DOA5LR Top 10 Worst Moves

iHajinShinobi

Well-Known Member
Standard Donor
The way you'll want to use Momiji's 214P/214PP+K is basically just in critical stun threshold.

CH 3P > 214PP+K for example, will allow for a BT4P ground bounce crumple and follow up for guaranteed damage. Another way to do it using 214PP+K as your next and last hits in critical stun threshold, so that the string will ground bounce crumple the opponent for guaranteed damage.

When I say guarantee damage, I mean following up with 6PKKP or 6PKKK. Or 3P4PP on super heavy weight.

214PP also allows for a guaranteed wall slam by the wall.

You're never going to get a realistic critical burst on anyone with 214P.
 

KING JAIMY

Well-Known Member
Is it similar to her 66 PP ?
Anyway I haven't played as Phase 4 or any of the Post Momiji/Rachel Characters yet other than a short trial with Marie Rose, the game isn't actually available in my Region so when I go to the DLC section all I see is the LR Costume Catalogue 03, the other 500 pieces of DLC is just not there..... sigh... why must the things I love be so annoying.
The second punch of BT 4PP is the same punch as 33P. The second punch of 66PP is the same punch as 236P. Momiji has a good amount of strikes embedded in other strings (other examples being 4P embedded in PP4P or 6P+K embedded in PP6P).

I can imagine it for you to be quite frustrating where the game isn't available in your region. Hopefully they will fix it soon for you!
 

Lulu

Well-Known Member
The second punch of BT 4PP is the same punch as 33P. The second punch of 66PP is the same punch as 236P. Momiji has a good amount of strikes embedded in other strings (other examples being 4P embedded in PP4P or 6P+K embedded in PP6P).

I can imagine it for you to be quite frustrating where the game isn't available in your region. Hopefully they will fix it soon for you!

LoL.... yep.... infact, remember that single piece of DLC I mentioned...... it wasn't actually there a few months ago, ergo when the game gets updated its literally unplayable because they didn't make the Costume Catalogues available to download..... anyway since I got a taste of Marie Rose I've gotten alil impatient..... I'm thinking of changing the region on my account and importing a gift card just to get her and Nyotengu..... I'm just waiting on a reply from the supplier. :)
 

Lulu

Well-Known Member
NB: Summary at the Bottom. ;)

All right so I've been putting in some mad work with The Mij and the best way to describe her play style is.... an Effecient Stunner. All of her moves have a purpose but they are somewhat contextual, hence you have to play patiently, which will be rewarded because shes a very effecient stunner. You also have to know the exact range of your moves and your opponent's, Momiji thrives on zoning both for Offensive and Defensive purposes.... thats why her Kicks are abit unsafe, yes can punish them.... but you have to be pretty close. 4K and 6 H+K are the only moves you need to be carefull with since The Former Steps Forward and the Latter is short ranged luckily I only use it mid stun.
Now... regarding the Tenku Jump... The Tenku is actually a follow up of her Uzukaze Jump. so long as you're aware of both these stances then you can actually cover every scenario.... people don't use the Uzukaze part of the jump alot (because people don't sidestep alot) but it does have tracking, unfortunately its got a huge flaw: it hits High.... the move details display both Tracking Variants as Mid attacks and just like Brad Wong's kick from his Hand Stand they are held Accordingly, but unlike The Hand Stand, The Uzukaze Tracking moves don't hit Crouching opponents. I think in order to actually hit a Crouching opponent you have to Transition into Tenku and use one of the Punches.
by itself Uzukaze/Tenku is risky and you have to commit to each move, it only has one hit confirm far as I can tell, but With some good Yomi the Uzukaze/Tenku will yield fantastic results.
Momiji was made for patient players who specialise at Extrapolation.



TL.DR Summary.
Jump in.... Poke.... then jump out and Take notes. I'm not even kidding, thats how you play her. LoL
 

iHajinShinobi

Well-Known Member
Standard Donor
NB: Summary at the Bottom. ;)

All right so I've been putting in some mad work with The Mij and the best way to describe her play style is.... an Effecient Stunner. All of her moves have a purpose but they are somewhat contextual, hence you have to play patiently, which will be rewarded because shes a very effecient stunner. You also have to know the exact range of your moves and your opponent's, Momiji thrives on zoning both for Offensive and Defensive purposes.... thats why her Kicks are abit unsafe, yes can punish them.... but you have to be pretty close. 4K and 6 H+K are the only moves you need to be carefull with since The Former Steps Forward and the Latter is short ranged luckily I only use it mid stun.
Now... regarding the Tenku Jump... The Tenku is actually a follow up of her Uzukaze Jump. so long as you're aware of both these stances then you can actually cover every scenario.... people don't use the Uzukaze part of the jump alot (because people don't sidestep alot) but it does have tracking, unfortunately its got a huge flaw: it hits High.... the move details display both Tracking Variants as Mid attacks and just like Brad Wong's kick from his Hand Stand they are held Accordingly, but unlike The Hand Stand, The Uzukaze Tracking moves don't hit Crouching opponents. I think in order to actually hit a Crouching opponent you have to Transition into Tenku and use one of the Punches.
by itself Uzukaze/Tenku is risky and you have to commit to each move, it only has one hit confirm far as I can tell, but With some good Yomi the Uzukaze/Tenku will yield fantastic results.
Momiji was made for patient players who specialise at Extrapolation.



TL.DR Summary.
Jump in.... Poke.... then jump out and Take notes. I'm not even kidding, thats how you play her. LoL

A good visual if it helps;


 

Lulu

Well-Known Member
A good visual if it helps;


Yes thank You.... I use the Flip Kick to punish "Chasers"..... the AI does this alot, it will only let me get away with one Backflip, I need to assert just how badly I want my space with that Flip Kick.
Its nice playing as Momiji, as Tina I didn't have the oppertunity to hang back and observe... now that I can see I'm beating specific Characters more easily.... like Gen Fu.
Oooh I found something peculiar: now I know that its not necessary to go for CB but I've been experiment alot trying to go further into stuns, anyway, her 2K has this odd property if you use it at the Threshold, I hit P+K after 2K and instead of a CB stun I get looped back to a level one stun, I've had a similar effect with Rachel when I chain three Sitdown stuns together, when I perform the CB it resets the the stun.
So uhm..... What's going on, is the AI Slow Escaping without blocking for some reason ? Or is the hit actually connecting at the threshold but just not working.
 

iHajinShinobi

Well-Known Member
Standard Donor
Advantage on the low and speed of P+K are too close. 2K in threshold is only +18. Momiji's P+K is i19 frames so P+K is not connecting in critical stun of +18, thus the stun reset.

Also happens when you do BT2P > 66K with Ayane, for example. BT2P is +17 in critical stun, 66K is i16 frames. If there is a frame difference, more or less (+/- frames), you will not connect in actual threshold, but gain a stun reset.
 

Lulu

Well-Known Member
Advantage on the low and speed of P+K are too close. 2K in threshold is only +18. Momiji's P+K is i19 frames so P+K is not connecting in critical stun of +18, thus the stun reset.

Also happens when you do BT2P > 66K with Ayane, for example. BT2P is +17 in critical stun, 66K is i16 frames. If there is a frame difference, more or less (+/- frames), you will not connect in actual threshold, but gain a stun reset.
Thats very interesting Balancing on TN's part.... so since Blocking occurs at Zero Frames they should theoretically be able to block it.
Sigh :( .... the disadvantages of playing the AI, I bet you wouldn't let me get away with such cheap trick.
 

Lulu

Well-Known Member
Oh hey look at that. I was wrong...... Uzukaze does actually catch crouchibg opponents if you use the PK varient or the K into Tenku into varient, basicly the Punches hit high and the kicks hit mid. So their you have it..... Uzukaze is now a viable stand alone move...... Just Don't Miss......
And another thing, I tested this against Bayman, if you guard break with Uzukaze and don't follow up, you'l be in Squating mode, appearently this somehow goes right underneath high jabs and mid punches, I though that meant I was at disadvantage and could be hit be lows, turns out you have one frame to spare to crouch guard....
unfortunately Bayman is not the faster puncher, further testing against the fastest jabbers is required, problem is I don't know who they are..... VF characters maybe ?
 

iHajinShinobi

Well-Known Member
Standard Donor
When you drop down from the +14, you're actually not at +14 if you drop down, you're punishable by low throw. The +14 is only for follow ups while you're still airborne.
 

Lulu

Well-Known Member
Damn...... I wonder how many people actually know that. usually when you get you're guard broken you go on the Defensive. People aren't really going to try to punish that move right ? Especially if they don't know that lil secret.
 

Lulu

Well-Known Member
Lets hope they keep it them selves.
I noticed something, the Tenku Throw seems to work better on hit than it does on block...... I think the guard break prevents them from making a hold....
Going for the Tenku Throw Raw just seems like Suicide, its telegraphed from miles away and it doesn't even track...... seems like the only way to increase its odds of success are to condition people to block or hold one of the Tenku punches and then see if you can catch them with their pants down by boldly going for the throw.... Its such a gamble.
 

iHajinShinobi

Well-Known Member
Standard Donor
Yeah, normally what I do is mix up three options out of Tenku while making people frustrated with it;

- Critical Burst from Tenku: People always expect it so they will hold, lets me nab throw or strike damage after I drop down.
- Throw from Tenku: For the same reason, people will hold.
- Drop down and continue pressure after Tenku.

It's pretty good that way because no one wants to be hit by Critical Burst out of it.

Tenku is really bad on block, but pretty good on hit. And actually pretty amazing near walls because the opponent isn't staggering away from you, so your options in pressure increase due to taking better advantage of the frame advantage you're gaining.
 

Lulu

Well-Known Member
LoL.... yeah its an absolute joy on walls..... even Phase 4 needs wall specific combos but nope... not Momiji.... :p
 

Lulu

Well-Known Member
I don't think I'l be sticking with Momiji..... I mean the only reason I chose her in the first place was because I suck with Ayane...... beat I did learn a very important skill from her.
But now where do I go ?
I'm not commited to Momiji but I suck too hard to use Ayane......
I suck at Hayabusa's WR moves and I can't even finnish Hayate's Command Training.
Perhaps another temporary Characer that can teach me another fundemental skill ? Think of it as my "Journey to Ayane".
 

iHajinShinobi

Well-Known Member
Standard Donor
There is plenty of insightful information I have up in the Ayane forums. You can also check my Youtube channel to see my play for any ideas. My tutorial in the next two weeks will be live as well so that should prove to be very useful for you until then.
 

Lulu

Well-Known Member
I'm afraid I'm a lost cause.... I just can't get over my problem with 44 and 66 inputs..... my thumb is way to slow to perform these...... actually this problem is only specific to DoA.... for a game thats more lenient every where else, the leniency for 44, 88 and 22 is way way shorter than it is in other games. I never had a problem with directional inputs in other games..... and thats including VF, infact I swear Sarah is easier to use in VF than she is in DoA.
Thats one of the reasons why I'm dropping Momiji, I can stick with her if I can't perform 66 P when I'm standing on the P2 side facing left (44 P).....and I can't perform 44 K standing either side.....
I've been trying and practicing 44 and 66 but I haven't gotten any faster at executing it than I have since Vanilla.
Thats my limit, and theres many character's I can't use because of it.
 

Kuga

Active Member
Youre using analog stick? Try practicing those with d-pad. I personally use dpad with motions like those.
 

Lulu

Well-Known Member
Not with the Xbox Controller....... its infamous for having the worst D-Pad in its generation. I'd love to use a fight stick but whats the point..... its very expensive and I don't even play competetively....
Someday perhaps....
 
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