Madian
Active Member
Hello Everyone,
I started this thread so that we could discuss one of our most dreaded match ups: Momiji. Here we can discuss the challenges one faces in this match up as well as strategies to help alleviate the curve. Feel free to post any questions, comments or useful information. I will update this thread as new information comes available.
For those of you who don't know this is quite possibly Hayate's worst match. Here's a breakdown of what you have to look forward to.
Close Range: Momiji's 2P, 6P, 7K, 5K and H+K are i12. That beats out most of what Hayate can put on screen. His 6P will beat Momiji's 6P as well as her 2P however he needs 7K to beat the other three which is risky. In addition her standing jab is i10 which means she either ties with Hayate's jab or beats out 6P/7K. Hayate can high crush 5P, 5K and H+K with a crouching move however doing so puts him at risk of eating a fast mid or low. Her 4P, PP4P, 1P and H+K will shut down all of Hayate's sidestepping shenanigans. And should the Hayate player block something Momiji is almost always safe. Most of her favorite tools are -5 or -7.
Long Range: Hayate's favorite range... is still dominated by Momiji. Her 66P is i15, covers as much space as his own 66P, is -5 and cancels into a tracking launcher. This move alone prevents us from hitting buttons outside of full screen. If you happen to block the tracking launcher you can get a 33T punish but you have to be quick as it recovers fast. In addition to this move we have to deal with her 1P and command jumps as she can cover a great deal of space with them.
Lack of Punishment Opportunity: As a Hayate player, your natural tendency is to try and solve every situation by finding the proper punishment and then capitalizing it as much as possible. The problem here again is that Momiji's risk/reward ratio is drastically staggered in her favor. You find yourself obligated to counter her by going on the offense which is just as traditionally risky as ever. Although Momiji's throws aren't the strongest in the game you will eat a lot of them should you get blocked or if you block too much yourself. To get any kind of opportunity to punish Momiji you have to commit with perfect execution due to how fast she recovers.
Guaranteed Damage versus Potential Damage: In the end, although Hayate has more opportunities to continue pressure and a better corner game, Momiji in general is getting more damage in the situations that matter. You can make two correct reads and then lose all the progress you made with one mistake. That's just the crux of the match up.
Basic advice:
Don't Hit Buttons: In other words don't be caught whiffing. Momiji can punish you almost full screen with 66P. Not to mention her pokes up close beat out almost everything you have. Meanwhile, even though Momiji is safe on most of her strikes, she can't just keep throwing out strikes (unless you are online). This gives you the opportunity to get your own offense going. Meanwhile, when you DO commit to an attack, it may catch your opponent off guard. Patience is its own reward.
Keep the Pressure On: When you do get in on your opponent, it's always better to keep your momentum going even if it means doing less damage. That extra damage may seem significant at first but once Momiji is off the hook, you are once again at a tactical disadvantage. Meanwhile, Momiji doesn't have too many ways to deal with vortex pressure so save the big damage for finishing her off.
Beat the Player Not the Character: While on paper Momiji may have everything she needs to solve this match up, in the end, you are playing against a human and not Momiji. Opponents have patterns and set strategies they associate with power which they will fall on when under duress. If you figure out your opponent's strategies you won't have to worry about what tools he or she uses since you counter anything they do. Not as easy as said but the ultimate goal to aspire to in any match.
I started this thread so that we could discuss one of our most dreaded match ups: Momiji. Here we can discuss the challenges one faces in this match up as well as strategies to help alleviate the curve. Feel free to post any questions, comments or useful information. I will update this thread as new information comes available.
For those of you who don't know this is quite possibly Hayate's worst match. Here's a breakdown of what you have to look forward to.
Close Range: Momiji's 2P, 6P, 7K, 5K and H+K are i12. That beats out most of what Hayate can put on screen. His 6P will beat Momiji's 6P as well as her 2P however he needs 7K to beat the other three which is risky. In addition her standing jab is i10 which means she either ties with Hayate's jab or beats out 6P/7K. Hayate can high crush 5P, 5K and H+K with a crouching move however doing so puts him at risk of eating a fast mid or low. Her 4P, PP4P, 1P and H+K will shut down all of Hayate's sidestepping shenanigans. And should the Hayate player block something Momiji is almost always safe. Most of her favorite tools are -5 or -7.
Long Range: Hayate's favorite range... is still dominated by Momiji. Her 66P is i15, covers as much space as his own 66P, is -5 and cancels into a tracking launcher. This move alone prevents us from hitting buttons outside of full screen. If you happen to block the tracking launcher you can get a 33T punish but you have to be quick as it recovers fast. In addition to this move we have to deal with her 1P and command jumps as she can cover a great deal of space with them.
Lack of Punishment Opportunity: As a Hayate player, your natural tendency is to try and solve every situation by finding the proper punishment and then capitalizing it as much as possible. The problem here again is that Momiji's risk/reward ratio is drastically staggered in her favor. You find yourself obligated to counter her by going on the offense which is just as traditionally risky as ever. Although Momiji's throws aren't the strongest in the game you will eat a lot of them should you get blocked or if you block too much yourself. To get any kind of opportunity to punish Momiji you have to commit with perfect execution due to how fast she recovers.
Guaranteed Damage versus Potential Damage: In the end, although Hayate has more opportunities to continue pressure and a better corner game, Momiji in general is getting more damage in the situations that matter. You can make two correct reads and then lose all the progress you made with one mistake. That's just the crux of the match up.
Basic advice:
Don't Hit Buttons: In other words don't be caught whiffing. Momiji can punish you almost full screen with 66P. Not to mention her pokes up close beat out almost everything you have. Meanwhile, even though Momiji is safe on most of her strikes, she can't just keep throwing out strikes (unless you are online). This gives you the opportunity to get your own offense going. Meanwhile, when you DO commit to an attack, it may catch your opponent off guard. Patience is its own reward.
Keep the Pressure On: When you do get in on your opponent, it's always better to keep your momentum going even if it means doing less damage. That extra damage may seem significant at first but once Momiji is off the hook, you are once again at a tactical disadvantage. Meanwhile, Momiji doesn't have too many ways to deal with vortex pressure so save the big damage for finishing her off.
Beat the Player Not the Character: While on paper Momiji may have everything she needs to solve this match up, in the end, you are playing against a human and not Momiji. Opponents have patterns and set strategies they associate with power which they will fall on when under duress. If you figure out your opponent's strategies you won't have to worry about what tools he or she uses since you counter anything they do. Not as easy as said but the ultimate goal to aspire to in any match.