User:Dnalsi/sandbox: Difference between revisions

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==Move List==
==Move List==
Frame Data Source: https://w.atwiki.jp/garoumow/pages/26.html and https://w.atwiki.jp/garoumow/pages/64.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}}
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<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou_Butt_cl.A.jpg
|image=Hotaru_clA.jpg
|name=Cl. {{Icon-SNK|A}}
|name=Cl. {{Icon-SNK|A}}
|subtitle=
|subtitle=
Line 17: Line 18:
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |Damage=5
  |Damage=4
  |Guard=Mid
  |Guard=Mid
  |Startup=4
  |Startup=3
  |Active=4
  |Active=3
  |Recovery=5
  |Recovery=7
  |Total=13
  |Total=13
  |Hit Adv=+6
  |Hit Adv=+5
  |Block Adv=+6
  |Block Adv=+5
  |Feint Cancel=No
  |Feint Cancel=
  |Cancel on Hit=No/chainable
  |Cancel on Hit=/chainable
  |Cancel on Block=No/chainable
  |Cancel on Block=/chainable
  |Guard Crush Value=4
  |Guard Crush Value=4
  |description=Standing jab.
  |description=Hotaru's fastest close normal, with good advantage on block.
  }}
  }}
}}
}}
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<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou_Butt_cl.B.jpg
|image=Hotaru_clB.jpg
|name=Cl. {{Icon-SNK|B}}
|name=Cl. {{Icon-SNK|B}}
|subtitle=
|subtitle=
Line 47: Line 48:
  |Guard=Mid
  |Guard=Mid
  |Startup=4
  |Startup=4
  |Active=4
  |Active=3
  |Recovery=7
  |Recovery=11
  |Total=15
  |Total=18
  |Hit Adv=+4
  |Hit Adv=+1
  |Block Adv=+4
  |Block Adv=+1
  |Feint Cancel=No
  |Feint Cancel=
  |Cancel on Hit=No
  |Cancel on Hit=
  |Cancel on Block=No
  |Cancel on Block=
  |Guard Crush Value=4
  |Guard Crush Value=4
  |description=The last 3F of recovery has full-body invincibility.
  |description=
  }}
  }}
}}
}}
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<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou_Butt_cl.C-1.jpg
|image=Hotaru_clC.jpg
|image2=Garou_Butt_cl.C-2.jpg
|name=Cl. {{Icon-SNK|C}}
|name=Cl. {{Icon-SNK|C}}
|subtitle=
|subtitle=
Line 72: Line 72:
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |Damage=5,5
  |Damage=9
  |Guard=Mid
  |Guard=Mid
  |Startup=7
  |Startup=7
  |Active=1,《2》,4
  |Active=1
  |Recovery=21
  |Recovery=21
  |Total=35
  |Total=29
  |Hit Adv=-4
  |Hit Adv=-1
  |Block Adv=-4
  |Block Adv=-1
  |Feint Cancel=Yes (1st hit)
  |Feint Cancel=
  |Cancel on Hit=Yes (1st hit)
  |Cancel on Hit=
  |Cancel on Block=Yes (1st hit)
  |Cancel on Block=
  |Guard Crush Value=3,3
  |Guard Crush Value=5
  |description= Not very good, cancel first hit into something else if you don't end up grabbing.
  |description=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.
  }}
  }}
}}
}}
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<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou_Butt_cl.D.jpg
|image=Hotaru_clD.jpg
|name=Cl. {{Icon-SNK|D}}
|name=Cl. {{Icon-SNK|D}}
|subtitle=
|subtitle=
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|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |Damage=10
  |Damage=9
  |Guard=Mid
  |Guard=Mid
  |Startup=5
  |Startup=6
  |Active=4
  |Active=1
  |Recovery=26
  |Recovery=28
  |Total=35
  |Total=35
  |Hit Adv=-9
  |Hit Adv=-8
  |Block Adv=-9
  |Block Adv=-8
  |Feint Cancel=Yes
  |Feint Cancel=
  |Cancel on Hit=Yes
  |Cancel on Hit=
  |Cancel on Block=Yes
  |Cancel on Block=
  |Guard Crush Value=5
  |Guard Crush Value=5
  |description= Leads to big damage combos
  |description=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.
  }}
  }}
}}
}}
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<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou_Butt_s.A.jpg
|image=Hotaru_sA.jpg
|name=Far {{Icon-SNK|A}}
|name=Far {{Icon-SNK|A}}
|subtitle=
|subtitle=
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|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |Damage=5
  |Damage=4
  |Guard=Mid
  |Guard=Mid
  |Startup=3
  |Startup=5
  |Active=4
  |Active=3
  |Recovery=7
  |Recovery=10
  |Total=14
  |Total=18
  |Hit Adv=+4
  |Hit Adv=+2
  |Block Adv=+4
  |Block Adv=+2
  |Feint Cancel=No
  |Feint Cancel=
  |Cancel on Hit=No/chainable
  |Cancel on Hit=/chainable
  |Cancel on Block=No/chainable
  |Cancel on Block=/chainable
  |Guard Crush Value=4
  |Guard Crush Value=4
  |description= Good range and a fast normal, used to cover some states like people dashing at you, trying to jump or stopping other jabs.
  |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.
  }}
  }}
}}
}}
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<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou_Butt_s.B.jpg
|image=Hotaru_sB.jpg
|name=Far {{Icon-SNK|B}}
|name=Far {{Icon-SNK|B}}
|subtitle=
|subtitle=
Line 157: Line 157:
  |Damage=7
  |Damage=7
  |Guard=Mid
  |Guard=Mid
  |Startup=5
  |Startup=6
  |Active=3
  |Active=2
  |Recovery=16
  |Recovery=11
  |Total=24
  |Total=19
  |Hit Adv=-4
  |Hit Adv=+2
  |Block Adv=-4
  |Block Adv=+2
  |Feint Cancel=No
  |Feint Cancel=
  |Cancel on Hit=No
  |Cancel on Hit=
  |Cancel on Block=No
  |Cancel on Block=
  |Guard Crush Value=4
  |Guard Crush Value=4
  |description=
  |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.
  }}
  }}
}}
}}
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<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou_Butt_s.C.jpg
|image=Hotaru_sC.jpg
|name=Far {{Icon-SNK|C}}
|name=Far {{Icon-SNK|C}}
|subtitle=
|subtitle=
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  |Damage=12
  |Damage=12
  |Guard=Mid
  |Guard=Mid
  |Startup=11
  |Startup=9
  |Active=5
  |Active=1
  |Recovery=21
  |Recovery=19
  |Total=37
  |Total=29
  |Hit Adv=-5
  |Hit Adv=+1
  |Block Adv=-5
  |Block Adv=+1
  |Feint Cancel=No
  |Feint Cancel=◯ (on block)
  |Cancel on Hit=No
  |Cancel on Hit=X
  |Cancel on Block=No
  |Cancel on Block=
  |Guard Crush Value=5
  |Guard Crush Value=5
  |description= Bad normal, avoid using it. Big range but punishable by some supers on hit. You also get very little off of it.
  |description=
  }}
  }}
}}
}}
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<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou_Butt_s.D.jpg
|image=Hotaru_sD.jpg
|name=Far {{Icon-SNK|D}}
|name=Far {{Icon-SNK|D}}
|subtitle=
|subtitle=
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|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |Damage=14
  |Damage=13
  |Guard=Mid
  |Guard=Mid
  |Startup=11
  |Startup=11
  |Active=4
  |Active=1
  |Recovery=24
  |Recovery=22
  |Total=39
  |Total=34
  |Hit Adv=-7
  |Hit Adv=-2
  |Block Adv=-7
  |Block Adv=-2
  |Feint Cancel=Yes (on block)
  |Feint Cancel=X
  |Cancel on Hit=No
  |Cancel on Hit=X
  |Cancel on Block=Yes
  |Cancel on Block=X
  |Guard Crush Value=5
  |Guard Crush Value=5
  |description= Another lacking normal, cancel it at far range with C 1/4+ screen from the opponent for deception and to help gain a bit of momentum.
  |description=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.
 
Whiffs on crouching opponents.  
  }}
  }}
}}
}}
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<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou_Butt_cr.A.jpg
|image=Hotaru_crA.jpg
|name=Cr. {{Icon-SNK|A}}
|name=Cr. {{Icon-SNK|A}}
|subtitle=
|subtitle=
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  |Startup=4
  |Startup=4
  |Active=4
  |Active=4
  |Recovery=5
  |Recovery=9
  |Total=13
  |Total=17
  |Hit Adv=+6
  |Hit Adv=+2
  |Block Adv=+6
  |Block Adv=+2
  |Feint Cancel=No
  |Feint Cancel=
  |Cancel on Hit=No/chainable
  |Cancel on Hit=/chainable
  |Cancel on Block=No/chainable
  |Cancel on Block=/chainable
  |Guard Crush Value=4
  |Guard Crush Value=4
  |description=
  |description=When used as meaty it prevents jumps as well as low profile attempts with 2AB.
  }}
  }}
}}
}}
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<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou_Butt_cr.B.jpg
|image=Hotaru_crB.jpg
|name=Cr. {{Icon-SNK|B}}
|name=Cr. {{Icon-SNK|B}}
|subtitle=
|subtitle=
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|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |Damage=6
  |Damage=5
  |Guard=Low
  |Guard=Low
  |Startup=4
  |Startup=4
  |Active=4
  |Active=4
  |Recovery=6
  |Recovery=9
  |Total=14
  |Total=17
  |Hit Adv=+5
  |Hit Adv=+2
  |Block Adv=+5
  |Block Adv=+2
  |Feint Cancel=No
  |Feint Cancel=X
  |Cancel on Hit=No/chainable
  |Cancel on Hit=X/chainable
  |Cancel on Block=No/chainable
  |Cancel on Block=X/chainable
  |Guard Crush Value=4
  |Guard Crush Value=4
  |description=
  |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.
  }}
  }}
}}
}}
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<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou_Butt_cr.C-1.jpg
|image=Hotaru_crC.jpg
|image2=Garou_Butt_cr.C-2.jpg
|name=Cr. {{Icon-SNK|C}}
|name=Cr. {{Icon-SNK|C}}
|subtitle=
|subtitle=
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  |Guard=Mid
  |Guard=Mid
  |Startup=5
  |Startup=5
  |Active=1,《1》,2
  |Active=1
  |Recovery=22
  |Recovery=25
  |Total=31
  |Total=31
  |Hit Adv=-5
  |Hit Adv=-5
  |Block Adv=-5
  |Block Adv=-5
  |Feint Cancel=Yes
  |Feint Cancel=
  |Cancel on Hit=Yes
  |Cancel on Hit=
  |Cancel on Block=Yes
  |Cancel on Block=
  |Guard Crush Value=5
  |Guard Crush Value=5
  |description=
  |description=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.
  }}
  }}
}}
}}
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<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou_Butt_cr.D.jpg
|image=Hotaru_crD.jpg
|name=Cr. {{Icon-SNK|D}}
|name=Cr. {{Icon-SNK|D}}
|subtitle=
|subtitle=
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|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |Damage=10
  |Damage=9
  |Guard=Low
  |Guard=Low
  |Startup=8
  |Startup=7
  |Active=4
  |Active=3
  |Recovery=22
  |Recovery=32
  |Total=34
  |Total=42
  |Hit Adv=KD
  |Hit Adv=KD
  |Block Adv=-5
  |Block Adv=-14
  |Feint Cancel=No
  |Feint Cancel=X
  |Cancel on Hit=No
  |Cancel on Hit=X
  |Cancel on Block=No
  |Cancel on Block=X
  |Guard Crush Value=5
  |Guard Crush Value=5
  |description=
  |description=
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<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou_Butt_j.A.jpg
|image=Hotaru_jA.jpg
|name=Jump {{Icon-SNK|A}}
|name=Jump {{Icon-SNK|A}}
|subtitle=
|subtitle=
Line 353: Line 353:
  |Damage=6
  |Damage=6
  |Guard=High
  |Guard=High
  |Startup=5
  |Startup=4
  |Active=10
  |Active=8
  |Recovery=
  |Recovery=
  |Total=
  |Total=
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  |Block Adv=
  |Block Adv=
  |Feint Cancel=
  |Feint Cancel=
  |Cancel on Hit=No
  |Cancel on Hit=
  |Cancel on Block=No
  |Cancel on Block=
  |Guard Crush Value=4
  |Guard Crush Value=4
  |description= Your go to air to air.
  |description=Has long active frames, can target combo with jA>B or jA>C (whiff on crouchers).
 
Can beat out upper-body evasion attacks.
  }}
  }}
}}
}}
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<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou_Butt_j.B.jpg
|image=Hotaru_jB.jpg
|name=Jump {{Icon-SNK|B}}
|name=Jump {{Icon-SNK|B}}
|subtitle=
|subtitle=
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  |Damage=6
  |Damage=6
  |Guard=High
  |Guard=High
  |Startup=9
  |Startup=3
  |Active=10
  |Active=5
  |Recovery=
  |Recovery=
  |Total=
  |Total=
Line 387: Line 389:
  |Block Adv=
  |Block Adv=
  |Feint Cancel=
  |Feint Cancel=
  |Cancel on Hit=No
  |Cancel on Hit=
  |Cancel on Block=No
  |Cancel on Block=
  |Guard Crush Value=4
  |Guard Crush Value=4
  |description= A ton of active frames, can cross up and beat some anti airs
  |description=Has the best horizontal reach out of all her air moves, however it doesn't stay active for long.


Neutral or back hop B can beat out an upper-body evasion attack.  
Hop B has a startup of 5F, and is active for 8F.  
  }}
  }}
}}
}}
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<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou_Butt_j.C.jpg
|image=Hotaru_jC.jpg
|name=Jump {{Icon-SNK|C}}
|name=Jump {{Icon-SNK|C}}
|subtitle=
|subtitle=
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  |Damage=9
  |Damage=9
  |Guard=High
  |Guard=High
  |Startup=12
  |Startup=4
  |Active=6
  |Active=4
  |Recovery=
  |Recovery=
  |Total=
  |Total=
Line 416: Line 418:
  |Block Adv=
  |Block Adv=
  |Feint Cancel=
  |Feint Cancel=
  |Cancel on Hit=No
  |Cancel on Hit=
  |Cancel on Block=No
  |Cancel on Block=
  |Guard Crush Value=5
  |Guard Crush Value=5
  |description= Use it as an air mixup thanks to it's slower timing compared to your other air normals, and possibly a crossup with it's big hitbox
  |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.
  }}
  }}
}}
}}
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<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou_Butt_j.D.jpg
|image=Hotaru_jD.jpg
|name=Jump {{Icon-SNK|D}}
|name=Jump {{Icon-SNK|D}}
|subtitle=
|subtitle=
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|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |Damage=9
  |Damage=8
  |Guard=High
  |Guard=High
  |Startup=9
  |Startup=5
  |Active=7
  |Active=6
  |Recovery=
  |Recovery=
  |Total=
  |Total=
Line 443: Line 447:
  |Block Adv=
  |Block Adv=
  |Feint Cancel=
  |Feint Cancel=
  |Cancel on Hit=No
  |Cancel on Hit=
  |Cancel on Block=No
  |Cancel on Block=
  |Guard Crush Value=5
  |Guard Crush Value=5
  |description= Arguably the best jump D in the game. Can be comboed out of and can be used to pressure pretty well.
  |description=When used deep enough, it can hit people trying to 2AB anti-air.  
 
Can beat out upper-body evasion attacks.
  }}
  }}
}}
}}
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<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou_Butt_f.A.jpg
|image=Hotaru_j2B.jpg
|name=Kyokugen Hiji
|name=Kou-shuu Da (Needle Kick)
|subtitle={{Motion|6}} + {{Icon-SNK|A}}
|subtitle='''Air''' {{Motion|d}}+{{Icon-SNK|B}}
|caption=
|caption=
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |Damage=12
  |Damage=10
  |Guard=Overhead
  |Guard=High
  |Startup=15
  |Startup=5
  |Active=1
  |Active=
  |Recovery=14
  |Recovery=
  |Total=30
  |Total=
  |Hit Adv=+6
  |Hit Adv=
  |Block Adv=+6
  |Block Adv=
  |Feint Cancel=No
  |Feint Cancel=
  |Cancel on Hit=No
  |Cancel on Hit=X
  |Cancel on Block=No
  |Cancel on Block=X
  |Guard Crush Value=9
  |Guard Crush Value=9
  |description= Great overhead, fast with good damage that confirms into many things, even at far range.
  |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"></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=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=
|description=The turn-around jump.  
  }}
  }}
}}
}}
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<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou_Butt_AB.jpg
|image=Hotaru_AB.jpg
|name=St. {{Icon-SNK|A}}{{Icon-SNK|B}}
|name=St. {{Icon-SNK|A}}{{Icon-SNK|B}}
|subtitle=Lower-body evasion attack
|subtitle=Lower-body evasion attack
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  |Damage=10
  |Damage=10
  |Guard=Overhead
  |Guard=Overhead
  |Startup=24
  |Startup=23
  |Active=5
  |Active=4
  |Recovery=14
  |Recovery=16
  |Total=43
  |Total=43
  |Hit Adv=0
  |Hit Adv=-1
  |Block Adv=+6
  |Block Adv=+5
  |Feint Cancel=
  |Feint Cancel=X
  |Cancel on Hit=No
  |Cancel on Hit=X
  |Cancel on Block=No
  |Cancel on Block=X
  |Guard Crush Value=6
  |Guard Crush Value=6
  |description=
  |description=Like about any other AB, way too slow to be efficient. It is +5 on guard so you can blockstring or frametrap for it.
  }}
  }}
}}
}}
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<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou_Butt_2AB-1-re.jpg
|image=Hotaru_2AB.jpg
|image2=Garou_Butt_2AB-2-re.jpg
|image3=Garou_Butt_2AB-3-re.jpg
|image4=Garou_Butt_2AB-4-re.jpg
|name=Cr. {{Icon-SNK|A}}{{Icon-SNK|B}}
|name=Cr. {{Icon-SNK|A}}{{Icon-SNK|B}}
|subtitle=Upper-body evasion attack
|subtitle=Upper-body evasion attack
Line 524: Line 562:
  |Damage=10
  |Damage=10
  |Guard=Mid
  |Guard=Mid
  |Startup=9
  |Startup=8
  |Active=3
  |Active=3
  |Recovery=22
  |Recovery=19
  |Total=34
  |Total=30
  |Hit Adv=-6
  |Hit Adv=-3
  |Block Adv=0
  |Block Adv=+3
  |Feint Cancel=Yes (on hit)
  |Feint Cancel=(on hit)
  |Cancel on Hit=Yes
  |Cancel on Hit=
  |Cancel on Block=No
  |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.
 
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.  
  }}
  }}
}}
}}
Line 543: Line 584:
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
|image=Hotaru_CD-1.jpg
|name=Zan Retsu Ken (T.O.P. Attack)  
|name=Senkai Tsubame (T.O.P. Attack)
|subtitle={{Icon-SNK|C}}{{Icon-SNK|D}}
|subtitle={{Icon-SNK|C}}{{Icon-SNK|D}}
|caption=
|caption=
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |Damage=
  |Damage=16
  |Guard=Mid
  |Guard=Mid
  |Startup=10
  |Startup=9
  |Active=
  |Active=
  |Recovery=
  |Recovery=
Line 560: Line 601:
  |Cancel on Hit=
  |Cancel on Hit=
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=2×8,9
  |Guard Crush Value=25
  |description=
  |description=Very unsafe on block, and if you guardcrush with it you can't combo.
<div class="mw-collapsible">
<gallery>
  Hotaru_CD-2.jpg
</gallery>
</div>
  }}
  }}
}}
}}
Line 572: Line 618:
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou_Butt_Grab.jpg
|image=Hotaru_Grab.jpg
|name=Close {{Motion|4}}/{{Motion|6}}+{{Icon-SNK|C}}
|name=Tenraku Nage
|subtitle=Kyokugen Zutsuki (Headbutt)
|subtitle='''Close''' {{Motion|4}}/{{Motion|6}}+{{Icon-SNK|C}}
|caption=
|data=
{{AttackData-Garou
|Damage=14
|Guard=
|Startup=1
|Active=
|Recovery=
|Total=9
|Hit Adv=
|Block Adv=
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=
|description=Hotaru's normal throw.
 
* {{Motion|6}}+{{Icon-SNK|C}} side-switches you, unless the opponent is in the corner.
 
* {{Motion|4}}+{{Icon-SNK|C}} 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> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|name=Hanten Nage
|subtitle=Jump Cl. {{Motion|4}}/{{Motion|6}}+{{Icon-SNK|C}}
|caption=
|caption=
|data=
|data=
Line 584: Line 661:
  |Recovery=
  |Recovery=
  |Total=
  |Total=
  |Hit Adv=+64
  |Hit Adv=
  |Block Adv=
  |Block Adv=
  |Feint Cancel=
  |Feint Cancel=
Line 590: Line 667:
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=
  |description=Normal throw.  
  |description=Hotaru's air throw.
  }}
  }}
}}
}}
Line 601: Line 678:
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou_Butt_F.Taunt.jpg
|image=Hotaru_ForwardTaunt.jpg
|name={{Motion|6}}+{{Icon-SNK|A}}+{{Icon-SNK|C}}
|name={{Motion|6}}+{{Icon-SNK|A}}+{{Icon-SNK|C}}
|subtitle=
|subtitle=
Line 619: Line 696:
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=
  |description=Mimics the start of 236(x2)C, and to a lesser extent the start of 236(x2)A.  
  |description=Mimics the start of Hakki-shou.  
  }}
  }}
}}
}}
Line 626: Line 703:


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Garou_Butt_D.Taunt.jpg
|image=Hotaru_DownTaunt.jpg
|name={{Motion|2}}+{{Icon-SNK|A}}+{{Icon-SNK|C}}
|name={{Motion|2}}+{{Icon-SNK|A}}+{{Icon-SNK|C}}
|subtitle=
|subtitle=
Line 638: Line 716:
  |Active=
  |Active=
  |Recovery=
  |Recovery=
  |Total=11
  |Total=14
  |Hit Adv=
  |Hit Adv=
  |Block Adv=
  |Block Adv=
Line 645: Line 723:
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=
  |description=Mimics the start of 623A/C, 623A/C (BR), or 236(x2)B/D.  
  |description=Mimics the start of Sou-shou Shin.  
  }}
  }}
}}
}}
Line 654: Line 732:


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
| name     = Hakki-shou
|name=Ko'ou-Ken
| input   = {{Motion|236}} + {{Icon-SNK|A}}/{{Icon-SNK|C}}
|input= {{Motion|236}}+{{Icon-SNK|A}}/{{Icon-SNK|C}}
| subtitle =  
|subtitle=
| image    = Hotaru_Projectile.jpg
|caption=
| caption =
|data=
| linkname =  
Fastest projectile in the game, all-round reliable, just mind them being JD'd at fullscreen. Also knocks down up close. <br>
| data     =  
  {{AttackData-Garou
  | subtitle          =
  | version          = {{Motion|236}} + {{Icon-SNK|A}}
  | Damage            = 14
  | Guard            = Mid
  | Startup          = 10
  | Active            =
  | Recovery          =
  | Total            =
  | Hit Adv          =-5
  | Block Adv        =-5
  | Feint Cancel      =
  | Cancel on Hit    =
  | Cancel on Block  =
  | Guard Crush Value = 7
  | description      =
  }}
  {{AttackData-Garou
  | header            = no
  | version          = {{Motion|236}} + {{Icon-SNK|C}}
  | subtitle          =
  | Damage            = 16
  | Guard            = Mid
  | Startup          = 10
  | Active            =
  | Recovery          =
  | Total            =
  | Hit Adv          = -5
  | Block Adv        = -5
  | Feint Cancel      =
  | Cancel on Hit    =
  | Cancel on Block  =
  | Guard Crush Value = 8
  | description      = 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.


Impossible to just defend at 0-pixel health bar. <br>
The C version has more damage so use C for combos.  


The damage and guard crush values in parentheses are at short-range. <br><br>
Both versions are impossible to just defend at 0-pixel health bar.  
{{AttackData-Garou
  }}
|version={{Motion|236}}+{{Icon-SNK|A}}
|Damage=13(18)
|Guard=Mid
|Startup=9
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-5
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=7(8)
|description=
}}
{{AttackData-Garou
|version={{Motion|236}}+{{Icon-SNK|C}}
|Damage=14(22)
|Guard=Mid
|Startup=9
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-5
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=8(9)
|description=
}}
}}
}}


Line 704: Line 788:


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
| name     = Sou-shou Shin
|name=Hien Shippu-Kyaku
| input   = {{Motion|214}} + {{Icon-SNK|A}} / {{Icon-SNK|C}}
|input= {{Motion|236}}+{{Icon-SNK|B}}/{{Icon-SNK|D}}
| subtitle =  
|subtitle=
| image    = Hotaru_qcbA-1.jpg
|caption=
| caption =
|data=
| linkname =  
Impossible to just defend at 0-pixel health bar. <br><br>
| data     =  
{{AttackData-Garou
  {{AttackData-Garou
|version={{Motion|236}}+{{Icon-SNK|B}}
  | subtitle          =
|Damage=8,9
  | version           = {{Motion|214}} + {{Icon-SNK|A}}
|Guard=Mid
  | Damage           = 3×3,4,7
|Startup=10
  | Guard             = Mid
|Active=
  | Startup           = 10
|Recovery=
  | Active           =  
|Total=
  | Recovery         =  
|Hit Adv=KD
  | Total             =  
|Block Adv=-8
  | Hit Adv           =KD
|Feint Cancel=
  | Block Adv         =-11
|Cancel on Hit=
  | Feint Cancel     =
|Cancel on Block=
  | Cancel on Hit     =
|Guard Crush Value=4,3
  | Cancel on Block   =
|description=
  | 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.
{{AttackData-Garou
 
|version={{Motion|236}}+{{Icon-SNK|D}}
Impossible to just defend at 0-pixel health bar.
|Damage=8,10
 
|Guard=Mid
<div class="mw-collapsible">
|Startup=7
  <gallery>
|Active=
    Hotaru_qcbA-2.jpg
|Recovery=
    Hotaru_qcbA-3.jpg
|Total=
    Hotaru_qcbA-4.jpg
|Hit Adv=KD
    Hotaru_qcbA-5.jpg
|Block Adv=-7
  </gallery>
|Feint Cancel=
</div>
|Cancel on Hit=
  }}
|Cancel on Block=
  {{AttackData-Garou
|Guard Crush Value=4,4
  | subtitle          =
|description=2nd hit whiffs on crouchers.  
  | version           = {{Motion|214}} + {{Icon-SNK|C}}
  }}
  | Damage           = 5×4,7
  | Guard             = Mid
  | Startup           = 18
  | Active           =  
  | Recovery         =  
  | Total             =  
  | Hit Adv           =KD
  | Block Adv         =-1
  | Feint Cancel     =
  | Cancel on Hit     =
  | Cancel on Block   =
  | 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
[[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.
 
<div class="mw-collapsible">
    <gallery>
      Hotaru_qcbC-1.jpg
      Hotaru_qcbC-2.jpg
      Hotaru_qcbC-3.jpg
      Hotaru_qcbC-4.jpg
      Hotaru_qcbC-5.jpg
    </gallery>
  </div>
 
 
  }}
}}
}}


Line 750: Line 861:


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
| name=Kohou
| name     = Kobi-Kyaku
| input= {{Motion|623}} + {{Icon-SNK|A}}
| input   = {{Motion|214}} + {{Icon-SNK|B}}
| subtitle=
| subtitle = Reflect
| image=
| image   = Hotaru_qcbB-1.jpg
| caption=  
| caption =  
| linkname=  
| linkname =  
| data =  
| data     =  
   {{AttackData-Garou
   {{AttackData-Garou
   | subtitle          =  
   | subtitle          =  
   | version          ={{Motion|623}} + {{Icon-SNK|A}}
   | version          = {{Motion|214}} + {{Icon-SNK|B}}
   | Damage            =10
   | Damage            = 15
   | Guard            =
   | Guard            = Mid
   | Startup          =4
   | Startup          = 13
   | Active            =
   | Active            =  
   | Recovery          =
   | Recovery          =  
   | Total            =
   | Total            =  
   | Hit Adv          =KD
   | Hit Adv          =KD
   | Block Adv        =-19
   | Block Adv        =-19
Line 773: Line 883:
   | Cancel on Hit    =
   | Cancel on Hit    =
   | Cancel on Block  =
   | Cancel on Block  =
   | Guard Crush Value =7  
   | Guard Crush Value = 7
   | description      =  
   | description      =  
   }}
   }}
   {{AttackData-Garou
   {{AttackData-Garou
   | header            =
   | header            = no
   | subtitle          =  
   | subtitle          =  
   | version          ={{Motion|623}} + {{Icon-SNK|A}} Break
   | version          = {{Motion|214}} + {{Icon-SNK|B}} Break
   | Damage            =10
   | Damage            = 15
   | Guard            =
   | Guard            = Mid
   | Startup          =4
   | Startup          = 13
   | Active            =
   | Active            =  
   | Recovery          =
   | Recovery          =  
   | Total            =
   | Total            =  
   | Hit Adv          =KD
   | Hit Adv          =KD
   | Block Adv        =+2
   | Block Adv        =+12
   | Feint Cancel      =
   | Feint Cancel      =
   | Cancel on Hit    =
   | Cancel on Hit    =
   | Cancel on Block  =
   | Cancel on Block  =
   | Guard Crush Value =7  
   | Guard Crush Value = 7
   | description      =Learn to use this often, it's part of your gameplan. Can be done after many normals and is a part of many combos.
   | 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.
 
8~13F projectile reflection.
 
<div class="mw-collapsible">
  <gallery>
    Hotaru_qcbB-2.jpg
  </gallery>
</div>
 
   }}
   }}
}}
}}
Line 799: Line 920:


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
| name    =Kohou
| name    = Kobi-Kyaku
| input    ={{Motion|623}} + {{Icon-SNK|C}}
| input    = {{Motion|214}} + {{Icon-SNK|D}}
| subtitle =
| subtitle = Reflect
| image    =
| image    = Hotaru_qcbD.jpg
| caption  =  
| caption  =  
| linkname =  
| linkname =  
Line 810: Line 930:
   {{AttackData-Garou
   {{AttackData-Garou
   | subtitle          =  
   | subtitle          =  
   | version          = {{Motion|623}} + {{Icon-SNK|C}}
   | version          = {{Motion|214}} + {{Icon-SNK|D}}
   | Damage            =10
   | Damage            = 15
   | Guard            =
   | Guard            = Mid
   | Startup          =4
   | Startup          = 13
   | Active            =
   | Active            =  
   | Recovery          =
   | Recovery          =  
   | Total            =
   | Total            =  
   | Hit Adv          =KD
   | Hit Adv          =KD
   | Block Adv        =-29
   | Block Adv        =-19
   | Feint Cancel      =
   | Feint Cancel      =
   | Cancel on Hit    =
   | Cancel on Hit    =
   | Cancel on Block  =
   | Cancel on Block  =
   | Guard Crush Value =7
   | Guard Crush Value = 8
   | description      =  
   | description      =  
   }}
   }}
   {{AttackData-Garou
   {{AttackData-Garou
   | header            =
   | header            = no
   | subtitle          =  
   | subtitle          =  
   | version          = {{Motion|623}} + {{Icon-SNK|C}} Break
   | version          = {{Motion|214}} + {{Icon-SNK|D}} Break
   | Damage            =10
   | Damage            = 15
   | Guard            =
   | Guard            = Mid
   | Startup          =4
   | Startup          = 13
   | Active            =
   | Active            =  
   | Recovery          =
   | Recovery          =  
   | Total            =
   | Total            =  
   | Hit Adv          =KD
   | Hit Adv          =KD
   | Block Adv        =0
   | Block Adv        =+12
   | Feint Cancel      =
   | Feint Cancel      =
   | Cancel on Hit    =
   | Cancel on Hit    =
   | Cancel on Block  =
   | Cancel on Block  =
   | Guard Crush Value =7
   | Guard Crush Value = 8
   | description      =  
   | 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).
 
8~17F projectile reflection.
   }}
   }}
}}
}}
Line 850: Line 974:
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
| name     = Rengeki-shuu
|name=Harai
| input   = Air {{Motion|214}} + {{Icon-SNK|B}}/{{Icon-SNK|D}}
|input= {{Motion|214}}+{{Icon-SNK|A}}/{{Icon-SNK|B}}
| subtitle = Divekick
|subtitle=
| image    = Hotaru_AirTatsu.jpg
|caption=
| caption =
|data=
| linkname =  
{{AttackData-Garou
| data     =  
|subtitle=Upper-Body Harai
  {{AttackData-Garou
|version={{Motion|214}}+{{Icon-SNK|A}}
  | subtitle         =
|Damage=15
  | version          = Air {{Motion|214}} + {{Icon-SNK|B}}
|Guard=
  | Damage            = 8,8
|Startup=3
  | Guard            = Mid
|Active=
  | Startup          = 10
|Recovery=
  | Active            =
|Total=
  | Recovery          =
|Hit Adv=KD
  | Total            =
|Block Adv=
  | Hit Adv          =KD
|Feint Cancel=
  | Block Adv        =>=-8
|Cancel on Hit=
  | Feint Cancel      =
|Cancel on Block=
  | Cancel on Hit    =
|Guard Crush Value=7
  | Cancel on Block  =
|description=4~11F of upper-body counter state, after counter is initiated the counter-attack startup is 2F.
  | Guard Crush Value = 3,4
  | description      =
  }}
  {{AttackData-Garou
  | subtitle          =
  | header            = no
  | version           = Air {{Motion|214}} + {{Icon-SNK|D}}
  | Damage           = 8,8
  | Guard             = Mid
  | Startup           = 13
  | Active           =  
  | Recovery         =  
  | Total             =  
  | Hit Adv           =KD
  | Block Adv         =>=-9
  | Feint Cancel     =
  | Cancel on Hit     =
  | Cancel on Block   =
  | Guard Crush Value = 4,4
  | description       =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.


{{Icon-SNK|A}} version counters mid & high attacks.
You can use the tigerknee motion 2149B to perform a divekick low to the ground.  
}}
{{AttackData-Garou
|subtitle=Lower-Body Harai
|version={{Motion|214}}+{{Icon-SNK|B}}
|Damage=15
|Guard=
|Startup=3
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=7
|description=1~3F lower-body invincibility, 4~13F of lower-body counter state, after counter is initiated the counter-attack startup is 2F.  


{{Icon-SNK|B}} version counters low attacks.  
Both versions are impossible to just defend at 0-pixel health bar.  
}}
  }}
}}
}}


Line 899: Line 1,029:


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
| name     = Tenshin-shuu
|name=Ryuu-Sen-Ken
| input   = {{Motion|623}} + {{Icon-SNK|B}}/{{Icon-SNK|D}}
|input= Ch. {{Icon-SNK|C}}
| subtitle = DP
|subtitle=
| image    = Hotaru_DP-B-1.jpg
|caption=
| caption = DP B
|data=
| image2    = Hotaru_DP-D-1.jpg
Impossible to just defend at 0-pixel health bar. <br><br>
| caption2 = DP D
{{AttackData-Garou
| linkname =  
|version=Lv1
| data    =  
  |Damage=15
  {{AttackData-Garou
|Guard=Mid
  | Subtitle          = {{Motion|623}} + {{Icon-SNK|B}}
|Startup=12
  | Version          = {{Motion|623}} + {{Icon-SNK|B}}
  |Active=
  | Damage           = 8,6
|Recovery=
  | Guard             = Mid
|Total=
  | Startup           = 2
|Hit Adv=KD
  | Active           =  
|Block Adv=-9
  | Recovery         =  
|Feint Cancel=
  | Total             =  
|Cancel on Hit=
  | Hit Adv           =KD
|Cancel on Block=
  | Block Adv         =-12
|Guard Crush Value=7
  | Feint Cancel     =
|description=Charge time is 120F (~2 seconds) or more.
  | Cancel on Hit     =
}}
  | Cancel on Block   =
{{AttackData-Garou
  | Guard Crush Value =2,2
|version=Lv2
  | description       = Can be used as an anti-air but is risky against a full air Just Defend.
|Damage=18
 
|Guard=Mid
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.
|Startup=14
 
|Active=
1~4F full-body invincibility, so it can be used as a risky "get off me" tool.  
|Recovery=
 
|Total=
impossible to just defend at 0-pixel health bar.
|Hit Adv=KD
 
|Block Adv=-9
<div class="mw-collapsible">
|Feint Cancel=
  <gallery>
|Cancel on Hit=
    Hotaru_DP-B-2.jpg
|Cancel on Block=
    Hotaru_DP-B-3.jpg
|Guard Crush Value=8
  </gallery>
|description=Charge time is 240F (~4 seconds) or more.  
</div>
}}
  }}
{{AttackData-Garou
  {{AttackData-Garou
|version=Lv3
  | Subtitle          = {{Motion|623}} + {{Icon-SNK|D}}
|Damage=22
  | Version          = {{Motion|623}} + {{Icon-SNK|D}}
|Guard=Mid
  | Damage           = 12,3×5
|Startup=14
  | Guard             = Mid
|Active=
  | Startup           = 2
|Recovery=
  | Active           =  
|Total=
  | Recovery         =  
|Hit Adv=KD
  | Total             =  
|Block Adv=-9
  | Hit Adv           =KD
|Feint Cancel=
  | Block Adv         =-31
|Cancel on Hit=
  | Feint Cancel     =
|Cancel on Block=
  | Cancel on Hit     =
|Guard Crush Value=9
  | Cancel on Block   =
|description=Charge time is 480F (~8 seconds) or more.
  | Guard Crush Value = 3×5,2
}}
  | description       = Similar to DP B with more hits and a better anti-air hitbox.  
{{AttackData-Garou
 
|version=Lv4
1~4F full-body invincibility, so it can be used as a risky "get off me" tool.
|Damage=10,10,10
<div class="mw-collapsible">
|Guard=Mid
  <gallery>
|Startup=11
    Hotaru_DP-D-2.jpg
|Active=
    Hotaru_DP-D-3.jpg
|Recovery=
    Hotaru_DP-D-4.jpg
|Total=
  </gallery>
|Hit Adv=KD
</div>
|Block Adv=-11
  }}
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=4×3
|description=Charge time is 960F (~16 seconds) or more.  
}}
}}
}}


Line 979: Line 1,102:
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=
| name     = Sha Jou Tai
|name=Tora-Sen-Kyaku
| input   = {{Motion|41236}} + {{Icon-SNK|D}}
|input= Ch. {{Icon-SNK|D}}
| subtitle = Command Grab
|subtitle=
| image    = Hotaru_CommandGrab.jpg
|caption=
| caption =  
|data=
| linkname =  
Impossible to just defend at 0-pixel health bar. <br><br>
| data    =  
{{AttackData-Garou
  {{AttackData-Garou
|version=Lv1
  | subtitle          =  
  |Damage=15
  | Damage           = 8,8,8
|Guard=Mid
  | Guard             =  
|Startup=14
  | Startup           = 9
|Active=
  | Active           =  
|Recovery=
  | Recovery         =  
|Total=
  | Total             =  
|Hit Adv=KD
  | Hit Adv           =KD
|Block Adv=-8
  | Block Adv         =
|Feint Cancel=
  | Feint Cancel     =
|Cancel on Hit=
  | Cancel on Hit     =
|Cancel on Block=
  | Cancel on Block   =
|Guard Crush Value=8
  | Guard Crush Value =  
|description=Charge time is 120F (~2 seconds) or more.
  | description       =Doesn't lead to big damage, but it scores a hard knockdown, allowing for mix-ups.
}}
 
{{AttackData-Garou
Corner setup showcase : https://www.youtube.com/watch?v=Eycf9BhE0xw
|version=Lv2
}}
|Damage=18
|Guard=Mid
|Startup=14
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-8
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=8
|description=Charge time is 240F (~4 seconds) or more.
}}
{{AttackData-Garou
|version=Lv3
|Damage=22
|Guard=Mid
|Startup=14
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-8
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=9
|description=Charge time is 480F (~8 seconds) or more.
}}
{{AttackData-Garou
|version=Lv4
|Damage=10,10,10
|Guard=Mid
|Startup=14
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-6
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=4×3
|description=Charge time is 960F (~16 seconds) or more.
}}
}}
}}


Line 1,055: Line 1,132:


===Super Moves===
===Super Moves===
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image =
|name  =Haou Shoukou Ken
|input  ={{Motion|236}},{{Motion|236}} + {{Icon-SNK|A}}/{{Icon-SNK|C}}
|caption=
|data=
Impossible to just defend at 0-pixel health bar. <br><br>
{{AttackData-Garou
|version = {{Motion|236}},{{Motion|236}} + {{Icon-SNK|A}}
|Damage=33
|Guard=Mid
|Startup=17
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-16
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=15
|description=1~7F full-body invincibility.
}}
{{AttackData-Garou
|header =
|version ={{Motion|236}},{{Motion|236}} + {{Icon-SNK|C}}
|Damage=14,14,14,14
|Guard=Mid
|Startup=7
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-24
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=6×4
|description=1~9F full-body invincibility.
}}
}}


===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image =
|image =Hotaru_Super1-2.jpg
|name  =Kyokugen Kohou
|name  =Ten-shou Range
|input  ={{Motion|236}},{{Motion|236}} + {{Icon-SNK|B}}/{{Icon-SNK|D}}
|input  =[[File:Qcf.png]],[[File:Qcf.png]]+{{Icon-SNK|B}}/{{Icon-SNK|D}}
|caption=
|caption=
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |version = {{Motion|236}},{{Motion|236}} + {{Icon-SNK|B}}
  |version = {{Motion|236}},{{Motion|236}}+{{Icon-SNK|B}}
  |Damage=7×7
  |Damage=6×3,25
  |Guard=Mid
  |Guard=Mid
  |Startup=0
  |Startup=0
Line 1,116: Line 1,150:
  |Total=
  |Total=
  |Hit Adv=KD
  |Hit Adv=KD
  |Block Adv=-44
  |Block Adv=-33
  |Feint Cancel=
  |Feint Cancel=
  |Cancel on Hit=
  |Cancel on Hit=
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=5×2,3×5
  |Guard Crush Value=3×3,0
  |description= The 1 meter version in particular is a part of several combo enders
  |description=1~2F full-body invincibility.  
 
1~4F full-body invincibility.  
  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  | header =
  | header = no
  |version ={{Motion|236}},{{Motion|236}} + {{Icon-SNK|D}}
  |version = {{Motion|236}},{{Motion|236}}+{{Icon-SNK|D}}
  |Damage=9×2,7×8
  |Damage=6×3,3×8,27
  |Guard=Mid
  |Guard=Mid
  |Startup=0
  |Startup=0
Line 1,135: Line 1,167:
  |Total=
  |Total=
  |Hit Adv=KD
  |Hit Adv=KD
  |Block Adv=-56
  |Block Adv=-32
  |Feint Cancel=
  |Feint Cancel=
  |Cancel on Hit=
  |Cancel on Hit=
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=10×2,3×8
  |Guard Crush Value=5×4
  |description=1~5F full-body invincibility.  
  |description=1F full-body invincibility.  
 
<div class="mw-collapsible">
  <gallery>
  Hotaru_Super1-3.jpg | 2
  Hotaru_Super1-4.jpg | 3
  Hotaru_Super1-5.jpg | 4
  Hotaru_Super1-6.jpg | 5
  </gallery>
</div>
  }}
  }}
}}
}}
Line 1,146: Line 1,187:




===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image =
|image =Hotaru_Super2-1.jpg
|name  =Ryuuko Ranbu
|name  =Sou-shou Ten Renge
|input  ={{Motion|236}},{{Motion|236}},{{Motion|236}} + {{Icon-SNK|C}} <br>(Press {{Icon-SNK|C}} rapidly)
|input  ={{Motion|236}},{{Motion|236}}+{{Icon-SNK|A}}/{{Icon-SNK|C}}
|caption=
|caption=
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |version = Lv1
  |version = {{Motion|236}},{{Motion|236}}+{{Icon-SNK|A}}
  |Damage=4×13
  |Damage=3×16,7
  |Guard=Mid
  |Guard=Mid
  |Startup=0
  |Startup=6
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-42
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=3×13
|description=1~3F full-body invincibility.
 
No extra presses ({{Icon-SNK|C}} x1).
}}
{{AttackData-Garou
|version =Lv2
|Damage=4×19
|Guard=Mid (Low on 7th hit)
|Startup=0
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-48
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=3×19
|description=1~3F full-body invincibility.
 
{{Icon-SNK|C}} x3-6 (2-5 extra button presses during blackout).
}}
{{AttackData-Garou
|version =Lv3
|Damage=4x16,5x6
|Guard=Mid (Low on the 7th hit)
|Startup=0
  |Active=
  |Active=
  |Recovery=
  |Recovery=
  |Total=
  |Total=
  |Hit Adv=KD
  |Hit Adv=KD
  |Block Adv=-48
  |Block Adv=-51
  |Feint Cancel=
  |Feint Cancel=
  |Cancel on Hit=
  |Cancel on Hit=
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=3×22
  |Guard Crush Value=1×17
  |description=1~3F full-body invincibility.
  |description=Last hit is in the air.  


{{Icon-SNK|C}} x7-9 (6-8 extra button presses during blackout).  
1~8F full-body invincibility.  
  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  |header =  
  | header = no
  |version =Lv4
  |version = {{Motion|236}},{{Motion|236}}+{{Icon-SNK|C}}
  |Damage=8×6,6×5,7
  |Damage=3×8,5×7,20
  |Guard=Mid
  |Guard=Mid (Last hit is High)
  |Startup=4
  |Startup=6
  |Active=
  |Active=
  |Recovery=
  |Recovery=
  |Total=
  |Total=
  |Hit Adv=KD
  |Hit Adv=KD
  |Block Adv=-40
  |Block Adv=-14
  |Feint Cancel=
  |Feint Cancel=
  |Cancel on Hit=
  |Cancel on Hit=
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=8×6,5×6
  |Guard Crush Value=2×15,5
  |description=1~9F full-body invincibility.
  |description=1~10F full-body invincibility.  
 
<div class="mw-collapsible">
{{Icon-SNK|C}} x10+ (9+ extra button presses during blackout).
  <gallery>
 
  Hotaru_Super2-2.jpg | 2
Impossible to just defend at 0-pixel health bar.
  Hotaru_Super2-3.jpg | 3
  Hotaru_Super2-4.jpg | 4
  Hotaru_Super2-5.jpg | 5
  Hotaru_Super2-6.jpg | {{Icon-SNK|A}} Ender
  Hotaru_Super2-7.jpg | {{Icon-SNK|C}} Ender
  </gallery>
</div>
  }}
  }}
}}
}}
{{Navbox-MOTW}}
[[Category:Garou: Mark of the Wolves]]

Revision as of 02:12, 22 February 2023

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 rectangle or rectangles) that tells 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) 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: Hitbox 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 hit/hurt boxes. Just prevents characters to not pass through each other. (Also known as "Collision Box".)
Startup The number of frames before an attack can hit the opponent. Does not include the first active 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 accounting for damage scaling, TOP multiplier, and defense rate

Guard Crush Value Decreases the defender's guard durability gauge by this value.
+X Attacker has X number of advantage frames.
-X Attacker has X number of disadvantage frames.
KD Short for "knockdown", knocks down opponent on hit.
Cancelable on both hit and block.
Chain cancelable with the same button (renda cancel).
Cancelable on the first hit/part only.
《X》OR «X» OR <<X>> OR (X) X number of inactive frames between hits of multihit moves.
Only cancelable on block.
Only cancelable on hit.
× OR X Not cancelable.


Close Standing Normals

Cl. Kof.lp.png
Hotaru clA.jpg
Damage Guard Startup Active Recovery Total
4 Mid 3 3 7 13
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+5 +5 ◯/chainable ◯/chainable 4

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


Cl. Kof.lk.png
Hotaru clB.jpg
Damage Guard Startup Active Recovery Total
6 Mid 4 3 11 18
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+1 +1 4


Cl. Kof.sp.png
Hotaru clC.jpg
Damage Guard Startup Active Recovery Total
9 Mid 7 1 21 29
Hit Adv Block Adv 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.


Cl. Kof.sk.png
Hotaru clD.jpg
Damage Guard Startup Active Recovery Total
9 Mid 6 1 28 35
Hit Adv Block Adv 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 Kof.lp.png
Hotaru sA.jpg
Damage Guard Startup Active Recovery Total
4 Mid 5 3 10 18
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+2 +2 ◯/chainable ◯/chainable 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 Kof.lk.png
Hotaru sB.jpg
Damage Guard Startup Active Recovery Total
7 Mid 6 2 11 19
Hit Adv Block Adv 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 Kof.sp.png
Hotaru sC.jpg
Damage Guard Startup Active Recovery Total
12 Mid 9 1 19 29
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+1 +1 X 5


Far Kof.sk.png
Hotaru sD.jpg
Damage Guard Startup Active Recovery Total
13 Mid 11 1 22 34
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-2 -2 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

Cr. Kof.lp.png
Hotaru crA.jpg
Damage Guard Startup Active Recovery Total
4 Mid 4 4 9 17
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+2 +2 ◯/chainable ◯/chainable 4

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


Cr. Kof.lk.png
Hotaru crB.jpg
Damage Guard Startup Active Recovery Total
5 Low 4 4 9 17
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+2 +2 X/chainable X/chainable 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.


Cr. Kof.sp.png
Hotaru crC.jpg
Damage Guard Startup Active Recovery Total
9 Mid 5 1 25 31
Hit Adv Block Adv 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.


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


Jumping Normals

Jump Kof.lp.png
Hotaru jA.jpg
Damage Guard Startup Active Recovery Total
6 High 4 8 - -
Hit Adv Block Adv 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.


Jump Kof.lk.png
Hotaru jB.jpg
Damage Guard Startup Active Recovery Total
6 High 3 5 - -
Hit Adv Block Adv 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.


Jump Kof.sp.png
Hotaru jC.jpg
Damage Guard Startup Active Recovery Total
9 High 4 4 - -
Hit Adv Block Adv 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.


Jump Kof.sk.png
Hotaru jD.jpg
Damage Guard Startup Active Recovery Total
8 High 5 6 - -
Hit Adv Block Adv 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

Kou-shuu Da (Needle Kick)
Air D.png+Kof.lk.png
Hotaru j2B.jpg
Damage Guard Startup Active Recovery Total
10 High 5 - -
Hit Adv Block Adv 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
Jump Kof.sp.pngKof.sk.png
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - - - -

The turn-around jump.


Universal Moves

St. Kof.lp.pngKof.lk.png
Lower-body evasion attack
Hotaru AB.jpg
Damage Guard Startup Active Recovery Total
10 Overhead 23 4 16 43
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-1 +5 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.


Cr. Kof.lp.pngKof.lk.png
Upper-body evasion attack
Hotaru 2AB.jpg
Damage Guard Startup Active Recovery Total
10 Mid 8 3 19 30
Hit Adv Block Adv 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.


Senkai Tsubame (T.O.P. Attack)
Kof.sp.pngKof.sk.png
Hotaru CD-1.jpg
Damage Guard Startup Active Recovery Total
16 Mid 9 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -24 - - 25

Very unsafe on block, and if you guardcrush with it you can't combo.


Throws

Tenraku Nage
Close B.png/F.png+Kof.sp.png
Hotaru Grab.jpg
Damage Guard Startup Active Recovery Total
14 - 1 - - 9
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - - - -

Hotaru's normal throw.

  • F.png+Kof.sp.png side-switches you, unless the opponent is in the corner.
  • B.png+Kof.sp.png lets you stay on the same side, unless you are in the corner and the back throw puts the opponent in the corner.


Hanten Nage
Jump Cl. B.png/F.png+Kof.sp.png
Damage Guard Startup Active Recovery Total
14 - 1 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - - - -

Hotaru's air throw.


Feints

F.png+Kof.lp.png+Kof.sp.png
Hotaru ForwardTaunt.jpg
Damage Guard Startup Active Recovery Total
- - - - - 10
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - - - -

Mimics the start of Hakki-shou.


D.png+Kof.lp.png+Kof.sp.png
Hotaru DownTaunt.jpg
Damage Guard Startup Active Recovery Total
- - - - - 14
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - - - -

Mimics the start of Sou-shou Shin.


Special Moves

Hakki-shou
Qcf.png + Kof.lp.png/Kof.sp.png
Hotaru Projectile.jpg
Qcf.png + Kof.lp.png Damage Guard Startup Active Recovery Total
14 Mid 10 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-5 -5 - - 7
Qcf.png + Kof.sp.png Damage Guard Startup Active Recovery Total
16 Mid 10 - - -
Hit Adv Block Adv 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.

Both versions are impossible to just defend at 0-pixel health bar.


Sou-shou Shin
Qcb.png + Kof.lp.png / Kof.sp.png
Hotaru qcbA-1.jpg
Qcb.png + Kof.lp.png Damage Guard Startup Active Recovery Total
3×3,4,7 Mid 10 - - -
Hit Adv Block Adv 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.

Impossible to just defend at 0-pixel health bar.

Qcb.png + Kof.sp.png Damage Guard Startup Active Recovery Total
5×4,7 Mid 18 - - -
Hit Adv Block Adv 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 guardcancels 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
Reflect
Qcb.png + Kof.lk.png
Hotaru qcbB-1.jpg
Qcb.png + Kof.lk.png Damage Guard Startup Active Recovery Total
15 Mid 13 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -19 - - 7
Qcb.png + Kof.lk.png Break Damage Guard Startup Active Recovery Total
15 Mid 13 - - -
Hit Adv Block Adv 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.


Kobi-Kyaku
Reflect
Qcb.png + Kof.sk.png
Hotaru qcbD.jpg
Qcb.png + Kof.sk.png Damage Guard Startup Active Recovery Total
15 Mid 13 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -19 - - 8
Qcb.png + Kof.sk.png Break Damage Guard Startup Active Recovery Total
15 Mid 13 - - -
Hit Adv Block Adv 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
Divekick
Air Qcb.png + Kof.lk.png/Kof.sk.png
Hotaru AirTatsu.jpg
Air Qcb.png + Kof.lk.png Damage Guard Startup Active Recovery Total
8,8 Mid 10 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD >=-8 - - 3,4
Air Qcb.png + Kof.sk.png Damage Guard Startup Active Recovery Total
8,8 Mid 13 - - -
Hit Adv Block Adv 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.

Both versions are impossible to just defend at 0-pixel health bar.


Tenshin-shuu
DP
Dp.png + Kof.lk.png/Kof.sk.png
Hotaru DP-B-1.jpg
DP B
Hotaru DP-D-1.jpg
DP D
Damage Guard Startup Active Recovery Total
8,6 Mid 2 - - -
Hit Adv Block Adv 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.

impossible to just defend at 0-pixel health bar.

Damage Guard Startup Active Recovery Total
12,3×5 Mid 2 - - -
Hit Adv Block Adv 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.


Sha Jou Tai
Command Grab
Hcf.png + Kof.sk.png
Hotaru CommandGrab.jpg
Damage Guard Startup Active Recovery Total
8,8,8 - 9 - - -
Hit Adv Block Adv 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

Ten-shou Range
Qcf.png,Qcf.png+Kof.lk.png/Kof.sk.png
Hotaru Super1-2.jpg
Qcf.png,Qcf.png+Kof.lk.png Damage Guard Startup Active Recovery Total
6×3,25 Mid 0 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -33 - - 3×3,0

1~2F full-body invincibility.

Qcf.png,Qcf.png+Kof.sk.png Damage Guard Startup Active Recovery Total
6×3,3×8,27 Mid 0 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -32 - - 5×4

1F full-body invincibility.


Sou-shou Ten Renge
Qcf.png,Qcf.png+Kof.lp.png/Kof.sp.png
Hotaru Super2-1.jpg
Qcf.png,Qcf.png+Kof.lp.png Damage Guard Startup Active Recovery Total
3×16,7 Mid 6 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -51 - - 1×17

Last hit is in the air.

1~8F full-body invincibility.

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

1~10F full-body invincibility.