pay attention to when the BT OH is used.
It's like they had death combos in mind when designing that stage. Good job!A death combo with and without a power launcher.
Thanks, yeah, this vid was from a couple weeks ago. I incorporated a lot more stun launch at my last session, though I didn't save any videos out of respect for my opponent yesterday since he was still very new to the game compared to the Leon player. Momiji's spacing is crazy good, and her pokes are amazing. And, 8P, oh dear god 8P lol. At my next session, I'll try to save some vids of Momiji, since I feel I used her a lot better yesterday.Not bad for someone who just picked her up. Main advice: playing the stun game with Momiji isn't rewarding as it is with other characters. If you've got them in stun, just launch them, though her PPPP string isn't the most damaging string. If you stick to 6PKKP for every juggle, you've dealt some pretty hefty damage and the hard knockdown sets up her oki nicely (6H+K is unholdable after if opponent techs, and if the opponent doesn't tech, it techs them up).
Look at all these Ayane players slowly transitioning to my shrine maiden.
Look at all these Ayane players slowly transitioning to my shrine maiden.
Alright, I've been swooned by Momiji's charms...
Enjoy my scrubbiness!
Some things, @Force_of_Nature ; Jab and 2P are your best friends as they are for Ayane. Keep in mind that Momiji's jab is -2 on block, and that number REALLY matters compared to the +0/-1 we often utilize from jab with Ayane.
Jab > Jab repeat > other fast neutral strike/string/7P are really good options. I annoy the crap out of people with jab > jab repeat (Jab > 7P cannot be read).
Definitely use 6PKKP or 6PKKK for your juggles at a low height instead of PPPP, it's more damage. And 6PKKK will wall slam. Additionally, if you get a wall slam on full walls;
Jab (whiff) > 1P forces a wall okizeme situation, which becomes a mid/low string/free cancel mix up against players who tech up. When you start forcing this situation on people, realizing they can't get a WUK at all;
Jab (whiff) > 214P+K is amazing.
More importantly, get comfortable with H+K, 7K, 3K, 2K, 2H+K and 66P for range. These six strikes make approaching Momiji extremely difficult once you are comfortable with them. Start with these as your basic range tools first. Once you're comfortable with them, you'll want to learn to utilize the 5K/KK/KP, 44K, 44P, etc. And her Intergrated Movement (7P, 9P) to mix up your running H+K approach, because it's easy to blow that up if you don't.