KING JAIMY
Well-Known Member
Introduction
Hi fellow Momiji players!
I have created this topic to share my personal insights of the importance of Momiji’s 214PP. While this move does not provide much use in open space, it is in my opinion her best opening move for wall combos.
Why is this so? 214PP is important at the wall for several reasons, which are listed in the section below.
Advantages of 214PP at the wall
1) If 214P hits the opponent, it will cause them to go in a sit-down stun. The result is that the second P is guaranteed to hit, which provides a wall splat. So the main advantage is that you can strike the opponent twice for the risk of only being held once, before slamming them against the wall.
2) In case 214PP gets blocked, there’s not much to worry. 214PP on block puts Momiji at -3, which means that move is safe to utilize and cannot be punished.
3) The recovery frames of 214PP equal 27 frames. This is not bad, and provides an opportunity to follow up with a maximum damage wall combo!
Wall combos involving 214PP
Now that we’re on the subject of wall combos, allow me to share to you the best damaging combos after the 214PP wall splat:
- Alpha 152: 214PP (W!), 6P+K, 6PKKP+K
- Super Lightweights to Middleweights: 214PP (W!), 6P+K, 6PKKK
- Super Heavyweights: 214PP (W!), 6PKKK
Disadvantages of 214PP
I have yet to admit, while 214PP is a reliable wall splat, that this move carries some disadvantages as well:
1) 214PP does not track, thus if 214P gets blocked, the second punch can be easily sidestepped.
2) 214PP has 23 start-up frames, which is pretty slow. When fighting against speedy characters, such as Kasumi, Ayane, Christie or Helena, it a risk to pull off this move because there’s a high chance you will get counter hit. There is obviously less of a risk of getting counter hit by slower characters like Bass, Bayman or Rachel. If you still cannot afford taking those risks, I would recommend going with a faster wall splat, such as H+K (12 start-up frames).
Solution to the second disadvantage of 214PP
While there is no solution for the first disadvantage, there is a pretty straightforward one for the second disadvantage.
Before pulling off 214PP as a wall splat, it is recommended that you get a fast initial stun on your opponent. Quick stun openers of Momiji are:
1) CH 3P (13 start-up frames, -9 on block). Note that 3P is unsafe on block, but in my personal offline experience it rarely gets throw punished, because it is hard to react to and the fact that Momiji has delayable follow-ups makes it risky for the opponent to attempt a throw punish.
Thus, your wall splat setup would be: CH 3P, 214PP (W!), …
or
2) 6P+K (stuns on NH, 15 start-up frames, -3 on block). A quick high elbow which is safe and gives a stun on NH. On CH it causes a different type of stun which causes your opponent to fall to the ground. If that is the case, follow up with 3P to pop them back up, so your setup would be: CH 6P+K, 3P, 214PP, …
Demonstrating the superiority of 214PP compared to other wall splats
While you may agree or disagree with me of using 214PP as a wall splat, allow me to explain why I think this is her best wall splat compared to other setups.
214PP isn't her only reliable wall splat, other options include 6PP, 3PP, H+K and as @Corza suggested: 214PP+K, BT 4K. I will compare each example with 214PP.
So if we compare 214PP to 6PP, 214PP is superior in the sense that it is safe on block, whereas 6PP is unsafe on block (-11). Both have equal recovery frames too so that cancels each other out.
The next comparison, which involves 3PP. Both moves are equally safe on block (-3). I still prefer 214PP to 3PP as the opponent has two opportunities to hold Momiji when she uses 3PP, instead of 214PP where the opponent has only one opportunity to hold the opponent.
Next up is one of Momiji's 12 frame high kicks, H+K. Also a good wall splat, but this move is semi-unsafe (-7), and is a high so can be ducked.
@Corza did the suggestion of using the setup 214PP+K, BT 4K as a wall splat where BT 4K would function as a wall splat if 214PP+K hits without the opponent slow escaping. However, 214PP+K is unsafe on block, as this move results in having you your back turned torwards your opponent (-6). A person would only need to use an i5 neutral throw on your back in order to punish you. I consider this setup very risky at high level play, but definitely useful if you expect not to get punished.
Conclusion
I have shared my thoughts on why I think Momiji’s 214PP is very important in anyone’s move arsenal. The main advantages were the ’2-in-1’ effect, the safety of this move and the relatively short recovery frames. Therefore, I recommend every Momiji player to implement this move in their playstyle.
I appreciate anyone taking the time to read this. Feel free to share your own thoughts on this matter if you’d like to, so we can discuss together and all improve our Momiji!
Hi fellow Momiji players!
I have created this topic to share my personal insights of the importance of Momiji’s 214PP. While this move does not provide much use in open space, it is in my opinion her best opening move for wall combos.
Why is this so? 214PP is important at the wall for several reasons, which are listed in the section below.
Advantages of 214PP at the wall
1) If 214P hits the opponent, it will cause them to go in a sit-down stun. The result is that the second P is guaranteed to hit, which provides a wall splat. So the main advantage is that you can strike the opponent twice for the risk of only being held once, before slamming them against the wall.
2) In case 214PP gets blocked, there’s not much to worry. 214PP on block puts Momiji at -3, which means that move is safe to utilize and cannot be punished.
3) The recovery frames of 214PP equal 27 frames. This is not bad, and provides an opportunity to follow up with a maximum damage wall combo!
Wall combos involving 214PP
Now that we’re on the subject of wall combos, allow me to share to you the best damaging combos after the 214PP wall splat:
- Alpha 152: 214PP (W!), 6P+K, 6PKKP+K
- Super Lightweights to Middleweights: 214PP (W!), 6P+K, 6PKKK
- Super Heavyweights: 214PP (W!), 6PKKK
Disadvantages of 214PP
I have yet to admit, while 214PP is a reliable wall splat, that this move carries some disadvantages as well:
1) 214PP does not track, thus if 214P gets blocked, the second punch can be easily sidestepped.
2) 214PP has 23 start-up frames, which is pretty slow. When fighting against speedy characters, such as Kasumi, Ayane, Christie or Helena, it a risk to pull off this move because there’s a high chance you will get counter hit. There is obviously less of a risk of getting counter hit by slower characters like Bass, Bayman or Rachel. If you still cannot afford taking those risks, I would recommend going with a faster wall splat, such as H+K (12 start-up frames).
Solution to the second disadvantage of 214PP
While there is no solution for the first disadvantage, there is a pretty straightforward one for the second disadvantage.
Before pulling off 214PP as a wall splat, it is recommended that you get a fast initial stun on your opponent. Quick stun openers of Momiji are:
1) CH 3P (13 start-up frames, -9 on block). Note that 3P is unsafe on block, but in my personal offline experience it rarely gets throw punished, because it is hard to react to and the fact that Momiji has delayable follow-ups makes it risky for the opponent to attempt a throw punish.
Thus, your wall splat setup would be: CH 3P, 214PP (W!), …
or
2) 6P+K (stuns on NH, 15 start-up frames, -3 on block). A quick high elbow which is safe and gives a stun on NH. On CH it causes a different type of stun which causes your opponent to fall to the ground. If that is the case, follow up with 3P to pop them back up, so your setup would be: CH 6P+K, 3P, 214PP, …
Demonstrating the superiority of 214PP compared to other wall splats
While you may agree or disagree with me of using 214PP as a wall splat, allow me to explain why I think this is her best wall splat compared to other setups.
214PP isn't her only reliable wall splat, other options include 6PP, 3PP, H+K and as @Corza suggested: 214PP+K, BT 4K. I will compare each example with 214PP.
So if we compare 214PP to 6PP, 214PP is superior in the sense that it is safe on block, whereas 6PP is unsafe on block (-11). Both have equal recovery frames too so that cancels each other out.
The next comparison, which involves 3PP. Both moves are equally safe on block (-3). I still prefer 214PP to 3PP as the opponent has two opportunities to hold Momiji when she uses 3PP, instead of 214PP where the opponent has only one opportunity to hold the opponent.
Next up is one of Momiji's 12 frame high kicks, H+K. Also a good wall splat, but this move is semi-unsafe (-7), and is a high so can be ducked.
@Corza did the suggestion of using the setup 214PP+K, BT 4K as a wall splat where BT 4K would function as a wall splat if 214PP+K hits without the opponent slow escaping. However, 214PP+K is unsafe on block, as this move results in having you your back turned torwards your opponent (-6). A person would only need to use an i5 neutral throw on your back in order to punish you. I consider this setup very risky at high level play, but definitely useful if you expect not to get punished.
Conclusion
I have shared my thoughts on why I think Momiji’s 214PP is very important in anyone’s move arsenal. The main advantages were the ’2-in-1’ effect, the safety of this move and the relatively short recovery frames. Therefore, I recommend every Momiji player to implement this move in their playstyle.
I appreciate anyone taking the time to read this. Feel free to share your own thoughts on this matter if you’d like to, so we can discuss together and all improve our Momiji!
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