And a thread for F moon of our favorite fiery tsundere.
Significant changes:1) Momiji loop damage was murdered.
2) Removal of anti-A armor makes her j.A and 5A even more godlike than before.
3) 623C and 214C OTG relaunch.
Some numbers:B Momiji damage 1800 -> 1400, proration 70% -> 42%
Pits damage 1000 -> 1300
Her neutral game is now better because j.A poking is stronger than before and 5A can be better used as an antiair. Her OTG relaunches don't really help her much IMO.
Midscreen combos:2AA5B5C4C(2) j.ABC dj.BC AT (basic BnB)
2AA5B5C4C(1) tk j.22B airdash j.C land j.BC dj.C AT (advanced damage combo)
2AA5B5C4C(2) 236C 5C3C j.BC dj.C AT (100 meter damage combo)
2AA5B5C4C(2) j.AC dj.C j.236B j.A (whiff) j.BE214B (corner carry)
2AA5B5C4C(2) j.ABC dj.C 236C j.A (whiff) j.BE214A (100 meter corner carry)
Near corner:2AA5B5C623A j.22A j.C land j.BC dj.BC AT (damage combo in corner)
2AA5B5C623A(1) IAD j.C land j.BC dj.BC AT (damage + corner carry)
Momiji loops:Starters:2AA5B2C delay 3C623B
2A5AAA5B5C4C(1)623B (number of hits required for 623B to connect is character specific)
2AA5B5C236C 2C3C (does not work on crouchers; use 4C if too far for 2C to connect)
Enders:2C623A j.8 delay j.22A j.236A (crossup setup)
2C3C623B 2C delay 4C(1) j.22A j.236A (crossup setup)
2C3C623B 2C3C623B (hard knockdown)
Hard knockdown okizeme:tk7 j.22B j.214B on landing - safe way to start ground pressure
sj forward j.22A j.236A - safe way to start air pressure, can go into (j.22B j.22C)x N loop for some meter gain
Misc. Combos:air counterhit land 5C4C(2) j.BC j.BC AT
shield counter 2C3C j.BC dj.BC AT
raw airthrow j.22A land j.BC dj.BC AT (damage)
raw airthrow immediate j.236a/b (knockdown)
6C 623B 2C3C623B (knockdown in corner)
6C dash 2C delay 4C(2)623B -> Momiji loop (fullscreen knockdown)
6C dash 5C4C(2) j.BC dj.BC AT (damage, when in corner omit the dash and link directly into 5c)
623C airdash j.A (whiff) land ...2C3C j.BC dj.BC AT (damage)
(hitconfirms for reversal 623c)...2C623B 2C3C623B (knockdown)
Pressure:Frame data:2A +3
5A +4
5B -1
2B -3
5C -5
5[C] +/-0
2C -4
6C -4
3C -4
4C -16
623A -7
22B +3
Corner blockstrings:// * denotes stagger
Can reset with dash in 2A/5A, IAD or throw.
On 5B counter link into a second 5B for massive damage.
If opponent uses low shield (or 1A+D OS) use 5B to beat it - although it hits low, it must be shielded high as all 5B's.
2A*5A (x N) reset
2A throw (risky)
2AAA6C (use 2A's to move out of their 2A range, risky)
2AA(A)5C6C (overhead setup, needs dash momentum)
2A~2C (OS against backdash)
2A[7] continue blockstring (OS against H/F shield counter, can punish with 2A/5A if you're fast; any normal can be used)
5A3C214A 4C214B (catches jumpouts, confirm after 3C into aircombo, or continue on block)
5A3C214A reset (risky)
5A3C*623A (catches mashing)
2A tk j.236A -> mixups (directly dash into tk j.236A after groundthrow)
2A*A*5B reset
2A*A*5B*5B*2C*4C(1)623A (if opponents are eager to escape)
2AAA5A (whiff) cancel into 5B*5B (if opponent is looking for whiffs)
2A*A*5B*5C
2A*5B*5C214[A] (pressure reset)
2A*A*5B*5C*4C*623A
2A*A*5B*5C*4C*22B (you have +frames, but are too far away to safely continue blockstrings)
IAD mixups:IAD j.B/C > 2A (low)
IAD j.B/C > IAD j.C (high, can be 5A'd)
IAD j.AB (double overhead) (does not work on Miyako, WLen)
IAD j.AA (double overhead) (works on Len, WLen, but not Miyako)
IAD j.B/C > IAD j.AB/j.AA (double overhead, airtight, not mashable)
IAD j.B/C j.214A (reset, not mashable)
IAD j.C tk (j.22A j.22B) x N
IAD j.B/C > land throw (risky)
IAD j.B/C > land 6C (risky)
j.236A mixups:On the way down, in corner:
j.A/B > 2A (low)
j.A/B > IAD j.C (high)
j.C (whiff) > 2A (low)
j.A > j.236A (reset; puffball whiffs, if they block, but will hit them if they try to do anything)
tk.9 j.236A (reset)
j.B > j.214A (reset)
j.A/B > IAD j.AA/AB (double overhead)
j.A/B > land throw (risky)
j.A/B > land 6C (risky)
Fuzzy guard:deep j.B > j.C j.22A j.A land 2A... (works only on Nero and Wara
)
Random info:Tigerknee j.236A is her pressure reset tool, lets yo go crazy on their head. (has been nerfed since PS2 but it's still good, especially in corner)
Burning meter in the corner doesn't really help with damage. Burning meter before 623B in corner still helps with damage.
I believe a midscreen 623Aa xx pit combo is possible, but I don't have any good results yet. 623A xx pit combos in the Tobari tutorial.
Holding [4] or [6] after j.236C changes the way VAkiha jumps from the puffball. This is great for setting up spacing for charge pillars or going into mixup.
Holding [4] or [6] when the pits hit grounded opponents makes them go towards you / away from you.
If you hit a half moon character in heat with a ground pit in blockstun (e.g. 4C 22B) it still forces a circuit spark.
Videos:Video tutorial by Tobari.Combo examples by me.Mixup examples by me.EDIT: Video examples.
EDIT 2: Added damage and proration changes.
EDIT 3: Some more changes.
EDIT 4: Fixed syntax, added frame data, blockstrings and mixups, some other minor changes.