Momoko(KOFXI): Unterschied zwischen den Versionen
Zur Navigation springen
Zur Suche springen
(7 dazwischenliegende Versionen desselben Benutzers werden nicht angezeigt) | |||
Zeile 74: | Zeile 74: | ||
| 3D || 26 || 4+4|| KD|| <span style="color: red;">-15</span> ||Overhead. Airborne F10-37. F38-62 recovery. Triggers opponent's guard reaction very late (F23). | | 3D || 26 || 4+4|| KD|| <span style="color: red;">-15</span> ||Overhead. Airborne F10-37. F38-62 recovery. Triggers opponent's guard reaction very late (F23). | ||
|- | |- | ||
| | | Double Jump || / || /|| /|| / ||Cannot be done from back jump. Double jump only works in the direction the first jump was put it, eg forward+forward. 6F Landing recovery if no air attack is used after. Earliest possible timing = F15/21 of small/regular jump. | ||
|- | |- | ||
| small A|| 5 || 12 || / || / ||Same hitbox as j.A | | small A|| 5 || 12 || / || / ||Same hitbox as j.A | ||
Zeile 102: | Zeile 102: | ||
| j.E|| 14 || 4 || / || / ||Same hitbox as smalljump E | | j.E|| 14 || 4 || / || / ||Same hitbox as smalljump E | ||
|- | |- | ||
| j.2B|| 7 || 4 || / || / ||Bounces forward on hit. Hard knockdown on air hit. Same hitbox as j.2D. Does not work after double jump. Can be followed up with front double jump. 6F Landing recovery if no air attack is used after. | | j.2B|| 7 || 4 || / || / ||Bounces forward on hit. Hard knockdown on air hit. Same hitbox as j.2D. Does not work after double jump. Can be followed up with front double jump. F1-10 in counter hit state. 6F Landing recovery if no air attack is used after. Earliest possible timing = F3/2 of small/regular jump. | ||
|- | |- | ||
| j.2D|| 7 || 4 || / || / ||Bounces backwards on hit. Hard knockdown on air hit. Same hitbox as j.2B. Does not work after double jump. 6F Landing recovery if no air attack is used after. | | j.2D|| 7 || 4 || / || / ||Bounces backwards on hit. Hard knockdown on air hit. Same hitbox as j.2B. Does not work after double jump. F1-10 in counter hit state. 6F Landing recovery if no air attack is used after. Earliest possible timing = F3/2 of small/regular jump. | ||
|- | |- | ||
|Chain 6K|| 11 || 4*2 || <span style="color: red;">-2</span> || <span style="color: red;">-3</span> ||All hits can be chain cancelled. F1-6 low profile. | |Chain 6K|| 11 || 4*2 || <span style="color: red;">-2</span> || <span style="color: red;">-3</span> ||All hits can be chain cancelled. F1-6 low profile. | ||
Zeile 136: | Zeile 136: | ||
|214D|| 10/34* || 12+6 || KD || <span style="color: red;">-6</span> ||2nd hit is low & can be QSed. F1-53 low profile. F54-60 regular recovery. | |214D|| 10/34* || 12+6 || KD || <span style="color: red;">-6</span> ||2nd hit is low & can be QSed. F1-53 low profile. F54-60 regular recovery. | ||
|- | |- | ||
|236P|| 9* || 10 || <span style="color: red;">-2</span> || <span style="color: red;">-17</span>* ||Can be followed up with 236Px2. Counterhit-state F1- | |236P|| 9* || 10 || <span style="color: red;">-2</span> || <span style="color: red;">-17</span>* ||Can be followed up with 236Px2. Counterhit-state F1-8 (before active time). F9-27 airborne. F28-54 recovery. *=old japanese data lists 10F startup. *2=drastically more disadvantage on guard than on hit. | ||
|- | |- | ||
|>236P|| 7 || 10 || <span style="color: red;">-2</span> || <span style="color: red;">-17</span>* ||Can be followed up with 236Px1. Counterhit-state F1-6 (before active time). F7-25 airborne. F26-52 recovery. *=drastically more disadvantage on guard than on hit. | |>236P|| 7 || 10 || <span style="color: red;">-2</span> || <span style="color: red;">-17</span>* ||Can be followed up with 236Px1. Counterhit-state F1-6 (before active time). F7-25 airborne. F26-52 recovery. *=drastically more disadvantage on guard than on hit. | ||
Zeile 142: | Zeile 142: | ||
|>236P>236P|| 11 || 13 || KD || <span style="color: red;">-26</span> ||236P ender. Counterhit-state F1-10 (before active time). F11-29 airborne. F30-65 recovery. | |>236P>236P|| 11 || 13 || KD || <span style="color: red;">-26</span> ||236P ender. Counterhit-state F1-10 (before active time). F11-29 airborne. F30-65 recovery. | ||
|- | |- | ||
|236236P|| 4 || 2 || KD || / ||Grab Super. Can be comboed. Launcher. Dream Cancel. F6-40 recovery. | |236236P|| 4 || 2 || KD || / ||F1-5 Invul. Grab Super. Can be comboed. Launcher. Dream Cancel. F6-40 recovery. | ||
|- | |- | ||
|236236K|| 2 || 18 || <span style="color: red;">-7</span> || <span style="color: red;">-22</span>* ||Chain Super starter. *=drastically more disadvantage on guard than on hit. | |236236K|| 2 || 18 || <span style="color: red;">-7</span> || <span style="color: red;">-22</span>* ||Chain Super starter. *=drastically more disadvantage on guard than on hit. | ||
Zeile 359: | Zeile 359: | ||
! style="background-color:#FFd800;" | Note | ! style="background-color:#FFd800;" | Note | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |''' | | style="background-color:#F9F9F9;" |'''Double Jump''' | ||
| style="background-color:#F9F9F9;" |[[bild:kofxi_momoko_doublejump.png]] | | style="background-color:#F9F9F9;" |[[bild:kofxi_momoko_doublejump.png]] | ||
| style="background-color:#F9F9F9;" |/ | | style="background-color:#F9F9F9;" |/ | ||
| style="background-color:#F9F9F9;" |/ | | style="background-color:#F9F9F9;" |/ | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" |Cannot be done from back jump. Double jump only works in the direction the first jump was put it, eg forward+forward. 6F Landing recovery if no air attack is used after. Earliest possible timing = F15/21 of small/regular jump. | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''smalljump A''' | | style="background-color:#F9F9F9;" |'''smalljump A''' | ||
Zeile 447: | Zeile 447: | ||
| style="background-color:#F9F9F9;" |7 | | style="background-color:#F9F9F9;" |7 | ||
| style="background-color:#F9F9F9;" |4 | | style="background-color:#F9F9F9;" |4 | ||
| style="background-color:#F9F9F9;" |Bounces forward on hit. Hard knockdown on air hit. Same hitbox as j.2D. Does not work after double jump. Can be followed up with front double jump. 6F Landing recovery if no air attack is used after. | | style="background-color:#F9F9F9;" |Bounces forward on hit. Hard knockdown on air hit. Same hitbox as j.2D. Does not work after double jump. Can be followed up with front double jump. F1-10 in counter hit state. 6F Landing recovery if no air attack is used after. Earliest possible timing = F3/2 of small/regular jump. | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''j.2D''' | | style="background-color:#F9F9F9;" |'''j.2D''' | ||
Zeile 453: | Zeile 453: | ||
| style="background-color:#F9F9F9;" |7 | | style="background-color:#F9F9F9;" |7 | ||
| style="background-color:#F9F9F9;" |4 | | style="background-color:#F9F9F9;" |4 | ||
| style="background-color:#F9F9F9;" |Bounces backwards on hit. Hard knockdown on air hit. Same hitbox as j.2B. Does not work after double jump. 6F Landing recovery if no air attack is used after. | | style="background-color:#F9F9F9;" |Bounces backwards on hit. Hard knockdown on air hit. Same hitbox as j.2B. Does not work after double jump. F1-10 in counter hit state. 6F Landing recovery if no air attack is used after. Earliest possible timing = F3/2 of small/regular jump. | ||
|- | |- | ||
|} | |} | ||
Zeile 639: | Zeile 639: | ||
| style="background-color:#F9F9F9;" |KD | | style="background-color:#F9F9F9;" |KD | ||
| style="background-color:#F9F9F9;" |/ | | style="background-color:#F9F9F9;" |/ | ||
| style="background-color:#F9F9F9;" |Grab Super. Can be comboed. Launcher. Dream Cancel. F6-40 recovery. | | style="background-color:#F9F9F9;" |F1-5 Invul. Grab Super. Can be comboed. Launcher. Dream Cancel. F6-40 recovery. | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''236236K''' | | style="background-color:#F9F9F9;" |'''236236K''' | ||
Zeile 747: | Zeile 747: | ||
| style="background-color:#F9F9F9;" |-2/-2/-1* | | style="background-color:#F9F9F9;" |-2/-2/-1* | ||
| style="background-color:#F9F9F9;" |-3/-3/-2* | | style="background-color:#F9F9F9;" |-3/-3/-2* | ||
| style="background-color:#F9F9F9;" |Can be QSed. 17/18/16F* low profile recovery + 6F regular recovery. *= data for all | | style="background-color:#F9F9F9;" |Can be QSed. 17/18/16F* low profile recovery + 6F regular recovery. *= data for all chains in order. | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''>A>C>E>B>D>C>E<br>>A>C>E>D>A>C>E''' | | style="background-color:#F9F9F9;" |'''>A>C>E>B>D>C>E<br>>A>C>E>D>A>C>E''' | ||
Zeile 779: | Zeile 779: | ||
| style="background-color:#F9F9F9;" |+5 | | style="background-color:#F9F9F9;" |+5 | ||
| style="background-color:#F9F9F9;" |+0 | | style="background-color:#F9F9F9;" |+0 | ||
| style="background-color:#F9F9F9;" |Low hit. Does not combo from previous hit. Does not cause pushback. F15-31 low profile. F31-35 crouched recovery. F36-44 regular recovery. | | style="background-color:#F9F9F9;" |Low hit. Can be QSed. Does not combo from previous hit. Does not cause pushback. F15-31 low profile. F31-35 crouched recovery. F36-44 regular recovery. | ||
|- | |- | ||
| style="background-color:#F9F9F9;" |'''>A>C>E>C>D<br>>A>C>E>C>D>B''' | | style="background-color:#F9F9F9;" |'''>A>C>E>C>D<br>>A>C>E>C>D>B<br>>A>C>E>C>D>B>D''' | ||
| style="background-color:#F9F9F9;" |[[bild:kofxi_momoko_236236KACECD_1.png|100px]][[bild:kofxi_momoko_236236KACECD_2.png|100px]][[bild:kofxi_momoko_236236KACECD_3.png|100px]] | | style="background-color:#F9F9F9;" |[[bild:kofxi_momoko_236236KACECD_1.png|100px]][[bild:kofxi_momoko_236236KACECD_2.png|100px]][[bild:kofxi_momoko_236236KACECD_3.png|100px]] | ||
| style="background-color:#F9F9F9;" |25/17* | | style="background-color:#F9F9F9;" |25/17/17* | ||
| style="background-color:#F9F9F9;" |3*3 | | style="background-color:#F9F9F9;" |3*3 | ||
| style="background-color:#F9F9F9;" |-3/-4 | | style="background-color:#F9F9F9;" |-3/-4/KD | ||
| style="background-color:#F9F9F9;" |-4/-5 | | style="background-color:#F9F9F9;" |-4/-5/-5 | ||
| style="background-color:#F9F9F9;" |All hits overhead. Does not cause pushback. F7-36/1-28* legs invul. F37-56/29-49* recovery. *=data for first/ | | style="background-color:#F9F9F9;" |All hits overhead. Does not cause pushback. Ender-version causes hard knockdown. F7-36/1-28/1-28* legs invul. F37-56/29-49/29-49* recovery. *=data for all chains in order. | ||
|- | |||
| style="background-color:#F9F9F9;" |'''>A>C>D<br>>A>C>D>D<br>>A>C>D>D>D<br>>A>C>D>D>D>D''' | |||
| style="background-color:#F9F9F9;" |[[bild:kofxi_momoko_236236KACD.png|100px]] | |||
| style="background-color:#F9F9F9;" |16/17* | |||
| style="background-color:#F9F9F9;" |3 | |||
| style="background-color:#F9F9F9;" |-1 | |||
| style="background-color:#F9F9F9;" |-2 | |||
| style="background-color:#F9F9F9;" |ACD-Chain Not in counterhit-state (ACDD,ACDDD chains are). All chains can be QSed & do not cause pushback, except the ender. *=first/all other listed chain hits | |||
|- | |- | ||
|} | |} | ||
Zeile 800: | Zeile 808: | ||
== Videos == | == Videos == | ||
[https://youtu.be/oYxsc0FDLHA?t=3871 akio playing momoko] @ sawakoro festival 2019<br> | [https://youtu.be/oYxsc0FDLHA?t=3871 akio playing momoko] @ sawakoro festival 2019<br> | ||
[https://www.youtube.com/watch?v=UOimQ2vnG8E | [https://www.youtube.com/watch?v=UOimQ2vnG8E Tacchi visiting port24]<br> | ||
[https://www.youtube.com/watch?v=-Y4LXA3yqRQ Tacchi visiting port24, 20221104] | |||
{{KOFXI_Navi}} | {{KOFXI_Navi}} |
Version vom 6. Juli 2025, 15:15 Uhr
Momoko 桃子 | |
![]() | |
Tiers & Ranking | |
Tier: | E- |
Ratio Cost: | 1 Point |
Properties | |
Damage Modifier: | 1.05 |
Stun Modifier: | 0.97 |
Crouch height (Tier): | G |
Colors
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
A | B | C | D |
![]() |
![]() |
![]() |
![]() |
R1 + ![]() |
R1 + ![]() |
R1 + ![]() |
R1 + ![]() |
E+A | E+B | E+C | E+D |
![]() |
![]() |
![]() |
![]() |
L1 + ![]() |
L1 + ![]() |
L1 + ![]() |
L1 + ![]() |
Start+A | Start+B | Start+C | Start+D |
Frame Data
Special attributes & Bugs
Source: kofxi_bot on twitter
- 2D is unblockable as a meaty (bug, tourney-banned).
- Momoko's LDM is plagiarized from 年エスパーねじめ(Sho-nen Esupa- Nejime)"
- Holding 6 (walking forward) makes her hum, holding 2 (crouching) makes her fix her hair.
Videos
akio playing momoko @ sawakoro festival 2019
Tacchi visiting port24
Tacchi visiting port24, 20221104
- Sacred Treasures Team: Kyo | Iori | Shingo
- Hero Team: Ash | Oswald | Shen
- Fatal Fury Team: Terry | Kim | Duck King
- Agent Team: Vanessa | Mary | Ramon
- Art of Fighting Team: Ryo Sakazaki | Yuri Sakazaki | King
- Rival Team: Elisabeth | Duo Lon | Benimaru
- Team K': K' |Kula | Maxima
- Garou Team: Jenet | Gato | Griffon
- Ikari Warriors Team: Ralf | Clark | Whip
- Anti Kyokugenryu Team: Malin | Kasumi | Eiji
- Psycho Soldier Team: Athena Asamiya | Sie Kensou | Momoko
- Time Unlock: Adelheid | Gai | Hayate | Jazu | Silber