Garou: Mark of the Wolves/Hotaru: Difference between revisions

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=Overall Strategy=
=Overall Strategy=


Hotaru has good damage and is very well rounded, however she lacks damage from low attacks and has low health/guard. Her most frequent strategy is to keep her opponent out while dealing damage via unpredictable aggressions.
Hotaru has good damage and is very well rounded, however she lacks a bit in range, her offense is overall easy to block has low health/guard.
 
Hotaru's main strategy is keep-away coupled with unpredictable frame-trap oriented rushdown.
 


===Notable normals :===
===Notable normals :===
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===Zonning with Hotaru :===
===Zonning with Hotaru :===


'''Anti-air :''' Cover the air with air-throw/air-jd, air normals or DP.
'''Anti-air :''' Cover the air with air-throw/air-jd, air normals or DP.

Revision as of 06:19, 15 October 2016

Hotaru.PNG
MOTW Logo.png

Introduction

To come.

Character Colors

Hotarucolors.JPG

Gameplay Overview

To come.

Move List

Command Normal Moves

Kou-shuu Da (Needle Kick): Down+B in the air
Cross-over: Press CD in the air

Special Command Moves

Command Move Weak Damage Strong Damage
Qcf.gif + Punch.gif Hakki-shou 14 16
Hcf.gif + Snkd.gif Shajou Tai NA 21
Qcb.gif + Punch.gif Sou-shou Shin 14 21
Qcb.gif + Kick.gif Kobi-kyaku 15 15
air Qcb.gif + Kick.gif Rengeki-shuu 15 15
Dp.gif + Kick.gif Tenshin-shuu 13 22
Qcf.gif, Qcf.gif + Punch.gif Sou-shou Ten Renge 37 52
Qcf.gif, Qcf.gif + Kick.gif Ten-shou Range 35 49

Frame Data

Move Startup Guard Adv. Hit Adv. Guard Crush Value Cancellation Remarks
Near Standing A Three +5 +5 Four Ream / ◯
Near Standing B Four +1 +1 Four
Near Standing C Seven -1 -1 Five
Near Standing D Six -8 -8 Five
Far Standing A Five +2 +2 Four Ream / ◯
Far Standing B Six +2 +2 Four The second half has 3F invincible
Far Standing C Nine +1 +1 Five
Far Standing D Eleven -2 -2 Five ×
Crouched A Four +2 +2 Four Ream / ◯
Crouched B Four +2 +2 Four Ream / ×
Crouched C Five -Five -Five Five
Crouched D Seven -14 down Five ×
Upper avoid attack Eight +3 -3 Six 1 ~ 6F upper body invincible
Lower avoid attack twenty three +5 -1 Six ×
Jump A Four Four
Jump B Three Four hop : startup 5F
Jump C Four Five hop : startup 6F
Jump D Five Five
High kick-punch Five Nine ×


Move Startup Guard Adv. Hit Adv. Guard Crush Value Remarks
Hatsukitenohira (Fireball) Ten -Five -Five Weak 7, strength 8
Weak Wren 撃蹴 (Dive) Ten -8 Or more down 3, 4
Strong Wren 撃蹴 (Dive) 13 -9 More down 4,4
Weak-turned-Sho (dp) Two -12 down 2,2 1 ~ 4F invincible
Strong-turned-Sho (dp) Two -31 down 3 × 5,2 1 ~ 4F invincible
Weak-SotenohiraSusumu Ten -11 down 1 × 5
Strength-SotenohiraSusumu Eighteen -1 down 2 × 5
Weak-Toraoashi (reflect) 13 -19 (+12) down Weak 7, 8 ~ 13F missile reflection
Strength-Toraoashi (reflect) 13 -19 (+12) down Strength 8 8 ~ 17F missile reflection
Oblique thigh (command throw) Nine down
Turning swallow (TOP) Nine -twenty four down twenty five
Sotenohiraten lotus A Six -51 down 1 × 17 1 ~ 8F invincible
Sotenohiraten lotus C Six -14 down 2 × 15,5 1 ~ 10F invincible
Tensho Ranhime B 0 -33 down 3 × 3,0 1 ~ 2F invincible
Tensho Ranhime D 0 -32 down 5 × 4 1F invincible

Hit Boxes and Frame Data

Legend:
Hit Box: Area that will hit the opponent
Hurt Box: Area where you can get hit. A move is invincible if the Hurt Box is absent.
Throw Box/Range: Active throw frames and range. Your opponent will be thrown in this field if not in block or hit stun.
Projectile Box: Hit box on a projectile attack
Guard/Counter Box: The Guard Box or Counter Box. This appears when blocking or using a counter move.
Push Box: Has no bearing on hurt/hit boxes. Just allows characters to not pass through each other.
Command = the input for the attack.
Start Up = How many start up frames a move/attack has.
Hit = When the attack hits.
Block = When the attack is blocked.
+ signifies how many advantage frames the attacker has.
- signifies how many disadvantage frames the attacker has.
KD means the attack will knock the opponent down.



Grab, Feints, Throw...

Jump

Command Total Frames
Normal Up1.gif 35


Grab

Hotaru Grab.jpg

Command Total Frames
Close B.gif/F.gif + Snkc.gif 9


Forward Feint

Hotaru ForwardTaunt.jpg

Command Total Frames
F.gif + Snka.gif + Snkc.gif 10


Down Feint

Hotaru DownTaunt.jpg

Command Total Frames
Down.gif + Snka.gif + Snkc.gif 14


Close Standing Attacks

cl.A

Hotaru clA.jpg

Command Start Up Hit Guard
Close Snka.gif 3 +5 +5

Hotaru's fastest close normal, with good advantage on block.

cl.B

Hotaru clB.jpg

Command Start Up Hit Guard
Close Snkb.gif 4 +1 +1


cl.C

Hotaru clC.jpg

Command Start Up Hit Guard
Close Snkc.gif 5 -5 -5

In case the Throw fails, a 'cl. C' will come out instead. On hit/guard it can combo (via Cancel). However clC doesn't have vertical hitbox, a neutral jump to escape the tick throw will leave Hotaru vulnerable.

cl.D

Hotaru clD.jpg

Command Start Up Hit Guard
Close Snkd.gif 6 -8 -8

Hotaru's close D has a decent vertical hitbox, used as a frametrap it can prevent people from jumping out. Feint cancel it to avoid punishes.

Far Standing Attack

far A

Hotaru sA.jpg

Command Start Up Hit Guard
Far Snka.gif 5 +2 +2

Unlike most characters, Hotaru's far A is quite weak, it extends her hurtbox a lot. Prefer far B to poke on the ground.


far B

Hotaru sB.jpg

Command Start Up Hit Guard
Far Snkb.gif 6 +2 +2

Her best ground poke, with decent speed/distance/hitbox. If it whiffs be ready to anti-air. Cancel it into fireball for a frametrap. Or forward feint cancel it to start an offense once they respect the fireball frametrap.


far C

Hotaru sC.jpg

Command Start Up Hit Guard
Far Snkc.gif 9 +1 +1


far D

Hotaru sD.jpg

Command Start Up Hit Guard
Far Snkd.gif 11 -2 -2

Hotaru's far D is too slow to be used efficiently in the neutral game. Since it has a good range, it can be used as a frametrap, for example with 2C xx 2AC(feint) > far D; but the risk/reward is not really worth it.

Crouching Attacks

cr A

Hotaru crA.jpg

Command Start Up Hit Guard
Down.gif Snka.gif 4 +2 +2

When used as meaty it prevents jumps as well as low profile attempts with 2AB


cr B

Hotaru crB.jpg

Command Start Up Hit Guard
Down.gif Snkb.gif 4 +2 +2

Hotaru is known for having no decent BNB starting with lows. Use this to remind your opponent that he has to block low, even if it doesn't deal much. Follow up with a frametrap for example. It can be combo'ed from if it hits meaty enough, with 2B(meaty)>2A xx reflect break fireball ... Keep in mind that, in MOTW, a meaty 2B can be escaped via wake-up jump.


cr C

Hotaru crC.jpg

Command Start Up Hit Guard
Down.gif Snkc.gif 5 -5 -5

Amazing startup and range, allowing certain punishes from ranges other characters have trouble with.

far B xx 2AC > 2C is a frametrap that prevents jumping.

cr D

Hotaru crD.jpg

Command Start Up Hit Guard
Down.gif Snkd.gif 7 KD -14


Jumping Attacks

j.A

Hotaru jA.jpg

Command Start Up Hit Guard
Jumping Snka.gif 4 ? ?

Has long active frames, can target combo with jA>B or jA>C(whiff on crouchers).


j.B

Hotaru jB.jpg

Command Start Up Hit Guard
Jumping Snkb.gif 3 ? ?

Has the best horizontal reach out of all her air moves, however it doesn't stay active for long.


j.C

Hotaru jC.jpg

Command Start Up Hit Guard
Jumping Snkc.gif 4 ? ?

This is what comes out if you miss your air throw. It whiffs on crouching opponent.



j.D

Hotaru jD.jpg

Command Start Up Hit Guard
Jumping Snkd.gif 5 ? ?

When used deep enough, it can hit people trying to 2AB anti-air.


Command Moves

Hotaru AB.jpg

Command Start Up Hit Guard
Snka.gif + Snkb.gif 23 -1 +5


Hotaru 2AB.jpg

Command Start Up Hit Guard
Down.gif + Snka.gif + Snkb.gif 8 -3 +3


Hotaru CD-1.jpgHotaru CD-2.jpg

Command Start Up Hit Guard
Snkc.gif + Snkd.gif 9 KD ?


Hotaru j2B.jpg

Command Start Up Hit Guard
Air Down.gif + Snkb.gif 6 ? ?

Stays active for the full duration of the jump. A very annoying tool (unsafe but hard to punish). Once Hotaru "step" on her opponent, she jumps again, and she is allowed to perform another air attack (or spin with CD before attacking). However she loses the ability to air JD, making her vulnerable to anti-airs.


Special Moves

Fireball

Hotaru Projectile.jpg

Command Start Up Hit Guard
Qcf.gif + Punch.gif 10 -5 -5

Hotaru has a good fireball game, the startup is good and the speed is not bad either. Just don't throw them from full screen, that's a free JD for your opponent.

Like any fireball, a jump in can lead to big punish. However Hotaru has her forward feint that does the same motion as her fireball startup, she can mess with her opponent's reflexes.

The C version has more damage so use C for combos.



Divekick

Hotaru AirTatsu.jpg

Command Start Up Hit Guard
air Qcb.gif + Snkb.gif 10 KD ≥-8
Command Start Up Hit Guard
air Qcb.gif + Snkd.gif 13 KD ≥-9

Almost always unsafe on block...

Can be used as a nige-tatsu (to run away) via jump CD (spin in the air) > divekick in the opposite direction.

Used in optimised corner combos, after reflect break.

You can use the tigerknee motion 2149B to perform a divekick low to the ground.

DP B

Hotaru DP-B-1.jpgHotaru DP-B-2.jpgHotaru DP-B-3.jpg

Command Start Up Hit Guard
Dp.gif + Snkb.gif 2 KD -12

Can be used as an anti-air but is risky against a full air Just Defend.

A much safer but harder version of this anti-air would be a 623 4 B/D motion, timed so that if they hit you will JD and guard cancel with your DP, but if they try to air JD, your DP will hits them at an height low enough where the JD won't proc.

It has invincible frames so it can be used as a risky "get off me" tool.

DP D

Hotaru DP-D-1.jpgHotaru DP-D-2.jpgHotaru DP-D-3.jpgHotaru DP-D-4.jpg

Command Start Up Hit Guard
Dp.gif + Snkd.gif 2 KD -31

Similar to DP B with more hits and a better anti-air hitbox.

QCB A

Hotaru qcbA-1.jpgHotaru qcbA-2.jpgHotaru qcbA-3.jpgHotaru qcbA-4.jpgHotaru qcbA-5.jpg

Command Start Up Hit Guard
Qcb.gif + Snka.gif 10 KD -11

Unsafe on block. If you combo into this you can probably combo into reflect>fireball for more damage; making this a pretty useless move.

QCB C

Hotaru qcbC-1.jpgHotaru qcbC-2.jpgHotaru qcbC-3.jpgHotaru qcbC-4.jpgHotaru qcbC-5.jpg


Command Start Up Hit Guard
Qcb.gif + Snkc.gif 18 KD -1

This one is -1 on block, so it is somewhat safe, since only punishable with 0F Supers if you try to block but there is a trick to escape this punish explained here : [[1]]

Being multi-hit, it can prevent random guardcancels on wakeup, but the startup is so slow that good players will react to it with a full JD + GC at the end.


Reflect B

Hotaru qcbB-1.jpgHotaru qcbB-2.jpg

Command Start Up Hit Guard
Qcb.gif + Snkb.gif 13 KD -19
Qcb.gif + Snkb.gif Break 13 KD +12

Hotaru's breakable move (always break it). Use the B version whenever you are doing a combo or need the hitbox, because the B version has a greater hitbox.

It gives a huge +12 frame advantage on block, allowing to reapply pressure after a blocked reflect.



Reflect D

Hotaru qcbD.jpg

Command Start Up Hit Guard
Qcb.gif + Snkd.gif 13 KD -19
Qcb.gif + Snkd.gif break 13 KD +12

This D version is used to reflect fireballs; it has a shorter hitbox, but a greater reflect box. Great meter building tool, use the D version as it gives slightly more meter than the B version.


CommandGrab

Hotaru CommandGrab.jpg

Command Start Up Hit Guard
Hcf.gif + Snkd.gif 9 KD

Doesn't lead to big damage, but it scores a hard knockdown, allowing for mix-ups. Corner setup showcase : https://www.youtube.com/watch?v=Eycf9BhE0xw


Supers

Hotaru Super2-1.jpgHotaru Super2-2.jpgHotaru Super2-3.jpgHotaru Super2-4.jpgHotaru Super2-5.jpg


Snka.gifHotaru Super2-6.jpg


Snkc.gifHotaru Super2-7.jpg

Command Start Up Hit Guard
Qcf.gif, Qcf.gif + Snka.gif 6 KD -51
Command Start Up Hit Guard
Qcf.gif, Qcf.gif + Snkc.gif 6 KD -14


Hotaru Super1-2.jpgHotaru Super1-3.jpgHotaru Super1-4.jpgHotaru Super1-5.jpgHotaru Super1-6.jpg

Command Start Up Hit Guard
Qcf.gif, Qcf.gif + Snkb.gif 0 KD -33
Command Start Up Hit Guard
Qcf.gif, Qcf.gif + Snkd.gif 0 KD -32

Attack Notes

To come.

Combos

Far range

  • 2C xx Fireball C
  • 2C xx punch super (doesn't work at max 2C range)

Close range

  • clD xx reflect break > fireball (max damage, use B version for reflect and C version for the fireball)
  • clA xx relfect break > walk > kick super (only work at very close range, input 236236 during the break and hold 6 for the short walk before pressing K)
  • stA > far A xx fireball C
  • stA > far A xx punch super

Jump-in

  • jA>B or jD or jC > run > st A xx reflect > fireball
  • from a distance, jB > 2C xx fireball

Hops

  • any hop > DP D
  • any hop > kick super

Air juggles (for example after a counterhit)

  • clA xx DP D
  • clA > kick super

Corner

  • Anything into xx reflect break > instant divekick > DP D or kick super (max corner damage)
  • clD xx 2AC > run > stA xx reflect etc

Misc

  • j2B (hit deep) > jD > divekick > kick super (unsafe on block and hard to setup but creates an instant overhead)
  • meaty 2B > 2A > reflect > ...

Overall Strategy

Hotaru has good damage and is very well rounded, however she lacks a bit in range, her offense is overall easy to block has low health/guard.

Hotaru's main strategy is keep-away coupled with unpredictable frame-trap oriented rushdown.


Notable normals :

st. a(far/close): close A is great due to his speed and allow punishes, far A is a bit below average.

st. b(far): Your goto footsie tool, had good range, good hitbox and good speed.

st. c(close): Slow and no horizontal hitbox, don't try to throw people on wakeup too much jump baits will easily punish you.

st. d(close): close D can prevent attempts to jump out, and it can be feint cancelled to confirm into a combo.

cr. a: Good to prevent 2AB mashing.

cr. c: A very good tool, most of the cast don't reach nearly as far, cr C cancelled into fireball is good safe damage (for this range), or you can feint cancel it into run in to maintain pressure.

j. b: Air to air poke, has the most horizontal range.

j. d: Air to ground poke, beats 2AB anti-airs.

j. a: has the most active frames and target cancellable with A to prevent most guard cancels.

j. down + b: Very annoying, has amazing priority and allows you to run away efficiently with escape divekicks.

Zonning with Hotaru :

Anti-air : Cover the air with air-throw/air-jd, air normals or DP.

Full screen : You can charge meter with her reflect, D version builds more meter while B version has a greater hitbox. Toss fireballs at a range where jumpins won't reach you, not too many since they will give health+meter via Just Defend.

Mid screen : You can run/stop to get in far B range and poke with it. If you whiff it be ready to react to a jump. If it connects, buffer it with a fireball or forward+AC feint.

Close range : 2A if you fear someone mashing 2AB, clD can prevent escape jumps, mix in command grab from time to time.

Matchup Notes

Rock

Hotaru's 2C goes under Rock's far A

Jenet

If above a Jenet Divekick, it is possible to punish it with jD on the way down into kick super. It will combo on the airborne Jenet (only works on Jenet)

Terry

If you JD his dp break, he is punishable via close A.

Without jd, if close enough, his dp break is punishable with the 0F super.

Dong

His DP break is always punishable via 2C regardless of spacing.

Hotaru (mirror)

You can play tennis with fireball + reflect.

Advanced Tactics


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