Momiji Beginner Guide Tutorial (DOA5LR)

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Published on ● Video Link: https://www.youtube.com/watch?v=g3h_gjZfzyo



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This is a small guide, featuring the new Attack on Titan stage & Azuchi, 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!

*Note that Momiji's a good beginner character if you're new to DOA5LR

*Additional Notes
- After a knockdown caused by a 6PKK~Tenku~P, an immediate 7P will generally leave you at a good distance to punish wake-up kicks (WUK) with a 44K
- 66PP is also good at blowing up WUKs
- 214PP becomes a guaranteed wall slam move if the first hit connects on NH or CH.
- Any variation of 6K causes an optimal lift stun on NH
- 3P is a go to lift stun during critical stun
- CH 6K or CH 6PK launches right away, but only high enough for minimal follow-ups such as PPPP or 6PKK~Tenku~P for instance
- Refrain from abusing 6PKK~Tenku "mix-ups" on an opponent's block (A fuzzy guard can defend against all options)
- Momiji's 7P can jump off of walls into Tenku stance
- Running H+K is a High-K +1 GB that is a good additional "get-in" move
- 44K~44 is good for setting up potential 66PP punishes. I.e. 44K~44~66P/66PP, etc.
- Note that after a Mid K Hold, it actually is safer to go for 6PK-6PKKP as opposed to PK-6PK-6PKKP due to the possibility of opponents crouching under the PK. 6PP is also a good option too if it'll wall slam the opponent
- Momiji's CB is safe at -6 on block

Check out Momiji's Combo Guide if you haven't already! https://www.youtube.com/watch?v=rHZzgU9R9zg&index=15&list=PLV4Z7LoRwodA0Boq1N9kJpiELxNBjF38N

For additional tips with regards to DOA5LR's gameplay, or to clarify certain things, check out the Top Tier Tips Advanced Series: https://www.youtube.com/watch?annotation_id=annotation_366802457&feature=iv&index=2&list=PLV4Z7LoRwodBYCiMNOVwLGY75qkNNlNTv&src_vid=ZkCurOtQbKw&v=vZdOdf3Wp_Q#t=30s

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.

For Input commands:

P = Punch
K = Kick
H = Hold/Guard Button
T = Throw Button
P+K = Strong punch
H+K = Strong Kick
H+P = Alternate Way to Input "Throw"

Don't forget to SUBSCRIBE & RATE for more DOA goodness! ;-)

-- Was live at https://www.twitch.tv/force_of_nature




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