Dead or Alive 5 Ultimate

Rikuto your DOA advice is just pleasing to hear. Can you tell me about Kasumi please?

Rikuto's advice is excellent. As for Kasumi's she's an extremely well-rounded character with great quick pokes, strong throws such as 33T or 41236T, along with useful parries, evasive movements, a nice low kick hold and overall some of the best speed in the entire game. You basically can't go wrong with Kasumi whether you want to run an offensive or defensive game. Though to get good damage you're gonna need to set up juggles or hit the launching throw (or 33T if you can get hi-counter). Out of all the ninjas, Kasumi's the only one that can be considered to have rushdown capabilities and she can be mildly vulnerable to good spacing, however getting in with her isn't that daunting if you utilize her 66PP, 9K's, or her Hoshinpo stance for instance. Also, thanks to 9P+K or 7P, she doesn't have to deal with wake-up kicks. Her tracking is decent too with moves such as KK, H+K, P+K, or even 2H+K if there's a bit of distance or you anticipate a high (same for 66H+K but be careful with that move against alert opponents).

In terms of tiers, she ranks near the top and is generally effective against anyone. Her mixup game could be slightly better but her speed and quick pokes more than make up for it.
 
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.
Have you tried watching NinjaCW's Momiji tutorial?
http://shoryuken.com/2013/09/19/dead-or-alive-5-ultimate-momiji-tutorial-by-ninjacw/
 
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.

From what I've noticed, Momiji's better if you don't try to play the stun game too much. Stun, launch, finish. That said, her damage output is good, so if you can drag the enemy into a critical burst, they will feel it.

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.

I'd be interested to see if it does, even if I don't play against Helena all that often.

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.

Huh. Now I feel really stupid. 55 damage on wake-up punishment. Not bad.

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.

One more good tool that wasn't really mentioned here: 236P. A bit slow, but it causes SDS. If you use the P+K follow-up, it knocks them into another SDS. Both leave your back turned, but if you do 4K~P+K, I believe you get a near-guaranteed CB.
 
Momiji has a hidden hold input 64H. Not sure why its there, but check it out, holds mid punches. I'm not what else it's good for.
 
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