Punch Strings
Notation | Type | Startup | Active | Recovery | Hit Adv | Block Adv | CH Adv | HiC Adv | Damage | CH DMG | HiC DMG | Stun? | Tracking? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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? | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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.
|
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? | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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.
|
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? | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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.
|
Notation | Type | Startup | Active | Recovery | Hit Adv | Block Adv | CH Adv | HiC Adv | Damage | CH DMG | HiC DMG | Stun? | Tracking? | ||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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.
|
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? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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? | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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.
|
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? | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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.
|
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? | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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.
|
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? | ||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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.
|
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. |
Two Buttons Moves
Notation | Type | Startup | Active | Recovery | Hit Adv | Block Adv | CH Adv | HiC Adv | Damage | CH DMG | HiC DMG | Stun? | Tracking? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5![]() ![]() ![]() |
Mid | 19 | 3 | 29 | +46 | -8 | +46 | +46 | 24 | 30 | 36 | All | No |
Momiji's critical burst, a palm to the gut. |
Notation | Type | Startup | Active | Recovery | Hit Adv | Block Adv | CH Adv | HiC Adv | Damage | CH DMG | HiC DMG | Stun? | Tracking? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4![]() ![]() ![]() |
Mid | 31 | 2 | 39 | KND | -10 | KND | KND | 28 | 35 | 42 | No | No |
Momiji's power blow, can be charged. With access to power blow, it will become +13 on block if charged for at least 40 frames. This unfortunately doesn't open up any combos, but offers a strike/throw mixup. |
Notation | Type | Startup | Active | Recovery | Hit Adv | Block Adv | CH Adv | HiC Adv | Damage | CH DMG | HiC DMG | Stun? | Tracking? | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236![]() ![]() ![]() |
Mid | 31 | 2 | 39 | JGL | -22 | JGL | JGL | 25 | 31 | 37 | No | No | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Momiji's power launcher, can be charged. Launches on hit, but that launcher can only be followed up if charged for at least 40 frames when below half HP. Extremely unsafe on block even if charged.
|
Notation | Type | Startup | Active | Recovery | Hit Adv | Block Adv | CH Adv | HiC Adv | Damage | CH DMG | HiC DMG | Stun? | Tracking? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
214![]() ![]() ![]() |
Mid | 27 | 4 | 44 | KND | +6 | KND | KND | 42 (63) | 52 (67) | 63 (67) | No | Yes |
A slow tracking guard break. Despite it's slow startup, it can sometimes be used to reset the opponent after stunning them or during pressure sequences to catch them by surprise. Overusing this can lead to you getting held on reaction so be smart about using this move. Has close hit properties. Close hit damage is listed in the brackets. |
Notation | Type | Startup | Active | Recovery | Hit Adv | Block Adv | CH Adv | HiC Adv | Damage | CH DMG | HiC DMG | Stun? | Tracking? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5![]() ![]() ![]() |
High | 12 | 3 | 25 | +8~+9 | -6~-7 | +24~+25 | +24~+25 | 28 | 35 | 42 | All | Yes |
Another move that defines the character. An insanely fast and safe on block tracking high with great reach, and an integral part of Momiji's keepout game, abuse this. The frame advantage varies slightly, with shallow hits providing better advantage. |
Notation | Type | Startup | Active | Recovery | Hit Adv | Block Adv | CH Adv | HiC Adv | Damage | CH DMG | HiC DMG | Stun? | Tracking? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
6![]() ![]() ![]() |
Mid | 26 | 3 | 25 | +23~+24 | -9~-10 | +23~+24 | +23~+24 | 26 | 32 | 39 | All | No |
A forward moving axe kick with reach about the same as 5H+K. Offers a good sit-down stun but is unfortunately very slow and unsafe so it doesn't see much use. |
Notation | Type | Startup | Active | Recovery | Hit Adv | Block Adv | CH Adv | HiC Adv | Damage | CH DMG | HiC DMG | Stun? | Tracking? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2![]() ![]() ![]() |
Low | 23 | 5 | 24 | +11~+12 | -9~-10 | +17~+18 | KND | 24 (12) | 30 (19) | 36 (19) | Normal, CH | Yes |
A sweeping kick. It can be reacted to if the opponent is looking out for it. Good to use every now and then to setup some strike/throw mixups. Shallow hits will do less damage, listed in brackets. |
Backturned Moves
Notation | Type | Startup | Active | Recovery | Hit Adv | Block Adv | CH Adv | HiC Adv | Damage | CH DMG | HiC DMG | Stun? | Tracking? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5![]() |
High | 12 | 2 | 22 | +37 | -8 | +27 | +27 | 22 | 27 | 33 | All | No |
A palm to the face, offers less advantage on counters than on normal hit. |
Notation | Type | Startup | Active | Recovery | Hit Adv | Block Adv | CH Adv | HiC Adv | Damage | CH DMG | HiC DMG | Stun? | Tracking? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4![]() |
Mid | 13 | 2 | 23 | +6 | -10 | +26 | +26 | 18 | 22 | 27 | All | Yes |
A tracking mid punch, great in combos due to offering a sit-down stun but somewhat hard to utilize without a proper starter. |
Notation | Type | Startup | Active | Recovery | Hit Adv | Block Adv | CH Adv | HiC Adv | Damage | CH DMG | HiC DMG | Stun? | Tracking? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2![]() |
Low | 13 | 3 | 19 | +0 | -10 | X | X | 8 | X | X | No | Yes |
2P performed out of backturn. For some reason it tracks but cannot inflict any type of counter. |
Notation | Type | Startup | Active | Recovery | Hit Adv | Block Adv | CH Adv | HiC Adv | Damage | CH DMG | HiC DMG | Stun? | Tracking? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5![]() |
High | 12 | 3 | 25 | +8~+9 | -6~-7 | +24~+25 | +24~+25 | 28 | 35 | 42 | All | Yes |
5H+K performed out of backturn. As you can probably guess, it's still just as amazing. |
Notation | Type | Startup | Active | Recovery | Hit Adv | Block Adv | CH Adv | HiC Adv | Damage | CH DMG | HiC DMG | Stun? | Tracking? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4![]() |
Mid | 15 | 3 | 29 | 0 | -8 | +25 | +25 | 26 | 32 | 39 | All | No |
A spin kick, for some reason it doesn't track despite looking like it should. Will hit sidesteps to one side depending on Momiji's stance. Yet another sit-down stun out of backturn, great to mixup with backturned 4P in combos. |
Notation | Type | Startup | Active | Recovery | Hit Adv | Block Adv | CH Adv | HiC Adv | Damage | CH DMG | HiC DMG | Stun? | Tracking? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2![]() |
Low | 23 | 5 | 24 | +11~+12 | -9~-10 | +17~+18 | KND | 24 (12) | 30 (19) | 36 (19) | Normal, CH | Yes |
2H+K performed out of backturn. Just like the original, shallow hits will do less damage (listed in the brackets). |
Notation | Type | Startup | Active | Recovery | Hit Adv | Block Adv | CH Adv | HiC Adv | Damage | CH DMG | HiC DMG | Stun? | Tracking? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5![]() ![]() ![]() |
Mid | 18 | 3 | 27 | KND | -3 | KND | KND | 34 | 42 | 51 | No | No |
A very safe mid punch out of backturn, knocks down on hit. |
Throws
Notation | Type | Startup | Active | Recovery | Hit Adv | Block Adv | CH Adv | HiC Adv | Damage | CH DMG | HiC DMG | Stun? | Tracking? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5![]() |
High | 5 | 2 | 23 | KND | X | KND | KND | 45 | 56 | 67 | No | Yes |
Momiji's 5F throw, switches sides. |
Notation | Type | Startup | Active | Recovery | Hit Adv | Block Adv | CH Adv | HiC Adv | Damage | CH DMG | HiC DMG | Stun? | Tracking? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
6![]() |
High | 7 | 2 | 24 | KND | X | KND | KND | 53 | 66 | 79 | No | Yes |
Momiji's 7F throw and 8f punish. |
Notation | Type | Startup | Active | Recovery | Hit Adv | Block Adv | CH Adv | HiC Adv | Damage | CH DMG | HiC DMG | Stun? | Tracking? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4![]() |
High | 7 | 2 | 24 | KND | X | KND | KND | 53 | 66 | 79 | No | Yes |
Momiji's another 7F throw and 8f punish. Switches sides. |
Notation | Type | Startup | Active | Recovery | Hit Adv | Block Adv | CH Adv | HiC Adv | Damage | CH DMG | HiC DMG | Stun? | Tracking? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
66![]() |
High | 10 | 2 | 25 | KND | X | KND | KND | 56 | 70 | 84 | No | Yes |
Momiji's 10F throw and 11f punish. Switches sides. |
Notation | Type | Startup | Active | Recovery | Hit Adv | Block Adv | CH Adv | HiC Adv | Damage | CH DMG | HiC DMG | Stun? | Tracking? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
426![]() |
High | 12 | 2 | 25 | KND | X | KND | KND | 62 | 77 | 92 | No | Yes |
Momiji's 12F throw and 13f punish. Switches sides. You can buffer it immediately after 2H+K and 1P1K for a strike/throw mixup. |
Notation | Type | Startup | Active | Recovery | Hit Adv | Block Adv | CH Adv | HiC Adv | Damage | CH DMG | HiC DMG | Stun? | Tracking? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2![]() |
Low | 5 | 2 | 22 | KND | X | KND | KND | 50 | 62 | 75 | No | Yes |
Momiji's 5F throw and 6F punish against crouching opponents. Switches sides. |
Notation | Type | Startup | Active | Recovery | Hit Adv | Block Adv | CH Adv | HiC Adv | Damage | CH DMG | HiC DMG | Stun? | Tracking? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2![]() |
Low | 10 | 2 | 30 | +10 | X | +10 | +10 | 20 | 25 | 30 | All | Yes |
Momiji's 10F throw and 11F punish against crouching opponents. Enters Tenku upon connecting, allowing a command jump mixup. |
Holds
Notation | Type | Startup | Active | Recovery | Hit Adv | Block Adv | CH Adv | HiC Adv | Damage | CH DMG | HiC DMG | Stun? | Tracking? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
7![]() |
High | 0 | 18 | 12 | KND | X | KND | KND | 55 | 68 | 82 | No | X |
Momiji's high hold. |
Notation | Type | Startup | Active | Recovery | Hit Adv | Block Adv | CH Adv | HiC Adv | Damage | CH DMG | HiC DMG | Stun? | Tracking? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4![]() |
Mid P | 0 | 18 | 12 | KND | X | KND | KND | 55 | 68 | 82 | No | X |
Momiji's mid punch hold. |
Notation | Type | Startup | Active | Recovery | Hit Adv | Block Adv | CH Adv | HiC Adv | Damage | CH DMG | HiC DMG | Stun? | Tracking? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
6![]() |
Mid K | 0 | 18 | 12 | +10 | X | +10 | +10 | 5 | 6 | 7 | No | X |
Momiji's mid kick hold. Puts the opponent into backturn, guaranteeing a 6P or a mixup. |
Notation | Type | Startup | Active | Recovery | Hit Adv | Block Adv | CH Adv | HiC Adv | Damage | CH DMG | HiC DMG | Stun? | Tracking? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1![]() |
Low | 0 | 18 | 12 | KND | X | KND | KND | 55 | 68 | 82 | No | X |
Momiji's low hold. |
Notation | Type | Startup | Active | Recovery | Hit Adv | Block Adv | CH Adv | HiC Adv | Damage | CH DMG | HiC DMG | Stun? | Tracking? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
64![]() |
Mid P | 0 | 18 | 12 | +10 | X | +10 | +10 | 58 | 72 | 87 | No | X |
Momiji's only expert hold. Not particularly noteworthy, offers a little more damage compared to the regular version. |
Special Moves
Notation | Type | Startup | Active | Recovery | Hit Adv | Block Adv | CH Adv | HiC Adv | Damage | CH DMG | HiC DMG | Stun? | Tracking? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
7![]() |
X | X | X | X | X | X | X | X | X | X | X | X | X |
Momiji perform a somersault, creating some distance between her and the opponent while avoiding lows. Goes a little further than a backdash. |
Notation | Type | Startup | Active | Recovery | Hit Adv | Block Adv | CH Adv | HiC Adv | Damage | CH DMG | HiC DMG | Stun? | Tracking? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5![]() ![]() ![]() |
X | X | X | X | X | X | X | X | X | X | X | X | X |
Only available in backturn. Momiji performs a high somersault, jumping behind the opponent if she's close enough. Not really useful, but will make you look extremely stylish if you bait a whiff and punish. |
Uzukaze
Notation | Type | Startup | Active | Recovery | Hit Adv | Block Adv | CH Adv | HiC Adv | Damage | CH DMG | HiC DMG | Stun? | Tracking? | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
9![]() |
X | 30 | X | X | X | X | X | X | X | X | X | X | X | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Momiji's command jump, also accessible from some other moves, although with restrictions. Startup listed is for the full duration but it can be cancelled into extensions around frame 10.
|
Tenku
Notation | Type | Startup | Active | Recovery | Hit Adv | Block Adv | CH Adv | HiC Adv | Damage | CH DMG | HiC DMG | Stun? | Tracking? | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
UZU![]() ![]() ![]() |
X | 15 | X | 20 | X | X | X | X | X | X | X | X | X | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
A double jump. The mixup off of this offers bigger reward at the cost of being easier to avoid via sidestepping.
|