KING JAIMY
Well-Known Member
Introduction
This thread contains the frame data of all of Momiji’s 80 strikes with regard to (dis)advantage on block. This includes parts of strings (e.g. 6P and 6PP have different frames on block, but are part of the same string). To keeps things simple, the (dis)advantage will be listed on Momiji’s part. The criteria for the safety of each move are listed below. I hope you will find this information useful.
Criteria for Safety
> Moves that leave you standing (unsafe strikes must be punished with a standing throw)
+1 or better = frame advantage
+0 to -5 = safe
-6 or -7 = semi-safe
-8 or worse = unsafe
> Moves that leave you crouching (unsafe strikes must be punished with a crouching throw)
-5 or better = safe
-6 or worse = unsafe
> Moves that leave you back-turned (unsafe strikes must be punished with a standing throw)
-5 or better = safe
-6 or worse = unsafe
> Moves that leave you back-turned and crouching (unsafe strikes must be punished with a crouching throw)
-5 or better = safe
-6 or worse = unsafe
Note #1: I am aware that grappler characters (e.g. Bass, Ryu Hayabusa) have faster throws and are able to throw punish strikes which non-grappler characters cannot punish. However, only a handful of characters have access to these faster throws. For the sake of simplicity, I will assume that Momiji’s opponent has access to an i5 5T, an i7 6T, and an i5 2T. These startup frames are usual for a non-grappler character and apply to almost all characters in the cast.
Note #2: Some moves have different frames on block depending on several variables: distance (close range vs tip range), degree of charge (no charge vs full charge) or stance (open stance vs closed stance). If this is the case, it will be specified for that particular move.
Momiji's Relative Safety
According to a quick calculation,
8 of 80 (10%) of Momiji's strikes grant frame advantage.
20 of 80 (25%) of Momiji's strikes are safe on block.
7 of 80 (9%) of Momiji's strikes are semi-safe on block.
45 of 80 (56%) of Momiji's strikes are unsafe on block.
Momiji's Absolute Safety
This thread contains the frame data of all of Momiji’s 80 strikes with regard to (dis)advantage on block. This includes parts of strings (e.g. 6P and 6PP have different frames on block, but are part of the same string). To keeps things simple, the (dis)advantage will be listed on Momiji’s part. The criteria for the safety of each move are listed below. I hope you will find this information useful.
Criteria for Safety
> Moves that leave you standing (unsafe strikes must be punished with a standing throw)
+1 or better = frame advantage
+0 to -5 = safe
-6 or -7 = semi-safe
-8 or worse = unsafe
> Moves that leave you crouching (unsafe strikes must be punished with a crouching throw)
-5 or better = safe
-6 or worse = unsafe
> Moves that leave you back-turned (unsafe strikes must be punished with a standing throw)
-5 or better = safe
-6 or worse = unsafe
> Moves that leave you back-turned and crouching (unsafe strikes must be punished with a crouching throw)
-5 or better = safe
-6 or worse = unsafe
Note #1: I am aware that grappler characters (e.g. Bass, Ryu Hayabusa) have faster throws and are able to throw punish strikes which non-grappler characters cannot punish. However, only a handful of characters have access to these faster throws. For the sake of simplicity, I will assume that Momiji’s opponent has access to an i5 5T, an i7 6T, and an i5 2T. These startup frames are usual for a non-grappler character and apply to almost all characters in the cast.
Note #2: Some moves have different frames on block depending on several variables: distance (close range vs tip range), degree of charge (no charge vs full charge) or stance (open stance vs closed stance). If this is the case, it will be specified for that particular move.
Momiji's Relative Safety
According to a quick calculation,
8 of 80 (10%) of Momiji's strikes grant frame advantage.
20 of 80 (25%) of Momiji's strikes are safe on block.
7 of 80 (9%) of Momiji's strikes are semi-safe on block.
45 of 80 (56%) of Momiji's strikes are unsafe on block.
Momiji's Absolute Safety
PPKK --> +14
6PKK --> +14
6KK --> +14
Uzukaze K --> +14
4P+K (Full Charge) --> +13
Tenku P+K (Full Charge) --> +13
214P+K --> +6 or +7 depending on distance
Running H+K --> +1
6PKK --> +14
6KK --> +14
Uzukaze K --> +14
4P+K (Full Charge) --> +13
Tenku P+K (Full Charge) --> +13
214P+K --> +6 or +7 depending on distance
Running H+K --> +1
Tenku P --> -1
P --> -2
Tenku K --> -2
PPPP --> -3
3PP --> -3
214PP --> -3
PP6P --> -3
6P+K --> -3
SS P --> -3
44K --> -3
BT 4P --> -3
BT P+K --> -3
PP4P --> -5
4P --> -5
2P --> -5
66P --> -5
9K --> -5
4K --> -5
SS K --> -5
BT 2P --> -5
P --> -2
Tenku K --> -2
PPPP --> -3
3PP --> -3
214PP --> -3
PP6P --> -3
6P+K --> -3
SS P --> -3
44K --> -3
BT 4P --> -3
BT P+K --> -3
PP4P --> -5
4P --> -5
2P --> -5
66P --> -5
9K --> -5
4K --> -5
SS K --> -5
BT 2P --> -5
PP --> -6
KK --> -6
PK --> -6 or -7 depending on distance
H+K --> -6 or -7 depending on distance
BT K --> -6 or -7 depending on distance
33P --> -7
BT 4PP --> -7
KK --> -6
PK --> -6 or -7 depending on distance
H+K --> -6 or -7 depending on distance
BT K --> -6 or -7 depending on distance
33P --> -7
BT 4PP --> -7
214P --> -6
214PP+K --> -6
KP --> -8
3K --> -8
P+K --> -8
BT P --> -8
PPKP --> -8 or -9 depending on distance
6PKP --> -8 or -9 depending on distance
6KP --> -8 or -9 depending on distance
PPP --> -9
3P --> -9
2K --> -9
236P+KPPP --> -9
BT 4K --> -9
1P --> -10
3P4P --> -10
44P --> -10
4P+K --> -10
6H+K --> -10
Uzukaze PP --> -10
Tenku P+K --> -10
PPP4P --> -11
8P --> -11
6PP --> -11
K --> -11
3KP --> -11
8K --> -11 or -12 depending on distance
6P --> -12
3P4PP --> -12
66PP --> -12
236P --> -12
66K --> -12
1PP --> -13
6PK --> -14
PPK --> -14
6K --> -14
2H+K --> -14
BT 2K --> -14
(1)PK --> -15
Uzukaze PK --> -15
Uzukaze P --> -17
236P+KP --> -20
7K --> -21 to -25 depending on distance
236P+K --> -22
236P+KPP (Last punch always whiffs) --> -37
214PP+K --> -6
KP --> -8
3K --> -8
P+K --> -8
BT P --> -8
PPKP --> -8 or -9 depending on distance
6PKP --> -8 or -9 depending on distance
6KP --> -8 or -9 depending on distance
PPP --> -9
3P --> -9
2K --> -9
236P+KPPP --> -9
BT 4K --> -9
1P --> -10
3P4P --> -10
44P --> -10
4P+K --> -10
6H+K --> -10
Uzukaze PP --> -10
Tenku P+K --> -10
PPP4P --> -11
8P --> -11
6PP --> -11
K --> -11
3KP --> -11
8K --> -11 or -12 depending on distance
6P --> -12
3P4PP --> -12
66PP --> -12
236P --> -12
66K --> -12
1PP --> -13
6PK --> -14
PPK --> -14
6K --> -14
2H+K --> -14
BT 2K --> -14
(1)PK --> -15
Uzukaze PK --> -15
Uzukaze P --> -17
236P+KP --> -20
7K --> -21 to -25 depending on distance
236P+K --> -22
236P+KPP (Last punch always whiffs) --> -37
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