Dead or Alive 5 Ultimate

Easiest from top to bottom.

Rachel (easy, mindless vortex, medium damage potential)
Alpha (mash buttons, get stupid amounts of damage. very fast, best throw in game. TERRIBLE DEFENSE)
Momiji (hit buttons, cool shit happens)
Helena (incredibly good crushes, good lows, good throw resets, great vortex, medium damage potential)
Christie (very fast, best sidestep evasion in the game, medium to high damage potential)
Lisa (slower attack speed but extremely good movement, good crushes, high juggle and throw damage potential)
Sarah (fast, frame advantage beast, technical, medium to high damage potential, no vortex but incredibly difficult to stop regardless)

Could you give me you thoughts on Lei Fang? It'd be much appreciated.
 
Could you give me you thoughts on Lei Fang? It'd be much appreciated.

Leifang takes a moment to really to start up her offense as she lacks any proper "get in" attacks, but she probably has the single most infuriating defense in the game between her sabaki's, parries, advanced holds, and frustratingly evasive movement on a number of her key attacks.

Once she DOES start up, she is very much a momentum based juggernaut. She very easily avoids all wakeup kicks on reaction with her 1P+K, and has an easy time with people on the wall due to her quick offensive hold reseting them into a slump over and over again.

She is bordering somewhere between high-mid to high tier. She has virtually every tool you could possibly want for any situation, her only real want being a fast mid at range which, again, she more than compensates for with how much built-in defense she is packing.

Over at free step dodge all the Helena players, including mamba, seemed to be having a pity party over Helena's current state. I'm not trying to contradict you man, I'm totally noobish and poorly informed about this game so don't get the wrong idea when I ask you this, you're saying that she still has a great vortex?

Mamba has been saying Helena isn't good enough from day 1. The truth is, she is one of the deadliest characters in the game by far, and has won the most majors by a landslide.. Personally I believe he simply isn't as comfortable with DOA mechanics as he used to be.
 
So some more Momiji thoughts and findings.


So I'm finding that Momiji may not actually have to play a game of trying to get in as much of her mid-range tools are fairly potent stuns and interrupts. She's more or less a character that doesn't really have to play the stun game, so in that sense, she's similar to Kokoro, Hayate and Rig.

The one issue I've found is that she's got a terrible mix-up game, but that may not be too much of an issue as I originally thought. Her defense is average, as is her offense, but she has a lot of quick stuns and a number of fast and easy launchers. All she really needs is to interrupt, or put some light pressure (and she can do this through her three guard breaks or through some evasive stuff) and she's back on the offensive.

What I've found is that 7P is a great move to put some distance on your opponent and get you into optimum range for Momiji's rather good kicks. 4K is fast, safe on block and gets you +6 advantage. H+K and K are both 12 frames and both high, but I like H+K more due to its tracking and higher damage. Meanwhile, K seems to be more a move to create some spacing. Generally, if opponents tend to have a lot of evasive and tech crouch moves, H+K and K are pretty useless, but 4K pretty much covers that except in some rare cases like Lei-Fang's 1P evasion. 4K may even be able to catch Helena's ducking in her stance, but I'll need to check this out for certain.

In Ultimate, many character's standard holds got a major buff in damage. Hi-counter holds being able to due as much as 80 in some cases. I've found that Momiji's 6H and 1H holds for kicks are a bit on the weak end, but I did find something interesting...

If you did Momiji's Combo Challenge then you know that you can get a Power Blow off a low kick hold. I found that you can also get an Tenku P (that's Double Jump P). This leads to a big bounce stun that you can further combo from. Highest damage I was able to pull from this was around 48 to 55 damage using the stand 8P 6PKKP combo. Maybe you guys might find a higher damage combo.

Aside from that, I haven't found any good critical burst combos yet. It seems like her Uzukaze (single jump) PP can force a red critical stun through some combos, but I'm unsure if the opponent can recover in time before P+K.
 
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