Punch Strings
Notation | Type | Startup | Active | Recovery | Hit Adv | Block Adv | CH Adv | HiC Adv | Damage | CH DMG | HiC DMG | Stun? | Tracking? |
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8![]() |
High | 14 | 3 | 19 | +40 | -11 | JGL | JGL | 13 | 16 | 19 | Normal | No |
Unsafe on block and with no extensions, this move is pretty bad. It's there to act as combo filler and a high launcher, but Momiji has better options for both of these. Don't use it. |
Notation | Type | Startup | Active | Recovery | Hit Adv | Block Adv | CH Adv | HiC Adv | Damage | CH DMG | HiC DMG | Stun? | Tracking? | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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6![]() |
Mid | 12 | 2 | 24 | -12 | -12 | +25 | +25 | 15 | 20 | 25 | CH, HiC | No | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Momiji's fastest mid at 12F. The range of this move is pretty average but it's unsafe on both hit and block. With no safe on block extensions, this move proves pretty lacking.
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Notation | Type | Startup | Active | Recovery | Hit Adv | Block Adv | CH Adv | HiC Adv | Damage | CH DMG | HiC DMG | Stun? | Tracking? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4![]() |
Mid | 14 | 3 | 25 | +3~+4 | -8~-9 | +45 | +22~+23 | 20 | 25 | 30 | All | Yes |
A chop to the side that tracks the opponent. Shallow hits will offer more frame advantage, but you will always be punishable anyway. Despite this flaw, it's amazing at catching sidesteps and decent in combos. |
Notation | Type | Startup | Active | Recovery | Hit Adv | Block Adv | CH Adv | HiC Adv | Damage | CH DMG | HiC DMG | Stun? | Tracking? | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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3![]() |
Mid | 13 | 2 | 22 | -9 | -9 | +38 | +38 | 14 | 27 | 21 | CH, HiC | No | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
A decently fast mid with some extensions. You can use this to check your opponents instead of 6P, as despite being unsafe and a frame slower, the multiple extensions make it easier to discourage the opponent from punishing. Amazing as filler in combos due to great frame advantage.
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Notation | Type | Startup | Active | Recovery | Hit Adv | Block Adv | CH Adv | HiC Adv | Damage | CH DMG | HiC DMG | Stun? | Tracking? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2![]() |
Low | 12 | 2 | 20 | 0 | -12 | +4 | +4 | 5 | 6 | 7 | CH, HiC | No |
A standard 2P and Momiji's fastest low. It doesn't do a lot of damage but is frame neutral, meaning it can be used for poking. It's real strength lies in mashing however, as it will avoid highs and on counters it will push the opponent back, resetting to neutral with slight frame advantage, often at the range where Momiji's amazing pokes work best. |
Notation | Type | Startup | Active | Recovery | Hit Adv | Block Adv | CH Adv | HiC Adv | Damage | CH DMG | HiC DMG | Stun? | Tracking? | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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1![]() |
Low | 17 | 2 | 25 | -7 | -10 | +13 | +13 | 18 | 22 | 27 | CH, HiC | Yes | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Another low poke. It offers more damage and a few extensions, but is negative on hit. On counters it will naturally combo into the extensions even if the opponent stagger escapes and it's advantageous enough for you to be able to combo into 5P if you're close enough and the opponent doesn't stagger escape, but it's probably better to go for a mixup or continue pressure instead.
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Notation | Type | Startup | Active | Recovery | Hit Adv | Block Adv | CH Adv | HiC Adv | Damage | CH DMG | HiC DMG | Stun? | Tracking? | ||||||||||||||||||||||||||||||||||||||||
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66![]() |
Mid | 15 | 2 | 22 | +7 | -5 | +27 | +27 | 20 | 25 | 30 | All | No | ||||||||||||||||||||||||||||||||||||||||
This move is what defines Momiji, a fast dashing mid with insane range that's also safe on block. It's a really strong whiff punish tool and the cornerstone of Momiji's gameplan.
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Notation | Type | Startup | Active | Recovery | Hit Adv | Block Adv | CH Adv | HiC Adv | Damage | CH DMG | HiC DMG | Stun? | Tracking? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
44![]() ![]() |
Mid | 15 | 3 | 25 | +3 | -10 | +22 | +22 | 20 | 25 | 30 | All | Yes |
A fast tracking mid. While it's unsafe on block, you can cancel the recovery into a command jump by inputting 8 after to avoid a throw punish. This creates an RPS situation, in which they can instead try to do a strike in anticipation of the command jump to hit you out of the air, which you can in turn avoid by doing an immediate sidestep instead of the command jump. It might not work against characters with tracking moves fast enough to beat both options. |
Notation | Type | Startup | Active | Recovery | Hit Adv | Block Adv | CH Adv | HiC Adv | Damage | CH DMG | HiC DMG | Stun? | Tracking? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
33![]() ![]() |
High | 23 | 2 | 26 | JGL | -7 | JGL | JGL | 20 | 25 | 30 | No | No |
A relatively slow launcher. Coming out of crouch dash, this can be used to go under highs and immediately whiff punish them. Safe on block against majority of the cast. |
Notation | Type | Startup | Active | Recovery | Hit Adv | Block Adv | CH Adv | HiC Adv | Damage | CH DMG | HiC DMG | Stun? | Tracking? |
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236![]() |
Mid | 20 | 4 | 25 | JGL | -11~-12 | JGL | JGL | 22 | 27 | 32 | No | Yes |
A tracking launcher and one of Momiji's better options for a high launcher. The frame advantage varies slightly, with shallow hits providing better advantage, but you will always be punishable. |
Notation | Type | Startup | Active | Recovery | Hit Adv | Block Adv | CH Adv | HiC Adv | Damage | CH DMG | HiC DMG | Stun? | Tracking? | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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214![]() |
Mid | 23 | 3 | 27 | +21 | -6 | +21 | +21 | 24 | 30 | 36 | All | No | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
One of the best combo tools in Momiji's arsenal, but can be hard to incorporate into them due to slow startup. Nonetheless, it offers a very strong sit-down stun. Recovers in backturn. Safe on block but useless due to not the best range given it's long startup.
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Notation | Type | Startup | Active | Recovery | Hit Adv | Block Adv | CH Adv | HiC Adv | Damage | CH DMG | HiC DMG | Stun? | Tracking? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
SS![]() |
High | 28 | 2 | 22 | +27 | -5 | +38 | +38 | 20 | 25 | 30 | All | No |
The weaker sidestep option in Momiji's arsenal due to hitting high, unlike SSK, which hits mid, shares the same startup and is also safe on block. |
Kick Strings
Notation | Type | Startup | Active | Recovery | Hit Adv | Block Adv | CH Adv | HiC Adv | Damage | CH DMG | HiC DMG | Stun? | Tracking? | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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5![]() |
High | 12 | 2 | 26 | +6 | -11 | +23 | +23 | 24 | 30 | 36 | All | No | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
A decent range kick to the face. It has extensions so it being unsafe on block can be played around, but 5H+K being the same startup while also tracking and being safe on block makes 5K somewhat useless in neutral.
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Notation | Type | Startup | Active | Recovery | Hit Adv | Block Adv | CH Adv | HiC Adv | Damage | CH DMG | HiC DMG | Stun? | Tracking? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
9![]() |
High | 18 | 5 | 27 | +19 | -6 | +19 | +19 | 26 | 32 | 39 | All | Yes |
There's a lot to love about this move. It tracks, jumps over lows, has good range, is safe on block AND is really fast for a move with so many great properties. The frame advantage is unfortunately lacking, as stagger escape will make combos off of it impossible, but you can still go for pressure or mixups so it's really good nonetheless. |
Notation | Type | Startup | Active | Recovery | Hit Adv | Block Adv | CH Adv | HiC Adv | Damage | CH DMG | HiC DMG | Stun? | Tracking? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
8![]() |
High | 15 | 3 | 25 | +34 | -12 | JGL | JGL | 23 | 28 | 34 | Normal | Yes |
A standard hopkick. While the frame advantage on normal hit is amazing, it's also unsafe on block and lacks range. This makes it pretty useless in neutral compared to 9K. Nonetheless, 8K can be used as a high risk high reward callout against lows or an alternative high launcher in combos. |
Notation | Type | Startup | Active | Recovery | Hit Adv | Block Adv | CH Adv | HiC Adv | Damage | CH DMG | HiC DMG | Stun? | Tracking? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
7![]() |
Mid | 12 | 6 | 30 | JGL | -22~-25 | JGL | JGL | 38 | 47 | 57 | No | No |
A somersault. It has a brief airborne period during which it will avoid lows. Pretty useless due to being extremely unsafe and the awful recovery making any juggles impossible despite it being a launcher. Sometimes used as a combo ender. |
Notation | Type | Startup | Active | Recovery | Hit Adv | Block Adv | CH Adv | HiC Adv | Damage | CH DMG | HiC DMG | Stun? | Tracking? | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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6![]() |
Mid | 16 | 2 | 26 | +34 | -14 | JGL | JGL | 20 | 25 | 30 | Normal | No | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
A jumping knee attack. Once again, it's very unsafe and the extensions are easy to avoid via sidestepping. Can be used as a mid kick launcher in combos.
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Notation | Type | Startup | Active | Recovery | Hit Adv | Block Adv | CH Adv | HiC Adv | Damage | CH DMG | HiC DMG | Stun? | Tracking? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4![]() |
Mid | 15 | 2 | 23 | +6 | -5 | +26 | +26 | 20 | 25 | 30 | All | No |
Yet another great keepout tool. Momiji hops forward and kicks the opponent in the gut, safe on block. Use this to discourage your opponent from crouch dashing under 5H+K. |
Notation | Type | Startup | Active | Recovery | Hit Adv | Block Adv | CH Adv | HiC Adv | Damage | CH DMG | HiC DMG | Stun? | Tracking? | ||||||||||||||||||||||||||||||||||||||||
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3![]() |
Mid | 14 | 3 | 24 | +4 | -6~-8 | +24 | +24 | 22 | 27 | 33 | All | No | ||||||||||||||||||||||||||||||||||||||||
A kick to the side, generally worse than 4K despite faster startup, but it does have it's merits. One such merit is that it will catch sidesteps, but only to one side. Which side is influenced by Momiji's stance. Can be made safe on block with a shallow hit, but it's really hard to space that properly.
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Notation | Type | Startup | Active | Recovery | Hit Adv | Block Adv | CH Adv | HiC Adv | Damage | CH DMG | HiC DMG | Stun? | Tracking? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2![]() |
Low | 14 | 2 | 26 | -3 | -9 | +18 | +18 | 10 | 12 | 15 | CH, HiC | No |
A standard low poke, slightly negative on normal hit. |
Notation | Type | Startup | Active | Recovery | Hit Adv | Block Adv | CH Adv | HiC Adv | Damage | CH DMG | HiC DMG | Stun? | Tracking? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
66![]() |
Mid | 18 | 4 | 25 | +33 | -12 | JGL | JGL | 24 | 30 | 36 | All | No |
A dashing knee to the gut. Unsafe on block so it's risky in neutral. Can be used as a mid kick launcher in combos. |
Notation | Type | Startup | Active | Recovery | Hit Adv | Block Adv | CH Adv | HiC Adv | Damage | CH DMG | HiC DMG | Stun? | Tracking? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
44![]() |
Mid | 18 | 2 | 23 | +26 | -3 | +26 | +26 | 25 | 30 | 35 | All | No |
A spin kick to the gut, recovers in backturn. Somewhat overshadowed in neutral by 4K but still very good due to the frame advantage and safety at the cost of slightly less range. It's amazing in combos because recovering in backturn allows you to threaten a strong sit-down stun with backturned 4P. |
Notation | Type | Startup | Active | Recovery | Hit Adv | Block Adv | CH Adv | HiC Adv | Damage | CH DMG | HiC DMG | Stun? | Tracking? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
SS![]() |
Mid | 28 | 2 | 23 | +6 | -5 | +26 | +26 | 25 | 30 | 35 | All | No |
4K but performed out of sidestep. Momiji's preferred sidestep option due to SSP sharing a similar framedata but worse properties. |