerable to both standing and low throws, and this is even more dangerous on block where you're left -10, making it risky as a low poke if your foe knows you'll likely not commit to one of her mix ups. However, careful spacing can avoid shorter ranged throws when used at tip range at the cost of less damage.
Can be used as a starter for a force tech as it has reach for this, and using it as the second strike after a first force tech strike will leave you +18 when the foe is forced to rise. The move is also particularly venomous on stages with slippery floor properties such as Road Rage as a counter hit will cause a +11 slip stun. Use against foes facing away will cause a +3 stun that guarantees her 1PP and 1P2K enders, as well as either a force sweep from the low or a face fall from the mid ender that can be used to set up force tech situations when not near walls, as the mid ender interacts with walls.
*1PP- Momiji finishes the low with a 22i mid fiery punch slash with 25i recovery. Unsafe on block at -9, but will always cause a knockdown that results in a back fall that allows you to immediately go for a force tech attempt if your foe doesn't immediately recover. Can also interact with walls, and if used at max range from careful spacing, it's possible to evade shorter ranged throws. Can be delayed nicely much like her low ender.
Like her other mix up from the 1P string, it tracks so the opponent will not be able to step either option, forcing them to react or resort to other methods to possibly evade being hit.
*1P2K- Her other mix up, a 23i sweeping low with 26i recovery. This has great range for a low slow, and will cause a +7 stagger stun on hit, and a +10 trip stun on counter hit. Use in stun will cause a sweep, and a similar sweep will occur against foes facing away. It'll also evade highs as well and tracks, and can be delayed much like 1PP to throw off foes from reacting accordingly.
The move however is much unsafer than 1PP, leaving you at -15. It can also be easy to read being the two mix ups as it can seem easy to just opt for the low when the foe is standing guard frequently, making careful usage and must.
When used in stages with slippery floors on counter hit, a nasty +44 slip stun will occur, adding alot of advantage for a dangerous mix up if anticipated.
°66P-
*66PP-
°33P- Momiji performs a 23i rising high lift palm with 26i recovery. The move is special for its versatility: it naturally is a launcher, and is her best launcher on offer as it has her best launch height in her kit, allowing her to perform otherwise more lengthy combos against a good chunk of the cast, even heavier foes. The attack also briefly ducks, which can help Momiji evade highs, and it's reasonably lower risk as it's merely -7 on block making it semi safe.
What makes the move somewhat gated however is that although it does evade highs, it is pretty much useless when dealing with characters with 9i strikes as these are quick enough to shut 33P down in neutral +0 situations, making its usage much more easy to shut down against quicker strikers. 10i strikers with decent reach on their neutral P strikes will also be able to easily shut Momiji down, but some characters such as Tamaki with neutral 10i jabs with poorer reach will be able to be safely evaded, and characters with neutral strikes slower than 10i can easily be bested as her 33P will evade theirs with ease. To make it easier to use against quicker foes, it's advised to use this more when at an advantage. Another notable drawback is that since it's a high, she can only use her generic fatal stun for its max launch height, but this shouldn't be much of an issue as she has just as good launchers she can use during her fatal sit down.
Another glaring weakness that weakens it compared to most other high crushes is that although it will also avoid standing throws, it's still vulnerable to offensive holds which can still easily catch you since I don't consider it a "true" high crush or a "true" crouching move. The move is also somewhat linear as it lacks tracking, and it can be high crushed itself, especially against characters with crouching mids. Somewhat of a harder to master high crush in my opinion that requires knowledge and also careful usage to make it less likely to make you a sitting duck upon whiff, so be wary when using it in matches against characters faster than 11i.
°246P- Same as the ender from 66PP, a briefly ducking upwards rising palm strike. Unsafe and somewhat linear as it's yet another mid punch in her kit, but it tracks and leads to a rewarding launch on hit. Can make a nice refloat for juggles as well, and has decent mid reach for catching rushing foes and those quick to resort to sidesteps as a safety net when working their way in on you. The move is much like it's other high crush tools as it goes under highs, and is more quick entering the ducking animation making it more useful against 9i strikers. But like the other attacks aimed at crushing highs that aren't true crouching moves or high crushes, she can easily be shut down via an offensive hold, giving her a bit of risk when dealing with grapplers or opponents with OHs in their kit.
214P- A similar tool to 33P: a 23i briefly ducking backfacing mid punch arm slash with 27i recovery. Like 33P, it's a high crush that can evade high strikes with ease, but this is now a mid strike, and will cause a +16 stun, giving you access to her back facing kit for some decent mix ups. The move can also be used as a passive free cancel feint since besides using one of it's linear mid punch enders that both can be easily held in stun or guarded, you can quickly turn around.
The move is safe on block at -5 to -3 on block depending on how you spaced it as it has decent mid reach for max range usage. You can easily strike to shut down throw attempts, and it's possible to also duck a high throw attempt and follow with a P for an easy hi counter jab stun. When used in stun you can also free cancel by back dashing to be +0, or you can quickly turn back around by pressing forward to still be +5 to move first. The move is also dangerous as it's a true mid thay can be used for force techs and to shut down special stances that could normally evade normal strikes. Using this against a crouching move before it lands can also cause a fatal sitdown stun, which will guarantee either enders from 214P if your foe has no meter or doesn't want to risk a whiffed break hold which can easily lead to a hi counter punish throw, a stronger non string or backturned launcher, or even a prolonged fatal stun situation from her back facing H+K option. When meter isn't part of the equation, you can easily continue into her 214PP+K that causes a ground bounce launch, her 4P that launches, or even her 2P when facing away for an easy reset that leaves you +.
Like 33P, while a good high crush albeit slower, it still is vulnerable to 9i strikes in neutral situations and better ranged 10i strikes can still catch you. You're also still vulnerable to high offensive holds as like 8P, PP6P, 6P+K, and 33P, it's not a "true" crouching move, nor a "true" high crush which weakens it compared to those types. Due to its slower speed, careful usage is again advised as to prevent you from risking unnecessary damage from a reckless attempt to avoid highs.
*214PP- Ends the string with the same strike as her 3P+K or PPPP ender, just slower at 23i. Unsafe still and this option and the other options do not track, but this is the unsafer option between the two. Will cause a knockback on hit, making it more suited for when you want to send the foe flying back for space or into a nearby wall if you're looking for a more damaging combo via wall splat.
Unlike the other ender option, this doesn't have the luxury of jailing on block, so your opponent can easily just attempt a hold afterwards with ease since there's no drawback to doing so as the other ender will force the foe to block the twin slash. This however is a risk as 214P is safe and is very viable as a free cancel in most cases.
°214PP+K- Performs a twin spinning ender that's the same as the base one, but slightly faster at 21i. Like the initial 214P, it's safe, but will cause a ground slam instead of a stun on normal hit. Where it shines is when it connects during a stun, on counter hit, or against a foe crouching as it'll cause a very rewarding ground slam bounce that can lead to easy, damaging juggle damage from backturned that can quickly erase your foe's life or life lead since the launch is rather obnoxiously good in my opinion. The 214PP+K string will also jail on block, putting the foe in a situation where they'll have to guard both strikes, and you'll be left in a safe position facing away where you can potentially crush your foe's counter strike, or rather resume guarding yourself if you feel more defensive.
Be wary that this ender doesn't share the same ground hit property as it's first strike, but if used in specific set ups which allow 214PP+K to connect in air, you can use the string as a way to immediately floor the foe and put them in a force tech situation where they much immediately rise to avoid ground pressure as the final move from the string will connect.
°K- Momiji performs a quick 12i high kick with 26i recovery. This is her fastest kick in her arsenal, giving a +6 stun on normal hit for allowing her follow ups to connect into a stun, while a counter hit or use in a stun will cause a deeper +23 stun, even against foes facing away outright. The move has decent reach allowing for it to be a quick interrupt for mid close range, but does not track, and is unsafe at -11, but it's possible to avoid throws that lack reach when done at max range, and the attack also does have a safe mid kick ender you can use to bandage this.
The attack will also cause a hard wallsplat in stun or on counter hit, making this amongst her quickest that can do this. Overall one of her better quick strikes that doesn't necessarily needs a counter due to the minor stun, with the deeper counter stun being more a reward for good attack interupts.
*KP- Momiji follows up the high kick with an 18i high palm thrust, has 25i recovery. Somewhat linear since this can be ducked and doesn't track but normal hit will cause a +25 reel back stun you can use for a launch or stun set up, while counter hits and use in stun will cause a nasty +34 blind stun that leaves the victim open to virtually anything in Momiji's kit. The attack also doubles nicely as a refloat in juggles for easy refloats against all weights, making it quite versatile. The move is unsafe at -8 up close, but max range usage leaves you -7, leaving you semi safe and with a decent amount of pushback to avoid shorter reaching throws. While the move is a good refloat, avoid using this near a wall as K will cause a premature wall splat. Has nice delay for throwing off unknowing opponents.
*KK- Ends her high kick with a swift 16i mid kick with 27i recovery. The move is safe at -5 to -3 depending on how well you spaced it when not in your foe's close quarters, which isn't difficult since the kick has good mid reach for nailing foes trying to work themselves into your face. The move isn't all that great however since normal hit leaves you just +1 via a minor stun, but counter hit will cause a better +16 stun, not that great either but enough for focusing on getting a stun set up running, or you can go for a quick launch via 8P. Also does the same against crouches, but the move does not track, and neither does the KP option, so be prepared for a step from your foe if they know the string limits.
The strike will cause a knockback fall when used at max stun threshold or in juggles, allowing you to set up a no timing force tech if your foe doesn't tech up on their own accord.
°6K- Same as the mid knee from 6PK, just now a standalone 16i jumping mid knee adding more utility to it. Crushes lows with ease due to the jump, making it useful for evading pesky lows when given about +0 neutral momentum. Unsafe.
*6KP- Same as 6PKP, just standalone. Can be used in the same manner as a more to the point juggle ender when wanting to interact with the floor. Unsafe, and a true mid.
*6KK~- Same as 6PKK, just standalone making for swifter combo utility, although this can be somewhat not as optimal as 6PKK since you won't have the initial 12i 6P to help connect and stabilize juggles as the slower 16i mid knee is going to whiff in most cases. Leads to Amakake.
°4K- Momiji performs a blunt 15i mid snap kick with 23i recovery. When not in your foe's face, this is a useful way to try to score a counter from mid range due to its good reach, and it causes a +6 pushback stun on normal hit, making it good for distancing more aggressive rushdowns. If it interupts and causes a counter, you'll gain a +21 stun instead that will be useful for quick launches; use against crouches will cause a +18 stun instead, making it useful for shutting down those and moves that have crouching status. The strike however is unsafe at -10, but it's possible to avoid a throw attempt if used at max range, as well as if you risk it and use the up/8 input to enter her 9P Uzukaze jump. You also will sacrifice distance when using 4K as Momiji will move forward so be wary if you want to keep your distance from your opponent, but this may be your go to option if you want the pushback from the normal hit strike.
The move can also be used in certain launches as a sort of refloat for entering Uzukaze into Amakake via her K option.
*4K8~- Performs a quick Uzukaze jump. Risky to perform, but this can help avoid throw attempts as 4K itself is unsafe. When used in stun as a free cancel, you'll still be +8, giving you another opportunity to apply pressure without having to commit into 4K8K Amakake. Can also evade lows during the jump. Useful after certain launches in juggles as a refloat into Uzukake for a bound set up or combo extensions.
°9K- Momiji performs an 18i jumping high kick with 27i recovery. This is one of her quicker ways to start a decent stun without needing a counter as you'll cause a +19 one, while use against interrupting foes will cause a deeper more dramatic +39 one that leaves you with alot of options to work with via the reel back. Naturally as a jump attack, it avoids lows with ease as it enters jumping status quickly, and it tracks which can help nail foes more dependent on sidesteps. The move is rather safe as well, being -4 up close, but using it carefully at max range can leave you even safer at -3 to -1, while perfect spacing will leave you +0, although this is rather difficult to achieve as the hit box's max range is rather hard to gauge.
The flaw of the move is that since it's a jumping low crush that's a high, it'll completely whiff when used to avoid characters 2Ps or crouching low pokes, making it risky in matches where characters are blessed with those or even crouching mids which can easily best your 9K.
*8K- Momiji jumps to perform a swift 15i high snap kick with 25i recovery. This is one of her swifter launchers, but it'll need a counter to actually launch outright outside of stun, but on normal hit it'll cause a deep +30 lift stun. The move does not track and is unsafe at -11 to -12 depending on distance used, but it has decent mid reach to compensate, and naturally will evade lows. Like 9K, it's weak against crouching lows and crouching mids especially, but it can be used to easily blow up standing lows for a quick launch that works in your favor.
°7K- One of Momiji's more unique strikes in my opinion: Taking a page out of the cold assassin's kit, Momiji performs a swift 12i backflip mid kick flip with 30i recovery. I regard this as a panic move: an attack that can be used when at a safe disadvantage or when dealing with poke heavy or aggressive players who are bullying you up close and you need a swift, and strong move that can immediately help you floor them to put you in a better advantageous situation. It's quick, and it avoids lows almost on the fly, making it useful when you're at about +0 to -3 in terms of general advantage standing. The attack will also cause a wallsplat that you can actually use for generous amount of wallsplat combos, making it even more useful when you have your foe in a corner. It can also be useful for interruption of slower string options or when your foe is using charge attacks or free canceling without being mindful of your options in that instance. It can also be used as quick panic strike when your foe is recklessly trying to run in on you.
While a godsend, the move lacks reach meaning you'll have to be in your foe's face, or rather in the close range bubble for it to connect, as it whiffing is very risky due to the lengthy recovery. You're also -30 when blocked, so be prepared for harsh punishment if you're unlucky enough to have this blocked. Can be used as a general combo ender from certain refloats.
°3K- Momiji performs a 14i mid snap kick with 24i recovery. Similar in my opinion to 4K which has better reach, but unlike 4K, 3K is swifter, and is also far safer at a mere -8 when blocked. It has decent mid reach, making it useful both up close and with some distance between both fighters, and unlike 4K, 3K doesn't sacrifice distance as Momiji generally maintains her position during the animation due to it not moving forward during the kick. If used on normal hit, Momiji will cause a +4 stun that can be used to continue a stun via her 3KP option, but using it for a clean counter hit will cause a better +19 stun. When used near walls, it'll cause a +38 soft wall splat. Does not track. It has a possible mid punch follow up that can be used to deter throw attempts on block, but be careful as this is its only ender option, making it a static string.
Overall a safer go to option when wanting to use a safer, more space oriented mid when not in your foe's face directly as it holds your position well.
*3KP- Momiji finishes her kick with a swift 17i mid punch slash with a shocking 35 recovery. This is her only ender to 3K, but it's rather risky to use since the recovery doesn't suit it well on guard or hit; normal hit will cause a -6 stun while guards will cause a -9 disadvantage, leaving you open to punishment via a throw unless you commit and go into Uzukake via 8/up. The attack does track, and a counter hit or stun usage will leave you +8 either for pressure to get another attack chance, or you can use her Uzukaze transition to easily use the advantage to to go into her jump stances for combos instead, or a free cancel from the jump will leave you +7. The move can also be used nicely as a refloat from the appropriate launches, but you'll have to transition into Uzukake to make use of it as the recovery from 3KP kills any free cancel juggle opportunity.
°3KP8~- Transitions into Uzukake. Avoids lows and can help evade throws to bandage the unsafety of 3KP itself on block, but this leaves you vulnerable in turn to strikes. Can also be used in juggles as a refloat for an easy way to go into her bound set up for combos, but be aware that the 3K will wallsplat, so make use of this away from walls.
°2K- Momiji performs a 14i standing low kick with 26i recovery. Useful since it's a low which Momiji is lacking in terms of standalone ones, but it does not have any evasion, being a standard standing low. On hit will leave you -2, but -9 when guarded, although throw punishment can be avoided when used at max range. Use in stun or as a way to shut down slower strikes will cause a +11 trip stun, useful for a reset or way to make way for your own offense. Use on stages with slippery surfaces will cause a +46 slip stun instead, making it even more dangerous. It can also be useful after soft wall splats since if Momiji's able to walk behind her opponent, she can use 2K to cause a +33 trip stun. Does not track. Overall I consider this more a low poke that shines more when used in a counter oriented manner.
Table of contents
Section 1: Explanation of reading frame data & understanding numerical input
Section 2: Momiji's Pros & Cons with a Rundown Summary
Section _: Momiji's Uzukaze & Amakake Jump Stances
Section _: Momiji's Uzukaze & Amakake Jump Stances
Section 3: The Break Gauge & the Break System
Section 3: The Break Gauge & the Break System
Section 4: Momiji's Full Moveset Breakdown(WIP)
Section 5: Momiji's Throws Explanation(WIP)
Section 6: Momiji's Holds Explanation(WIP)
Section 7: Momiji Basic Combos and Set Ups(WIP)
Section 8: Momiji's Offensive Pressure Tools(WIP)
Section 9: Momiji's Defensive Pressure Tools(WIP)
Section 10: Momiji's Anti-Sidestep Pressure Tools(WIP)
Section 11: Momiji's Ranged Tools(WIP)
Section 12: Closing Remarks & Future Expansion(WIP)
Section 9: Momiji's Defensive Pressure Tools(WIP)
Section 10: Momiji's Anti-Sidestep Pressure Tools(WIP)
Section 11: Momiji's Ranged Tools(WIP)
Section 12: Closing Remarks & Future Expansion(WIP)
Section 1: Explanation of reading frame and understanding numerical input
-Before we start the guide off, if you're a beginner you should know the basics about reading frame data and inputs. I will use actual button macros throughout this guide, but here is a picture that shows you what the directional inputs are numerically:
1 ~ Down Back
2 ~ Down
3 ~ Down Forward
4 ~ Back
5 ~ Neutral/No Direction
6 ~ Forward
7 ~ Up Back
8 ~ Up
9 ~ Up Forward
-Next you should know the basics regarding how to read and interpret frame data. Here is an example: 20(4)25. The first number is the start up frames, which shows how many frames it take for the attack or throw to actually begin. The second number in parentheses is the total active frames during the attack animation, and finally the last number is the recovery, which shows how long it takes for the attack to recover so you can begin another attack. Worth noting is that the longer it takes for an attack to start up, the more likely you are to be jabbed or hit out of it, and the longer it takes for the attack to recover, the more likely you are to get hit or thrown afterwards.
-Another key thing you need to know is MOVE SAFETY. Move safety is how safe or unsafe an attack is on block, and you can see for yourself how unsafe an attack is by enabling the move details in training mode and looking at the move advantage. +1 or better frames means you have a frame advantage, meaning in this situation you're able to move first and the attack you use afterwards in that instance with no delays will be faster by that allowed advantage!(Example: If you perform an attack and gain +4, the attack you use immediately afterwards will be virtually 4 frames quicker than normal in that instance). +0 to -5 is safe, meaning you can not be throw punished after the attack, with the only exception being 5i neutral throws if you are left at -5. -6 to -7 is semi-safe, meaning you can be thrown if an opponent uses a quick throw, but longer framed throws will not get you, and -8 or worse is unsafe, meaning you can be thrown, so watch out when you use her unsafer attacks.
-Throughout this guide, to cut some corners and to eliminate text bulk, I will use the "i" symbol in place of the term "frames'. An example would be 23i, which basically is the same as saying 23 frames. Keep this in mind as you read this guide.
-Finally, another thing I will mention throughout is whether Momiji's attacks track, meaning if your opponent attempts to sidestep it, it will follow them, while if an attack has no tracking, it will not hit when sidestepped. Now that all the basic stuff is covered, let's transition to her pros and cons.
Section 2: Momiji's Pros & Cons with a Rundown Summary
-Knowing what your chosen fighter specializes in and struggles in is a key thing I think you should know. This section will show her pros and cons, and I will provide a detailed summary to further explain them:
Pros/Strengths
°Above average speed; Is a 10i striker with a 12i mid, and a 12i low in terms of neutral punches and a 12i kick with a 14i mid kick and a 14i kick in terms of neutral kicks. Good neutral with a plethora of swift moves at her disposal up close making her well suited against both characters quicker or somewhat faster than her.
°Smaller easy to use move kit making her easy to pick up and play compared to the other ninjas. Great for people looking to easily pocket or sub another character for a change of pace without much commitment! Relatively low execution combos with no overtly difficult gimmick or gameplan.
°Very good range and reach, having an assortment of attacks with good range giving her both a solid keep out and spacing game. Formidable at any range although mid range is a notable forte of hers. Attack safety and guard pressure is also further enhanced from good spacing knowledge!
°Can create and close gaps relatively quickly thanks to her special back air flip and her jump stance. This can help stay in her foe's face or away from them at a set distance in stages that'll allow it in open space. Generally has no issue being able to passively or aggressively lengthen or shorten the gap between her and her foes.
°Good combo game damage and wall carry. Has easy ways to easily confirm combos to make use of environment hazards including both walls and floors, making her very flexible! Combos are generally simple as well, not requiring much complexity although her more flashy combos offer greater wall carry and damage if mastered.
°Formidable stun game, having varied stuns allowing for a variety of different set ups and baits, including a faint stun, blind stun, and crumple stun. Also has decent deeper stuns as well.
°Has two unique jump stances that can be used for mix ups and combos; the first one is a simpler one that a high jab with two different options to finish it while her double jump stance allows her to use one of three safe attacks, including a launcher throw for opponents who favor guarding!
°A generally safe character having more than enough ways to safely poke and attack her foe without worry of being thrown in most cases.
°Decent tracking moves, having relatively threatening tracking moves that can easily catch foes who favor sidestepping. Also has good in string tracking options.
°Decent holds, with her mid punch and low kick holds granting her the ability to perform a manual combo for guaranteed damage. Also has an expert hold against mid punches that can be used to achieve additional damage against a good mid punch prediction.
°Good throws, having a variety including a launcher throw from her double jumping stance and a punish throw. Her throws also have varied environmental interactions ranging from wall hazards to ground hazards as well!
°Useful guard pressure, having a couple of moves she can use to guard break a foe who favors guarding and turtling, leaving her plus in those situations with an advantage to begin her offense.
°Has a unique fatal stun in her backturned move kit, giving her another way to pursue guaranteed damage.
°Is one of the several characters who has special fatal sit down stuns littered in her moveset, ideally against counter hit low attacks giving her a deceptive edge against foes reliant on lows.
°Good low crushes, having more than enough ways to easily avoid and punish low focused opponents.
°Useful high crushes that can lead to high reward stuns and launches if timed well against opponent strikes.
°Dangerous counter hit game, as her attacks can often launch and cause a lengthy stun when correctly used, making it very risky to try to attack her when it's your turn to strike.
°Good oki/ground pressure game, having numerous ways to easily pack on the pressure against foes on the ground to force them up for pressure resets, making it easier for her to continue building momentum after her foe gets up from the ground. Also has moves she can use to easily force a force tech situation.
°A more passive benefit, but good spacing and knowing every intricate detail of Momiji's reach and max range from specific moves can really help her in terms of safety and even passive guard pressure as good spacing can help easily avoid throw punishes and give her advantage she can use to potentially steal another turn with a quick strike or evasive move. In short terms, she'll thrive even more when used by a player who has a solid understanding of her attacks' max and tip ranges.
Cons/Weaknesses
°A generally linear character who doesn't have much ways to mix up her attacks, with her mix ups being mostly 50/50s that can be easy to guard or predict. Will have to work much harder at higher level to avoid being held or read quickly since her options are easy to guard and hold.
Not much versatility with her hit levels, having mostly mid punches and high punches with linear mid kicks and hardly any in string mix ups.
°Very lacking in terms of lows, having only one in string low mix up which is a 50/50 mix up from a slower low, and only one heavy low sweep which is not only slow but quite punishable. Can make opening up her opponent a chore as there's never much a major reason to crouch against her.
°While very safe, her safe moves tend to be easy to crouch, hold on reaction due to repeating hit levels, and she can be easily stepped.
°While she has good tracking moves, she's relatively linear in this area and can be predictable if she continously relies on them to keep her foe in check.
°Relatively roughly average walking speed when advancing or retreating. Doesn't hinder her much since it's more fluid pace can help her pace her approach but this can make it difficult for her to approach or retreat from aggressive foes without the help of her forward or backwards jumps.
°Has decent ways she can evade specific strikes when at a disadvantage but these generally are more limited; her best high crushes while useful are generally still vulnerable to offensive holds as she's still considered standing making it risky to use against grapplers and characters more OH oriented.
°Launchers are generally limited and predictable, making a stun launch game risky unless with the correct conditioning to lower an opponent's guard. Good reward but overall risky and vulnerable to being held due to her plethora of mid and high punch aimed ones. Stun game is also limited as her attacks are generally easy to read and hold, like her stun launch game, it's risky at higher level but generally damaging.
°Jumping stances are both somewhat telegraphed and linear in terms of options. Can get hi counter struck in the air if caught during the jump. Both also somewhat glaring flaws; Uzukaze only has two attack options besides the double jump and both options are generally unsafe. Amakake has stronger follow ups and an additional throw option but access to this jump stance is more limited and situational and the follow ups are much slower and telegraphed making usage more tricky to integrate at higher level.
°Is a lightweight so combos and juggles are especially effective against her, making her much more at risk for higher damage combos. Some characters also have access to certain juggles that only she can be juggled with as well which can potentially lead to more damaging juggles.
-To summarize this, Momiji is a more simplicit character who has both options for playing aggressive and defensive when needed thanks to her varied knowledge of ninjutsu and Aiki-ju-jutsu. As a ninja, she's naturally among the faster characters in the game being about above average in speed, and having ample attacks with good reach to keep her opponent locked out when playing the spacing game, making her strong at both close range, mid range, and mid far range! She's relatively damaging as well, having good combo damage and wall carry, and she is very simple to pick up due to her easy to learn combo set ups and juggles. Her damage can be quite devastating when she gets a launch and this is further enhanced when fighting in stages with dangerzones and hazards such as electric floors or nearby breakables. This also makes learning her best combos more rewarding rather than tedious when mastered.
Unique to her is her jumping stance Uzukaze that allows her to jump into to the air, granting you access to numerous options to rush the foe when moving in, and she can also perform a double jump from this stance called Amakake to extend her reach with even more deceptive attacks, including a launch throw, hard hitting punch or kick attacks, and a special charge move that can lead to great damage if the foe falls for it! Momiji is also generally safe as she has a maelstrom of safe moves , and her stuns are as threatening as they are varied. Guard pressure for her is also decent and her tracking is formidable, and she has well balanced holds and throws for all situations making her generally a well versed character.
However, Momiji is perhaps one of the most linear characters in the game as her string mix ups are very limited, making most of her strings easy 50/50 guess situations that the foe can easily hold or guard making her have trouble opening up foes who are heavily guarding or using a solid iron wall of defense, forcing her to rely more on delays and manual mix ups to keep the foe tripped up. Besides those, she also is comprised of static strings that only Her guard pressure can help, but again her options for applying pressure are usually predictable. Her jump stances may help mix up at times but it's mostly negative on block and her advantage is low if not negative as well if used as a free cancel in stun set ups making it a risk to bait for a hold if the foe doesn't fall for a hold bait. She'll generally struggle to open up opponents who are used to the match up and who have strong options to easily negate her strikes; Offensive holds and parries can easily shut down most of her kit making fighting defensive powerhouse characters like a Leifang a very uphill battle for her. Her evasive moves that can avoid highs as well are often flawed to a degree as a trade off due to them not being true crouching moves, making them less effective against characters with offensive holds which can give her trouble against grapplers and more defensive opponents.
Overall, Momiji can be considered a more balanced offensive ranged ninja character who has a bit of everything from the main four; with Kasumi's focus on speed and counter hits, range that rivals Ayane and Hayate and solid keep out, pressure comparable to Hayate's block pressure and several moves from Hayabusa her mentor, she has everything she can need to be a threat if mastered and used to her best potential! As long as she plays at the range she's most comfortable at which is mid range, she can be an annoyance who can wisely condition her foes to open them up to her stronger mids and quick launches!
If you're also a Tamaki player, Momiji is also quite similar to her as well as both use general Aikido principles that focus on range and proper pacing, albeit with differences; While both are somewhat more limited, Momiji has an edge in pressure and speed as she can cancel into her Uzukaze jump, has numerous moves for applying both positive and negative guard breaks, and she is generally more mobile with her jumps and flips she can use to close and open gaps. Tamaki lacks Momiji's pressure and ninjutsu enhanced mobility but in its place she has better defensive tools such as a parry attack, offensive holds she can use raw, while running, or even from specific attacks and her expert holds are unique as they guarantee Tamaki damage while being able to hold them to prolong them making her able to easily catch moves without difficulty!
Besides that however both are generally equal in safety and can both deal equally threatening damage, but if you want another character who can give you a good alternative way to play with a style that goes hand in hand, Momiji is your dragon shrine maiden!
~I'm ready to learn!: For a quick run through of whats changed about Momiji from LR to 6, here's a mini section! Generally, Momiji is mostly the same however, she no longer has her power blow or her in air stance charged one, instead the air variant has been replaced with an on hit throw attack sequence that can deliver 12 combo hits if properly executed, making it a slower but very lethal attack if it hits! She's also been given a few more options, such as a new safe mid punch elbow that leaves her backturned and a 2-in-1 high jump kick ender guard break from her and strings giving her a bit more to work with. Her pressure has also been improved as her old now grants her positive guard break pressure on block and now only knocks down, and her fire attack has lost its close hit properties but now gives her more guard break advantage making her far better suited for pressure against foes quick to tech up or recover. This overall strengthens her mid close to mid range game since she now has reliable ways to build up guard pressure when the foe is focused on simply guarding.
Like the other returning fighters as well too, Momiji has gained a new way to extend combos via a bound state; her jump stance allows her to do this with > which ends her string with a downwards mid kick that slams the foe on the ground into this state, allowing her to end the combo with , her new close hitter attack that will deal increased damage when done close enough to trigger the close hit property! She also has a backturned fatal stun kick that replaces her old , with that backwards flip being now assigned as . Her old power launcher has also had its charge ability removed, in favor of making it now a standalone move that can lead into her command throw or into the additional string hits via .
Besides that however, she is mostly the same as before and is still somewhat linear, but she can fare well if properly keeping her opponent at the mercy of her ranged game and pressure! She's generally overall better suited for closer range now and has easier ways to apply pressure to foes now!
Section 3: Momiji's Uzukaze & Amakake Jump Stances
-This section will break down Momiji's signature Uzukaze and Amakake stances, jumping stances that are integral in her move kit.
Her easiest stance is which is Uzukaze, an overall 30i jump that covers a decent distance, being ideal for about mid range usage. It can be followed up with a hit as soon as 15i making it a good way to move in on a foe and it avoids lows as well!
~Not enough!: Momiji is able to transition into her Uzukaze jump stance via the following moves by inputting or up after the attack: , , , and . From these attacks, the jump can be used multiple ways, whether to avoid a potential throw attempt from a grab happy opponent, to bait a reaction such as a crouch or sidestep or to even fool your opponent and to second guess them attempting to hold against you as Momiji will often be at an advantage if she doesn't use a follow up and the foe hasn't went for a panic hold. Make sure to put this to good use so you can show Ryu that as a dragon shrine maiden, you will forever be at his service!
Here's some options she can utilize from it:
- Her 10i high swipe jab with 41i recovery, it's her quickest option and perfect for a way to get in from a distance. It tracks and with the jump giving it most of its range, it's about a decent reach move allowing you to attempt an assault from mid range. The move however is one that demands careful usage and commitment since if it hits on normal hit, you'll stun the foe but be -10 unless you finish the attack with one of its enders. It's also a shocking -16 on block making it a risky free cancel, and it's easy to crouch overall since it's a high. Can be used as a bait move to test the reaction of the foe but quite risk. When done to a foe facing away, you'll gain a +6 crumple stun that'll guarantee her ender options.
From the P attack, she has the following enders:
()- Her 13i high slashing follow up with 29i recovery, this tracks as well too and also covers a bit of distance making it a more last ditch effort to avoid a whiff if the first strike misses. It'll cause a +5 stun on hit and will cause a +30 blind stun on hit, being one of her scariest stuns on offer. When you score this, basically any move in her arsenal can connect and all her launchers can be used. The move string also jails on block, but is unsafe at -10, but this is far safer than a single 9PP attempt, so use this if you know you're likely going to get thrown but wish to avoid a heavier risk punish throw from your opponent. Useful as well in extended juggle combos as refloat making it a great extension tool from more complex juggle set ups.
Can be used against a back facing foe for a +20 to +21 stun you can continue a stun into or a quick launch.
()- Her 18i upwards mid kick with 32i recovery. With good reach, tracking and being a good way to check crouches and sidesteps, this is a lethal option from P since it launches on normal hit, getting you a decent launch for a shorter combo, although it'll give you the most launch height from a stun launch or counter hit launch. Unsafe however at -15 when blocked, but it does have a final kick ender that the foe will have to respect, although the recovery from this move will make free cancel easy to since since this has no delay opportunity for its ender meaning you'll have to commit to it if finishing the string.
()- Her mid kick ender, which has her perform a downwards 22i mid kick with 25i recovery. Has reach but is able to be stepped and it's unsafe at -14. This move is special since it'll cause a bound while juggling the foe that swats them to the ground for an easy close hit ender or something similar! Besides that however it doesn't do anything noteworthy besides causing a normal knockdown on hit or counter hit. When done against a foe facing away it'll cause a +14 crumple stun for a quicker stun set up if you wish to pursue it!
-That concludes her string from this attack! Here's her other moves:
~- Performs a 12i mid kick with 25i recovery if it whiffs and 19i recovery on block or hit. With the jump, it has decent reach, making it another way try to stun the foe from a distance. This follow up is special since it'll lead into her Amakake double jump stance on hit and block making it useful for many areas such as stuns, ending in a guard break on block, or as an ender in juggle set ups!
On hit it'll also cause a +49 reel back stun that can also be free cancelled to perform anything that's 16i raw such as launcher or more ranged follow up, although walls can easily cage foe to easily connect shorter ranged attacks. If blocked it'll cause a +14 guard break that'll give you more ease in making sure her Amakake follow ups have the breathing room to easily counter hit your foe if they attempt to strike you in anticipation of a free cancel. You'll also be left squatting meaning highs will miss you.
While intuitive, the attack when blocked is vulnerable to strike punishment during the crouch since the recovery doesn't suit a free cancel when guarded, leaving you open to a low throw, low offensive hold, or any quick low strike or mid that's as fast as 11i. This makes mids dangerous since you'll be considered crouching.
- Her most passive option which is her 15i Amakake double jump. Naturally since it's a jump, it'll evade lows and can cross up the foe to switch sides up close, allowing it to also avoid certain attacks at times. Being lengthy, this is a more telegraphed option that must be used carefully as Momiji is open to a hi counter strike if struck during the jump and since the height she's at is already quite high, the damage can be severe depending on the location. The jump however is an excellent extension for combo enders to ensure it'll lead to her other hard hitting options to slam the foe into the desired danger zone!
The next section will cover her Amakake, her double jump. This stance is however more limited in terms of access since it can only be entered by itself from a >. However, while situational, she can also enter the jump stance from a near a wall with the foe's back to it, from a successful low throw against a forward or back facing crouch, from a with your back to a wall by using during the brief wall squat, and from a successful low kick hold.
These are the attacks she's able to perform from the jump:
- A rather complex option, this is her 45i to 46i downwards mid attack that has her slash at her foe with a 46i aerial high into a 12i mid with 23i recovery. This is her staple ender for stages with floor hazards, and if the foe is airborne or launched on hit it'll result in 2 hit! The high however will mostly miss in neutral situations so only count on it to hit when juggling. On hit it'll cause a normal knockdown and this will occur on counter hit too, making it relatively non threatening. Hi counter hit will result in a bounce however that will allow a 6PP(for wall hazards), KK(For quick no timing force tech set ups) or PPPP(for optimal wall hazard enders) or PPP4P(for optimal floor hazards enders) even against heavies making it a risky move for a foe to attempt a throw.
On block it'll cause a guard break that's -1 but max range will leave you +1, making it a relatively painless safe move to use although the telegraphed nature of this move leave it vulnerable to holds. The attack will also not track making it rather easy to step. A true mid, making it a slower way to punish foes in stances that can avoid a normal mid. Also has good reach making it a useful way to attempt a move in.
-Ends her jump with a 57i to 58i jumping high kick with 26i recovery. This is her other staple ender for juggles when you want something for sending foes flying into wall hazards as it has alot of pushback, and it has decent reach. Will always interact with wall hazards and will always knockback on hit. When blocked, the attack will cause a +2 to +3 guard break depending on distance making it a useful way to allow another attempt to pressure the foe if they choose to block.
The option however is vulnerable to crouches and can be stepped making it a risk, especially if you over do using her throw option and condition the foe to low crouch to evade it. However, if an opponent is playing smart and doesn't want to risk a low hold in fear of a mid ender, this can be used to easily blast back foes who have been conditioned to not panic hold. Besides use as an ender, being a positive guard break however and being dangerous near wall, the move itself offers no real other reward on hit besides higher damage from counters or wall hazards
- Her most overhauled option from DOA5LR, this is a lengthy 75i(74i from transitions) air mid shoulder strike with 40i recovery that'll knock down on hit, although whiffing is risky. The attack is unique since it's able to be charged, allowing you to enter one of three phases when charged or not charged. All phases however have good reach which varying on guard safety depending on how long you've charged it. The move however as a whole does
In phase 1 with little to no charge, it'll cause a normal knockdown and will wallsplat, allowing for an easy combo from a wall such . The move however is unsafe at -10 on block up close but can become safer at max range at -5 to -9 depending on how you spaced it making it a useful safer strike for players who are very well versed in how far they can space for it to hit.
Phase 2 is able to be entered if the move is charged to about 81i and will have a lesser 35i recovery. This will lead to a special on hit strike throw sequence that will be entered if charged to 80i, which will lead to Momiji unleashing devastating back strikes to her incapacitated before launching them and sending them slamming into the ground with her powerful fire ninpo, which results in 9 devastating hits. If the or or is timed well during the combo throw prompt(either as soon as it appears or during the mid latter attack sequence when she stagger her foe while they're facing away), it lead however to 12 devastating hits that'll result in much higher damage! This makes the move useful as a way to punish foes who have been conditioned to either not panic hold from Amakake in fear of the launcher throw or who have gotten used to holding and expecting her high kick ender instead making this one of the stronger options, especially in stages with floor hazards! If blocked, it'll cause a +8 guard break up close and at max range it'll result in a +13 to +17 stun that can lead to numerous guaranteed strikes! To save time however, those will be added in a bit later for ease!
Phase 3 is the strongest and will be done if you charge to the max which is 95i, making this her strongest variant with the most reach and damage potential, and it'll lead to the same throw sequence as Phase 2 charge would. Overall the attack itself in all phases is seeable and able to be reacted to but conditioning the foe to fear one of the phases can help you throw them off by making them second reactions based on how long you decided to charge it. All phases lack tracking however so be prepared to face either a sidestep or special sidestep in most situations if done raw.
- Her 51i(from transitions) to 52i throw option, Momiji performs an aerial knee to neck hold before flipping them upwards in the air vulnerable to additional damage. This is the best option for catching foes quick to hold in stun for its good combo reward, and it's range make it a useful trap for foes who are being defensive from a mid range distance. Since it's a throw it naturally will track making it useful as her way to check sidesteps since this is her only tracking option. While useful, the throw however will leave her open to crouching and standing throws during the recovery since she goes from crouching to briefly squatting. The throw will also not work against special sidesteps that involve a crouching state.
Make it your aim to not make this a habit to go in since it can get predictable, but rather condition your foe to expect it or fear it to keep them open to her other strike options.
-This concludes her break down of her jump stances, remember to always use them wisely as they have powerful options and damage potential, but overall more linearity and predictable nature compared to other more fleshed out stances. Now let's get into her break gauge mechanics!
Section 3: The Break Gauge & the Break System
The meter in DOA6 is divided in 4 parts, and the meter fills up quickly as you attack, but it also slowly fills from defending and receiving damage./- You can use ¼ of the meter to perform a side step attack. This is a 27i mid punch strike with 30 frame recovery that knocks back the opponent full screen. Unsafe at -15 and doesn't track.
- You can use ½ the meter to perform a Break Hold. A break hold is a hold that will hold any attack but does very low damage. This will also provide +5 advantage and reset the positions to round 1 fight distance, resetting the neutral. These are also the only way to escape a fatal stun from attacks or a break blow cancel.
- You can use a full meter to perform a Break Blow. Momiji's break blow and break blows in general are a powerful attack with Sabaki type properties, meaning it'll interrupt strikes if timed right, allowing you to unleash a damaging blow that'll send the opponent flying backwards, clothes tattered and bruised. The attack is also able to be used after certain launches, after bounds, and even after certain wallsplats. The disadvantage is that it can be shut down with a simple low strike and can be hi counter thrown and the move can be stepped and held. +4 on block.
~Wow, very good!: There's more to the Break Blow than you think: if you press H once it hits, Momiji will perform a Break Blow Cancel. A cancel will stop the full blow from coming out and will leave the opponent in a fatal stun state. While in fatal stun, the opponent will be unable to do anything unless they have ½ a meter available to break hold to escape the stun, meaning you can use the cancel as an opportunity to go for more damage than the Break Blow may do in set situations, especially in certain environments with the right conditions. Be wary since if your opponent has meter, they can use the meter to escape the fatal stun, but you can also use this as a way to go for a hi counter throw set up if you anticipate this. Also be wary that the opponent is only limited to break holds for escape as long as you don't use any normal attacks to continue the stun, since after that the opponent will not be in the fatal stun anymore; in this case they can regularly hold which although is a risk, you can use to pursue even more damage or a hi counter throw set up.
There's other attacks you can use that involve the new button, but don't cost meter:
/- This lets you avoid linear or non tracking attacks at the press of a button. You can use this to avoid specific attacks and punish the recovery with a throw, but be wary since sidesteps lose to throws and will result in a counter throw. If you have meter, you can use ¼ of it to follow up a step with a side step attack. If the sidestep attack is done near walls with rope properties, it'll cause a +51 to +53 wall rope rebound stun that leaves the foe at a major disadvantage. This is possible in stages like Muscle, Sweat, and the Colosseum from a certain distance. Be wary for fatal rush attacks since the first hit will turn the opponent backwards in a fatal stun, which can lead to some deadly back turned situations. The side step attack also has no tracking so your opponent can step you for it as well.
Another thing is a fatal rush: a string that puts the opponent in a fatal stun, and finishing it can lead to quick damage, but you can also stop part way through and make a custom combo using the fatal stun:
- The first hit is the only one that can be done unless it hits. This is a 18i tracking high punch with 28i recovery. On hit, it'll result in a fatal stun which you can then follow with the other 3 attacks(the frames and the hit level don't really matter since only break holds can stop them and they can't be done unless the first strike hits). You can also use it in stun since the fatal stun eliminates the worry about opponents using normal holds and it'll force them to use their meter if they don't want to risk guaranteed damage. attacks with close hit properties will also have their close hit damage added on again in fatal stuns as well too! Momiji will perform 7 hits with her fatal rush and then the final one will cause a knockback. The first two parts involve 2 single hits while the 3rd part consists of 4 quickly executed hits before finishing with a final hit that will cause the knockback. Momiji's fatal rush is one of the more unique fatal rushes compared to standard ones since the quicker execution flow of the 2nd and 3rd hits allows it to be used from a variety of situations including as an ender from bounds and as a staple wall splat hit as well!
When the full string hits, it'll knock back and can wall splat. The string can also be used in juggles and after certain launchers as well if the height is high enough. If done on block, you'll be unsafe at -12, and be careful since the string can be ducked and low crushed. The string is also strong against side steps as it will cause a fatal stun that leaves them back turned and open to a guaranteed back turned set up. The string will also cause a +56i rebound rope wall stun in stages like Sweat or Muscle that have wall rope properties, but only from a certain distance. As far as utility, Momiji has an above average fatal rush since it has 6 hits rather than 4, making it better suited for wall splats and even after bounds from shorter juggles.
If you have a full meter and do the string, you'll automatically transition into your break blow, but if you wish to save your meter, do so that you won't waste meter. DOA6 is a game where meter management is important, so be sure to save it and stock up for when you'll need it. Avoid wasting it on random sidestep attacks and nasty break blows and use it when the time's right and when it's absolutely necessary since sometimes your opponent will attempt to force you to discard it and bait reactions to make you waste it which is the last thing you want to do. Make every time you use the meter count!
Now that we've finished the rundown of the Break System and you better understand it, let's ease into her moveset!
Section 3: Momiji's Full Moveset Breakdown
-This next section will be the most expansive and detailed as I'll break down all of Momiji's kit and moves, from attack speed to reach, safety and properties! Since this section will be expansive, be prepared to use numerical notation, feel free to refer to the key in the beginning that lets you know what the numbers mean! Here are some symbols that'll be used as well:
° Will be used before attacks that I feel are amongst her stronger moves and that you'll likely be using frequently in her moveset!
~ will be used to denote moves that have a jump cancel using up or 8!
Without further ado, lets see why Momiji will do her best at your service!
°P- Her most basic strike, a high 10i strike with 12i recovery. Quick, and useful up close to contest slower foes since you'll instantly have speed priority over strikers who have 11i strikes or slower, but this won't save you against faster strikers like a Kasumi or Christie so you'll need to use something else like a crush. On hit it'll leave you -1, and a counter hit will result in a +4 advantage allowing you to move first with an easier neutral since your attacks will virtually have 4 frames deducted making you more at benefit of a counter hit!
A hi counter will cause a +37 stun as well as using it in stun, making it deadly against throw attempts. Safe at -2 when blocked but easy to duck and hi crush, and it can be stepped although her PK attack can easily catch a reckless step if you think the foe will attempt one. Lacks reach but this is overall a go to when needing a quick effective strike. Will cause a minor +12 jab stun against foes facing away. Overall a good CH poke to use when dealing with foes who like to free cancel or try to poke when they're not a frame or speed advantage.
°PP~- Follows up with a quick high 8i strike with 15i recovery. Being swift, its -3 on hit, and -6 on block making it relatively safe. It jails on all hits besides hi counter, making it useful for quick pokes and even tick throw attempts, and a successful hi counter will cause a +34 stun that is enough for launch attempts. Does not track however and lacks reach, making it suited for close quarters, and since it's a high, it's easy to duck and crush.
Momiji can also transition into Uzukake via PP8 as well, giving her either additional options for a mix up or a way to feint and bait a reaction from your opponent as well.
*PPP- Momiji Follows through with a 13i rising mid palm lift strike with 22i recovery. Unsafe on hit and block as it'll leave you -9, but using this against crouching foes or on counter hit will cause a deep +33 lift stun that can help open your options up as far as launchers and slower attacks in stun. Does not track.
*PPPP- Momiji finishes her punch string with a hard hitting 20i dual palm mid strike she enhances with fiery flame embers, has 27i recovery. Will always knock back on hit, and it interacts with walls making it an optimal combo ender when wanting to interact with specific walls and dangerzones over floors. Unsafe at -10 on block, and doesn't track, and neither does the other ender mix up which can lead to making you "stuck" if you choose to opt for a finisher over a free cancel on block.
*PPP4P- Her alternate mid punch ender which ends with a 20i downwards vertical dual palm slam endowed with fiery embers with 26i recovery. Is somewhat redundant as like the other strike, it's a mid, same speed and doesn't track. It also equally is unsafe at -11, but to compensate, it causes a +18 stun on all hits levels, and using it at max stun threshold will cause a sort of generic bound for possible short juggle options as a finisher, although your juggle options will greatly depend on the foe's weight as lighter weights are vulnerable to more damaging combos. Counter hit near walls or when used in stun will cause a hard wall splat for additional wall splat combos as well.
Another unique traits this ender has is that it's what you would call a true mid, an attack that can hit foes on the ground, as well as in special stances that can evade normal mid strikes, making it useful for ground pressure and dealing with foes like Helena who can evade normal mids with her Bokuho duck option. It can also be used for force techs as a catalyst to easily go for a 2P or similar attack to force an opponent up.
°PP6P- Finishes her jab combo with a quick 15i high elbow with 22i recovery. This will be the main move from the PP string you'll use when wanting to fish for a safe ender or ideally a safe way to score a stun. On hit it'll cause a +27 stun and a counter hit or usage in stun will cause a +33 lift stun making it formidable, especially with its great delay! Lacks reach and does not track but it's safe on block at -5 and can be used to safely end a turn, although it being a third high makes it vulnerable to crushes or ducks. Can also double as a max stun threshold quick launch for a quick juggle combo. Usage against a foe facing away will result in a similar +27 reel back stun.
Although somewhat more situational to use, the final strike can avoid highs as it has evasive properties, but it is still considered standing, so offensive holds can easily shut it down making it somewhat less effective than standard crouching highs or mids, so careful usage must be taken into account against characters who have offensive holds, and general caution is needed.
°PP4P- Finishes her jab dual with a 17i cutting horizontal mid strike with 21i recovery. Swift, this is her go to option when wanting to attempt to halt foes who are quick to step mid string thanks to the tracking. Good reach allowing it to hit from mid range but overall unsafe on hit and on block at -10 making it risky as a free cancel, but it has a safe mid elbow ender that leaves you facing away and a high tracking 2-in-1 kick guard break for another way to pile on a safer turn end. On counter hit and against crouches is where it shines as it'll give you a +18 stun in this situation and as an attack in stun set ups making it useful. Overall a strong move to use when dealing with foes who like to crouch the string to avoid the other options or who like to step to avoid the linear mid lift punch or the high elbow.
°PP4PP- Ends the string with a backwards 18i mid elbow thrust, has 24i recovery. Safe at -6 and leaves you backturned, with it always causing a +20 stun on normal hit and any hit level above. Does not track and doesn't have the best reach but is useful for a 50/50 mix up since the only other ender is a tracking 2-in-1 high which can help blow up crouch attempts. Will cause a +39 soft wall splat in stun or on counter hit, and using this on foes facing away will cause a +16. An overall useful but linear string when wanting to have a safe poking string you can use when pursuing an opening, as well as giving her access to her back turned tools when playing the stun game.
°PP4PK- Her other string ender which is a 2-in-1 jumping 20i jutting high kick into another 9i high kick with 38i recovery. Having range, this is a useful move to move in as a low crush since it can avoid lows during the jump. It also tracks, but it can be crouched, but it provides an instant launch into knockdown on hit, and guarding it will lead to a -4 safe guard break. Useful near walls since the final kick by itself can lead into a quick juggle follow up but this is usually situational since it requires good use and the right situation to ensure only the final kick will hit, otherwise the attack will cause the standard final wallsplat that occurred when using a combo after a first initial one.
Risky overall for your foe to try to challenge unless they know it's coming since both enders from the string including her mid elbow are safe, but this ender is generally vulnerable to high crushing mids, mid attacks that can avoid high strikes, even more dangerous since Momiji is considered jumping which can lead to hi counter damage.
°PP8~- Finishes the initial jabs with a 30i jump into her Uzukaze stance. Somewhat risky on normal hit and block as a cancel since a block prior will leave you -21 and normal hit will leave you -18. In stun as a feint is where it shines since you'll be left +19, giving you the opportunity to utilize any of her normal strikes that are faster than 18i, which opens up her mix ups since your opponent will also have to mind the Uzukaze attacks if you choose to commit and perform the high jab slash or the mid jump kick. While useful, the jump stance must be used mindfully to prevent punishment if done outside of stun. The jump can also help to avoid a potential 2P from your foe who may anticipate a PP6P ender which is a high and safe.
*PPK- Momiji performs a 16i rising mid knee kick with 26i recovery. Being a mid kick, this is a mix up from PPP which is a rising mid lift punch. Unlike the former however, this causes a +29 lift stun on hit, and use on counter hit or in stun leads to a quick stun, although not really that much in terms of launch height which limits it's options if free cancelled, while commiting to her ender options can add more utility. Unsafe at -14, and does not track, meaning you'll have to commit to PPKK for a safe ender from Amakake, but this can get predictable if relied on too much. Also does not track, but the strike can easily avoid lows during the jump and can also catch crouch attempts with ease.
*PPKP- Momiji finishes her rising knee with a downwards 23i mid punch slam that swats foe to the ground. Unsafe at -9 when blocked, but will always knock down on hit. Since Momiji is jumping prior from the knee, it isn't possible to delay the string ender, meaning you'll have to commit when used, which puts you at the risk of being held as the ender is fairly telegraphed. This is risky but useful way to blow up opponents quick to strike after a PPK as the slam can cause a small floor bounce that can be used reliably on all weights in the game for a short, but easy to confirm combos that can lead to either a wall splat or another ground slam depending on what juggle you use, making it flexible for stage danger zone usage; however you must be close enough to the foe post ground bounce or else the combo will whiff. Does not track, and her alternate ender option doesn't either, making this risky to use on block against an opponent aware of this. Generally a useful option at all times against foes not wary of guarding since it can always lead to a ground bounce on any level of hit, as well as against crouches.
The move is also a force tech as it can interact with foes who are on the ground, allowing for ground pressure to attempt to force them up, but this can be a riskier option as the slam is slower compared to other moves that can be used.
*PPKK~- Momiji performs the same Uzukaze kick from 9P that leads into Amakake, just slightly slower at 15i. This is the safer option to use on block since like the original move, it causes a guard break that makes way for your Amakake options, but free cancelling instead can be risky as the +14 advantage will not be reliable for advantage or safety if not used to execute one of her Amakake options. This can be more
°PK- One of Momiji's better strings, this finishes her jab with a 15i horizontal high kick with 25i recovery. One of Momiji's quickest tracking moves in string and it has excellent mid reach, allowing it to act as either a keep out or a zoning type kick to keep the foe scared to strike when not in your face. On normal hit and counter hit if the string hits, you'll be left +8 from the minor stun, and the string is guaranteed if done on counter hit. If the kick connects by itself itself, it'll cause a +23 stun allowing for a stun or stun launch set up. Overall safe to utilize too, as it's -7 when blocked up close making it semi safe, but good spacing can make the move -5 at max range or -6 when somewhat closer. Can be crouched so be cautious when using this.
°6P- Momiji performs a quick 12i elbow thrust with 24i recovery. This is Momiji's quickest mid punch attack and it has decent reach, making it viable as a mid close tool compared to other similar mids that are swift but lack the reach. Unsafe on block and on hit at -12 due to it demanding a counter hit to start its stun, which will cause a +20 stun you can use to work with for a stun set up. Will cause a similar stun when performed on crouching foes, and using this against foes facing away will cause a +16 stun. Does not track.
*6PP- Ends the string with a 22i dual palm thrusting strike with 27i recovery. Has generous reach and stuns on hit giving you +17 advantage, enough for a quick launch or stun set up. If done on counter hit or in stun, it'll cause a crumple stun that the foe will have to guess and hold to escape or else they'll fall, giving you a linear but still useful way to make the foe attempt a hold if they don't happen to hold this mid punch strike first which is rather easy. Does not track and is -11 when blocked making it risky to finish against defensive opponents, but it can be delayed a bit to throw off throw attempts. Doing the move near a wall will cause a +36 soft wall splat as well, and the string will lead to a face fall knockdown when done to a foe facing away, as well as the ender being guaranteed when 6P connects against them facing away.
*6PK- Follows up with a rising 16i jumping knee, has 26i recovery. This is more a quick launch in stun since it'll cause a +29 lifting stun on hit, but a counter or successful use in stun causes a launch, although the launch is rather low which limits your options to her Amakake follow up possible from 6PKK in most cases, although lighter weights tend to have a few more options that don't need you to commit to that. Unsafe at -14 and doesn't track, making free cancels risky although it can be useful to attempt as 6PKK is a habit that some Momiji players use on block to mask their unsafety. The jump also avoids lows as well.
~Oh dear!: One weakness about Momiji's 6P string is the lack of tracking from either the mid punch or mid kick option, making the string vulnerable to being sidestepped on reaction. Be very cautious as both options are risky to whiff from an opponent quick to step.
*6PKP- Same as the mid punch ender from PPKP, but easier to use in combos when wanting a shorter juggle into a ground slam. Unsafe and doesn't track. Can also interact with foes on the ground the same way.
*6PKK~- Same as the kick from her 9PK stance, just 15i and somewhat better reach. Like the original move it can enter Amakake but only if the move connects on block or hit, if it whiffs you'll be at a moderate disadvantage. The Amakake entry must be finished with either the P or K ender in juggles since the jump is too lengthy to use as a free cancel to finish with something else.
°4P- Same as the slashing mid from PP4P, just faster at 14i. Good as a standalone attack since it tracks, has good reach and is also amongst her quickest tracking moves; while unsafe and not causing any stun except on counter hits, it can mask this with its two enders which are both safe on block. Has access to the same enders as well from PP4P, but due to it only being two enders total, this string can be considered a 50/50 string that the foe will have to react to passively, rather than aggressively since neither option is truly too threatening and both can be easily handled by blocking.
°4PP- Same as PP4PP, just standalone. This is one of your go to strings to use when wanting a safe poke ender when fishing for a counter. Safe but leaves you open to quick framed neutral throws due to leaving you backturned, more risky when dealing with grapplers who have quick throws. Useful against foes who may crouch this string expecting 4PK which is a high jumping guard break.
Besides it's lack of tracking, it's a pretty safe ender to use with no major risks besides it being easy to step or hold. Can be delayed nicely, and also soft wall splats, giving you a + stun you can use to extend wall stun pressure before going for a launch, at the risk of being held.
°4PK- The same as PP4PK from the PP string, just standalone. Her other only option from the string, this is also a safe option to use as a sort of poke, however rather than stun, it knocks down on hit or provides a safe guard break if the foe blocks it. This is the option you'll want to use if you want to be able to keep sidesteps at the minimum since it tracks, making universal stepping risky, but it's a high making it risky to just throw out against foes who have tools to avoid highs via crushes or similar situations. The jump can avoid lows too and from a distance, this is useful as a liberal tool to get in on her foe from mid range.
~That was absolutely awful!: While the ender does track, be wary that in particular Christie's Jakeiho stance which is a unique sidestepping stance, can easily evade Momiji's 4PK since it avoids highs, which can place Momiji in a helpless position if Christie either decides to use this as an alternate way to evade it besides crouching, and the vulnerability is further heightened since Christie has a multitude of different attack options she can use from Jakeiho too.
°8P- One of her swifter crushes, this is a high 14i upwards rising palm lift with 22i recovery. This attack is considered standing, but the animation allows it to go under highs allowing you to easily crush highs when on the defensive or offensive. The attack will cause a +32 lift stun on normal hit, but a counter hit will cause an outright launch, making it useful as a swift counter tool or in stun as a quicker launch that isn't as telegraphed. The move however is still able to be stepped and ducked, and it's unsafe at -11 when blocked. The move is also still vulnerable to offensive holds that can catch standing strikes since although it's duck can avoid highs, its still standing making it in my opinion a weaker high crush compared to most others.
The move can function as well as a quick refloat in juggles and in launches, making it an easy filler for juggles in open space. As a launcher, the launch height isn't her best but it allows a decent amount of combo potential that can lead to substantial damage that can turn a match around.
°3P- Same as the lift stun from her PPP string, just now a standalone attack. Useful for getting the opponent into a deep lift stun, although linear as a mid punch, Momiji's varied deep stuns that include her highs can be used to alternate between in stun set ups to keep your options open.
*3PP- Same as the ender from PPPP, knocks back on hit. Unsafe and doesn't track, making it very lackluster as far as utility. It can however be delayed well like the string and can wallsplat. Also can interact with rope wall, causing a +56 pushback stun that forces the opponent back towards you like the original.
°3P4P- A unique addition to the 3P as a standalone move, Momiji alternates with an 18i horizontal mid punch slash with 25i recovery. Useful as a way to check steps as it tracks and had ok reach for mid range, and it'll cause a +4 stun on hit. In stun or on counter hit, it'll cause a +19 stun instead which can be used to continue stun or for a quick launch. Useful against crouching foes as well at it'll also cause an outright +19 stun, but the move is unsafe at -10 when blocked.
Besides as a mix up, it also can double as a refloat in juggles, being able to nicely allow you to finish with quick enough moves, especially near walls where it'll not cause any premature wall splats.
°3P4PP- Momiji ends her string with a fiery 18i mid punch strike she imbued with fire ninpo, has 45i recovery. The move tracks and is a viable ender in juggles when you want a wall slam over a ground one. The only disadvantage is that the move is linear as it can easily be held as the string at this point has three mid punches, making it easy to read when used on block which isn't recommended, but it hits decently hard and causes a knockback you can use to get foes out of your face.
°2P- Momiji's fastest low, which is a 12i low jab poke with 20i recovery. Very quick, Momiji is fortunate to have one of the better 2P pokes since while it's not a +1 poke, it's +0 on hit, making it a useful way to pester and bully foes who are guarding into opening up, or even attempting a strike to retaliate, but since Momiji is still neutral and your opponent is as well, this can lead to a risky counter hit from either side. This may seem threatening, but against slower foes with slower neutral that can't easily keep up with Momiji's 10i high, 12i mid, and 12i low, this can either scare your foe into resuming guarding or this can cause them to throw out a slower attack or crush for you to counter easily with your speed advantage.
When dealing with foes who are around her neutral speed or quicker, this functions more as a passive reset since your opponent may resort to their mid as a way to try to avoid a high crush, in which case you can either attempt an alternate crush or use her neutral 10i high jab to beat out their mid. Overall while it lacks in damage, this can be a useful way to get the match to slow down a bit when wanting to eliminate your opponent's options. The move also is her quickest option as a force tech, as it can be used to pester and poke foes who choose to remain on the ground, and it being used twice or as the second strike if your opponent doesn't tech up from the previous one will leave you with +24 advantage to move first where you can then begin easing in on putting slower but more advantageous pressure moves on the field and pressuring your opponent who is then at a major disadvantage. Lacks reach so he wary when using this after specific knockdowns, as near walls is optimal to cage your foe in. When used in stages with slippery floors on counter hit, the 2P will cause a slightly longer +9 stun.
°1P- One of Momiji's few raw lows, which is a 17i downwards swatting low punch with 26i recovery. It has its uses since it has good mid reach, tracks which can easily melt sidestep happy foes, and it can also help avoid highs as it is considered crouching during the animation. On counter hit, it'll cause a +9 stun that causes the foe to briefly stagger; it won't necessarily allow a stun deep enough for a launch attempt, but it will make way for the 50/50 mix up that stems from either her mid ender that knocks down on hit, or her low sweep that can cause a sweep fall when used during the stun. The move is semi safe on normal hit at -7, but since Momiji is left briefly squatting, she'll be vulnerable to both standing and low throws, and this is even more dangerous on block where you're left -10, making it risky as a low poke if your foe knows you'll likely not commit to one of her mix ups. However, careful spacing can avoid shorter ranged throws when used at tip range at the cost of less damage.
Can be used as a starter for a force tech as it has reach for this, and using it as the second strike after a first force tech strike will leave you +18 when the foe is forced to rise. The move is also particularly venomous on stages with slippery floor properties such as Road Rage as a counter hit will cause a +11 slip stun. Use against foes facing away will cause a +3 stun that guarantees her 1PP and 1P2K enders, as well as either a force sweep from the low or a face fall from the mid ender that can be used to set up force tech situations when not near walls, as the mid ender interacts with walls.
*1PP- Momiji finishes the low with a 22i mid fiery punch slash with 25i recovery. Unsafe on block at -9, but will always cause a knockdown that results in a back fall that allows you to immediately go for a force tech attempt if your foe doesn't immediately recover. Can also interact with walls, and if used at max range from careful spacing, it's possible to evade shorter ranged throws. Can be delayed nicely much like her low ender.
Like her other mix up from the 1P string, it tracks so the opponent will not be able to step either option, forcing them to react or resort to other methods to possibly evade being hit.
*1P2K- Her other mix up, a 23i sweeping low with 26i recovery. This has great range for a low slow, and will cause a +7 stagger stun on hit, and a +10 trip stun on counter hit. Use in stun will cause a sweep, and a similar sweep will occur against foes facing away. It'll also evade highs as well and tracks, and can be delayed much like 1PP to throw off foes from reacting accordingly.
The move however is much unsafer than 1PP, leaving you at -15. It can also be easy to read being the two mix ups as it can seem easy to just opt for the low when the foe is standing guard frequently, making careful usage and must.
When used in stages with slippery floors on counter hit, a nasty +44 slip stun will occur, adding alot of advantage for a dangerous mix up if anticipated.
°66P-
*66PP-
°33P- Momiji performs a 23i rising high lift palm with 26i recovery. The move is special for its versatility: it naturally is a launcher, and is her best launcher on offer as it has her best launch height in her kit, allowing her to perform otherwise more lengthy combos against a good chunk of the cast, even heavier foes. The attack also briefly ducks, which can help Momiji evade highs, and it's reasonably lower risk as it's merely -7 on block making it semi safe.
What makes the move somewhat gated however is that although it does evade highs, it is pretty much useless when dealing with characters with 9i strikes as these are quick enough to shut 33P down in neutral +0 situations, making its usage much more easy to shut down against quicker strikers. 10i strikers with decent reach on their neutral P strikes will also be able to easily shut Momiji down, but some characters such as Tamaki with neutral 10i jabs with poorer reach will be able to be safely evaded, and characters with neutral strikes slower than 10i can easily be bested as her 33P will evade theirs with ease. To make it easier to use against quicker foes, it's advised to use this more when at an advantage. Another notable drawback is that since it's a high, she can only use her generic fatal stun for its max launch height, but this shouldn't be much of an issue as she has just as good launchers she can use during her fatal sit down.
Another glaring weakness that weakens it compared to most other high crushes is that although it will also avoid standing throws, it's still vulnerable to offensive holds which can still easily catch you since I don't consider it a "true" high crush or a "true" crouching move. The move is also somewhat linear as it lacks tracking, and it can be high crushed itself, especially against characters with crouching mids. Somewhat of a harder to master high crush in my opinion that requires knowledge and also careful usage to make it less likely to make you a sitting duck upon whiff, so be wary when using it in matches against characters faster than 11i.
°246P- Same as the ender from 66PP, a briefly ducking upwards rising palm strike. Unsafe and somewhat linear as it's yet another mid punch in her kit, but it tracks and leads to a rewarding launch on hit. Can make a nice refloat for juggles as well, and has decent mid reach for catching rushing foes and those quick to resort to sidesteps as a safety net when working their way in on you. The move is much like it's other high crush tools as it goes under highs, and is more quick entering the ducking animation making it more useful against 9i strikers. But like the other attacks aimed at crushing highs that aren't true crouching moves or high crushes, she can easily be shut down via an offensive hold, giving her a bit of risk when dealing with grapplers or opponents with OHs in their kit.
214P- A similar tool to 33P: a 23i briefly ducking backfacing mid punch arm slash with 27i recovery. Like 33P, it's a high crush that can evade high strikes with ease, but this is now a mid strike, and will cause a +16 stun, giving you access to her back facing kit for some decent mix ups. The move can also be used as a passive free cancel feint since besides using one of it's linear mid punch enders that both can be easily held in stun or guarded, you can quickly turn around.
The move is safe on block at -5 to -3 on block depending on how you spaced it as it has decent mid reach for max range usage. You can easily strike to shut down throw attempts, and it's possible to also duck a high throw attempt and follow with a P for an easy hi counter jab stun. When used in stun you can also free cancel by back dashing to be +0, or you can quickly turn back around by pressing forward to still be +5 to move first. The move is also dangerous as it's a true mid thay can be used for force techs and to shut down special stances that could normally evade normal strikes. Using this against a crouching move before it lands can also cause a fatal sitdown stun, which will guarantee either enders from 214P if your foe has no meter or doesn't want to risk a whiffed break hold which can easily lead to a hi counter punish throw, a stronger non string or backturned launcher, or even a prolonged fatal stun situation from her back facing H+K option. When meter isn't part of the equation, you can easily continue into her 214PP+K that causes a ground bounce launch, her 4P that launches, or even her 2P when facing away for an easy reset that leaves you +.
Like 33P, while a good high crush albeit slower, it still is vulnerable to 9i strikes in neutral situations and better ranged 10i strikes can still catch you. You're also still vulnerable to high offensive holds as like 8P, PP6P, 6P+K, and 33P, it's not a "true" crouching move, nor a "true" high crush which weakens it compared to those types. Due to its slower speed, careful usage is again advised as to prevent you from risking unnecessary damage from a reckless attempt to avoid highs.
*214PP- Ends the string with the same strike as her 3P+K or PPPP ender, just slower at 23i. Unsafe still and this option and the other options do not track, but this is the unsafer option between the two. Will cause a knockback on hit, making it more suited for when you want to send the foe flying back for space or into a nearby wall if you're looking for a more damaging combo via wall splat.
Unlike the other ender option, this doesn't have the luxury of jailing on block, so your opponent can easily just attempt a hold afterwards with ease since there's no drawback to doing so as the other ender will force the foe to block the twin slash. This however is a risk as 214P is safe and is very viable as a free cancel in most cases.
°214PP+K- Performs a twin spinning ender that's the same as the base one, but slightly faster at 21i. Like the initial 214P, it's safe, but will cause a ground slam instead of a stun on normal hit. Where it shines is when it connects during a stun, on counter hit, or against a foe crouching as it'll cause a very rewarding ground slam bounce that can lead to easy, damaging juggle damage from backturned that can quickly erase your foe's life or life lead since the launch is rather obnoxiously good in my opinion. The 214PP+K string will also jail on block, putting the foe in a situation where they'll have to guard both strikes, and you'll be left in a safe position facing away where you can potentially crush your foe's counter strike, or rather resume guarding yourself if you feel more defensive.
Be wary that this ender doesn't share the same ground hit property as it's first strike, but if used in specific set ups which allow 214PP+K to connect in air, you can use the string as a way to immediately floor the foe and put them in a force tech situation where they much immediately rise to avoid ground pressure as the final move from the string will connect.
°K- Momiji performs a quick 12i high kick with 26i recovery. This is her fastest kick in her arsenal, giving a +6 stun on normal hit for allowing her follow ups to connect into a stun, while a counter hit or use in a stun will cause a deeper +23 stun, even against foes facing away outright. The move has decent reach allowing for it to be a quick interrupt for mid close range, but does not track, and is unsafe at -11, but it's possible to avoid throws that lack reach when done at max range, and the attack also does have a safe mid kick ender you can use to bandage this.
The attack will also cause a hard wallsplat in stun or on counter hit, making this amongst her quickest that can do this. Overall one of her better quick strikes that doesn't necessarily needs a counter due to the minor stun, with the deeper counter stun being more a reward for good attack interupts.
*KP- Momiji follows up the high kick with an 18i high palm thrust, has 25i recovery. Somewhat linear since this can be ducked and doesn't track but normal hit will cause a +25 reel back stun you can use for a launch or stun set up, while counter hits and use in stun will cause a nasty +34 blind stun that leaves the victim open to virtually anything in Momiji's kit. The attack also doubles nicely as a refloat in juggles for easy refloats against all weights, making it quite versatile. The move is unsafe at -8 up close, but max range usage leaves you -7, leaving you semi safe and with a decent amount of pushback to avoid shorter reaching throws. While the move is a good refloat, avoid using this near a wall as K will cause a premature wall splat. Has nice delay for throwing off unknowing opponents.
*KK- Ends her high kick with a swift 16i mid kick with 27i recovery. The move is safe at -5 to -3 depending on how well you spaced it when not in your foe's close quarters, which isn't difficult since the kick has good mid reach for nailing foes trying to work themselves into your face. The move isn't all that great however since normal hit leaves you just +1 via a minor stun, but counter hit will cause a better +16 stun, not that great either but enough for focusing on getting a stun set up running, or you can go for a quick launch via 8P. Also does the same against crouches, but the move does not track, and neither does the KP option, so be prepared for a step from your foe if they know the string limits.
The strike will cause a knockback fall when used at max stun threshold or in juggles, allowing you to set up a no timing force tech if your foe doesn't tech up on their own accord.
°6K- Same as the mid knee from 6PK, just now a standalone 16i jumping mid knee adding more utility to it. Crushes lows with ease due to the jump, making it useful for evading pesky lows when given about +0 neutral momentum. Unsafe.
*6KP- Same as 6PKP, just standalone. Can be used in the same manner as a more to the point juggle ender when wanting to interact with the floor. Unsafe, and a true mid.
*6KK~- Same as 6PKK, just standalone making for swifter combo utility, although this can be somewhat not as optimal as 6PKK since you won't have the initial 12i 6P to help connect and stabilize juggles as the slower 16i mid knee is going to whiff in most cases. Leads to Amakake.
°4K- Momiji performs a blunt 15i mid snap kick with 23i recovery. When not in your foe's face, this is a useful way to try to score a counter from mid range due to its good reach, and it causes a +6 pushback stun on normal hit, making it good for distancing more aggressive rushdowns. If it interupts and causes a counter, you'll gain a +21 stun instead that will be useful for quick launches; use against crouches will cause a +18 stun instead, making it useful for shutting down those and moves that have crouching status. The strike however is unsafe at -10, but it's possible to avoid a throw attempt if used at max range, as well as if you risk it and use the up/8 input to enter her 9P Uzukaze jump. You also will sacrifice distance when using 4K as Momiji will move forward so be wary if you want to keep your distance from your opponent, but this may be your go to option if you want the pushback from the normal hit strike.
The move can also be used in certain launches as a sort of refloat for entering Uzukaze into Amakake via her K option.
*4K8~- Performs a quick Uzukaze jump. Risky to perform, but this can help avoid throw attempts as 4K itself is unsafe. When used in stun as a free cancel, you'll still be +8, giving you another opportunity to apply pressure without having to commit into 4K8K Amakake. Can also evade lows during the jump. Useful after certain launches in juggles as a refloat into Uzukake for a bound set up or combo extensions.
°9K- Momiji performs an 18i jumping high kick with 27i recovery. This is one of her quicker ways to start a decent stun without needing a counter as you'll cause a +19 one, while use against interrupting foes will cause a deeper more dramatic +39 one that leaves you with alot of options to work with via the reel back. Naturally as a jump attack, it avoids lows with ease as it enters jumping status quickly, and it tracks which can help nail foes more dependent on sidesteps. The move is rather safe as well, being -4 up close, but using it carefully at max range can leave you even safer at -3 to -1, while perfect spacing will leave you +0, although this is rather difficult to achieve as the hit box's max range is rather hard to gauge.
The flaw of the move is that since it's a jumping low crush that's a high, it'll completely whiff when used to avoid characters 2Ps or crouching low pokes, making it risky in matches where characters are blessed with those or even crouching mids which can easily best your 9K.
*8K- Momiji jumps to perform a swift 15i high snap kick with 25i recovery. This is one of her swifter launchers, but it'll need a counter to actually launch outright outside of stun, but on normal hit it'll cause a deep +30 lift stun. The move does not track and is unsafe at -11 to -12 depending on distance used, but it has decent mid reach to compensate, and naturally will evade lows. Like 9K, it's weak against crouching lows and crouching mids especially, but it can be used to easily blow up standing lows for a quick launch that works in your favor.
°7K- One of Momiji's more unique strikes in my opinion: Taking a page out of the cold assassin's kit, Momiji performs a swift 12i backflip mid kick flip with 30i recovery. I regard this as a panic move: an attack that can be used when at a safe disadvantage or when dealing with poke heavy or aggressive players who are bullying you up close and you need a swift, and strong move that can immediately help you floor them to put you in a better advantageous situation. It's quick, and it avoids lows almost on the fly, making it useful when you're at about +0 to -3 in terms of general advantage standing. The attack will also cause a wallsplat that you can actually use for generous amount of wallsplat combos, making it even more useful when you have your foe in a corner. It can also be useful for interruption of slower string options or when your foe is using charge attacks or free canceling without being mindful of your options in that instance. It can also be used as quick panic strike when your foe is recklessly trying to run in on you.
While a godsend, the move lacks reach meaning you'll have to be in your foe's face, or rather in the close range bubble for it to connect, as it whiffing is very risky due to the lengthy recovery. You're also -30 when blocked, so be prepared for harsh punishment if you're unlucky enough to have this blocked. Can be used as a general combo ender from certain refloats.
°3K- Momiji performs a 14i mid snap kick with 24i recovery. Similar in my opinion to 4K which has better reach, but unlike 4K, 3K is swifter, and is also far safer at a mere -8 when blocked. It has decent mid reach, making it useful both up close and with some distance between both fighters, and unlike 4K, 3K doesn't sacrifice distance as Momiji generally maintains her position during the animation due to it not moving forward during the kick. If used on normal hit, Momiji will cause a +4 stun that can be used to continue a stun via her 3KP option, but using it for a clean counter hit will cause a better +19 stun. When used near walls, it'll cause a +38 soft wall splat. Does not track. It has a possible mid punch follow up that can be used to deter throw attempts on block, but be careful as this is its only ender option, making it a static string.
Overall a safer go to option when wanting to use a safer, more space oriented mid when not in your foe's face directly as it holds your position well.
*3KP- Momiji finishes her kick with a swift 17i mid punch slash with a shocking 35 recovery. This is her only ender to 3K, but it's rather risky to use since the recovery doesn't suit it well on guard or hit; normal hit will cause a -6 stun while guards will cause a -9 disadvantage, leaving you open to punishment via a throw unless you commit and go into Uzukake via 8/up. The attack does track, and a counter hit or stun usage will leave you +8 either for pressure to get another attack chance, or you can use her Uzukaze transition to easily use the advantage to to go into her jump stances for combos instead, or a free cancel from the jump will leave you +7. The move can also be used nicely as a refloat from the appropriate launches, but you'll have to transition into Uzukake to make use of it as the recovery from 3KP kills any free cancel juggle opportunity.
°3KP8~- Transitions into Uzukake. Avoids lows and can help evade throws to bandage the unsafety of 3KP itself on block, but this leaves you vulnerable in turn to strikes. Can also be used in juggles as a refloat for an easy way to go into her bound set up for combos, but be aware that the 3K will wallsplat, so make use of this away from walls.
°2K- Momiji performs a 14i standing low kick with 26i recovery. Useful since it's a low which Momiji is lacking in terms of standalone ones, but it does not have any evasion, being a standard standing low. On hit will leave you -2, but -9 when guarded, although throw punishment can be avoided when used at max range. Use in stun or as a way to shut down slower strikes will cause a +11 trip stun, useful for a reset or way to make way for your own offense. Use on stages with slippery surfaces will cause a +46 slip stun instead, making it even more dangerous. It can also be useful after soft wall splats since if Momiji's able to walk behind her opponent, she can use 2K to cause a +33 trip stun. Does not track. Overall I consider this more a low poke that shines more when used in a counter oriented manner.
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