This is a small DOA6 guide to help people out if they're interested in Momiji and would like an idea on how to approach learning her. This guide is mainly for letting you get your "feet wet" with the character. Feel free to message me if you have any questions pertaining to anything. Cheers!
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0:00 Introduction
2:05 Intoduction to Momiji's Playstyle
3:42 Close Range Focus, Uzukaze & Amakake Stances
15:43 Respect the 7K!
17:28 Tracking Moves, and Hi & Low Crushes
30:15 Guard Breaks
35:46 Mid Range Focus
40:07 Long Range Focus
45:18 Throw Game
49:51 Hold Game
52:33 Wall Game
53:54 Outroduction
*Note that Momiji's a good beginner character
*Additional Notes
- Momiji is a "Lightweight" character
- 6PK can be sidestepped if telegraphed
- Momiji has the ability to jump off the wall with 7P~P+K into Amakake "Double Jump" stance
- Despite having an "Aiki-Jujutsu" fighting style, Momiji's throws & holds aren't particularly strong
- Momiji's 2K is fast at i14. On CH it causes a trip stun. It can be used as a low option to extend stuns, induce CH stuns, or even trip people up during the neutral game for a CH trip stun! (I.e. if someone runs at you, stop them in their tracks with 2K)
- Use Momiji's throws to chuck the opponent around, thus aiding in her controlling of space (66T is particularly nice for hit-and-run!)
*Combos Featured in the Guide
#1) Sample Combo: 6KK~[Blocked]~Amakake~T, KP, 4P+K8PKK, 6S
#2) CH 8P, KP, 6PKP
#3) CH 8P, 6PK, 3P4PP
#4) CH KK~[Crouching Opponent], SDS!, 66K, 4P+K8PKK, Close Hit!, 3P+K
#5) Break Blow Cancel Combo: 214P, BT~P, S, 236P, 4P+K8PKK, 6SH (BBC), 236P+KPP82T
#6) Throw Combos: Amakake~T, KP, 4P+K8PKK, Close Hit!, 3P+K
#7) Amakake~T, KP, SSSS
#8) Amakake~T, KP, 4P+K8PKK, 6SH (BBC), 236P+KPP82T
#9) Hold Combos: 6H, 6PKKP
#10) 6H, 6PK, PPPP
#11) 1H, Amakake~P, KP, 3P4PP
#12) 1H, Amakake~P, KP, 6PKP
#13) Wall Combos: H+K, W!, 4P+K, 6PKKK
#14) H+K, W!, 4P+K8PP, 7K
#15) 7K, W!, 8P, 6PKKK
#16) CH 6PP, Small W!, Side-Walk Behind, P+K [Opponent's Back], 236P, 4P+K8PKK, 6SH (BBC), 236P+KPP82T
For Directional Notation:
7 8 9
4 5 6
1 2 3
Each number represents the corresponding direction. 1 for "Down-Back", 9 for "Up-Forward", 5 for "Neutral" or no input, etc. Quarter-Circle Back = 214, Quarter-Circle Forward = 236, Half-Circle Back = 63214, Half-Circle Forward = 41236, etc.
Legend:
CH = Counter-Hit
BT = Backturned Stance
W! = Wall Splat
DZ! = Dangerzone Splat
SDS! = Sit Down Stun
For Input commands:
P = Punch
K = Kick
H = Hold/Guard Button
T = Throw Button
S = Special Button
P+K = Strong punch
H+K = Strong Kick
H+P = Alternate Way to Input "Throw"
H+P+K = Alternate Way to Input "S"
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