So, you know there's this bound state (I think that's what it's called), when the character starts rolling backwards.
Most characters have a follow up option from this, but not Momiji. (Without a wall, of course)
You can trigger it by doing , , BT for example.
I was curious if this is really such a useless mechanic for this particular character, so I went into the dojo. After a couple of minutes I realized that no matter what move I use, it will never connect. I had to take a different approach. That's when I thought that maybe I'll be able to come up with unholdable setups for this scenario.
*An unholdable setup requires the opponent to tech roll and not guard right after waking up.*
Here are the setups I've found so far, I'll update this opening post once I discover more.
Here are some ideas on what to do if you were able to do what I just described.
, , CB! (Very risky, because the first 3 hits are all high, but it works sometimes)
, , , (Works on all weight classes)
Most characters have a follow up option from this, but not Momiji. (Without a wall, of course)
You can trigger it by doing , , BT for example.
I was curious if this is really such a useless mechanic for this particular character, so I went into the dojo. After a couple of minutes I realized that no matter what move I use, it will never connect. I had to take a different approach. That's when I thought that maybe I'll be able to come up with unholdable setups for this scenario.
*An unholdable setup requires the opponent to tech roll and not guard right after waking up.*
Here are the setups I've found so far, I'll update this opening post once I discover more.
66K method (works on every weight class)
1, (has to whiff),
2, (has to whiff), (opponent can duck under it by low holding)
3, (has to whiff),
In the first example you have two options. One of them is another , which is very easy to read. The other option is , from which you can either do a for a knockdown or to transition to Tenku and do one of the 4 'finishers'. (, , , )
In the second example you have the option to do a after for another high hit, but it's pretty risky. I recommend using another after the unholdable . (If the opponent is smart enough to guard right after waking up, is -6 on block, so they can only do a neutral throw on you, which you can break by pressing at the right time.)
No options to follow up from the 3rd example and no stuns either.
1, (has to whiff),
2, (has to whiff), (opponent can duck under it by low holding)
3, (has to whiff),
In the first example you have two options. One of them is another , which is very easy to read. The other option is , from which you can either do a for a knockdown or to transition to Tenku and do one of the 4 'finishers'. (, , , )
In the second example you have the option to do a after for another high hit, but it's pretty risky. I recommend using another after the unholdable . (If the opponent is smart enough to guard right after waking up, is -6 on block, so they can only do a neutral throw on you, which you can break by pressing at the right time.)
No options to follow up from the 3rd example and no stuns either.
6K method
1, (has to whiff),
2, (has to whiff),
The first example will launch the opponent and you're free to do your usual juggle depending on the weight of the opponent.
There's really no benefit of doing the second example, it doesn't cause any stun.
1, (has to whiff),
2, (has to whiff),
The first example will launch the opponent and you're free to do your usual juggle depending on the weight of the opponent.
There's really no benefit of doing the second example, it doesn't cause any stun.
1P method
1, (has to whiff),
This will launch the opponent and you're free to do your usual juggle depending on the weight of the opponent.
1, (has to whiff),
This will launch the opponent and you're free to do your usual juggle depending on the weight of the opponent.
6P method (works on every weight class)
1, (has to whif),
This method is an instant launch and you're free to do your usual juggle depending on the weight of the opponent.
1, (has to whif),
This method is an instant launch and you're free to do your usual juggle depending on the weight of the opponent.
4K method
1, (has to whiff),
puts your opponent into faint stun, which means they'll collapse if they don't press anything. I recommend launching right after.
1, (has to whiff),
puts your opponent into faint stun, which means they'll collapse if they don't press anything. I recommend launching right after.
9P method (works on every weight class, not consistent)
1, (hop),
I'm not quite sure why, but this only works if your opponent tech rolls to the foreground. The frame advantage is exactly the same if they tech roll to the background, but for some reason this move whiffs in that situation.
1, (hop),
I'm not quite sure why, but this only works if your opponent tech rolls to the foreground. The frame advantage is exactly the same if they tech roll to the background, but for some reason this move whiffs in that situation.
Here are some ideas on what to do if you were able to do what I just described.
, , CB! (Very risky, because the first 3 hits are all high, but it works sometimes)
, , , (Works on all weight classes)
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