Dead or Alive 5 Last Round/Momiji/Move list

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< Dead or Alive 5 Last Round‎ | Momiji
Revision as of 16:21, 11 September 2023 by Shizune (talk | contribs) (Started working on the move list)
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Punch Strings

Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
5DOA5LR Punch Button.webp High 10 2 12 -1 -2 +4 +37 10 12 15 HiC Only No
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?
5DOA5LR Punch Button.webpDOA5LR Punch Button.webp 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?
5DOA5LR Punch Button.webpDOA5LR Punch Button.webpDOA5LR Punch Button.webp 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?
5DOA5LR Punch Button.webpDOA5LR Punch Button.webpDOA5LR Punch Button.webpDOA5LR Punch Button.webp 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?
5DOA5LR Punch Button.webpDOA5LR Punch Button.webpDOA5LR Punch Button.webp4DOA5LR Punch Button.webp 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?
5DOA5LR Punch Button.webpDOA5LR Punch Button.webp4DOA5LR Punch Button.webp 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?
5DOA5LR Punch Button.webpDOA5LR Punch Button.webp6DOA5LR Punch Button.webp 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?
5DOA5LR Punch Button.webpDOA5LR Punch Button.webpDOA5LR Kick Button.webp 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?
5DOA5LR Punch Button.webpDOA5LR Punch Button.webpDOA5LR Kick Button.webpDOA5LR Punch Button.webp 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?
5DOA5LR Punch Button.webpDOA5LR Punch Button.webpDOA5LR Kick Button.webpDOA5LR Kick Button.webp 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?
5DOA5LR Punch Button.webpDOA5LR Kick Button.webp 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.