Momoko(KOFXI): Unterschied zwischen den Versionen
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| 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). | ||
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| | | 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. | ||
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| 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 | ||
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| 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. | ||
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| 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. | ||
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|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 359: | Zeile 359: | ||
! style="background-color:#FFd800;" | Note | ! style="background-color:#FFd800;" | Note | ||
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| 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. | ||
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|} | |} |
Version vom 6. Juli 2025, 15:15 Uhr
Momoko 桃子 | |
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Tiers & Ranking | |
Tier: | E- |
Ratio Cost: | 1 Point |
Properties | |
Damage Modifier: | 1.05 |
Stun Modifier: | 0.97 |
Crouch height (Tier): | G |
Colors
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A | B | C | D |
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R1 + ![]() |
R1 + ![]() |
R1 + ![]() |
R1 + ![]() |
E+A | E+B | E+C | E+D |
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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
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