Momiji General Discussion

iHajinShinobi

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I'll probably do a mini-tutorial on stream Wednesday or Friday this week for Honoka and Momiji, for anyone interested.
 

iHajinShinobi

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So, not sure if anyone is aware of this or not but I thought I'd share this bit on how much frame advantage Momiji is actually left at when you hold the opponent's high, mid and low punches.

High hold against high punches: +3 frame advantage
Mid hold against mid punches: +8 frame advantage
Low hold against low punches: +9 frame advantage

You are at that amount of frame advantage if the opponent immediately techs up off the ground after being held.
 
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KING JAIMY

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So, not sure if anyone is aware of this or not but I thought I'd share this bit on how much frame advantage Momiji is actually left at when you hold the opponent's high, mid and low punches.

High hold against high punches: +3 frame advantage
Mid hold against mid punches: +8 frame advantage
Low hold against low punches: +9 frame advantage

You are at that amount of frame advantage if the opponent immediately techs up off the ground after being held.
This is very helpful, Hajin.

I have asked this before but due to the database corruption I'll have to re-write my question:

What is the frame advantage after Momiji holds an opponent's mid punch with her expert mid punch hold? Is it different compared to her regular mid punch hold? Can't check myself right now unfortunately, and I am pretty curious. Thanks in advance if you let me know!
 

iHajinShinobi

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Advanced mid punch hold is tricky, because you cannot tech up immediately from the hold. The game is giving me +25 if you tech up after the knockdown, but this is also a situation where a WUK (wake up kick) is possible), so you want to keep that in mind.

What you can do after the hold though, is back up with 7 just a bit, you'll be out of range of both the mid and low WUKs but well within' range for a 236P for whiff punishment. Easy 60+ damage.
 

KING JAIMY

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Advanced mid punch hold is tricky, because you cannot tech up immediately from the hold. The game is giving me +25 if you tech up after the knockdown, but this is also a situation where a WUK (wake up kick) is possible), so you want to keep that in mind.

What you can do after the hold though, is back up with 7 just a bit, you'll be out of range of both the mid and low WUKs but well within' range for a 236P for whiff punishment. Easy 60+ damage.
Nice find! I hadn't thought of using 236P as a whiff punisher that way. I'll definitely try this setup out.
 

iHajinShinobi

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You can do this after 4T or 6T as well (midscreen), better after a little KBD, however. Either a 44K or 236P, I opt for 44K a lot since Momiji's hurtbox actually moves back and her hitbox extends forward.
 

ShadowIX

New Member
Hello

I'm pretty much a noob at this game and I was wondering if anyone had some advice on what I should be doing with her. Any strings I should be using often? Any simple combos off of practical strings that I should use until I get better?

Thanks in advance.
 

Force_of_Nature

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Hello

I'm pretty much a noob at this game and I was wondering if anyone had some advice on what I should be doing with her. Any strings I should be using often? Any simple combos off of practical strings that I should use until I get better?

Thanks in advance.
Greetings! Welcome to the Shrine Maiden cove!

You don't really need to play a "string" game per se with Momiji, though she does have numerous safe strikes & strings on block such as PPPP, 3PP, or 214PP for example. A string you could utilize is 6PK since it can make the opponent hesitate to punish it on block a bit due to the string having follow-ups such as 6PKK. If the opponent does catch onto 6PK abuse on block (it is technically -14, but has air-state status on the second strike), you can delay between the 6P & K, or just free cancel on 6P. I would recommend becoming familiar with Momiji's pokes at various ranges including, close range, mid range and long range.

In close, you can use P/PP~, 6P/6PK~, 2P, 3K/3KP~, 1P~, K/KK mostly or H+K & 7K for interruption. Momiji's i12 moves are pretty great in general with proper implementation. At a bit of range, you can use 66P/66PP, 44K, 4K, 2H+K, 1P strings, 3KP8, or H+K for the most part with the benefits of almost all of these options being range safe (The string enders such as 66PP, and 1PK/1PP do tend to be the most punishable). Playing keepout with Momiji is VERY rewarding. Although a bit riskier to implement, 6H+K provides a pretty nice reward on hit if you can whiff punish with it in the form of guaranteed follow-ups like 3P, though it is unsafe and slow on the other hand.

As for combos, just use: *Launch*~8P~6PKKP for light & middleweights and *Launch*~6PKKP against heavyweights. There are other combos, which should be in a combo thread, but these ones tend to net the most reliable simple damage early on. It also helps that Momiji can launch opponents very easily with the aforementioned 8P, 8K, 66K, 236P, or 33P along with numerous others that may require the stun threshold to be "exceeded" like 3P or 6K.

Good luck!
 

Lulu

Well-Known Member
Hello

I'm pretty much a noob at this game and I was wondering if anyone had some advice on what I should be doing with her. Any strings I should be using often? Any simple combos off of practical strings that I should use until I get better?

Thanks in advance.

This isn't meant to be a guide.... but to show you what Momiji is capable of, and to give you some possibilties you can explore.
 

iHajinShinobi

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Momiji's change list for the new title update next Tuesday (8/11/2015);

Adjusted to expand her fighting style to take advantage of more of her moves. Also added visual and sound effects.

4P: Changed to sit down stun on Counter or crouching Counter, and changed advantage on guard from -5 frames to -9 frames.
3P4PP: Change wall knock-back distance from 2.5m to 3 m, and added visual and sound effects.
1PP: Changed status on hit from Critical to Down, damage from 20 to 24, advantage on guard from -13 frames to -9 frames, wall knock-back distance to 1m, adjusted the knock-back animation on air hit. Added visual and sound effects.
33P: Adjusted the input detection of the command.
6K, PPK, 6PK: On Counter hit or higher, changed from Critical to launch.
8K: Fixed an issue which caused her to be in jump status until the end of the move.
Junyo-Izuna: Changed damage from 10+24 to 5+24+5.
Junten-Izuna: Changed damage from 10+10+25+10 to 10+10+28+10.
Uzukaze P: Change Critical on hit from Cr(-11 → -16) to Cr(4 → -4).
Uzukaze K, PPKK, 6PKK, 6KK: Changed damage from 16 to 15 in order to make it easier to keep Critical state.
Back-turned 4P: Changed Critical Stun on Counter hit or higher to a small sit-down stun (time in Critical remains as Cr(26 → 18), changed damage from 20 to 18, changed advantage on guard from -3 frames to -10 frames.
41236T: Changed damage from 26+36 to 45+17.

The biggest changes I am loving here are 4P being a sitdown stun on counter and hi counter now. This means that 4P became a bigger threat during footsies.

6K and all of it's string variation launching on counter and hi counter hit now make 6PK an extremely scary string on block. You have to respect 6P harder now. Also make these scary during footsies. This alone is definitely going to change how you fight this character up close with correct usage of 6P.

1PP now being a knockdown on hit instead of causing Critical Stun is a big plus too. And it will wall slam now. Having the knockdown now means that Momiji gets a lot of offensive momentum since she can get oki from change in string. So "for me", it's become a move I can actually start treating the same way as Ayane's 6P/6PK now.
 
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Force_of_Nature

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4P is going to be extra dangerous on sidesteppers too thanks to the new CH statuses. An i14 Mid-hitting tracking move just got a whole lot more deadly!

The Shrine Maiden got some real presents this patch lol.
 

Tempest

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6PK is going to be great in stun, but on block it's still as non threatening as before. Miji has almost no delay on her 6P followups and the free cancel is still -12. 4P should be interesting, I doubt the sitdown will be big since the move is so fast, but a 14 frame sitdown is still nothing to laugh at, no matter how small.
 

Force_of_Nature

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Momiji has a lot of safe shit so making 4P -9 is perfectly fine. Curious if PP4P got the same properties as 4P?

6K & 6PK are gunna be rage-inducing in stun now lol. 2nd hit of 6PK or 6K are also air state if I'm not mistaken. As for the sitdown stun, small sitdowns are just as useful as big ones. I'm pretty sure she'll get guaranteed follow-ups after it.
 
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