A jab with the average speed of 10 frames. Momiji takes a small step forward while throwing it out. Due to being only -2 on block and having multiple safe extensions, it can be used relatively well for tickthrows.
Notation |
Type |
Startup |
Active |
Recovery |
Hit Adv |
Block Adv |
CH Adv |
HiC Adv |
Damage |
CH DMG |
HiC DMG |
Stun? |
Tracking?
|
5  |
High |
8 |
2 |
15 |
-3 |
-6 |
+1 |
+34 |
10 |
12 |
15 |
HiC Only |
No
|
Momiji throws out another jab with similar properties but worse advantage on both hit and block. This can be cancelled into a command jump by pressing 8. Doing so will reduce your frame advantage and can be mashed out if done on block.
|
Notation |
Type |
Startup |
Active |
Recovery |
Hit Adv |
Block Adv |
CH Adv |
HiC Adv |
Damage |
CH DMG |
HiC DMG |
Stun? |
Tracking?
|
5   |
Mid |
13 |
2 |
22 |
-9 |
-9 |
+38 |
+38 |
12 |
15 |
18 |
CH, HiC |
No
|
An uppercut to the chest. Unsafe on both hit and block without a counterhit, so it's not advised to end on this without conditioning your opponent first.
|
Notation |
Type |
Startup |
Active |
Recovery |
Hit Adv |
Block Adv |
CH Adv |
HiC Adv |
Damage |
CH DMG |
HiC DMG |
Stun? |
Tracking?
|
5    |
Mid |
20 |
3 |
27 |
KND |
-3 |
KND |
KND |
26 |
32 |
39 |
No |
No
|
A double palm strike that sends the opponent flying across the stage. Very safe on block, but can be sidestepped.
|
Notation |
Type |
Startup |
Active |
Recovery |
Hit Adv |
Block Adv |
CH Adv |
HiC Adv |
Damage |
CH DMG |
HiC DMG |
Stun? |
Tracking?
|
5  4 |
Mid |
20 |
2 |
26 |
+3 |
-11 |
+23 |
+23 |
20 |
25 |
30 |
All |
No
|
An overhead punch that hits mid, very unsafe at -11 on block. Acts as a natural frametrap and offers a sit-down stun on Counter and Hi Counter, guaranteeing any 14f or faster strike even if the opponent stagger escapes.
|
Notation |
Type |
Startup |
Active |
Recovery |
Hit Adv |
Block Adv |
CH Adv |
HiC Adv |
Damage |
CH DMG |
HiC DMG |
Stun? |
Tracking?
|
5 4 |
Mid |
17 |
3 |
25 |
+3 |
-9 |
+45 |
+23 |
20 |
25 |
30 |
All |
Yes
|
A chop to the side. This move is unsafe on block but hits mid and tracks, so it's good for clipping opponents who try to move around your other extensions. Has a weird property where the Hi Counter offers a less advantageous stun than a Counter.
|
Notation |
Type |
Startup |
Active |
Recovery |
Hit Adv |
Block Adv |
CH Adv |
HiC Adv |
Damage |
CH DMG |
HiC DMG |
Stun? |
Tracking?
|
5 6 |
High |
15 |
2 |
22 |
+27 |
-5 |
+38 |
+38 |
20 |
25 |
30 |
All |
No
|
An elbow to the face. Safe on block.
|
Notation |
Type |
Startup |
Active |
Recovery |
Hit Adv |
Block Adv |
CH Adv |
HiC Adv |
Damage |
CH DMG |
HiC DMG |
Stun? |
Tracking?
|
5   |
Mid |
16 |
2 |
26 |
+34 |
-14 |
JGL |
JGL |
17 |
21 |
25 |
Normal |
No
|
A jumping knee strike. It's extremely unsafe on block but enters the command jump, allowing a few extensions.
|
Notation |
Type |
Startup |
Active |
Recovery |
Hit Adv |
Block Adv |
CH Adv |
HiC Adv |
Damage |
CH DMG |
HiC DMG |
Stun? |
Tracking?
|
5    |
Mid |
23 |
3 |
30 |
BND |
-9 |
BND |
BND |
25 |
30 |
35 |
No |
No
|
Momiji falls down on top of her opponent with a punch. Unsafe on block. The bound can be followed up with a short juggle, but only if the punch is the only part of the string that hits.
|
Notation |
Type |
Startup |
Active |
Recovery |
Hit Adv |
Block Adv |
CH Adv |
HiC Adv |
Damage |
CH DMG |
HiC DMG |
Stun? |
Tracking?
|
5    |
Mid |
15 |
3 |
19 |
+49 |
+14 |
+49 |
+49 |
15 |
20 |
25 |
All |
No
|
Momiji kicks the opponent in the chest and jumps off of them, guard breaking them and performing another command jump. While it might seem tempting to spam this due to the amazing frame advantage, this move can be easily sidestepped due to the lack of tracking followups off of the first command jump and shouldn't be overused.
|
Notation |
Type |
Startup |
Active |
Recovery |
Hit Adv |
Block Adv |
CH Adv |
HiC Adv |
Damage |
CH DMG |
HiC DMG |
Stun? |
Tracking?
|
5  |
High |
15 |
3 |
25 |
+8~+10 |
-5~-7 |
+23~+25 |
+23~+25 |
28 |
35 |
42 |
All |
Yes
|
An amazing spin kick, pretty much a copy of 5H+K with all of it's amazing properties. The frame data varies slightly, with shallow hits offering more frame advantage, although it doesn't affect much. This move is great in neutral, as it's pretty much just 5H+K but with a bit more range at the cost of slower startup due to the forward moving jab that happens first.
|
|