Dead or Alive 5 Last Round/Momiji/Move list

From SuperCombo Wiki

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 a command double 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.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
8DOA5LR Punch Button.webp 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?
6DOA5LR Punch Button.webp 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?
6DOA5LR Punch Button.webpDOA5LR Punch Button.webp Mid 22 2 27 +22 -11 +44 +44 32 40 48 All No
A double palm strike to the gut, unsafe on block but does a lot of damage and stun on hit so it's great as a combo filler.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
6DOA5LR Punch Button.webpDOA5LR Kick Button.webp Mid 16 2 26 +34 -14 JGL JGL 17 21 25 Normal No
A jumping knee that transitions into the first command jump. This is a vital piece of Momiji's juggles.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
6DOA5LR Punch Button.webpDOA5LR Kick Button.webpDOA5LR Punch Button.webp Mid 23 3 30 BND -9 BND BND 25 30 35 No No
The punch followup to Momiji's command jump, also accessible from 5P strings. The bound property will be lost if you hit an airborne opponent. Works good as a juggle ender.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
6DOA5LR Punch Button.webpDOA5LR Kick Button.webpDOA5LR Kick Button.webp Mid 15 3 19 +49 +14 +49 +49 15 20 25 All No
The very same kick followup to the command jump as from the 5P strings. After hitting the opponent, Momiji will enter her double jump. Just like before, this move isn't as good as it might seem for pressure due to the command jump mixes being easy to sidestep.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
4DOA5LR Punch Button.webp 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?
3DOA5LR Punch Button.webp 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?
3DOA5LR Punch Button.webpDOA5LR Punch Button.webp Mid 20 3 27 KND -3 KND KND 26 32 39 No No
A safe extension that also acts as a natural frametrap. Because all extensions out of 3P are mid punches, this move is susceptible to getting held by wary opponents.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
3DOA5LR Punch Button.webp4DOA5LR Punch Button.webp Mid 18 2 25 +4 -10 +23 +23 18 22 27 All Yes
A tracking mid punch extension, use this if your opponent starts sidestepping the other extension. Unfortunately, this one is also susceptible to getting held.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
3DOA5LR Punch Button.webp4DOA5LR Punch Button.webpDOA5LR Punch Button.webp Mid 18 2 45 KND -12 KND KND 26 32 39 No Yes
Unsafe extension that also tracks. This can be used to try and hit opponents who try to punish 3P4P, but if your read is wrong then you will be punished even harder. The entire string can be used as a quick emergency juggle when you land an unexpected launcher.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
2DOA5LR Punch Button.webp 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?
1DOA5LR Punch Button.webp 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?
1DOA5LR Punch Button.webpDOA5LR Punch Button.webp Mid 22 2 25 KND -9 KND KND 24 30 26 No Yes
An unsafe mid followup that tracks, mainly to be used for mindgames or getting a combo off of counters.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
1DOA5LR Punch Button.webp1DOA5LR Kick Button.webp Low 23 4 26 +10 -15 +16 +16 24 30 26 All Yes
Another tracking extension, this time in the form of a low. It doesn't allow any combos without a counter, but is great for setting up strike/throw mixups. You can technically combo if you land it as a counter, but proper stagger escape will make combos impossible so you should always go for mixups instead.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
66DOA5LR Punch Button.webp 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?
66DOA5LR Punch Button.webpDOA5LR Punch Button.webp Mid 20 4 25 JGL -12 JGL JGL 22 27 33 No Yes
A launching extension that makes it easy to convert your amazing whiff punishment into juggles. It has tracking property, meaning that even if the opponent dodges your 66P, they will need to hit you before this move hits them or block it and punish with a throw. Being the only extension off of 66P, wary opponents can easily critical hold your whiff punishes. If they do this, you should start mixing things up after 66P.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
44DOA5LR Punch Button.webpDOA5LR Punch Button.webp 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?
33DOA5LR Punch Button.webpDOA5LR Punch Button.webp 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?
236DOA5LR Punch Button.webp 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?
214DOA5LR Punch Button.webp 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?
214DOA5LR Punch Button.webpDOA5LR Punch Button.webp Mid 23 3 27 KND -3 KND KND 24 30 36 No No
A pretty useless move due to being overshadowed by the other extension. It is however very safe on block, so you can do this if you whiff 214P in neutral for whatever reason to possibly catch the opponent off guard without too much risk.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
214DOA5LR Punch Button.webpDOA5LR Punch Button.webpDOA5LR Plus Icon.webpDOA5LR Kick Button.webp Mid 21 3 27 +22 -6 +22 +22 24 30 36 All No
Momiji performs another 214P with slightly better startup and frame advantage. This extension is what makes 214P so good for combos, as it's guaranteed to hit even if the opponent performs stagger escape and provides another sit-down stun. The opponent can stagger escape to make combos after it impossible, but will have to be on point with their mashing, it's very hard. If they don't manage to do it properly, a backturned 4P will be guaranteed, providing ANOTHER sit-down for a guaranteed critical burst. Recovers in backturn.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
SSDOA5LR Punch Button.webp 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?
5DOA5LR Kick Button.webp 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?
5DOA5LR Kick Button.webpDOA5LR Punch Button.webp High 18 2 21 +29 -7~-8 +38 +38 18 22 27 All No
A punch that can be used for frametraps after 5K, which is made even trickier to predict due to 5K's long delay window. It can be made safe on block against a majority of the cast if it hits shallow, but it's pretty much impossible without whiffing 5K first.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
5DOA5LR Kick Button.webpDOA5LR Kick Button.webp Mid 16 3 27 +1 -6 +21 +21 22 27 33 All No
Unlike 5KP, this extensions is safe AND cannot be crouched under, restricting opponent's counterplay options to holding and sidestepping, at the cost of not providing a combo on normal hit. Combos off of 5K even on normal hit. The previous extension is better in combos due to much better frame advantage.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
9DOA5LR Kick Button.webp 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?
8DOA5LR Kick Button.webp 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?
7DOA5LR Kick Button.webp 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?
6DOA5LR Kick Button.webp 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?
6DOA5LR Kick Button.webpDOA5LR Punch Button.webp Mid 23 3 30 BND -9 BND BND 25 30 35 No No
The punch followup to Momiji's command jump, also accessible from 5P strings. The bound property will be lost if you hit an airborne opponent. Works good as a juggle ender.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
6DOA5LR Kick Button.webpDOA5LR Kick Button.webp Mid 15 3 19 +49 +14 +49 +49 15 20 25 All No
The very same kick followup to the command jump as from the 5P strings. After hitting the opponent, Momiji will enter her double jump. Just like before, this move isn't as good as it might seem for pressure due to the command jump mixes being easy to sidestep.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
4DOA5LR Kick Button.webp 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?
3DOA5LR Kick Button.webp 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?
3DOA5LR Kick Button.webpDOA5LR Punch Button.webp Mid 17 3 35 -6 -11 +13 +13 20 25 30 CH, HiC Yes
A tracking punch followup. It can be used to catch sidestepping opponents, but unfortunately is unsafe on block and offers terrible frame advantage on both normal hit and counters. You can cancel this into a command jump by inputting 8, but that only makes you even more negative without counters.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
2DOA5LR Kick Button.webp 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?
66DOA5LR Kick Button.webp 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?
44DOA5LR Kick Button.webp 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?
SSDOA5LR Kick Button.webp 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?
5DOA5LR Punch Button.webpDOA5LR Plus Icon.webpDOA5LR Kick Button.webp 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?
4DOA5LR Punch Button.webpDOA5LR Plus Icon.webpDOA5LR Kick Button.webp 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?
236DOA5LR Punch Button.webpDOA5LR Plus Icon.webpDOA5LR Kick Button.webp 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?
236DOA5LR Punch Button.webpDOA5LR Plus Icon.webpDOA5LR Kick Button.webpDOA5LR Punch Button.webp High 19 3 44 +15 -19 +15 +15 10 12 15 All No
Momiji is one of the few characters with extensions to her power launcher. Unfortunately, these are not possible if the move is charged for 40 frames or more, making them useless outside of combos.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
236DOA5LR Punch Button.webpDOA5LR Plus Icon.webpDOA5LR Kick Button.webpDOA5LR Punch Button.webpDOA5LR Punch Button.webp High 14 3 45 +14 -18 +14 +14 10 12 15 All No
The second airborne punch.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
236DOA5LR Punch Button.webpDOA5LR Plus Icon.webpDOA5LR Kick Button.webpDOA5LR Punch Button.webpDOA5LR Punch Button.webpDOA5LR Punch Button.webp Mid 23 3 30 KND -9 KND KND 25 31 36 No No
Momiji slams down onto the opponent with a punch, knocking them down.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
236DOA5LR Punch Button.webpDOA5LR Plus Icon.webpDOA5LR Kick Button.webpDOA5LR Punch Button.webpDOA5LR Punch Button.webp82DOA5LR Throw Button.webp Special 14 3 0 KND X KND KND 26 31 36 No No
Momiji's izuna drop, will connect only if the last strike connects with an airborne opponent. Strictly a combo ender.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
214DOA5LR Punch Button.webpDOA5LR Plus Icon.webpDOA5LR Kick Button.webp 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?
5DOA5LR Hold Button.webpDOA5LR Plus Icon.webpDOA5LR Kick Button.webp 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?
6DOA5LR Hold Button.webpDOA5LR Plus Icon.webpDOA5LR Kick Button.webp 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?
2DOA5LR Hold Button.webpDOA5LR Plus Icon.webpDOA5LR Kick Button.webp 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?
5DOA5LR Punch Button.webp 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?
4DOA5LR Punch Button.webp 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?
4DOA5LR Punch Button.webpDOA5LR Punch Button.webp High 26 2 29 JGL -7 JGL JGL 20 25 30 All No
A high launcher, safe on block. Will combo off of normal hit 4P but whiff on counters and in combos because of the sit-down stun.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
2DOA5LR Punch Button.webp 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?
5DOA5LR Kick Button.webp 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?
4DOA5LR Kick Button.webp 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?
2DOA5LR Kick Button.webp 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?
5DOA5LR Punch Button.webpDOA5LR Plus Icon.webpDOA5LR Kick Button.webp 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?
5DOA5LR Throw Button.webp 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?
6DOA5LR Throw Button.webp 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?
4DOA5LR Throw Button.webp 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?
66DOA5LR Throw Button.webp 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?
426DOA5LR Throw Button.webp 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?
2DOA5LR Throw Button.webp 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?
2DOA5LR Throw Button.webp 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?
7DOA5LR Hold Button.webp 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?
4DOA5LR Hold Button.webp 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?
6DOA5LR Hold Button.webp 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?
1DOA5LR Hold Button.webp 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?
1DOA5LR Hold Button.webp Low 0 18 12 +10 X +10 +10 5 6 7 No X
Momiji's low hold, this version will only occur against low kicks. Upon connecting, Momiji enters Tenku, allowing a command jump mixup.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
64DOA5LR Hold Button.webp 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?
7DOA5LR Punch Button.webp 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?
5DOA5LR Hold Button.webpDOA5LR Plus Icon.webpDOA5LR Kick Button.webp 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?
9DOA5LR Punch Button.webp 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.
Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
UZUDOA5LR Punch Button.webp High 30 3 45 -10 -17 +4 +4 8 10 12 All Yes
An airborne slap. The standalone version of this move is faster and tracks. Even though the frame advantage might seem bad, this will naturally combo into further extensions.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
UZUDOA5LR Punch Button.webpDOA5LR Punch Button.webp High 13 2 29 +5 -17 +31 +31 15 18 22 All Yes
Another tracking slap, much better frame advantage.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
UZUDOA5LR Punch Button.webpDOA5LR Kick Button.webp Mid 18 3 32 JGL -15 JGL JGL 20 25 30 No Yes
Yet another tracking extension out of Uzukaze. It's just as unsafe on block, but acts much better as a launcher and can be mixed up with the punch extensions to avoid getting critical held or hit opponents who try to crouch under them.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
UZUDOA5LR Kick Button.webp Mid 12 3 25 +49 +14 +49 +49 15 18 22 All No
A jumping kick. This standalone version is much better for mixups because this time the punch extensions can be used to threaten sidesteps, making it much riskier to move around. Also a critical burst, allowing Momiji to go into critical burst combos out of the air. Transitions into Tenku.


Tenku

Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
UZUDOA5LR Punch Button.webpDOA5LR Plus Icon.webpDOA5LR Kick Button.webp 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.
Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
TENDOA5LR Punch Button.webp High, Mid 46, 12 5, 3 34 BND -1 BND BND 28 35 42 No No
Momiji slams into the opponent with a burning palm. The bound can only be followed on Hi Counter, making this move not the best. Extremely easy to sidestep on reaction. The startup includes the Tenku startup.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
TENDOA5LR Kick Button.webp High 58 3 26 KND -1 KND +49 24 30 36 HiC Only No
An underwhelming jumping kick. Just like the punch extension, it's easy to sidestep. Offers a combo only on Hi Counter. The startup listed includes Tenku's startup.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
TENDOA5LR Punch Button.webpDOA5LR Plus Icon.webpDOA5LR Kick Button.webp Mid 71 6 35 KND -10 KND KND 28 35 42 No No
Momiji's power blow out of tenku. Just like regular power blow, it can be charged to gain guard break properties or go into a power blow ender out of the air. If charged for at least 40 frames while below half HP, it becomes +13 on block. Startup listed includes Tenku's startup.


Notation Type Startup Active Recovery Hit Adv Block Adv CH Adv HiC Adv Damage CH DMG HiC DMG Stun? Tracking?
TENDOA5LR Throw Button.webp High 52 3 30 JGL X JGL JGL 20 25 30 No No
A throw out of Tenku. Launches the opponent for a short juggle, but unlike regular throws, this one doesn't track, meaning it's as easily avoided as all your other Tenku options. Startup listed includes Tenku's startup.