DOA5U Momiji - Top 10 Moves

Yaguar

Well-Known Member
Since this hasn't popped up yet I thought I'd start it off.
In no particular order!

:6::6_::H+K:
+ Avoids lows and is +1 on block.

:1::P::P:
+ Low -> Mid, tracking, crushes highs like America crushes dreams.
+ Bonus points for mix up with the next entry.
-

:1::P::2::K:
+ Low -> Low, tracking. Both hits crush high and the second crushes mids. Dreams? Not on this moves watch.
+ Mix up with the above entry.
- On NH -> Block, you won't be tending to any more shrines.

:2::H+K:
+ Crushes highs and some mids. Tracking.
+ Instant crouching.
- Slow.
- Doesn't crush all mids.

:6::P:
+ 12 frame mid.
+ Has great stun -> launch options for free damage.
- In some matches it gets stuffed by other peoples nasty mids.

Sitdowns!
+ She has them.
+ They give launches.
- Her best stun launches are all highs (opinion).
- She can't triple sit down but has the potential there. It is more heart breaking than anything else.
- Easy staggers. Fastest leaves BT :4::K: and :6::H+K: at +15 only.
- Unless your opponent completely sucks at SE'ing they aren't great.

:8::P:
+ Launches on CH.
+ Stuns like walking into a super clean glass window on NH.
+ Great fast refloat for stun -> launch game.
- Doesn't 1 hit KO.
- Is high.

:2::P:
+ SAFE ON BLOCK (-5)
+ 0 on hit, HOLY WHAT?!
- Looks limp as a 90 year olds scrotum.

:6::P::K:~
+ Follow ups.
+ Refloats.
- Can't follow up from a :6::P: stun.

:6::6::P::P:
+ Instant stun launch.
+ Free :8::P: :6::P::K::K::P: follow up.
+ Earns respect to allow for running :H+K: vs. rush down.
- Unsafe like keeping your password on a slip of paper in front of your PC at work.
 
Last edited:

BloodBurger

Well-Known Member
Need to incorporate :1::P::2::K: into my game with :1::P::P:.


:4::P: is pretty solid too. If I'm not mistaken it tracks and beats a lot of stuff.

I'm a noob but I've caught vets more than a couple times with it. :)
 

Yaguar

Well-Known Member
I'm probably going to redo my top 10 soon. The eyes of experience have given me a few I really like.

You need to check the risk of :1::P: follow ups as they are heavily unsafe if blocked. If you're catching someone on CH with :1::P: you are in for a 50/50 though.
 

Saber

Well-Known Member
In no particular order:

:P:
+ Neutral on hit AND on block.
+ Has K followup which stuns on NH
- Shitty range

:6::P:
+ 12 frame mid
+ K followup is your go-to string in stun for an easy CB
+ Both P and K followups are not only mid, but also gives deep stuns = easy access to Momiji's stun-to-launch game
- Doesn't track, including followups
- Followups are unsafe unless you go into Tenku
- Loses out to other 12-frame mids

:6::P::K: / :6::K:
+ Crushes lows (practically all followups to this puts Momiji in air-state and stops OHs too)
+ Stuns on NH (+24)
- 16 frames
- Doesn't track, including followups

:3::P:
+ Best stun extender (+28)
+ ONLY 13 FRAMES
+ Best followup to sitdown stuns
+ Has followups that not only track, but are SAFE (3PP is -3 on block)
- All followups and the move itself mid Ps

:K:
+ 12 frame high kick that out-prioritizes 12-frame mids
+ Has followups that both stun (KP is +28 on hit)
- KP is unsafe(-8), KK is semi-safe (-6)

:6::6::P:
+ Easy stun-to-launch with P followup
+ Followup tracks
+ Exceptional range, best whiff punisher
+ Safe (-5 on block)
+ Stuns on NH, gives +7 on fastest SE, so make use of that 50/50 throw or hit.
+ Hard to react

:8::P:
+ Stuns on NH
+ LAUNCHES on CH
+ Best launch in stun (free 6PKK~P)
+ 14 frames
+ Refloats pretty well
- High
- Unsafe on block

:2::h::+::K:
+ Tracks
+ Crushes highs and some mids
- Slow
- Unsafe on block
- Reactable

:9::K:
+ Tracks
+ Range
+ Jumps over lows
+ BT stun, guarantees 66PP and 6PK in open stance
- Unsafe
- 18 frames

:236::P:
+ Best launch, and launches on NH
+ Tracks
+ Good range
- Unsafe (duh)
- Slow (20 frames)

Honorable mentions:
BT :P:
+ Feint stun, guarantees launch
+ 12 frames
- You have to be BT first
- High

:4::P:
+ Shuts down SS completely
+ Super fast (14 frames)
- Stuns on NH, better stun on CH
- Unsafe

:h::+::K:
+ Fastest tracking move in the game (12 frames)
+ Out-prioritizes 12-frame mids
+ Decent range
+ Stuns on NH, gives good frame advantage
+ Relauncher with the most damage
- Unsafe against grapplers (-7 on block)
- High

:8::K:
+ Good option for stun-launch
+ Crushes lows
+ Cannot be throw punished (recovery is air-state)
- Unsafe

:1::P:
+ High crush
+ Stuns on NH
+ Tracks
+ Has followups, one mid and one low
- Followups are reactable and unsafe
 
Last edited:

HoodsXx

Well-Known Member
Momiji - Top Ten moves

:P:
- 0 on block and a frame trap
- Has follow-ups

:P::K:
- May be unsafe, but stuns on NH
- Can be used to stop people who SS from your Jab frame trap pressure

:6::P:
- A good fast poke, that can be delayed with :6::P::P:
- Gives you enough stun for a launcher (:8::P:/:8::K:)

:4::P:
- Fast tracking move
- Safe on block

:3::P:
- Main stun initiator
- Opens up stun game for ANY launch
- Has a tracking follow-up

:2::P:
- 0 on block
- Conditions people amazingly if done consecutively
- Fast poke

:6::H+K:
- Unsafe, but an amazing sit down stun in it's own right
- Gives you a guaranteed :3::P:, which launches in threshold

:6::P+K:
- -3 on block and an amazing High crush move
- relatively fast

:6::P::K::K:
- +14 on block, and has good follow-ups
- In stun it can be used to bait holds, for example if someone low holds :3::P: is guaranteed

:2::H+K:
- A decently good trip stun move
- Crushes some mids

:3::K:
- Good poke
- Safe on block
- Has a tracking follow-up that leads into double jump
 

Yaguar

Well-Known Member
:2::P:
- 0 on block
- Conditions people amazingly if done consecutively
- Fast poke

0 on hit. - 5 on block, still great to poke out highs.

:6::P+K:
- -3 on block and an amazing High crush move
- relatively fast

HNNNNNNNG love this move.
If they don't counter you get :6::H+K: as a pseudo-force tech. Otherwise you get a nice sit down stun.
Also seems to crush some highs and is part of her :P: string mixup. Hella pick.
 

HoodsXx

Well-Known Member
0 on hit. - 5 on block, still great to poke out highs.

Reason it's good w/o it being used to poke out highs, is because when she uses 2P on hit she still has a 12i mid punch, therefore, the person has to respect the 2P, so if she for instance uses it twice, they then have to decide, will she 2P again, or low throw if I hold? If so, should I SS / crush?. If they SS 4P checks them. If they try to beat you out with a move that crushes your low, 6P checks them every time.

HNNNNNNNG love this move.
If they don't counter you get :6::H+K: as a pseudo-force tech. Otherwise you get a nice sit down stun.
Also seems to crush some highs and is part of her :P: string mixup. Hella pick.

You mean in stun right? Because as a crush move, it doesn't put them into a state where they can fall to the ground. Though personally, after something like that you have so much advantage you might as well launch. Though 6H+K is good in it's own right, since 3P is guaranteed.
 

Yaguar

Well-Known Member
You mean in stun right? Because as a crush move, it doesn't put them into a state where they can fall to the ground. Though personally, after something like that you have so much advantage you might as well launch. Though 6H+K is good in it's own right, since 3P is guaranteed.

On CH I'm 99% sure it did cause the fall. Does work in stun too though, you're right there.
I'll have to check it out when I get time now but I was (until this point) certain it worked on CH.
 

HoodsXx

Well-Known Member
On CH I'm 99% sure it did cause the fall. Does work in stun too though, you're right there.
I'll have to check it out when I get time now but I was (until this point) certain it worked on CH.

On CH I know that'll happen, but when you're crushing a move it'll always end up as being NH, unless the move is a throw or is extremely slow.
 

splslick

Well-Known Member
Looking to learn Momiji and I was wondering if her top 10 moves have changed since the last post on here cause of all the patches that this game has undergone? Much appreciated if anyone can respond to this :D
 

J.D.E.

Well-Known Member
Standard Donor
:P:
+10i jab

:9::K:
+ Turn around stun
+ Guarantees 66PP & 6PK open space
+Unsafe

:6::6_::H+K:
+Running high kick
+ Guard breaks

:K::P:
+Stun
+Good quick launching options such as 8P & 3P4P
+Unsafe

:1::P:
+Tracking low
+Teching & back teching with 1P2K
+Unsafe

:6::P+K:
+High crush
+Very Fast
+Relaunches as a follow up for opponent after wall hit

:8::P:
+Quick poke & launcher
+Relaunches in mid air as a follow up
+Unsafe

:6::H+K:
+Sit down stun
+Guarantees 3P (launches at max level) with 3P4P as a quick hit-confirm launch option
+Unsafe at -10

:214::P:
+Sitdown stun
+Has safe options like 4K
+High bounce launch as a CB follow up
+Has guaranteed options
+Bounds with follow ups

:2::P:
+ 12i low
+0 on block
+The move itself is pretty self-explanatory

Honorable mentions
6H - Guarantees 6PK
44P - Deep stun that has 9P options
236P - Great launcher, covers nice distance can be used in mid range ( almost the same animation as 66PP), great CB follow up
6PK - Stuns, great stun > launch option. relaunches behind 236P near the wall, guaranteed after 6H & 9K
3K - Nice reach, nice tracking stun as a follow up
66PP
+Whiff punisher
+Guaranteed after 9K
+Unsafe on block at -12
+Launcher with follow ups
+Tracks
+Hard to react to the P after 66P

It's been a while since I commented in the Momiji threads. I think only 2 ppl knew that I played her (@Saber & @Yaguar ). I play her behind Kasumi. At KiT14 & FR17, she was my primary sub (still a sub now very consistent, just now I have Ayane back to where I wanted her in terms of consistency).

My personal thoughts on the ones that I listed are I value guaranteed damage a lot along with her being very balanced with a quick stun > launch game. I'll take the guaranteeds & free stuff for as long as you let me, but she plays the stun game really well with various crush properties.

She is a very nice edition to my roster :). Fun Fact: Her, Ayane & Kasumi are my favorite characters & even when I'm not using her & if someone does well with her offline, I feel like I win as well.
 
Last edited by a moderator:

J.D.E.

Well-Known Member
Standard Donor
I have to disagree. There are a lot of characters that are between neutral or -2 with 2P.
 

Tenryuga

Well-Known Member
Any Momiji player that doesn't have 2P in their top 10 is smoking something lmao. The move sets up so much for her it's not even funny. That along with her 10i jab back when it was neutral on block made her one of the strongest pokers in the game. Even with her jab being -2 on block now her poking is still strong because of her neutral 2p. Here's my list:

1. P - 10i with run of the mill pressure options.

2. 6P - fastest mid to score CHs.

3. 2P - This poke is godlike. It completely harasses ppl with 13i mids and allows her to setup CH and throws easy; I really don't see why this wouldn't be on anyones list.

4. 3P - Deep stuns and threshold launch capability. It sets her up perfectly for launchers.

5. 66P - fast ranged mid for whiff punishment and getting in. There is also a small window to hitconfirm 66PP which is a delayable fast TRACKING mid launcher!

6. 2H+K - ranged tracking sweep with an hefty amount of frame advantage. Was a super godlike crush; not sure if it still is but I use it.

7. K - This tool helps her deal 12i mids during her 2P pressure and has good followups in KK being semi safe and KP for the deep stun.

8. 8P - is an unseeable launcher and stuns on NH. Also has high crush capability.

9. 44K - This move is so great for keepout and spacing. It also allows her to access BT P which will faint stun and guarantee an 8P.

10. 1P - This is a really good crush with decent followups.
 
Last edited:

SilverForte

Well-Known Member
Alright I have the game now, here's my impressions.

P- standing jab, not 0 on block anymore but still good for tick throws and false pressure

2p- Her best move imo, really gives her an amazing neutral game, instant high crush, pretty much shuts down chars with 13f mids, + on critical, amazing stuff.

66p- this has to be one of the best whiff punish moves in the game, fast, and gives good damage on nh with a followup combo.

3p- Fast, and gives a large stun, also has delayable followups

214p+k- This move is amazing at the wall, and after opponent techs, does huge damage on close hit.

8p- Instant high crush, good stun on nh, launches on ch, great move. Also hard to punish.

K- helps her fight people with 12f mids, and it has good followups as well.

7k- 12f flipkick that's safe due to pushback, easily abusable.

6p- Her standing mid, good to use after a 2p on hit.

44k- Good range, safe, has that feint stun folllowup as well.
 

iHajinShinobi

Well-Known Member
Standard Donor
:h::+::K:
+ Fastest tracking move in the game (12 frames)
+ Out-prioritizes 12-frame mids
+ Decent range
+ Stuns on NH, gives good frame advantage
+ Relauncher with the most damage
- Unsafe against grapplers (-7 on block)
- High

No, this is one of the fastest tracking moves in the game. Ayane's neutral K is i12 frames and tracks while it's follow ups all track. Lots of range on it and stuns on neutral hit, roll-cancel itself.

The main difference is that Momiji's H+K does 1 point more damage.

@In general: I'll give my top 10 later.
 
ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
Top