Momoko(KOFXI)

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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).
doublejump / / / / 6F Landing recovery if no air attack is used after. Double jump only works in the direction the first jump was put it, eg forward+forward. Cannot be done from back jump. Earliest possible timing = F7/F13 of small / regular+super jump (excluding jump startup).
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. 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. 6F Landing recovery if no air attack is used after.
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
doublejump Kofxi momoko doublejump.png / / 6F Landing recovery if no air attack is used after. Double jump only works in the direction the first jump was put it, eg forward+forward. Cannot be done from back jump. Earliest possible timing = F7/F13 of small / regular+super jump (excluding jump startup).
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. 6F Landing recovery if no air attack is used after.
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. 6F Landing recovery if no air attack is used after.
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

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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