Momiji Combo Guide Tutorial (DOA5LR)

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Published on ● Video Link: https://www.youtube.com/watch?v=rHZzgU9R9zg



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Duration: 16:34
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A small combo guide for people interested in further developing their Momiji tech. Momiji & Christie's AquaPlus costumes are featured too!

If you haven't checked it out already, have a look at Momiji's novice guide! https://www.youtube.com/watch?v=g3h_gjZfzyo&t=4s&list=PLV4Z7LoRwodA0Boq1N9kJpiELxNBjF38N&index=14

Combos & Tech Featured:

3:04
- 6PK, 8K, 8P, 6PKK~P
- 6PK, 8P, 8P, 6PKK~P
- 6PK, 66K, 6PK, 6PKP
- 6PK, 236P, 6PK, 3P4PP

4:24
- 44K, BT P, 66PP, 6PKK~P (Substitute 6PKK~K at a wall)
- 44K, BT P, 66P, 66K, 6PK, 3P4PP
- 44K, BT P, 8K, 8P, 6PKK~P (Use this if opponent can hold 66PP)
- 44K, BT P, 4K, P+K
- 44K, BT4P, 66PP, 44P, 6PKK~P
- 44K, BT4P, 66P, 66K, 6PK, 3P4PP
- 44K, BT4P, 66P, 8K, 8P, 6PKK~P (Use this if the opponent can hold 66PP)

6:48
- 9K, P+K, 66PP, 44P8~PK, 3P4PP
- 9K, P+K, 66PP, 66K, 6PKK~P
- 9K, 66PP, 44P8~PK, 3P4PP (Use this if the opponent can SE the P+K)
- 9K, 66PP, 66K, 6PKK~P
- 9K, 66PP, 44P, 6PKK~P (Substitute 6PKK~K at a wall)

9:06
- 214P, BT4P, 66PP, 44P, 6PKK~P (Substitute 6PKK~K at a wall)
- 214P, BT4P, 66P, 66K, 6PK, 3P4PP
- 214P, BT4P, 66P, 8K, 8P, 6PKK~P (Use this if opponent can hold 66PP)
*Use 214P, BT4P, 7K, 8P, 6PKK~K if in front of a wall

10:53
- 6H+K, 66PP, 8P, 6PKK~P
- 6H+K, 66P, 66K, 6PK, 6PKP
- 6H+K, 66P, 8K, 8P, 6PKK~P (Use this if opponent can hold 66PP)

13:00
- Tenku~T, H+K, 6PK, 3P4PP
- Tenku~T, H+K, 6PKK~P
- Tenku~T, 8P, 8P, 6PKK~P (Go to juggle in front of a wall)
- Tenku~T, 2H+K (Can be tech rolled)
- Tenku~T, 1P2K (Can be tech rolled)

13:27
CB Juggles after: 214PP+K, BT4P, P+K
- 236P+KPP82T
- 236P, 44P8~PK, 3P4PP
- 236P, 44P, 6PKK~P (Substitute 6PKK~K at a wall)

13:50
Special Combos
- 214PP+K, BT4P, P+K, (236P+K), 5P (whiff), 7K, 66K, 3P4PP
- 1T, Tenku~(P+K), DZ! (Guaranteed Air PowerBlow)
- 1H, Tenku~(P+K), DZ! (Guaranteed Air PowerBlow)
- 214P+K, DZ!, 66K, 6PKK~K
- (4P+K), DZ!, 66K, 6PKK~K
- 3PP, DZ!, 214P, BT4P, P+K, 236P+KPP82T (damage increase under ceiling)
- 214PP+K, BT4P, P+K, (236P+K), 214PP+K, BT4P, 6PKK~P
- 214PP+K, BT4P, P+K, 236P, 44P8~PK, 3P4PP, DZ! 66K, 6PKK~K
- (4P+K), DZ!, 66K, 6PP, DZ!, 66K, 6PP
- 214PP+K, BT4P, 6P, DZ!, 6PK, 3P4PP, DZ!!, 9K (whiff), 7K, 66K, 3P4PP

Additional Notes:
- Alot of these combos may not work fully on Super Heavyweight class characters. For them forego one of the relaunchers/refloats (8P for example)
- The "guarantees" after the SDS's or 9K's stumble stun can usually be slow escaped on FASTEST, in that case you make try 3P (or nothing may connect at all on FASTEST SE, where in that case you'd go for a mix-up instead)
- 8P can be used in place of 8K for a faster alternate high launcher
- Update: 9K can be held now (I believe one of the patches changed its status along with Kasumi's H+K)

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"

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