Garou: Mark of the Wolves/Hotaru/Matchups

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Matchup Notes

Rock

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

Hokutomaru

You can't anti-air his jump-ins consistently because he can make them whiff with his double jump. However he can't air JD after the double jump, leaving him free to anti-air without risk.

Punish his 214D (teleport above you) with run > clD xx reflect > fireball for max damage.

Punish his slide with any close combo.

Punish 214A/C (forward leap + sword hit) with 2C xx fireball

Kevin

You can try to escape his corner infinite blockstring (stA xx helltrap break > dash > repeat) with standblock to take sacrificial damage via the low hit and try to escape from there.

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)

A fireball on her wakeup is a simple way to catch random backdash dives.

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.

During his pressure strings, he can reset with a Power Charge, leaving a short gap in his blockstring you can't jd or backdash. In the corner, a single reset can lead to guard crush. Make sure to ready a DP or a 2AB and try react to the reset at all cost. Unlike corner infinites you are given one or two chances to react.

Dong

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

Grant

Punish the small dengai (236B) with 2A xx reflect > fireball. The D version is safe.

If a divekick hits you too high and lands close enough, you can punish with the 0F super.

Punish Engesurin (kick spinning super) with full JD and a stA combo (release the stick during the freeze to JD), or if there was no JD, the 0F super can punish it. Only punish with throw if Grant doesn't have TOP or another super (due to the throw bug).

Just like Hotaru, Grant doesn't have any good combos starting with lows.

Hotaru

You can play tennis with fireball + reflect.

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