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

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{{ProConTable
{{ProConTable
|pros=  
|pros=  
* Really good hit & run play.
* '''Very good hit & run play'''
* Good air to air.
* '''Good air-to-air capabilities'''
* Has an air throw.
* '''Good meter build'''
* '''Has an air throw'''
|cons=
|cons=
* Barely any damage after a low.
* '''Poor damage and conversions off of lows'''
* Not the best normal moves.
* '''Normals are slightly stubby and have mediocre range'''
* Not the greatest damage on supers.
* '''Lower defense and guard crush gauge than average'''


}}
}}
Line 26: Line 27:


==Move List==
==Move List==
Frame Data Source: https://w.atwiki.jp/garoumow/pages/23.html
 
Frame Data Source: https://w.atwiki.jp/garoumow/pages/23.html and https://w.atwiki.jp/garoumow/pages/78.html


{{MOTW Legend}}
{{MOTW Legend}}
Notes:
* Special/Super moves with <span style="color:#ff0000;">"Guard" data in red text</span> are impossible to just defend at 0-pixel health bar.


===Close Standing Normals===
===Close Standing Normals===
===== <span class="invisible-header"></span> =====
 
===== <span class="invisible-header">Close 5A</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Hotaru_clA.jpg
|image=Hotaru_clA.jpg
|name=St. {{Icon-SNK|A}}
|name=c.5A
|subtitle=
|subtitle=
|caption=
|caption=
Line 49: Line 60:
  |Block Adv=+5
  |Block Adv=+5
  |Feint Cancel=◯
  |Feint Cancel=◯
  |Cancel on Hit=◯
  |Cancel on Hit=◯ / ∞
  |Cancel on Block=◯
  |Cancel on Block=◯ / ∞
  |Guard Crush Value=4
  |Guard Crush Value=4
  |description=Hotaru's fastest close normal, with good advantage on block.
  |description=Hotaru's fastest close normal, with good advantage on block.
Line 56: Line 67:
}}
}}


===== <span class="invisible-header"></span> =====
 
 
===== <span class="invisible-header">Close 5B</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Hotaru_clB.jpg
|image=Hotaru_clB.jpg
|name=St. {{Icon-SNK|B}}
|name=c.5B
|subtitle=
|subtitle=
|caption=
|caption=
Line 81: Line 94:
}}
}}


===== <span class="invisible-header"></span> =====
 
 
===== <span class="invisible-header">Close 5C</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Hotaru_clC.jpg
|image=Hotaru_clC.jpg
|name=St. {{Icon-SNK|C}}
|name=c.5C
|subtitle=
|subtitle=
|caption=
|caption=
Line 106: Line 121:
}}
}}


===== <span class="invisible-header"></span> =====
 
 
===== <span class="invisible-header">Close 5D</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Hotaru_clD.jpg
|image=Hotaru_clD.jpg
|name=St. {{Icon-SNK|D}}
|name=c.5D
|subtitle=
|subtitle=
|caption=
|caption=
Line 130: Line 147:
  }}
  }}
}}
}}


===Far Standing Normals===
===Far Standing Normals===
===== <span class="invisible-header"></span> =====
 
===== <span class="invisible-header">Far 5A</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Hotaru_sA.jpg
|image=Hotaru_sA.jpg
|name=Far {{Icon-SNK|A}}
|name=f.5A
|subtitle=
|subtitle=
|caption=
|caption=
Line 150: Line 170:
  |Block Adv=+2
  |Block Adv=+2
  |Feint Cancel=◯
  |Feint Cancel=◯
  |Cancel on Hit=◯
  |Cancel on Hit=◯ / ∞
  |Cancel on Block=◯
  |Cancel on Block=◯ / ∞
  |Guard Crush Value=4
  |Guard Crush Value=4
  |description=Unlike most characters, Hotaru's far A is quite weak, it extends her hurtbox a lot. Prefer far B to poke on the ground.
  |description=Unlike most characters, Hotaru's far A is quite weak, it extends her hurtbox a lot. Prefer far B to poke on the ground.
Line 157: Line 177:
}}
}}


===== <span class="invisible-header"></span> =====
 
 
===== <span class="invisible-header">Far 5B</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Hotaru_sB.jpg
|image=Hotaru_sB.jpg
|name=Far {{Icon-SNK|B}}
|name=f.5B
|subtitle=
|subtitle=
|caption=
|caption=
Line 178: Line 200:
  |Cancel on Block=◯
  |Cancel on Block=◯
  |Guard Crush Value=4
  |Guard Crush Value=4
  |description=* 3F full invulnerability for the second half of the attack
  |description=* Last 3F of attack's recovery has full-body invincibility.
* 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.
* 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.
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
 
 
===== <span class="invisible-header">Far 5C</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Hotaru_sC.jpg
|image=Hotaru_sC.jpg
|name=Far {{Icon-SNK|C}}
|name=f.5C
|subtitle=
|subtitle=
|caption=
|caption=
Line 200: Line 224:
  |Hit Adv=+1
  |Hit Adv=+1
  |Block Adv=+1
  |Block Adv=+1
  |Feint Cancel=
  |Feint Cancel=
  |Cancel on Hit=X
  |Cancel on Hit=X
  |Cancel on Block=◯
  |Cancel on Block=◯
Line 208: Line 232:
}}
}}


===== <span class="invisible-header"></span> =====
 
 
===== <span class="invisible-header">Far 5D</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Hotaru_sD.jpg
|image=Hotaru_sD.jpg
|name=Far {{Icon-SNK|D}}
|name=f.5D
|subtitle=
|subtitle=
|caption=
|caption=
Line 232: Line 258:
  }}
  }}
}}
}}


===Crouching Normals===
===Crouching Normals===
===== <span class="invisible-header"></span> =====
 
===== <span class="invisible-header">2A</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Hotaru_crA.jpg
|image=Hotaru_crA.jpg
|name=Cr. {{Icon-SNK|A}}
|name=2A
|subtitle=
|subtitle=
|caption=
|caption=
Line 244: Line 273:
  {{AttackData-Garou
  {{AttackData-Garou
  |Damage=4
  |Damage=4
  |Guard=Low
  |Guard=Mid
  |Startup=4
  |Startup=4
  |Active=4
  |Active=4
Line 252: Line 281:
  |Block Adv=+2
  |Block Adv=+2
  |Feint Cancel=◯
  |Feint Cancel=◯
  |Cancel on Hit=◯
  |Cancel on Hit=◯ / ∞
  |Cancel on Block=◯
  |Cancel on Block=◯ / ∞
  |Guard Crush Value=4
  |Guard Crush Value=4
  |description=When used as meaty it prevents jumps as well as low profile attempts with 2AB.
  |description=When used as meaty it prevents jumps as well as low profile attempts with 2AB.
Line 259: Line 288:
}}
}}


===== <span class="invisible-header"></span> =====
 
 
===== <span class="invisible-header">2B</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Hotaru_crB.jpg
|image=Hotaru_crB.jpg
|name=Cr. {{Icon-SNK|B}}
|name=2B
|subtitle=
|subtitle=
|caption=
|caption=
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |Damage=7
  |Damage=5
  |Guard=Low
  |Guard=Low
  |Startup=4
  |Startup=4
Line 277: Line 308:
  |Block Adv=+2
  |Block Adv=+2
  |Feint Cancel=X
  |Feint Cancel=X
  |Cancel on Hit=X
  |Cancel on Hit=X / ∞
  |Cancel on Block=X
  |Cancel on Block=X / ∞
  |Guard Crush Value=4
  |Guard Crush Value=4
  |description=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.
  |description=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.
Line 284: Line 315:
}}
}}


===== <span class="invisible-header"></span> =====
 
 
===== <span class="invisible-header">2C</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Hotaru_crC.jpg
|image=Hotaru_crC.jpg
|name=Cr. {{Icon-SNK|C}}
|name=2C
|subtitle=
|subtitle=
|caption=
|caption=
Line 294: Line 327:
  {{AttackData-Garou
  {{AttackData-Garou
  |Damage=9
  |Damage=9
  |Guard=Low
  |Guard=Mid
  |Startup=5
  |Startup=5
  |Active=1
  |Active=1
Line 311: Line 344:
}}
}}


===== <span class="invisible-header"></span> =====
 
 
===== <span class="invisible-header">2D</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Hotaru_crD.jpg
|image=Hotaru_crD.jpg
|name=Cr. {{Icon-SNK|D}}
|name=2D
|subtitle=
|subtitle=
|caption=
|caption=
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |Damage=13
  |Damage=9
  |Guard=Low
  |Guard=Low
  |Startup=7
  |Startup=7
Line 335: Line 370:
  }}
  }}
}}
}}


===Jumping Normals===
===Jumping Normals===
===== <span class="invisible-header"></span> =====
 
===== <span class="invisible-header">jA</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Hotaru_jA.jpg
|image=Hotaru_jA.jpg
|name=Jump {{Icon-SNK|A}}
|name=j.A
|subtitle=
|subtitle=
|caption=
|caption=
Line 354: Line 392:
  |Hit Adv=
  |Hit Adv=
  |Block Adv=
  |Block Adv=
  |Feint Cancel=X
  |Feint Cancel=
  |Cancel on Hit=◯
  |Cancel on Hit=◯
  |Cancel on Block=◯
  |Cancel on Block=◯
  |Guard Crush Value=4
  |Guard Crush Value=4
  |description=Has long active frames, can target combo with jA>B or jA>C (whiff on crouchers).
  |description=Has long active frames, can target combo with jA>B or jA>C (whiff on crouchers).
Can beat out upper-body evasion attacks.
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
 
 
===== <span class="invisible-header">jB</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Hotaru_jB.jpg
|image=Hotaru_jB.jpg
|name=Jump {{Icon-SNK|B}}
|name=j.B
|subtitle=
|subtitle=
|caption=
|caption=
Line 379: Line 421:
  |Hit Adv=
  |Hit Adv=
  |Block Adv=
  |Block Adv=
  |Feint Cancel=X
  |Feint Cancel=
  |Cancel on Hit=◯
  |Cancel on Hit=◯
  |Cancel on Block=◯
  |Cancel on Block=◯
  |Guard Crush Value=4
  |Guard Crush Value=4
  |description=Has the best horizontal reach out of all her air moves, however it doesn't stay active for long.  
  |description=Has the best horizontal reach out of all her air moves, however it doesn't stay active for long.  
Hop B has a startup of 5F, and is active for 8F.
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
 
 
===== <span class="invisible-header">jC</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Hotaru_jC.jpg
|image=Hotaru_jC.jpg
|name=Jump {{Icon-SNK|C}}
|name=j.C
|subtitle=
|subtitle=
|caption=
|caption=
Line 404: Line 450:
  |Hit Adv=
  |Hit Adv=
  |Block Adv=
  |Block Adv=
  |Feint Cancel=X
  |Feint Cancel=
  |Cancel on Hit=◯
  |Cancel on Hit=◯
  |Cancel on Block=◯
  |Cancel on Block=◯
  |Guard Crush Value=5
  |Guard Crush Value=5
  |description=This is what comes out if you miss your air throw. It whiffs on crouching opponent.  
  |description=This is what comes out if you miss your air throw. It whiffs on crouching opponent.  
Hop C has a startup of 6F, and is active for 6F.
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
 
 
===== <span class="invisible-header">jD</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Hotaru_jD.jpg
|image=Hotaru_jD.jpg
|name=Jump {{Icon-SNK|D}}
|name=j.D
|subtitle=
|subtitle=
|caption=
|caption=
Line 429: Line 479:
  |Hit Adv=
  |Hit Adv=
  |Block Adv=
  |Block Adv=
  |Feint Cancel=X
  |Feint Cancel=
  |Cancel on Hit=◯
  |Cancel on Hit=◯
  |Cancel on Block=◯
  |Cancel on Block=◯
  |Guard Crush Value=5
  |Guard Crush Value=5
  |description=When used deep enough, it can hit people trying to 2AB anti-air.  
  |description=When used deep enough, it can hit people trying to 2AB anti-air.  
Can beat out upper-body evasion attacks.
  }}
  }}
}}
}}


===Command Normals===
===Command Normals===
===== <span class="invisible-header"></span> =====
 
===== <span class="invisible-header">Koushuu Da (j2B)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Hotaru_j2B.jpg
|name=Koushuu Da (Needle Kick)
|input=j2B
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=10
|Guard=High
|Startup=5
|Active=∞
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Feint Cancel=
|Cancel on Hit=X
|Cancel on Block=X
|Guard Crush Value=9
|description=Stays active for the full duration of the jump. A very annoying
tool (unsafe but hard to punish).
 
Can beat out upper-body evasion attacks.
 
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.
}}
}}
 
 
 
===== <span class="invisible-header">Kuuchuu Furi Muki (jCD)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|name=Kuuchuu Furi Muki
|input=jC+D
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=
|description=The turn-around jump.
}}
}}
 
 
 
===Universal Moves===
 
===== <span class="invisible-header">Lower-body Evasion Attack (5AB)</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Hotaru_AB.jpg
|image=Hotaru_AB.jpg
|name=St. {{Icon-SNK|A}}{{Icon-SNK|B}}
|name=5A+B
|subtitle=
|subtitle=Lower-body evasion attack
|caption=
|caption=
|data=
|data=
Line 463: Line 584:
}}
}}


===== <span class="invisible-header"></span> =====
 
 
===== <span class="invisible-header">Upper-body Evasion Attack (2AB)</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Hotaru_2AB.jpg
|image=Hotaru_2AB.jpg
|name=Cr. {{Icon-SNK|A}}{{Icon-SNK|B}}
|name=2A+B
|subtitle=
|subtitle=Upper-body evasion attack
|caption=
|caption=
|data=
|data=
Line 480: Line 603:
  |Hit Adv=-3
  |Hit Adv=-3
  |Block Adv=+3
  |Block Adv=+3
  |Feint Cancel=X
  |Feint Cancel=
  |Cancel on Hit=◯
  |Cancel on Hit=◯
  |Cancel on Block=X
  |Cancel on Block=X
  |Guard Crush Value=6
  |Guard Crush Value=6
  |description=* 1~6F Upper body invincibility
  |description=* 1~6F upper-body invincibility.
* Not a very good 2AB, can be used to anti-air people landing not too close in front of you.
* Not a very good 2AB, can be used to anti-air people landing not too close in front of you.


Line 491: Line 614:
}}
}}


===== <span class="invisible-header"></span> =====
 
 
===== <span class="invisible-header">T.O.P. Attack (CD)</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Hotaru_CD-1.jpg
|image=Hotaru_CD-1.jpg
|name=T.O.P Attack
|name=Senkai En (T.O.P. Attack)
|subtitle={{Icon-SNK|C}}{{Icon-SNK|D}}
|input=C+D (T.O.P. Only)
|subtitle=
|caption=
|caption=
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |Damage=
  |Damage=16 (base damage)
  |Guard=Mid
  |Guard=Mid
  |Startup=9
  |Startup=9
  |Active=6
  |Active=
  |Recovery=
  |Recovery=
  |Total=
  |Total=
  |Hit Adv=KD
  |Hit Adv=KD
  |Block Adv=-24
  |Block Adv=-24
  |Feint Cancel=X
  |Feint Cancel=
  |Cancel on Hit=X
  |Cancel on Hit=
  |Cancel on Block=X
  |Cancel on Block=
  |Guard Crush Value=25
  |Guard Crush Value=25
  |description=Very unsafe on block, and if you guardcrush with it you can't combo.
  |description=Very unsafe on block, and leads into no combos from a guard crush. Can be used in counter hit juggle combos in the corner.
<div class="mw-collapsible">
<div class="mw-collapsible">
  <gallery>
  <gallery>
Line 521: Line 647:
}}
}}


===== <span class="invisible-header"></span> =====
===Throws===
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Hotaru_j2B.jpg
|name=Kou-shuu Da(Needle Kick)
|subtitle='''Air''' [[File:d.png]]+{{Icon-SNK|B}}
|caption=
|data=
{{AttackData-Garou
|Damage=10
|Guard=Overhead
|Startup=5
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Feint Cancel=X
|Cancel on Hit=X
|Cancel on Block=X
|Guard Crush Value=9
|description=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).
===== <span class="invisible-header">Ground Throw</span> =====
 
However she loses the ability to air JD, making her vulnerable to anti-airs.
}}
}}
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|name=Kuuchuu Furi Muki
|subtitle=Jump {{Icon-SNK|C}}{{Icon-SNK|D}}
|caption=
|data=
{{AttackData-Garou
|Damage=
|Guard=
|Startup=9
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Feint Cancel=X
|Cancel on Hit=X
|Cancel on Block=X
|Guard Crush Value=
|description=
}}
}}
 
===Throws===
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Hotaru_Grab.jpg
|image=Hotaru_Grab.jpg
|name=Tenraku Nage
|name=Ten Raku Tou
|subtitle='''Close''' [[File:b.png]]/[[File:f.png]]+{{Icon-SNK|C}}
|input='''Close''' 4/6C
|subtitle=
|caption=
|caption=
|data=
|data=
Line 597: Line 671:
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=
  |description=Hotaru's ground throw.
  |description=Hotaru's normal throw.
 
* 6C side-switches you, unless the opponent is in the corner.
 
* 4C lets you stay on the same side, unless you are in the corner and the back throw puts the opponent in the corner.  
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
 
 
===== <span class="invisible-header">Air Throw</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=
|name=Hantentou
|name=Han Ten Tou
|subtitle=Jump Cl. [[File:b.png]]/[[File:f.png]]+{{Icon-SNK|C}}
|input='''Air Close''' 2C
|subtitle=
|caption=
|caption=
|data=
|data=
Line 626: Line 707:
}}
}}


===Feint Cancels===
 
===== <span class="invisible-header"></span> =====
 
===Feints===
 
===== <span class="invisible-header">Forward Feint (6AC)</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Hotaru_ForwardTaunt.jpg
|image=Hotaru_ForwardTaunt.jpg
|name=[[File:f.png]]+{{Icon-SNK|A}}+{{Icon-SNK|C}}
|name=6A+C
|subtitle=
|subtitle=Forward Feint
|caption=
|caption=
|data=
|data=
Line 648: Line 732:
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=
  |description=
  |description=Mimics the start of Hakki-shou.
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
 
 
===== <span class="invisible-header">Down Feint (2AC)</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Hotaru_DownTaunt.jpg
|image=Hotaru_DownTaunt.jpg
|name=[[File:d.png]]+{{Icon-SNK|A}}+{{Icon-SNK|C}}
|name=2A+C
|subtitle=
|subtitle=Down Feint
|caption=
|caption=
|data=
|data=
Line 673: Line 759:
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=
  |description=
  |description=Mimics the start of Sou-shou Shin.
  }}
  }}
}}
}}


===Special Moves===
===Special Moves===


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">Hakki Shou (236P)</span> =====
{{MoveData
{{MoveData
| name    = Hakki-shou
| name    = Hakki Shou
| input    = {{Motion|236}} + {{Icon-SNK|A}}/{{Icon-SNK|C}}
| input    = 236A/C
| subtitle =  
| subtitle =  
| image    = Hotaru_Projectile.jpg
| image    = Hotaru_Projectile.jpg
Line 690: Line 778:
   {{AttackData-Garou
   {{AttackData-Garou
   | subtitle          =  
   | subtitle          =  
   | version          = {{Motion|236}} + {{Icon-SNK|A}}
   | version          = A
   | Damage            = 14
   | Damage            = 14
   | Guard            =  
   | Guard            =<span style="color:#ff0000;">Mid</span>
   | Startup          = 10
   | Startup          = 10
   | Active            =  
   | Active            =  
Line 704: Line 792:
   | Guard Crush Value = 7
   | Guard Crush Value = 7
   | description      =  
   | description      =  
}}
  }}
   {{AttackData-Garou
   {{AttackData-Garou
   | header            = no
   | header            = no
   | version          = {{Motion|236}} + {{Icon-SNK|C}}
   | version          = C
   | subtitle          =  
   | subtitle          =  
   | Damage            = 16
   | Damage            = 16
   | Guard            =  
   | Guard            =<span style="color:#ff0000;">Mid</span>
   | Startup          = 10
   | Startup          = 10
   | Active            =  
   | Active            =  
Line 728: Line 816:


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


 
===== <span class="invisible-header">Soushou Shin (214P)</span> =====
===== <span class="invisible-header"></span> =====
{{MoveData
{{MoveData
| name    = Sou-shou Shin
| name    = Soushou Shin
| input    = {{Motion|214}} + {{Icon-SNK|A}} / {{Icon-SNK|C}}
| input    = 214A/C
| subtitle =  
| subtitle =  
| image    = Hotaru_qcbA-1.jpg
| image    = Hotaru_qcbA-1.jpg
Line 743: Line 830:
   {{AttackData-Garou
   {{AttackData-Garou
   | subtitle          =  
   | subtitle          =  
   | version          = {{Motion|214}} + {{Icon-SNK|A}}
   | version          = A
   | Damage            = 14
   | Damage            = 3×3, 4, 7
   | Guard            =  
   | Guard            =<span style="color:#ff0000;">Mid</span>
   | Startup          = 10
   | Startup          = 10
   | Active            =  
   | Active            =  
Line 755: Line 842:
   | Cancel on Hit    =
   | Cancel on Hit    =
   | Cancel on Block  =
   | Cancel on Block  =
   | Guard Crush Value =  
   | Guard Crush Value = 1×5
   | description      = Unsafe on block. If you combo into this you can probably combo into reflect>fireball for more damage; making this a pretty useless move.  
   | description      = Unsafe on block. If you combo into this you can probably combo into reflect>fireball for more damage; making this a pretty useless move.  


Line 766: Line 853:
   </gallery>
   </gallery>
</div>
</div>
}}
  }}
   {{AttackData-Garou
   {{AttackData-Garou
   | subtitle          =  
   | subtitle          =  
   | version          = {{Motion|214}} + {{Icon-SNK|C}}
   | version          = C
   | Damage            = 21
   | Damage            = 5×4, 7
   | Guard            =  
   | Guard            = Mid
   | Startup          = 18
   | Startup          = 18
   | Active            =  
   | Active            =  
Line 781: Line 868:
   | Cancel on Hit    =
   | Cancel on Hit    =
   | Cancel on Block  =
   | Cancel on Block  =
   | Guard Crush Value =  
   | Guard Crush Value = 2×5
   | description      = 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  
   | description      = 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  
[[Garou:_Mark_of_the_Wolves/FAQ#0F_.28zero_frame.29_unblockable_supers | explained here ]]
[[Garou:_Mark_of_the_Wolves/System#Ave_Maria | explained here ]]


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


  <div class="mw-collapsible">
  <div class="mw-collapsible">
Line 798: Line 885:




  }}
}}
}}
}}


===== <span class="invisible-header"></span> =====
 
 
===== <span class="invisible-header">Kobi Kyaku (214K)</span> =====
{{MoveData
{{MoveData
| name    = Kobi-Kyaku
| name    = Kobi Kyaku
| input    = {{Motion|214}} + {{Icon-SNK|B}}
| input    = 214B/D
| subtitle = Reflect
| subtitle = Reflect
| image    = Hotaru_qcbB-1.jpg
| image    = Hotaru_qcbB-1.jpg
Line 812: Line 901:
   {{AttackData-Garou
   {{AttackData-Garou
   | subtitle          =  
   | subtitle          =  
   | version          = {{Motion|214}} + {{Icon-SNK|B}}
   | version          =B
   | Damage            = 15
   | Damage            = 15
   | Guard            =  
   | Guard            = Mid
   | Startup          = 13
   | Startup          = 13
   | Active            =  
   | Active            =  
Line 824: Line 913:
   | Cancel on Hit    =
   | Cancel on Hit    =
   | Cancel on Block  =
   | Cancel on Block  =
   | Guard Crush Value =  
   | Guard Crush Value = 7
   | description      =  
   | description      =  
}}
  }}
 
   {{AttackData-Garou
   {{AttackData-Garou
   | header            = no
   | header            = no
   | subtitle          =  
   | subtitle          =  
   | version          = {{Motion|214}} + {{Icon-SNK|B}} Break
   | version          =B Break
   | Damage            = 15
   | Damage            = 15
   | Guard            =  
   | Guard            = Mid
   | Startup          = 13
   | Startup          = 13
   | Active            =  
   | Active            =  
Line 839: Line 927:
   | Total            =  
   | Total            =  
   | Hit Adv          =KD
   | Hit Adv          =KD
   | Block Adv        =12
   | Block Adv        =+12
   | Feint Cancel      =
   | Feint Cancel      =
   | Cancel on Hit    =
   | Cancel on Hit    =
   | Cancel on Block  =
   | Cancel on Block  =
   | Guard Crush Value =  
   | Guard Crush Value = 7
   | description      = 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.
   | description      = 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.  
It gives a huge +12 frame advantage on block, allowing to reapply pressure after a blocked reflect.  
8~13F projectile reflection.


<div class="mw-collapsible">
<div class="mw-collapsible">
Line 853: Line 943:
   </gallery>
   </gallery>
</div>
</div>
 
  }}
}}
  {{AttackData-Garou
}}
 
 
===== <span class="invisible-header"></span> =====
{{MoveData
| name    = Kobi-Kyaku
| input    = {{Motion|214}} + {{Icon-SNK|D}}
| subtitle = Reflect
| image    = Hotaru_qcbD.jpg
| caption =
| linkname =
| data    =
  {{AttackData-Garou
   | subtitle          =  
   | subtitle          =  
   | version          = {{Motion|214}} + {{Icon-SNK|D}}
   | version          = D
   | Damage            = 15
   | Damage            = 15
   | Guard            =  
   | Guard            = Mid
   | Startup          = 13
   | Startup          = 13
   | Active            =  
   | Active            =  
Line 881: Line 958:
   | Cancel on Hit    =
   | Cancel on Hit    =
   | Cancel on Block  =
   | Cancel on Block  =
   | Guard Crush Value =  
   | Guard Crush Value = 8
   | description      =  
   | description      =  
}}
  }}
 
   {{AttackData-Garou
   {{AttackData-Garou
   | header            = no
   | header            = no
   | subtitle          =  
   | subtitle          =  
   | version          = {{Motion|214}} + {{Icon-SNK|D}} Break
   | version          = D Break
   | Damage            = 15
   | Damage            = 15
   | Guard            =  
   | Guard            = Mid
   | Startup          = 13
   | Startup          = 13
   | Active            =  
   | Active            =  
Line 896: Line 972:
   | Total            =  
   | Total            =  
   | Hit Adv          =KD
   | Hit Adv          =KD
   | Block Adv        =12
   | Block Adv        =+12
   | Feint Cancel      =
   | Feint Cancel      =
   | Cancel on Hit    =
   | Cancel on Hit    =
   | Cancel on Block  =
   | Cancel on Block  =
   | Guard Crush Value =  
   | Guard Crush Value = 8
   | description      = 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.
   | description      = 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.


There is a bug with the reflected fireball, if you input a fireball motion it will lose its hurtbox and goes through the opponent (not a very useful bug).  
There is a bug with the reflected fireball, if you input a fireball motion it will lose its hurtbox and goes through the opponent (not a very useful bug).  
}}
 
8~17F projectile reflection.
  }}
}}
}}


 
===== <span class="invisible-header">Rengeki Shuu (j214K)</span> =====
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="1"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
| name    = Rengeki-shuu
| name    = Rengeki Shuu
| input    = Air {{Motion|214}} + {{Icon-SNK|B}}/{{Icon-SNK|D}}
| input    = j214B/D
| subtitle = Divekick
| subtitle = Divekick
| image    = Hotaru_AirTatsu.jpg
| image    = Hotaru_AirTatsu.jpg
Line 920: Line 997:
   {{AttackData-Garou
   {{AttackData-Garou
   | subtitle          =  
   | subtitle          =  
   | version          = Air {{Motion|214}} + {{Icon-SNK|B}}
   | version          =B
   | Damage            = 15
   | Damage            = 8, 8
   | Guard            =  
   | Guard            =<span style="color:#ff0000;">Mid</span>
   | Startup          = 10
   | Startup          = 10
   | Active            =  
   | Active            =  
Line 932: Line 1,009:
   | Cancel on Hit    =
   | Cancel on Hit    =
   | Cancel on Block  =
   | Cancel on Block  =
   | Guard Crush Value =  
   | Guard Crush Value = 3, 4
   | description      =
   | description      =
}}
  }}
   {{AttackData-Garou
   {{AttackData-Garou
   | subtitle          =  
   | subtitle          =  
   | header            = no
   | header            = no
   | version          = Air {{Motion|214}} + {{Icon-SNK|D}}
   | version          =D
   | Damage            = 15
   | Damage            = 8, 8
   | Guard            =  
   | Guard            =<span style="color:#ff0000;">Mid</span>
   | Startup          = 13
   | Startup          = 13
   | Active            =  
   | Active            =  
Line 950: Line 1,027:
   | Cancel on Hit    =
   | Cancel on Hit    =
   | Cancel on Block  =
   | Cancel on Block  =
   | Guard Crush Value =  
   | Guard Crush Value = 4, 4
   | description      =Almost always unsafe on block...
   | description      =Almost always unsafe on block...


Line 958: Line 1,035:


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






 
===== <span class="invisible-header">Tenshin Shou (623K)</span> =====
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
| name    = Tenshin-shuu
|image =Hotaru_DP-B-1.jpg
| input    = {{Motion|623}} + {{Icon-SNK|B}}
|caption  = DP
| subtitle = DP B
|name  =Tenshin Shou
| image   = Hotaru_DP-B-1.jpg
|input  =623B/D
| caption  =  
|data=
| linkname =  
{{AttackData-Garou
| data     =  
| version          =B
  {{AttackData-Garou
| Damage            = 8, 6
  | subtitle          =  
| Guard            =<span style="color:#ff0000;">Mid</span>
  | Damage            = 13
| Startup          = 2
  | Guard            =  
| Active            =  
  | Startup          = 2
| Recovery          =  
  | Active            =  
| Total            =  
  | Recovery          =  
| Hit Adv          =KD
  | Total            =  
| Block Adv        =-12
  | Hit Adv          =KD
| Feint Cancel      =
  | Block Adv        =-12
| Cancel on Hit    =
  | Feint Cancel      =
| Cancel on Block  =
  | Cancel on Hit    =
| Guard Crush Value =2, 2
  | Cancel on Block  =
| description      = Can be used as an anti-air but is risky against a full air Just Defend.
  | Guard Crush Value =
  | description      = 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.
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.  
1~4F full-body invincibility, so it can be used as a risky "get off me" tool.  


<div class="mw-collapsible">
<div class="mw-collapsible">
Line 1,000: Line 1,074:
   </gallery>
   </gallery>
</div>
</div>
}}
{{AttackData-Garou
| version          =D
| Damage            = 12, 3×5
| Guard            = Mid
| Startup          = 2
| Active            =
| Recovery          =
| Total            =
| Hit Adv          =KD
| Block Adv        =-31
| Feint Cancel      =
| Cancel on Hit    =
| Cancel on Block  =
| Guard Crush Value = 3×5, 2
| description      = Similar to DP B with more hits and a better anti-air hitbox.


}}
1~4F full-body invincibility, so it can be used as a risky "get off me" tool.  
}}
 
===== <span class="invisible-header"></span> =====
{{MoveData
| name    = Tenshin-shuu
| input    = {{Motion|623}} + {{Icon-SNK|D}}
| subtitle = DP D
| image    = Hotaru_DP-D-1.jpg
| caption  =
| linkname =
| data    =
  {{AttackData-Garou
  | subtitle          =
  | Damage            = 22
  | Guard            =
  | Startup          = 2
  | Active            =
  | Recovery          =
  | Total            =
  | Hit Adv          =KD
  | Block Adv        =-31
  | Feint Cancel      =
  | Cancel on Hit    =
  | Cancel on Block  =
  | Guard Crush Value =
  | description      = Similar to DP B with more hits and a better anti-air hitbox.  
<div class="mw-collapsible">
<div class="mw-collapsible">
   <gallery>
   <gallery>
Line 1,035: Line 1,099:
   </gallery>
   </gallery>
</div>
</div>
}}
}}
}}
}}


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">Shajou Tai (41236D)</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
| name    = Command Grab
| name    = Shajou Tai
| input    = {{Motion|41236}} + {{Icon-SNK|D}}
| input    = 41236D
| subtitle =  
| subtitle = Command Grab
| image    = Hotaru_CommandGrab.jpg
| image    = Hotaru_CommandGrab.jpg
| caption  =
| linkname =  
| linkname =  
| data    =  
| data    =  
   {{AttackData-Garou
   {{AttackData-Garou
   | subtitle          =  
   | subtitle          =  
   | Damage            = 14
   | Damage            = 8, 8, 8
   | Guard            =  
   | Guard            =  
   | Startup          = 9
   | Startup          = 9
Line 1,067: Line 1,130:
}}
}}
}}
}}


===Super Moves===
===Super Moves===
===== <span class="invisible-header"></span> =====
 
===== <span class="invisible-header">Soushou Tenrenge (236236P)</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image =Hotaru_Super1-2.jpg
|image =Hotaru_Super2-1.jpg
|name  =Ten-shou Range
|name  =Soushou Tenrenge
|input  =[[File:Qcf.png]],[[File:Qcf.png]]+{{Icon-SNK|B}}/{{Icon-SNK|D}}
|input  =236236A/C
|caption=
|caption=
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |version = [[File:Qcf.png]],[[File:Qcf.png]]+{{Icon-SNK|B}}
  |version = A
  |Damage=35
  |Damage=3×16, 7
  |Guard=
  |Guard=Mid
  |Startup=0
  |Startup=6
  |Active=
  |Active=
  |Recovery=
  |Recovery=
  |Total=
  |Total=
  |Hit Adv=KD
  |Hit Adv=KD
  |Block Adv=-33
  |Block Adv=-51
  |Feint Cancel=
  |Feint Cancel=
  |Cancel on Hit=
  |Cancel on Hit=
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=1×17
  |description=
  |description=Last hit is in the air.
 
1~8F full-body invincibility.
  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  | header = no
  | header = no
  |version = [[File:Qcf.png]],[[File:Qcf.png]]+{{Icon-SNK|D}}
  |version = C
  |Damage=49
  |Damage=3×8, 5×7, 20
  |Guard=
  |Guard=Mid (Last hit is High)
  |Startup=0
  |Startup=6
  |Active=
  |Active=
  |Recovery=
  |Recovery=
  |Total=
  |Total=
  |Hit Adv=KD
  |Hit Adv=KD
  |Block Adv=-32
  |Block Adv=-14
  |Feint Cancel=
  |Feint Cancel=
  |Cancel on Hit=
  |Cancel on Hit=
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=2×15, 5
  |description=
  |description=1~10F full-body invincibility.
 
<div class="mw-collapsible">
<div class="mw-collapsible">
   <gallery>  
   <gallery>  
   Hotaru_Super1-3.jpg | 2
   Hotaru_Super2-2.jpg | 2
   Hotaru_Super1-4.jpg | 3
  Hotaru_Super2-3.jpg | 3
   Hotaru_Super1-5.jpg | 4
   Hotaru_Super2-4.jpg | 4
   Hotaru_Super1-6.jpg | 5
   Hotaru_Super2-5.jpg | 5
   Hotaru_Super2-6.jpg | A Ender
  Hotaru_Super2-7.jpg | C Ender
   </gallery>
   </gallery>
</div>
</div>
Line 1,124: Line 1,192:




===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">Tenshou Ranki (236236K)</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image =Hotaru_Super2-1.jpg
|image =Hotaru_Super1-2.jpg
|name  =Sou-shou Ten Renge
|name  =Tenshou Ranki
|input  =[[File:Qcf.png]],[[File:Qcf.png]]+{{Icon-SNK|A}}/{{Icon-SNK|C}}
|input  =236236B/D
|caption=
|caption=
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |version = [[File:Qcf.png]],[[File:Qcf.png]]+{{Icon-SNK|A}}
  |version =B
  |Damage=37
  |Damage=6×3, 25
  |Guard=
  |Guard=Mid
  |Startup=6
  |Startup=0
  |Active=
  |Active=
  |Recovery=
  |Recovery=
  |Total=
  |Total=
  |Hit Adv=KD
  |Hit Adv=KD
  |Block Adv=-51
  |Block Adv=-33
  |Feint Cancel=
  |Feint Cancel=
  |Cancel on Hit=
  |Cancel on Hit=
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=3×3, 0
  |description=
  |description=1~2F full-body invincibility.
  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  | header = no
  | header = no
  |version = [[File:Qcf.png]],[[File:Qcf.png]]+{{Icon-SNK|C}}
  |version = D
  |Damage=52
  |Damage=6×3, 3×8, 27
  |Guard=
  |Guard=Mid
  |Startup=6
  |Startup=0
  |Active=
  |Active=
  |Recovery=
  |Recovery=
  |Total=
  |Total=
  |Hit Adv=KD
  |Hit Adv=KD
  |Block Adv=-14
  |Block Adv=-32
  |Feint Cancel=
  |Feint Cancel=
  |Cancel on Hit=
  |Cancel on Hit=
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=5×4
  |description=
  |description=1F full-body invincibility.
 
<div class="mw-collapsible">
<div class="mw-collapsible">
   <gallery>  
   <gallery>  
   Hotaru_Super2-2.jpg | 2
   Hotaru_Super1-3.jpg | 2
   Hotaru_Super2-3.jpg | 3
   Hotaru_Super1-4.jpg | 3
   Hotaru_Super2-4.jpg | 4
   Hotaru_Super1-5.jpg | 4
   Hotaru_Super2-5.jpg | 5
   Hotaru_Super1-6.jpg | 5
  Hotaru_Super2-6.jpg | {{Icon-SNK|A}} Ender
  Hotaru_Super2-7.jpg | {{Icon-SNK|C}} Ender
   </gallery>
   </gallery>
</div>
</div>
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}}
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=T.O.P. Notes=
To come.
=Overall Strategy=
In-depth video lecture on Hotaru. Check the timestamps for topics


<youtube>cSz437A0jCA</youtube>


=Matchup Notes=
To come.
{{Navbox-MOTW}}
{{Navbox-MOTW}}
[[Category:Garou: Mark of the Wolves]]
[[Category:Garou: Mark of the Wolves]]
[[Category:Hotaru Futaba]]
[[Category:Hotaru Futaba]]

Latest revision as of 15:34, 29 June 2024

Introduction

Hotaru is the daughter of a family of martial artists, but is not very fond of violence. She never wants to hurt others, which is the probable reason why her father taught her the lighter side of Chinese kenpo; the Juu-kei style, which suits her easygoing personality. However, after her mother's death, both her father and her older brother were missing from her home. She enters the "King of Fighters: Maximum Mayhem" tournament based on rumors that her brother is there.

Gameplay

Hotaru's Main objective is something.

Strengths Weaknesses
  • Very good hit & run play
  • Good air-to-air capabilities
  • Good meter build
  • Has an air throw
  • Poor damage and conversions off of lows
  • Normals are slightly stubby and have mediocre range
  • Lower defense and guard crush gauge than average
MOTW Hotaru Art.png


Character Colors

Hotarucolors.JPG

Move List

Frame Data Source: https://w.atwiki.jp/garoumow/pages/23.html and https://w.atwiki.jp/garoumow/pages/78.html

Data Help
Disclaimer: This is meant to teach basic terminology used when describing moves.
HitBox: A predefined area (usually a group of rectangles or circles) that tell the game how any given attack can come in contact with a character. Hitboxes are invisible to the player when normally playing.
HurtBox: A predefined area (usually a group of rectangles or circles) that tell the game how your character is allowed to get hit by any incoming attack. Specifically, you'll get hit by (or block) an attack if that attack's hitbox ever overlaps your hurtbox.
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. (Also known as "Collision Box".)
Command the input for the attack.
Start Up The number of frames that initiate at the beginning of an attack after the input. And when the first hitbox is present.

The first active frame is after the last startup frame.

Guard The way this move must be blocked.

High or H or Overhead (especially when from the ground) -- must be blocked standing.
High-Low or HL or Mid -- can be blocked either standing or crouching.
Low or L -- must be blocked crouching.

Damage "basic" damage -- unmodified damage values

"correct" damage -- damage values modified for damage scaling, TOP multiplier, and defense rate

Guard Crush Value Decrease your guard durability gauge/meter by that value/s
+ 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.
circle means cancelable on both hit/block.
infinity means chain cancelable with the same button (renda cancel).
means cancelable on the first hit/part only.
《 》OR « » OR << >> OR ( ) The numbers in the brackets are the startup frames until the next stage (the gap until the next hit's first active frame).
up triangle means only cancelable on block.
down triangle means only cancelable on hit.
× OR X means not cancelable.


Notes:

  • Special/Super moves with "Guard" data in red text are impossible to just defend at 0-pixel health bar.


Close Standing Normals

Close 5A

c.5A
Hotaru clA.jpg
Damage Guard Startup Active Recovery Total
4 Mid 3 3 7 13
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+5 +5 ◯ / ∞ ◯ / ∞ 4

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


Close 5B

c.5B
Hotaru clB.jpg
Damage Guard Startup Active Recovery Total
6 Mid 4 3 11 18
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+1 +1 4


Close 5C

c.5C
Hotaru clC.jpg
Damage Guard Startup Active Recovery Total
9 Mid 7 1 21 29
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-1 -1 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.


Close 5D

c.5D
Hotaru clD.jpg
Damage Guard Startup Active Recovery Total
9 Mid 6 1 28 35
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-8 -8 5

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 Normals

Far 5A

f.5A
Hotaru sA.jpg
Damage Guard Startup Active Recovery Total
4 Mid 5 3 10 18
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+2 +2 ◯ / ∞ ◯ / ∞ 4

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 5B

f.5B
Hotaru sB.jpg
Damage Guard Startup Active Recovery Total
7 Mid 6 2 11 19
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+2 +2 4
  • Last 3F of attack's recovery has full-body invincibility.
  • 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 5C

f.5C
Hotaru sC.jpg
Damage Guard Startup Active Recovery Total
12 Mid 9 1 19 29
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+1 +1 X 5


Far 5D

f.5D
Hotaru sD.jpg
Damage Guard Startup Active Recovery Total
13 Mid 11 1 22 34
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-2 -2 X X X 5

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 6AC(feint) > far D; but the risk/reward is not really worth it.


Crouching Normals

2A

2A
Hotaru crA.jpg
Damage Guard Startup Active Recovery Total
4 Mid 4 4 9 17
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+2 +2 ◯ / ∞ ◯ / ∞ 4

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


2B

2B
Hotaru crB.jpg
Damage Guard Startup Active Recovery Total
5 Low 4 4 9 17
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
+2 +2 X X / ∞ X / ∞ 4

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.


2C

2C
Hotaru crC.jpg
Damage Guard Startup Active Recovery Total
9 Mid 5 1 25 31
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-5 -5 5

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

far B xx 6AC > 2C is a frametrap that prevents jumping.


2D

2D
Hotaru crD.jpg
Damage Guard Startup Active Recovery Total
9 Low 7 3 32 42
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -14 X X X 5


Jumping Normals

jA

j.A
Hotaru jA.jpg
Damage Guard Startup Active Recovery Total
6 High 4 8 - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - 4

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

Can beat out upper-body evasion attacks.


jB

j.B
Hotaru jB.jpg
Damage Guard Startup Active Recovery Total
6 High 3 5 - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - 4

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

Hop B has a startup of 5F, and is active for 8F.


jC

j.C
Hotaru jC.jpg
Damage Guard Startup Active Recovery Total
9 High 4 4 - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - 5

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

Hop C has a startup of 6F, and is active for 6F.


jD

j.D
Hotaru jD.jpg
Damage Guard Startup Active Recovery Total
8 High 5 6 - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - 5

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

Can beat out upper-body evasion attacks.


Command Normals

Koushuu Da (j2B)

Koushuu Da (Needle Kick)
j2B
Hotaru j2B.jpg
Damage Guard Startup Active Recovery Total
10 High 5 - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - X X 9

Stays active for the full duration of the jump. A very annoying tool (unsafe but hard to punish).

Can beat out upper-body evasion attacks.

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.


Kuuchuu Furi Muki (jCD)

Kuuchuu Furi Muki
jC+D
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

The turn-around jump.


Universal Moves

Lower-body Evasion Attack (5AB)

5A+B
Lower-body evasion attack
Hotaru AB.jpg
Damage Guard Startup Active Recovery Total
10 Overhead 23 4 16 43
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-1 +5 X X X 6

Like about any other AB, way too slow to be efficient. It is +5 on guard so you can blockstring or frametrap for it.


Upper-body Evasion Attack (2AB)

2A+B
Upper-body evasion attack
Hotaru 2AB.jpg
Damage Guard Startup Active Recovery Total
10 Mid 8 3 19 30
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-3 +3 X 6
  • 1~6F upper-body invincibility.
  • Not a very good 2AB, can be used to anti-air people landing not too close in front of you.

Can be used to low profile frametraps, or as a frametrap to fish for counterhits since it is positive on guard and cancellable on hit.


T.O.P. Attack (CD)

Senkai En (T.O.P. Attack)
C+D (T.O.P. Only)
Hotaru CD-1.jpg
Damage Guard Startup Active Recovery Total
16 (base damage) Mid 9 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -24 - - - 25

Very unsafe on block, and leads into no combos from a guard crush. Can be used in counter hit juggle combos in the corner.

Throws

Ground Throw

Ten Raku Tou
Close 4/6C
Hotaru Grab.jpg
Damage Guard Startup Active Recovery Total
14 - 1 - - 9
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Hotaru's normal throw.

  • 6C side-switches you, unless the opponent is in the corner.
  • 4C lets you stay on the same side, unless you are in the corner and the back throw puts the opponent in the corner.


Air Throw

Han Ten Tou
Air Close 2C
Damage Guard Startup Active Recovery Total
14 - 1 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Hotaru's air throw.


Feints

Forward Feint (6AC)

6A+C
Forward Feint
Hotaru ForwardTaunt.jpg
Damage Guard Startup Active Recovery Total
- - - - - 10
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Mimics the start of Hakki-shou.


Down Feint (2AC)

2A+C
Down Feint
Hotaru DownTaunt.jpg
Damage Guard Startup Active Recovery Total
- - - - - 14
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
- - - - - -

Mimics the start of Sou-shou Shin.


Special Moves

Hakki Shou (236P)
Hakki Shou
236A/C
Hotaru Projectile.jpg
A Damage Guard Startup Active Recovery Total
14 Mid 10 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-5 -5 - - - 7
C Damage Guard Startup Active Recovery Total
16 Mid 10 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
-5 -5 - - - 8

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.

Soushou Shin (214P)
Soushou Shin
214A/C
Hotaru qcbA-1.jpg
A Damage Guard Startup Active Recovery Total
3×3, 4, 7 Mid 10 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -11 - - - 1×5

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

C Damage Guard Startup Active Recovery Total
5×4, 7 Mid 18 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -1 - - - 2×5

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

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


Kobi Kyaku (214K)
Kobi Kyaku
Reflect
214B/D
Hotaru qcbB-1.jpg
B Damage Guard Startup Active Recovery Total
15 Mid 13 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -19 - - - 7
B Break Damage Guard Startup Active Recovery Total
15 Mid 13 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD +12 - - - 7

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.

8~13F projectile reflection.

D Damage Guard Startup Active Recovery Total
15 Mid 13 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -19 - - - 8
D Break Damage Guard Startup Active Recovery Total
15 Mid 13 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD +12 - - - 8

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.

There is a bug with the reflected fireball, if you input a fireball motion it will lose its hurtbox and goes through the opponent (not a very useful bug).

8~17F projectile reflection.

Rengeki Shuu (j214K)

Rengeki Shuu
Divekick
j214B/D
Hotaru AirTatsu.jpg
B Damage Guard Startup Active Recovery Total
8, 8 Mid 10 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD >=-8 - - - 3, 4
D Damage Guard Startup Active Recovery Total
8, 8 Mid 13 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD >=-9 - - - 4, 4

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.


Tenshin Shou (623K)

Tenshin Shou
623B/D
Hotaru DP-B-1.jpg
DP
B Damage Guard Startup Active Recovery Total
8, 6 Mid 2 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -12 - - - 2, 2

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.

1~4F full-body invincibility, so it can be used as a risky "get off me" tool.

D Damage Guard Startup Active Recovery Total
12, 3×5 Mid 2 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -31 - - - 3×5, 2

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

1~4F full-body invincibility, so it can be used as a risky "get off me" tool.

Shajou Tai (41236D)

Shajou Tai
Command Grab
41236D
Hotaru CommandGrab.jpg
Damage Guard Startup Active Recovery Total
8, 8, 8 - 9 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
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


Super Moves

Soushou Tenrenge (236236P)

Soushou Tenrenge
236236A/C
Hotaru Super2-1.jpg
A Damage Guard Startup Active Recovery Total
3×16, 7 Mid 6 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -51 - - - 1×17

Last hit is in the air.

1~8F full-body invincibility.

C Damage Guard Startup Active Recovery Total
3×8, 5×7, 20 Mid (Last hit is High) 6 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -14 - - - 2×15, 5

1~10F full-body invincibility.


Tenshou Ranki (236236K)

Tenshou Ranki
236236B/D
Hotaru Super1-2.jpg
B Damage Guard Startup Active Recovery Total
6×3, 25 Mid 0 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -33 - - - 3×3, 0

1~2F full-body invincibility.

D Damage Guard Startup Active Recovery Total
6×3, 3×8, 27 Mid 0 - - -
Hit Adv Block Adv Feint Cancel Cancel on Hit Cancel on Block Guard Crush Value
KD -32 - - - 5×4

1F full-body invincibility.


Game Navigation

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