KING JAIMY
Well-Known Member
I'm seeing a 'Top 10 Moves' in almost any character-specific forum so I thought it would be a fun idea to create a 'Top 10 Worst Moves' for once. Personally, I had an extremely hard time coming up with ten bad moves for Momiji. Feel free to comment yours, if you'd like. Perhaps we can even convice each other that a bad move listed by someone isn't bad at all. We're here to help each other out anyway! Here's my list (in no particular order):
- Slow startup, very unsafe on block (-13). Even if the first punch hits on NH, they will most likely guard the second one and have an opportunity to throw punish you. It's relatively easy to react to with a hold, too.
- While the first punch has i12 startup - which is fast - the follow-up isn't very good for several reasons: 1) It's a mid punch, so that means you're doing two mid punches in a row --> no mix-up! 2) It's unsafe on block (-11). 3) The second punch is pretty easy to react to with a hold. The only time this string is actually good is when it hits, because it gives a crumple stun. But this is rarely the case.
- Pretty quick, but doesn't give a big enough stun to follow-up with a launch. Only non-slow escapable follow-up would be P, and if your opponent is aware of this he can do a high hold every time they anticipate this, or otherwise slow escape. Also, this move is semi-safe on block (-6), and thus can be neutral thrown with 5T.
BT - Unsafe on block (-9). If it hits, the sitdown gives no guaranteed follow-ups if the opponent slow escapes.
BT - Haven't found a single good use for this move yet.
BT - Safe on block (-3) but only useful if you need some breathing room. She has better options from back turned.
- You don't need to play the Critical Burst game with Momiji since she has an excellent stun-launch game. That, and the fact that this move is slow and unsafe on block (-8).
- Unsafe on block (-15) and reactable by blocking even if the first punch hits on Normal Hit.
/ / - Useless on block. All Tenku follow-ups can be shut down by fuzzy guarding.
- I see too many people overuse this string at mid-long range in hopes to launch their opponent. However, this string should only be used for whiff punishment purposes. It's very unsafe on block (-12) and the second punch can be reacted to with a mid punch hold since it has no other follow-ups. 6P is a much better option mainly because it is safe on block (-5).
- Slow startup, very unsafe on block (-13). Even if the first punch hits on NH, they will most likely guard the second one and have an opportunity to throw punish you. It's relatively easy to react to with a hold, too.
- While the first punch has i12 startup - which is fast - the follow-up isn't very good for several reasons: 1) It's a mid punch, so that means you're doing two mid punches in a row --> no mix-up! 2) It's unsafe on block (-11). 3) The second punch is pretty easy to react to with a hold. The only time this string is actually good is when it hits, because it gives a crumple stun. But this is rarely the case.
- Pretty quick, but doesn't give a big enough stun to follow-up with a launch. Only non-slow escapable follow-up would be P, and if your opponent is aware of this he can do a high hold every time they anticipate this, or otherwise slow escape. Also, this move is semi-safe on block (-6), and thus can be neutral thrown with 5T.
BT - Unsafe on block (-9). If it hits, the sitdown gives no guaranteed follow-ups if the opponent slow escapes.
BT - Haven't found a single good use for this move yet.
BT - Safe on block (-3) but only useful if you need some breathing room. She has better options from back turned.
- You don't need to play the Critical Burst game with Momiji since she has an excellent stun-launch game. That, and the fact that this move is slow and unsafe on block (-8).
- Unsafe on block (-15) and reactable by blocking even if the first punch hits on Normal Hit.
/ / - Useless on block. All Tenku follow-ups can be shut down by fuzzy guarding.
- I see too many people overuse this string at mid-long range in hopes to launch their opponent. However, this string should only be used for whiff punishment purposes. It's very unsafe on block (-12) and the second punch can be reacted to with a mid punch hold since it has no other follow-ups. 6P is a much better option mainly because it is safe on block (-5).