Saber
Well-Known Member
Offense starters:
- K is a 12 frame high kick that out-prioritizes other 12-frame mid punches. Used raw, it gives +1 on NH, +15 on CH and Hi-CH. -10 on block, but respect followups. KP (high K, high P) gives +28 stun, but is unsafe on block (-8). KK (high K, mid K) gives +13 stun, and is borderline safe (-6 on block). Very delayable.
- H+K is another 12 frame high kick and out-prioritizes other 12 frame moves, which gives a +16 stun on CH, and is an excellent offense starter. Can also be done from BT. -7 on block, unsafe against grapplers. Tracks.
- P is 10 frame jab, PPP is a natural combo on NH, gives a mid P (sitdown stun) or high P (knockback) mix up end of string, PP8 leads to DJ shenanigans. PP4P tracks.
- 6P is a 12 frame mid punch which leads to her 6K string. Her BnB juggle. Stuns CH and Hi-CH, giving +17.
- 4P. Tracking 14 frame mid punch that stuns on CH, giving +15. Only use this move to anti-SS. Never use it for any other purpose.
- 8P is a 14 frame high punch and launches on CH or during stun, leaves her facing forward. (-11, very unsafe). Can be used after Momiji's faint stuns.
- BTP is a 12 frame high punch and her main offense starter when BT. Rarely does anyone anticipate a 12 frame move from BT, and gives a +27 stun on NH, and a faint stun on CH and Hi-C, cannot be held, and guarantees 8P which leads to her BnB combo. (-8, unsafe). This move is to be used after using DJ to avoid wake up kicks.
Crushes:
- 2H+K is 23 frames and crushes both highs and mids. Stuns on NH (+5) and on CH (+10). Tracks.
- 2P is a 12 frame low punch, instantly tech crouches, neutral on hit and safe on block at -5 (except against Alpha). Weird that it leaves her at -1 on Ch and Hi-CH.
- 1PP - Tech crouching, tracking 17 frame low punch followed by a high punch that's +3 on NH and +19 on CH.
- 1PK - Same as above, but with 2H+K variant. Tracks.
- 6K is a 16 frame mid kick that crushes lows and leads to DJ shenanigans, all of which low crushes (and some of which mid crushes. -14 on block, but respect follow ups. Gives +24 stun on NH, CH and Hi-CH, and is useful as a stun extender.
- 8K is a 15 frame high kick that low crushes, and even though it's -12 on block, it recovers in the air, so it can't be throw punished. Stuns on NH and launches on CH and in stun, and can be used after Momiji's faint stuns. Its initial frames track.
- 9K is an 18-frame high kick causes a +11 BT stun, jumps over lows, and tracks. Guarantees anything 14 frames and below, but you have to have enough range. In open stance, 8P and 6PK is guaranteed, giving you a free launcher into 6PKKP.
- 66K is an 18 frame mid kick that low crushes, has good range and can be used as a whiff punisher. +23 stun on NH and launches on CH.
- 33P is a 23-frame NH launcher, a high punch, but also a high crush. Grants similar launch height to 236P. -7 on block, unsafe against grapplers.
- Any move from Double Jump low crushes.
Pokes:
- 44K is an 18 frame mid kick, leaves her BT, but is also a reliable long-range poke. can leads to BTP (faint stun), 2K (high and mid crush), H+K (jumping flip - evades everything, really), 4K (15 frame mid kick that stuns on NH and gives a +15 sitdown stun in stun and on CH).
- 66PP is 15 frames, gives +19 stun on CH and is her longest range move as well as whiff punisher. 66P is safe at -5, and her follow-up P is a NH launcher. Follow up P tracks.
- 66K - see above
Main stun extenders:
- P is 10 frames, high punch, and gives +29 in stun.
- 6P - see above.
- 3P is a 13 frame mid punch that's -9 on block, but has a follow-up P that's safe (-3). Her main guaranteed stun extender after her 6H+K sitdown stun (if you can land it during stun or on CH), or after SSP/6P+K horizontal fall stun (holdable). In stun, it gives +28. 3P4PP follow up tracks, whereas 3PP does not.
- Uzukaze PP - 10 frame high P followed by a 13 frame high P that gives +20 in stun. Tracks.
- 6K - see above.
- 4K is a 15 frame mid kick that's safe on block (-5). Gives +2 on NH stun and +18 in stun and on CH and Hi-CH.
Tracking moves (in-string moves in brackets track):
PP[4P]
P[K]
66P[P]
3P[4P][P]
44P
1P
1PP
1PK
236P
9K
3K[P]
214P+K
H+K
Uzukaze PP
Uzukaze PK
BT4P
BT2P
BT2K
Launchers:
- 236P is a 20-frame NH launcher that can be used a whiff punisher. Her main launcher that grants the most launch height. Tracks.
- 33P - see above.
- Uzukaze PK is 18 frames, a NH launcher, and actually gives a higher launch than 236P, but Momiji's in recovery frames when you use this move, so launch height becomes ass. Tracks.
- 8P, 8K, 66K - all launch in stun - see above.
Transitions to Uzukaze:
- 7P
- PP8
- 44P8 (tracks)
- 3KP8 (tracks)
Transitions to Tenku:
- 7PP+K/7PK
- PP8P+K/PP8K
- 44P8P+K/44P8K
- 3KP8P+K/3KP8K
- 6PKK
- 6KK
Strategy:
Momiji is very much a character who lives and breathes on the stun-launch game. She completely excels in it and has launchers from every hit level. Stun, then launch. Use her 6PKKP BnB juggle.
Setups:
- If your opponent blocks Uzukaze K, they're in for a world of hurt. It's +14, and if they block, follow up with Tenku K for +7, or Tenku Throw, which leads to a full juggle (I recommend H+K, 6PK, 3P4PP).
- If they hold, go for the Tenku Hi-C(see here for throw combos).
- If they strike, too bad, it's on CH. Use Tenku P, and delay 2P by just a small pause to guarantee a down punch. Then space out with 7P.
- Or use Tenku K which knocks them back and wall splats. Follow up with wall combo if splats (see here for best damage wall combos)
- If they sidestep (which is pretty damn hard to do), then you'll be at disadvantage since she doesn't have any tracking moves from Tenku.
- Using 2K (low kick) in stun gives Momiji a +11 sitdown stun on fastest SE, which you can mix up with a throw (41236T), or if they don't SE, or if it's not fast enough, follow up with 6P.
- 6P+K gives you that horizontal faint stun that's holdable, but not SE-able. Bait holds with this, or follow up with 8P/8K for launch, 3P to extend stun, 2K for throw/mid P mixup or 2P to reset (+3).
- 44K leaves you BT. Use, and follow up with BTP for an unholdable faint stun. Same options as 6P+K, but you can also use 1P for a +7 reset. Everything after BTP is guaranteed. Alternatively, you can use 4PP for a launch, 2P for a +5 reset or 4K for a +15 sitdown stun that's too useless to guarantee anything since it knocks the opponent too far away.
The only times where you should use your Double Jump transitions is in-stun for mix up shenanigans or during juggles. You can use it to evade moves, but it's very risky.
She has tracking moves from Uzukaze, but not from Tenku (unfortunately).
Anyways, more to come. Apologies for the lack of organization; I was rushing to do this. It's a work-in-progress so expect edits over time. Feel free to let me know if I missed anything.
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