Momoko(KOFXI)
| 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
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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
| Move | S | A | Hit | Grd | Note |
|---|---|---|---|---|---|
| 5A(c) | 5 | 3+3 | +5 | +4 | Cannot be cancelled into command normals. |
| 5A(f) | 6 | 2 | +6 | +5 | |
| 5B(c) | 7 | 2 | +5 | +4 | |
| 5B(f) | 7 | 3 | +5 | +4 | |
| 5C(c) | 7 | 3 | +2 | +1 | Chain combo starter. No Special Cancel, but has Super Cancel. |
| 5C(f) | 15 | 3+3 | +1 | +0 | Airborne F9-20. F21-47 standing recovery (& 2nd hit). |
| 5D(c) | 6 | 2 | +9 | +8 | |
| 5D(f) | 16 | 3 | -1 | -2 | Small hurtbox F7-25. F26-38 recovery. |
| 5E | 14 | 3 | KD | +2 | Invul on legs F5-22. F23-33 recovery. |
| GC | 6 | 6 | KD | -14 | |
| Saving | ? | n* | KD | / | Active until landing. 9F/10F recovery (hit/whiff). |
| 2A | 6 | 3 | +3 | +2 | |
| 2B | 5 | 2 | +6 | +5 | |
| 2C | 7 | 3 | +9 | +8 | Chain Combo starter. No Special Cancel, but has Super Cancel. |
| 2D | 14 | 4 | KD | -9 | |
| 6A | 15 | 10 | KD | -14 | F15-36 airborne. F37-49 recovery. Triggers opponent's guard reaction very late (F15). *=old japanese data lists 16F startup. |
| 6B | 22 | 5 | -13 | -14 | Overhead. Chain starter. Cannot be cancelled into. No Special Cancel. Triggers opponent's guard reaction very late (F19). |
| 3B | 17 | 2 | +4 | +3 | Special Cancel. Small collision & hurtbox F9-24. F25-35 regular recovery. Triggers opponent's guard reaction very late (F16). |
| 6D | 25 | 3+5 | +4 | +3 | Not an overhead. F16-32 Airborne. F33-50 recovery. Can be Followed up with D (causes 3D to come out). Triggers opponent's guard reaction very late (F23). |
| 6D>D | 19 | 4+4 | KD | -15 | Cancels from 6D (even on whiff). Same as 3D with less ground startup. Airborne F4-30. F31-55 recovery. |
| 3D | 26 | 4+4 | KD | -15 | 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 |
| j.A | 5 | 12 | / | / | Same hitbox as smalljump A |
| small B | 6 | 10 | / | / | Same hitbox as j.B |
| up B | 6 | 10 | / | / | Unique hitbox |
| j.B | 6 | 10 | / | / | Same hitbox as smalljump B |
| small C | 9 | 4 | / | / | Same hitbox as j.C |
| up C | 9 | 4 | / | / | Unique hitbox |
| j.C | 9 | 4 | / | / | Same hitbox as smalljump C |
| small D | 12 | 2 | / | / | Same hitbox as j.D |
| up D | 10 | 2 | / | / | Unique hitbox |
| j.D | 10 | 2 | / | / | Same hitbox as smalljump D |
| small E | 14 | 4 | / | / | Same hitbox as j.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. 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. 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 | -2 | -3 | All hits can be chain cancelled. F1-6 low profile. |
| Chain 4P | 22/37* | 3+3 | +3 | +2 | Both hits overhead & can be chain cancelled. F1-55 low profile. *=first/second hit. |
| Chain 2K | 22/28* | 3+3 | -12 | -13 | Both hits low. Second hit can be chain cancelled. F7-61 low profile. F62 regular recovery. *=first/second hit. |
| Chain 8K | 18/31* | 4+4 | -9 | -10 | Both hits can be chain cancelled. F5-51 low profile. F52-59 regular recovery (8F). *=first/second hit. |
| Chain 6P | 21/27* | 3+4 | -5 | -6 | Both hits overhead. Second hit can be chain cancelled. F1-34 legs invul. F35-54 regular recovery (20F). *=first/second hit. |
| Chain 236P | 16 | 1+10 | KD | -15 | F17-38 airborne. F39-52 recovery (14F). |
| Chain 236B | 21 | 3+3+3 | KD | +2 | F13-37 airborne. F38-54 recovery (17F). |
| Chain 236D | 21/25* | 4+4 | KD | -15 | Overhead. F5-31 airborne. F32-57 recovery. *=first/second hit (second connects against crouchers). |
| Chain 214K | 5 | 3 | KD | / | Throw ender. F1-19 in counterhit-state. F20-30 recovery (11F). |
| 623B | 10/23* | 4+4 | KD | -10 | Both hits allow Super Cancel & QS. F4-43 low profile. F44-53 regular recovery. *=first/second hit. |
| 623D | 18/31* | 4+4 | KD | -10 | Both hits allow Super Cancel & QS. Launches & allows juggles after. F5-51 low profile. F52-61 regular recovery. |
| 236B | 17 | 3+3,3 | KD | +2 | Knocks down on hit & has different hurtboxes than 236D, otherwise identical. F5-8 low profile. F9-33 airborne. F34-49 recovery (16F). |
| 236D | 17 | 3+3,3 | +3 | +2 | Does not knock down on hit & has different hurtboxes than 236B, otherwise identical. F5-8 low profile. F9-33 airborne. F34-49 recovery (16F). |
| 214B | 10* | 12 | -7 | -14* | F1-40 low profile. Counterhit-state F1-27 (6F longer than active time). F41-47 regular recovery. *=old japanese data says 17F startup. *2=when done close, not all hits connect on guard, making this attack even more disadvantageous. |
| 214D | 10/34* | 12+6 | KD | -6 | 2nd hit is low & can be QSed. F1-53 low profile. F54-60 regular recovery. |
| 236P | 9* | 10 | -2 | -17* | 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 | -2 | -17* | 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>236P | 11 | 13 | KD | -26 | 236P ender. Counterhit-state F1-10 (before active time). F11-29 airborne. F30-65 recovery. |
| 236236P | 4 | 2 | KD | / | F1-5 Invul. Grab Super. Can be comboed. Launcher. Dream Cancel. F6-40 recovery. |
| 236236K | 2 | 18 | -7 | -22* | Chain Super starter. *=drastically more disadvantage on guard than on hit. |
| 236236E | 50 | ~4 | KD | / | Unblockable. Juggle Anywhere. Counterhit-State F1-49. Super Freeze occurs on F49. Hit occurs during Super Freeze on F28 (between F49+50). F50+51 invul. F52-60 counterhit-state. F61-85 recovery. |
| Attack | Hitbox | Startup | Active | Hit | Guard | Note |
|---|---|---|---|---|---|---|
| 2A |
|
6 | 3 | +3 | +2 | |
| 2B |
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5 | 2 | +6 | +5 | |
| 2C |
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7 | 3 | +9 | +8 | Chain Combo starter. No Special Cancel, but has Super Cancel. |
| 2D |
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14 | 4 | KD | -9 |
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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