Momoko(KOFXI)

Momoko
桃子
KOFXI momoko full.png
Tiers & Ranking
Tier: E-
Ratio Cost: 1 Point
Properties
Damage Modifier: 1.05
Stun Modifier: 0.97
Crouch height (Tier): G

Colors

KOFXI Momoko A.png KOFXI Momoko B.png KOFXI Momoko C.png KOFXI Momoko D.png
BUTTON SQUARE A.png BUTTON CROSS A.png BUTTON TRIANGLE A.png BUTTON CIRCLE A.png
A B C D
KOFXI Momoko EA.png KOFXI Momoko EB.png KOFXI Momoko EC.png KOFXI Momoko ED.png
R1 + BUTTON SQUARE A.png R1 + BUTTON CROSS A.png R1 + BUTTON TRIANGLE A.png R1 + BUTTON CIRCLE A.png
E+A E+B E+C E+D
KOFXI Momoko SA.png KOFXI Momoko SB.png KOFXI Momoko SC.png KOFXI Momoko SD.png
L1 + BUTTON SQUARE A.png L1 + BUTTON CROSS A.png L1 + BUTTON TRIANGLE A.png L1 + BUTTON CIRCLE A.png
Start+A Start+B Start+C Start+D

Frame Data

Short List
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.
Standing Attacks
Attack Hitbox Startup Active Hit Guard Note
5A(c) Kofxi momoko 5A(c) 1.pngKofxi momoko 5A(c) 2.png 5 3+3 +5 +4 Cannot be cancelled into command normals.
5A(f) Kofxi momoko 5A(f).png 6 2 +6 +5
5B(c) Kofxi momoko 5D(c).png 7 2 +5 +4
5B(f) Kofxi momoko 5B(f).png 7 3 +5 +4
5C(c) Kofxi momoko 5B(c).png 7 3 +2 +1 Chain combo starter. No Special Cancel, but has Super Cancel.
5C(f) Kofxi momoko 5C(f) 1.pngKofxi momoko 5C(f) 2.pngKofxi momoko 5C(f) 3.png 15 3+3 +1 +0 Airborne F9-20. F21-47 standing recovery (& 2nd hit).
5D(c) Kofxi momoko 5C(c).png 6 2 +9 +8
5D(f) Kofxi momoko 5D(f) 1.pngKofxi momoko 5D(f) 2.png 16 3 -1 -2 Small hurtbox F7-25. F26-38 recovery.
5E Kofxi momoko 5E.png 14 3 KD +2 Invul on legs F5-22. F23-33 recovery.
GC Kofxi momoko GC.png 6 6 KD -14
Saving Shift Kofxi momoko saving.png ? n* KD / Active until landing. 9F/10F recovery (hit/whiff).
Crouching Attacks
Attack Hitbox Startup Active Hit Guard Note
2A Kofxi momoko 2A.png 6 3 +3 +2
2B Kofxi momoko 2B.png 5 2 +6 +5
2C Kofxi momoko 2C.png 7 3 +9 +8 Chain Combo starter. No Special Cancel, but has Super Cancel.
2D Kofxi momoko 2D.png 14 4 KD -9
Command Normals
Attack Hitbox Startup Active Hit Guard Note
6A Kofxi momoko 6A.png 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 Kofxi momoko 6B.png 22 5 -13 -14 Overhead. Chain starter. Cannot be cancelled into. No Special Cancel. Triggers opponent's guard reaction very late (F19).
3B Kofxi momoko 3B.pngKofxi momoko 3B gif.gif 17 2 +4 +3 Special Cancel. Small collision & hurtbox F9-24. F25-35 regular recovery. Triggers opponent's guard reaction very late (F16).
6D Kofxi momoko 6D 1.pngKofxi momoko 6D 2.png 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 Kofxi momoko 6DD 1.pngKofxi momoko 6DD 2.pngKofxi momoko 6DD gif.gif 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 Kofxi momoko 3D 1.pngKofxi momoko 3D 2.png 26 4+4 KD -15 Overhead. Airborne F10-37. F38-62 recovery. Triggers opponent's guard reaction very late (F23).
Jumping Attacks
Attack Hitbox Startup Active Note
Double Jump Kofxi momoko doublejump.png / / 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.
smalljump A Kofxi momoko smalljump A.png 5 12 Same hitbox as j.A
j.A Kofxi momoko jump A.png 5 12 Same hitbox as smalljump A
smalljump B Kofxi momoko smalljump B.png 6 10 Same hitbox as j.B
jump up B Kofxi momoko jump up B.png 6 10 Unique hitbox
j.B Kofxi momoko jump B.png 6 10 Same hitbox as smalljump B
smalljump C Kofxi momoko smalljump C.png 9 4 Same hitbox as j.C
jump up C Kofxi momoko jump up C.png 9 4 Unique hitbox
j.C Kofxi momoko jump C.png 9 4 Same hitbox as smalljump C
smalljump D Kofxi momoko smalljump D.png 12 2 Same hitbox as j.D
jump up D Kofxi momoko jump up D.png 10 2 Unique hitbox
j.D Kofxi momoko jump D.png 10 2 Same hitbox as smalljump D
smalljump E Kofxi momoko smalljump E.png 14 4 Same hitbox as j.E
j.E Kofxi momoko jump E.png 14 4 Same hitbox as smalljump E
j.2B Kofxi momoko jump 2B.png 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 Kofxi momoko jump 2D.png 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 Combos
Chain Hitbox Followups Startup Active Hit Guard Note
>6K Kofxi momoko chain 6K 1.pngKofxi momoko chain 6K 2.pngKofxi momoko chain 6K 3.pngKofxi momoko chain 6K 4.png 4P,6P 11 4*2 -2 -3 All hits can be chain cancelled. F1-6 low profile.
>4P Kofxi momoko chain 4P 1.pngKofxi momoko chain 4P 2.png 6K,2K 22/37* 3+3 +3 +2 Both hits overhead & can be chain cancelled. F1-55 low profile. *=first/second hit.
>2K Kofxi momoko chain 2K 1.pngKofxi momoko chain 2K 2.png 4P,8K 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.
>8K Kofxi momoko chain 8K 1.pngKofxi momoko chain 8K 2.png 2K,6P 18/31* 4+4 -9 -10 Both hits can be chain cancelled. F5-51 low profile. F52-59 regular recovery (8F). *=first/second hit.
>6P Kofxi momoko chain 6P 1.pngKofxi momoko chain 6P 2.png 8K,6K 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.
>236P Kofxi momoko chain 236P 1.pngKofxi momoko chain 236P 2.png Ender 16 1+10 KD -15 F17-38 airborne. F39-52 recovery (14F).
>236B Kofxi momoko chain 236B 1.pngKofxi momoko chain 236B 2.pngKofxi momoko chain 236B 3.png Ender 21 3+3+3 KD +2 F13-37 airborne. F38-54 recovery (17F).
>236D Kofxi momoko chain 236D 1.pngKofxi momoko chain 236D 2.png Ender 21/25 4+4 KD -15 Overhead. F5-31 airborne. F32-57 recovery. *=first/second hit (second connects against crouchers).
>214K Kofxi momoko chain 214K.png Ender 5 3 KD / Throw ender. F1-19 in counterhit-state. F20-30 recovery (11F).
Specials & Supers
Move Hitbox Startup Active Hit Guard Note
623B Kofxi momoko 623B 1.pngKofxi momoko 623B 2.pngKofxi momoko 623B gif.gif 10/23 4+4 KD -10 Both hits allow Super Cancel & QS. F4-43 low profile. F44-53 regular recovery.
623D Kofxi momoko 623D 1.pngKofxi momoko 623D 2.pngKofxi momoko 623D gif.gif 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 Kofxi momoko 236B 1.pngKofxi momoko 236B 2.pngKofxi momoko 236B 3.png 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 Kofxi momoko 236D 1.pngKofxi momoko 236D 2.pngKofxi momoko 236D 3.png 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 Kofxi momoko 214B.pngKofxi momoko 214B gif.gif 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 Kofxi momoko 214D 1.pngKofxi momoko 214D 2.pngKofxi momoko 214D gif.gif 10/34* 12+6 KD -6 2nd hit is low & can be QSed. F1-53 low profile. F54-60 regular recovery.
236P Kofxi momoko 236P.png 9* 10 -2 -17* Can be followed up with 236P. 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 Kofxi momoko 236PP.png 7 10 -2 -17* Can be followed up with 236P. Counterhit-state F1-6 (before active time). F7-25 airborne. F26-52 recovery. *=drastically more disadvantage on guard than on hit.
>236P>236P Kofxi momoko 236PPP.png 11 13 KD -26 236P ender. Counterhit-state F1-10 (before active time). F11-29 airborne. F30-65 recovery.
236236P Kofxi momoko 236236P.png 4 2 KD / F1-5 Invul. Grab Super. Can be comboed. Launcher. Dream Cancel. F6-40 recovery.
236236K Kofxi momoko 236236K.png 2 18 -7 -22* Chain Super starter. *=drastically more disadvantage on guard than on hit.
236236E Kofxi momoko 236236E.png 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.
236236K Followups
Chain Hitbox Startup Active Hit Guard Note
>A Kofxi momoko 236236KA.png 7 3 -1 -2 Does not cause pushback. Can be QSed. Counterhit-state F1-12 (3F longer than active time).
>A>C Kofxi momoko 236236KAC.png 18 3 -1 -2 Does not cause pushback. Can be QSed.
>A>C>E Kofxi momoko 236236KACE.png 15 3 +0 -1 Does not cause pushback. Can be QSed.
>A>C>E>B Kofxi momoko 236236KACEB 1.pngKofxi momoko 236236KACEB 2.png 17 3 +1 -4 Overhead. Does not cause pushback. Can be QSed. Counterhit-state F1-22. leg remains in ch-state F23-26.
>A>C>E>B>A Kofxi momoko 236236KACEBA.png 16 3 -1 -2 Does not cause pushback. Can be QSed.
>A>C>E>B>A>C Kofxi momoko 236236KACEBAC 1.pngKofxi momoko 236236KACEBAC 2.png 16 3+3 -2 -3 Can be QSed.
>A>C>E>B>A>C>E Kofxi momoko 236236KACEBACE 1.pngKofxi momoko 236236KACEBACE 2.png 3/9* 3+6 KD -9 Ender. F6-35 airborne. 8F landing recovery. *=first/second hit.
>A>C>E>B>A>C>D Kofxi momoko 236236KACEBACD.png 45 6 KD -4 Ender. Hits crossup. F11-64 low profile. F13-33 no collision. F65-69 regular recovery.
>A>C>E>B>D
>A>C>E>D>A>B
Kofxi momoko 236236KACEBD 1.pngKofxi momoko 236236KACEBD 2.png 24/22* 3+3 -5/-19* -10/-24* Both hits hit low. Does not cause pushback. Can be QSed. *=data for first/second chain listed. For the >A>C>E>D>A>B version, the second hit has a hitbox but never connects.
>A>C>E>B>D>C
>A>C>E>D>A
>A>C>E>D>A>C
Kofxi momoko 236236KACEBDC 1.pngKofxi momoko 236236KACEBDC 2.pngKofxi momoko 236236KACEBDC 3.pngKofxi momoko 236236KACEBDC 4.png 17/14/3* 4*2 -2/-2/-1* -3/-3/-2* Can be QSed. 17/18/16F* low profile recovery + 6F regular recovery. *= data for all chains in order.
>A>C>E>B>D>C>E
>A>C>E>D>A>C>E
Kofxi momoko 236236KACEBDCE 1.pngKofxi momoko 236236KACEBDCE 2.pngKofxi momoko 236236KACEBDCE 3.pngKofxi momoko 236236KACEBDCE 4.png 3 4*2 KD -3 Ender. Can be QSed. 17F low profile recovery + 6F regular recovery.
>A>C>E>D Kofxi momoko 236236KACED 1.pngKofxi momoko 236236KACED 2.pngKofxi momoko 236236KACED 3.png 24/39/54* 3*3 KD +1 First hit hits low. Does not combo from the previous hit. First hit has QS & can be cancelled into further chains. 3rd hit causes hard knockdown. F12-38, 42-53, 56-64 low profile. F65-74 regular recovery. *=first/second/third hit.
>A>C>E>D>A>B>D Kofxi momoko 236236KACEDABD.png 17 11 KD -18 Ender. High launch + hard knockdown (no juggle). F17-27 airborne. F28-41 recovery (14F).
>A>C>E>C Kofxi momoko 236236KACEC.png 24 3 +5 +0 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.
>A>C>E>C>D
>A>C>E>C>D>B
>A>C>E>C>D>B>D
Kofxi momoko 236236KACECD 1.pngKofxi momoko 236236KACECD 2.pngKofxi momoko 236236KACECD 3.png 25/17/17* 3*3 -3/-4/KD -4/-5/-5 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.
>A>C>D
>A>C>D>D
>A>C>D>D>D
>A>C>D>D>D>D
Kofxi momoko 236236KACD.png 16/17* 3 -1 -2 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

Special attributes & Bugs

  • Momoko's backdash recovery cannot be cancelled into 6B.
  • 2D is unblockable as a meaty (bug, tourney-banned).

Trivia

Source: kofxi_bot on twitter'

  • 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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