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:http://www.shoryuken.com/wiki/images/0/0c/Momo-xistance.gif
[[Image:Momo-xistance.gif|right]]


'''Character Difficulty'''
== Introduction ==
 
A new addition to the franchise, a (apparently younger looking then she is) girl with physic powers and a practitioner of capoeira.
Momoko is one of the hardest characters you can play in Kof XI. On a scale of 1 to 5, I'd rate her as a definate five. If you want to play her effectivly, a lot of practice time is going to have to be sacrificed.
Momoko is one of the hardest characters you can play in KOF XI. If you want to play her effectively, a lot of practice time is going to have to be sacrificed. She has a very small profile, so she can duck under most fireballs and standing attacks, but that also means that her range is very small.


== Throws ==
== Throws ==


''Back or foward near opponent + C/D'' - Iyan
''Back or foward near opponent + {{Icon-SNK|c}}/{{Icon-SNK|d}}'' - Iyan


== Command Moves ==
== Command Moves ==
''Facing Right''


''u,u or uf,uf'' - Segunda Pulo *
{{Motion|8}} ,{{Motion|u}} or {{Motion|uf}}, {{Motion|uf}} - Segunda Pulo *


''d+K in air'' - Fumi Fumi Atakki '''<Mid atk>''' **
''{{Motion|d}} +{{Icon-SNK|b}} or {{Icon-SNK|d}}in air'' - Fumi Fumi Atakki '''<Mid atk>''' **


''f+A'' - Cabegada <Mid atk>
''{{Motion|f}} +{{Icon-SNK|a}} '' - Cabegada {{med}}


''f+B'' - Au Pachidou [String Starter] '''<Overhead atk>''' ***
''{{Motion|f}} +{{Icon-SNK|b}}'' - Au Pachidou [String Starter] {{ovrhd}} ***


''df+B'' - Rasteira '''<Mid atk>'''
''{{Motion|df}} +{{Icon-SNK|b}}'' - Rasteira {{med}}


''f+D'' - Aumada Materu '''<Mid atk>'''
''{{Motion|f}} +{{Icon-SNK|d}}'' - Aumada Materu {{med}}


''df+D or D while dashing'' - Caveirinha '''<Mid atk>'''
''{{Motion|df}}+{{Icon-SNK|d}}or {{Icon-SNK|d}} while dashing'' - Caveirinha {{med}}


== Momokonba String Moves ==
== Momokonba String Moves ==


''(Continued from standing/crouching C or Ai Pachidou)''
''(Continued from standing/crouching {{Icon-SNK|C}} or Ai Pachidou)''


''f+K'' - Aumada Porarta '''<Mid atk>'''
''{{Motion|f}}+K'' - Aumada Porarta '''<Mid atk>'''


''b+P'' - Essui Doburarta '''<Overhead atk>'''
''{{Motion|b}}+P'' - Essui Doburarta '''<Overhead atk>'''


''d+K'' - Torukka E Piiao '''<Low atk>'''
''{{Motion|d}}+K'' - Torukka E Piiao '''<Low atk>'''


''u+K'' - Bananeira Dois Golpes '''<Mid atk>'''
''{{Motion|u}}+K'' - Bananeira Dois Golpes '''<Mid atk>'''


''f+P'' - Heberusaon Sen Man '''<Overhead atk>'''
''{{Motion|f}}+P'' - Heberusaon Sen Man '''<Overhead atk>'''


== Momokonba String Finishers ==
== Momokonba String Finishers ==


''qcf+P'' - Cabegada '''<Mid atk>'''
''{{Motion|qcf}}+P'' - Cabegada {{med}}


''qcf+B'' - Borya '''<Mid atk>'''
''{{Motion|qcf}}+{{Icon-SNK|b}}'' - Borya {{med}}


''qcf+D'' - Caveirinha '''<Overhead atk>'''
''{{Motion|qcf}}+{{Icon-SNK|d}}'' - Caveirinha {{ovrhd}}


''qcb+K'' - Autoshu Taru '''<Grab>''' ****
''{{Motion|qcb}}+K'' - Autoshu Taru '''<Grab>''' ****


== SPECIAL MOVES ==
== Special Moves ==


''dp+K'' - Bananeira Dois Golpes '''<Mid atk>'''
''{{Motion|dp}}+K'' - Bananeira Dois Golpes '''<Mid atk>'''


''qcf+K'' - Borya '''<Mid atk>'''
''{{Motion|qcf}}+K'' - Borya {{med}}


''qcb+K'' - Phenickus Aru '''<Low atk>''' *****
''{{Motion|qcb}}+B or D'' - Pheonix Arrow {{low}} *****


''qcf+P x3'' - Pechi Atakki '''<Mid atk>''' ******
''{{Motion|qcf}}+P x3'' - Small Attack {{med}} ******


== Desperation Moves ==
== Desperation Moves ==


''qcf,qcf+P''  - Ohashi Samaninacchae '''<Grab>''' '''''[DC]'''''
''{{Motion|qcf}}{{Motion|qcf}}+P''  - Ohashi Samaninacchae {{throw}} '''''[DC]'''''


''qcf,qcf+B'' - Momoko no DoReMi Canto '''<Mid>'''
''{{Motion|qcf}},{{Motion|qcf}}+{{Icon-SNK|b}} '' - Momoko no DoReMi Canto {{med}}


''a> A,C,E,B,A,C,E'' - Do Re Mi Canto Shiki Verse 1 '''<Mid atk>'''
''Momoko no DoReMi Canto'' requires you to input successive inputs after executing it, similar to Geese Howard's Deadly Rave.


  b> A,C,E,B,A,C,D - Do Re Mi Canto Shiki Verse 2 '''<Mid atk>'''
  * A,C,E,B,A,C,E - DoReMi Canto Shiki Verse 1 {{med}}


  c> A,C,E,B,D,C,E - Do Re Mi Canto Shiki Verse 3 '''<Low into Overhead atk>'''
  * A,C,E,B,A,C,D - DoReMi Canto Shiki Verse 2 {{med}}


  d> A,C,E,D,A,B,D - Do Re Mi Canto Shiki Verse 4 '''<Mid into Low atk>'''
  * A,C,E,B,D,C,E - DoReMi Canto Shiki Verse 3 {{ovrhd}} into {{low}}


  e> A,C,E,D,A,C,E - Do Re Mi Canto Shiki Verse 5 '''<Overhead into Mid atk>'''
  * A,C,E,D,A,B,D - DoReMi Canto Shiki Verse 4 {{med}} into {{low}}


  f> A,C,E,C,D,B,D - Do Re Mi Canto Shiki Verse 6 '''<Mid atk>'''
  * A,C,E,D,A,C,E - DoReMi Canto Shiki Verse 5 {{ovrhd}} into {{med}}


  g> A,C,D,D,D,D - Do Re Mi Canto Shiki Verse 7 '''<Mid atk>'''
  * A,C,E,C,D,B,D - DoReMi Canto Shiki Verse 6 {{med}}
 
* A,C,D,D,D,D - Do Re Mi Canto Shiki Verse 7 {{med}} (the "mess up" option)


== Leader Desperation Move ==
== Leader Desperation Move ==


''qcf,qcf+E'' - Esper
''{{Motion|qcf}}{{Motion|qcf}}+E'' - Esper




----
----
== Other Information ==
Segunda Pula is a double jump that can go straight up, or forward at an upwards angle.


Segunda Pula is a double jump.
Fumi Atakki is a hop attack on the opponent. {{Icon-SNK|d}} version propels you from the enemy, as {{Icon-SNK|b}} doesn't. Can be used infinitely if in the corner, until your opponent gets smart and rolls. A good strat for this one would be '''Three {{Icon-SNK|b}} versions into a {{Icon-SNK|d}} version, land into a {{Motion|qcb}}+{{Icon-SNK|d}} '''
 
Fumi Atakki is a hop attack on the opponent. D version propels you from the enemy, as B doesn't. Can be used infinitely if in the corner, until your opponent gets smart and rolls.
A good strat for this one would be '''Three B versions into a D version, land into a qcb+D'''


Ai Pachidou is Momoko's main String starter. It comes out slow, so either do it far away from the opponent, or do it as they get up. '''Never''' use this as a wakeup. Cannot be combo'd into.
Ai Pachidou is Momoko's main String starter. It comes out slow, so either do it far away from the opponent, or do it as they get up. '''Never''' use this as a wakeup. Cannot be combo'd into.
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Autoshu Taru is a grab. If the previous attack was blocked, it'll whiff. Momoko's main string finisher. Always use this for guaranteed damage.
Autoshu Taru is a grab. If the previous attack was blocked, it'll whiff. Momoko's main string finisher. Always use this for guaranteed damage.


Phenickus Aru's B version is just the roll attack. The D version has a trip added on at the end. Always use the D version. This attack is safe to use whenever, as you recover fast enough to not be hit by anything.
Pheonix Arrow's {{Icon-SNK|b}} version is just the roll attack. The {{Icon-SNK|D}} version has a trip added on at the end. Always use the {{Icon-SNK|D}} version, as the attack is safe to use whenever, and you recover fast enough to not be hit by anything. This attack is very safe, so use this move as much as you can.
 
Small Attack is a three-part butt bump. Think of it as Iori's {{qcb}}+P. Slow to come out with too much recovery time.


Pechi Atakki is a three-part butt bump. Think of it as Iori's qcb+P. Slow to come out with too much recovery time.
Her grab DM puts the opponent into a juggle state. Can be DCed into her LDM.
 
Be aware that only a couple of Momoko's String DMs combo. Most others can be tech-rolled or counter-hit out of. On the other hand, these strings are really hard to block if you don't know whats coming, so a blunt DoReMi DM has a good chance of hitting the opponent one way or another.
 
Esper takes about 2 seconds to charge, but is an {{unblockable}} beam that does great damage, even when DCed into it. Opponents CAN roll or jump over it, and it hits once if I'm not mistaken.
 
Essentially you'll want to jump in with either {{Icon-SNK|a}} or {{Icon-SNK|c}} . A is a extended punch that covers good range, while {{Icon-SNK|c}} is a pure horizontal kick. You'll want to jump in with {{Icon-SNK|c}} more, as it covers more ground and can easily be comboed into her chains.


Her grab DM put the opponent into a juggle state. Can be DCed into her LDM.
== Combos ==
== Combos ==


''Bread n Butter'' - '''j.C, c.C, b+A, d+B, f+b, qfb+B.'''
''Bread n Butter'' - '''Jump {{Motion|d}}+{{Icon-SNK|b}} , Air {{Icon-SNK|c}} , Crouch {{Icon-SNK|c}} , {{Motion|b}}+{{Icon-SNK|A}} , {{Motion|d}} +{{Icon-SNK|b}} , f+{{Icon-SNK|b}}, {{Motion|qcf}}+{{Icon-SNK|b}} .'''
 
 
'''Momoko's main strategy is to keep pressure on an opponent, while mixing up her strings and command moves to keep the other opponent guessing. Never do the same thing twice in a row, but use what you need to in order to win.'''
 
 
[[Category:The King of Fighters XI]]

Latest revision as of 18:27, 2 February 2021

Momo-xistance.gif

Introduction

A new addition to the franchise, a (apparently younger looking then she is) girl with physic powers and a practitioner of capoeira. Momoko is one of the hardest characters you can play in KOF XI. If you want to play her effectively, a lot of practice time is going to have to be sacrificed. She has a very small profile, so she can duck under most fireballs and standing attacks, but that also means that her range is very small.

Throws

Back or foward near opponent + Kof.sp.png/Kof.sk.png - Iyan

Command Moves

Facing Right

U.png ,U.png or Uf.png, Uf.png - Segunda Pulo *

D.png +Kof.lk.png or Kof.sk.pngin air - Fumi Fumi Atakki <Mid atk> **

F.png +Kof.lp.png - Cabegada Med.png

F.png +Kof.lk.png - Au Pachidou [String Starter] Ovrhd.png ***

Df.png +Kof.lk.png - Rasteira Med.png

F.png +Kof.sk.png - Aumada Materu Med.png

Df.png+Kof.sk.pngor Kof.sk.png while dashing - Caveirinha Med.png

Momokonba String Moves

(Continued from standing/crouching Kof.sp.png or Ai Pachidou)

F.png+K - Aumada Porarta <Mid atk>

B.png+P - Essui Doburarta <Overhead atk>

D.png+K - Torukka E Piiao <Low atk>

U.png+K - Bananeira Dois Golpes <Mid atk>

F.png+P - Heberusaon Sen Man <Overhead atk>

Momokonba String Finishers

Qcf.png+P - Cabegada Med.png

Qcf.png+Kof.lk.png - Borya Med.png

Qcf.png+Kof.sk.png - Caveirinha Ovrhd.png

Qcb.png+K - Autoshu Taru <Grab> ****

Special Moves

Dp.png+K - Bananeira Dois Golpes <Mid atk>

Qcf.png+K - Borya Med.png

Qcb.png+B or D - Pheonix Arrow Low.png *****

Qcf.png+P x3 - Small Attack Med.png ******

Desperation Moves

Qcf.pngQcf.png+P - Ohashi Samaninacchae Throw.png [DC]

Qcf.png,Qcf.png+Kof.lk.png - Momoko no DoReMi Canto Med.png

Momoko no DoReMi Canto requires you to input successive inputs after executing it, similar to Geese Howard's Deadly Rave.

* A,C,E,B,A,C,E - DoReMi Canto Shiki Verse 1 Med.png
* A,C,E,B,A,C,D - DoReMi Canto Shiki Verse 2 Med.png
* A,C,E,B,D,C,E - DoReMi Canto Shiki Verse 3 Ovrhd.png into Low.png
* A,C,E,D,A,B,D - DoReMi Canto Shiki Verse 4 Med.png into Low.png
* A,C,E,D,A,C,E - DoReMi Canto Shiki Verse 5 Ovrhd.png into Med.png
* A,C,E,C,D,B,D - DoReMi Canto Shiki Verse 6 Med.png
* A,C,D,D,D,D - Do Re Mi Canto Shiki Verse 7 Med.png (the "mess up" option)

Leader Desperation Move

Qcf.pngQcf.png+E - Esper



Other Information

Segunda Pula is a double jump that can go straight up, or forward at an upwards angle.

Fumi Atakki is a hop attack on the opponent. Kof.sk.png version propels you from the enemy, as Kof.lk.png doesn't. Can be used infinitely if in the corner, until your opponent gets smart and rolls. A good strat for this one would be Three Kof.lk.png versions into a Kof.sk.png version, land into a Qcb.png+Kof.sk.png

Ai Pachidou is Momoko's main String starter. It comes out slow, so either do it far away from the opponent, or do it as they get up. Never use this as a wakeup. Cannot be combo'd into.

Autoshu Taru is a grab. If the previous attack was blocked, it'll whiff. Momoko's main string finisher. Always use this for guaranteed damage.

Pheonix Arrow's Kof.lk.png version is just the roll attack. The Kof.sk.png version has a trip added on at the end. Always use the Kof.sk.png version, as the attack is safe to use whenever, and you recover fast enough to not be hit by anything. This attack is very safe, so use this move as much as you can.

Small Attack is a three-part butt bump. Think of it as Iori's Qcb.png+P. Slow to come out with too much recovery time.

Her grab DM puts the opponent into a juggle state. Can be DCed into her LDM.

Be aware that only a couple of Momoko's String DMs combo. Most others can be tech-rolled or counter-hit out of. On the other hand, these strings are really hard to block if you don't know whats coming, so a blunt DoReMi DM has a good chance of hitting the opponent one way or another.

Esper takes about 2 seconds to charge, but is an Unblockable.png beam that does great damage, even when DCed into it. Opponents CAN roll or jump over it, and it hits once if I'm not mistaken.

Essentially you'll want to jump in with either Kof.lp.png or Kof.sp.png . A is a extended punch that covers good range, while Kof.sp.png is a pure horizontal kick. You'll want to jump in with Kof.sp.png more, as it covers more ground and can easily be comboed into her chains.

Combos

Bread n Butter - Jump D.png+Kof.lk.png , Air Kof.sp.png , Crouch Kof.sp.png , B.png+Kof.lp.png , D.png +Kof.lk.png , f+Kof.lk.png, Qcf.png+Kof.lk.png .


Momoko's main strategy is to keep pressure on an opponent, while mixing up her strings and command moves to keep the other opponent guessing. Never do the same thing twice in a row, but use what you need to in order to win.