Hello fellow users of momiji! Allow me introduce myself as a newcomer to the DoA franchise... I've been playing a few weeks with the local community and the game looks awesome so far... now.
I have a question regarding heights and launchers with momiji... Everyone knows her air-grab that launches the opponent into the air... the notation would be like 3P , K , T (Im fairly new into the DoA world so sorry if my notations are weird...) anyway, it seems that even if visually your opponent gets launched into the same height when "normal throw" and "hi counter throw" are performed the juggles that work into one doesn't work into the other... Now, I usually use the regular 2P,6P,K,K,P with the normal throw but it seems to whiff when "hi counter throw" is activated... now I've been messing around with some momijis options but most are unreliable at most... 2K - 6P, K... etc etc... which juggle would you recommend for the "hi throw" variant?
First off, welcome.
Second, the notations you use are from the keypad on your phone. The actual notations are from your number pad on your computer keyboard. (7 is up-back, 8 is up, 2 is down, 9 is up-forward, etc.). Thus, the correct notation for her launch throw is 9P~P+K~T.
Third, the juggle height for Momiji's launch throw is the same regardless of Hi-Counter or Normal status. There are several things that can affect launch height:
1. Character weight (has the most effect)
2. Stance (open/closed) - affects some launchers
3. Gradient - whether the ground is flat or sloping and how steep the slope is.
4. Wall - some juggles can only be performed next to a wall because some relaunchers' knockback is too far
5. Critical Level - higher CL/NH/CH/Hi-CH status means higher launch height. Launch throws and launchers on a backturned opponent disregard this (like Momiji's launch throw).
The most damaging juggle for her launch throw is:
(65 dmg, NH) - works up to midweights.