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==Move List== | ==Move List== | ||
Frame Data Source: https://w.atwiki.jp/garoumow/pages/ | |||
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= | |image=Hotaru_clA.jpg | ||
|name=Cl. {{Icon-SNK|A}} | |name=Cl. {{Icon-SNK|A}} | ||
|subtitle= | |subtitle= | ||
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|data= | |data= | ||
{{AttackData-Garou | {{AttackData-Garou | ||
|Damage= | |Damage=4 | ||
|Guard=Mid | |Guard=Mid | ||
|Startup= | |Startup=3 | ||
|Active= | |Active=3 | ||
|Recovery= | |Recovery=7 | ||
|Total=13 | |Total=13 | ||
|Hit Adv=+ | |Hit Adv=+5 | ||
|Block Adv=+ | |Block Adv=+5 | ||
|Feint Cancel= | |Feint Cancel=◯ | ||
|Cancel on Hit= | |Cancel on Hit=◯/chainable | ||
|Cancel on Block= | |Cancel on Block=◯/chainable | ||
|Guard Crush Value=4 | |Guard Crush Value=4 | ||
|description= | |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= | |image=Hotaru_clB.jpg | ||
|name=Cl. {{Icon-SNK|B}} | |name=Cl. {{Icon-SNK|B}} | ||
|subtitle= | |subtitle= | ||
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|Guard=Mid | |Guard=Mid | ||
|Startup=4 | |Startup=4 | ||
|Active= | |Active=3 | ||
|Recovery= | |Recovery=11 | ||
|Total= | |Total=18 | ||
|Hit Adv=+ | |Hit Adv=+1 | ||
|Block Adv=+ | |Block Adv=+1 | ||
|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= | |description= | ||
}} | }} | ||
}} | }} | ||
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<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=Hotaru_clC.jpg | ||
|name=Cl. {{Icon-SNK|C}} | |name=Cl. {{Icon-SNK|C}} | ||
|subtitle= | |subtitle= | ||
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|data= | |data= | ||
{{AttackData-Garou | {{AttackData-Garou | ||
|Damage= | |Damage=9 | ||
|Guard=Mid | |Guard=Mid | ||
|Startup=7 | |Startup=7 | ||
|Active=1 | |Active=1 | ||
|Recovery=21 | |Recovery=21 | ||
|Total= | |Total=29 | ||
|Hit Adv=- | |Hit Adv=-1 | ||
|Block Adv=- | |Block Adv=-1 | ||
|Feint Cancel= | |Feint Cancel=◯ | ||
|Cancel on Hit= | |Cancel on Hit=◯ | ||
|Cancel on Block= | |Cancel on Block=◯ | ||
|Guard Crush Value= | |Guard Crush Value=5 | ||
|description= | |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= | |image=Hotaru_clD.jpg | ||
|name=Cl. {{Icon-SNK|D}} | |name=Cl. {{Icon-SNK|D}} | ||
|subtitle= | |subtitle= | ||
Line 99: | Line 99: | ||
|data= | |data= | ||
{{AttackData-Garou | {{AttackData-Garou | ||
|Damage= | |Damage=9 | ||
|Guard=Mid | |Guard=Mid | ||
|Startup= | |Startup=6 | ||
|Active= | |Active=1 | ||
|Recovery= | |Recovery=28 | ||
|Total=35 | |Total=35 | ||
|Hit Adv=- | |Hit Adv=-8 | ||
|Block Adv=- | |Block Adv=-8 | ||
|Feint Cancel= | |Feint Cancel=◯ | ||
|Cancel on Hit= | |Cancel on Hit=◯ | ||
|Cancel on Block= | |Cancel on Block=◯ | ||
|Guard Crush Value=5 | |Guard Crush Value=5 | ||
|description= | |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= | |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= | |Damage=4 | ||
|Guard=Mid | |Guard=Mid | ||
|Startup= | |Startup=5 | ||
|Active= | |Active=3 | ||
|Recovery= | |Recovery=10 | ||
|Total= | |Total=18 | ||
|Hit Adv=+ | |Hit Adv=+2 | ||
|Block Adv=+ | |Block Adv=+2 | ||
|Feint Cancel= | |Feint Cancel=◯ | ||
|Cancel on Hit= | |Cancel on Hit=◯/chainable | ||
|Cancel on Block= | |Cancel on Block=◯/chainable | ||
|Guard Crush Value=4 | |Guard Crush Value=4 | ||
|description= | |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= | |image=Hotaru_sB.jpg | ||
|name=Far {{Icon-SNK|B}} | |name=Far {{Icon-SNK|B}} | ||
|subtitle= | |subtitle= | ||
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|Damage=7 | |Damage=7 | ||
|Guard=Mid | |Guard=Mid | ||
|Startup= | |Startup=6 | ||
|Active= | |Active=2 | ||
|Recovery= | |Recovery=11 | ||
|Total= | |Total=19 | ||
|Hit Adv= | |Hit Adv=+2 | ||
|Block Adv= | |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= | |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= | |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= | |Startup=9 | ||
|Active= | |Active=1 | ||
|Recovery= | |Recovery=19 | ||
|Total= | |Total=29 | ||
|Hit Adv= | |Hit Adv=+1 | ||
|Block Adv= | |Block Adv=+1 | ||
|Feint Cancel= | |Feint Cancel=◯ (on block) | ||
|Cancel on Hit= | |Cancel on Hit=X | ||
|Cancel on Block= | |Cancel on Block=◯ | ||
|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= | |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= | |Damage=13 | ||
|Guard=Mid | |Guard=Mid | ||
|Startup=11 | |Startup=11 | ||
|Active= | |Active=1 | ||
|Recovery= | |Recovery=22 | ||
|Total= | |Total=34 | ||
|Hit Adv=- | |Hit Adv=-2 | ||
|Block Adv=- | |Block Adv=-2 | ||
|Feint Cancel= | |Feint Cancel=X | ||
|Cancel on Hit= | |Cancel on Hit=X | ||
|Cancel on Block= | |Cancel on Block=X | ||
|Guard Crush Value=5 | |Guard Crush Value=5 | ||
|description= | |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. | ||
}} | }} | ||
}} | }} | ||
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<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |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= | |Recovery=9 | ||
|Total= | |Total=17 | ||
|Hit Adv=+ | |Hit Adv=+2 | ||
|Block Adv=+ | |Block Adv=+2 | ||
|Feint Cancel= | |Feint Cancel=◯ | ||
|Cancel on Hit= | |Cancel on Hit=◯/chainable | ||
|Cancel on Block= | |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= | |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= | |Damage=5 | ||
|Guard=Low | |Guard=Low | ||
|Startup=4 | |Startup=4 | ||
|Active=4 | |Active=4 | ||
|Recovery= | |Recovery=9 | ||
|Total= | |Total=17 | ||
|Hit Adv=+ | |Hit Adv=+2 | ||
|Block Adv=+ | |Block Adv=+2 | ||
|Feint Cancel= | |Feint Cancel=X | ||
|Cancel on Hit= | |Cancel on Hit=X/chainable | ||
|Cancel on Block= | |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= | |image=Hotaru_crC.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 | |Active=1 | ||
|Recovery= | |Recovery=25 | ||
|Total=31 | |Total=31 | ||
|Hit Adv=-5 | |Hit Adv=-5 | ||
|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=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= | |image=Hotaru_crD.jpg | ||
|name=Cr. {{Icon-SNK|D}} | |name=Cr. {{Icon-SNK|D}} | ||
|subtitle= | |subtitle= | ||
Line 322: | Line 322: | ||
|data= | |data= | ||
{{AttackData-Garou | {{AttackData-Garou | ||
|Damage= | |Damage=9 | ||
|Guard=Low | |Guard=Low | ||
|Startup= | |Startup=7 | ||
|Active= | |Active=3 | ||
|Recovery= | |Recovery=32 | ||
|Total= | |Total=42 | ||
|Hit Adv=KD | |Hit Adv=KD | ||
|Block Adv=- | |Block Adv=-14 | ||
|Feint Cancel= | |Feint Cancel=X | ||
|Cancel on Hit= | |Cancel on Hit=X | ||
|Cancel on Block= | |Cancel on Block=X | ||
|Guard Crush Value=5 | |Guard Crush Value=5 | ||
|description= | |description= | ||
Line 345: | Line 345: | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |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= | |Startup=4 | ||
|Active= | |Active=8 | ||
|Recovery= | |Recovery= | ||
|Total= | |Total= | ||
Line 360: | Line 360: | ||
|Block Adv= | |Block Adv= | ||
|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= | |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= | |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= | |Startup=3 | ||
|Active= | |Active=5 | ||
|Recovery= | |Recovery= | ||
|Total= | |Total= | ||
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|Block Adv= | |Block Adv= | ||
|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= | |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. | |||
}} | }} | ||
}} | }} | ||
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<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |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= | |Startup=4 | ||
|Active= | |Active=4 | ||
|Recovery= | |Recovery= | ||
|Total= | |Total= | ||
Line 416: | Line 418: | ||
|Block Adv= | |Block Adv= | ||
|Feint Cancel= | |Feint Cancel= | ||
|Cancel on Hit= | |Cancel on Hit=◯ | ||
|Cancel on Block= | |Cancel on Block=◯ | ||
|Guard Crush Value=5 | |Guard Crush Value=5 | ||
|description= | |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= | |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= | |Damage=8 | ||
|Guard=High | |Guard=High | ||
|Startup= | |Startup=5 | ||
|Active= | |Active=6 | ||
|Recovery= | |Recovery= | ||
|Total= | |Total= | ||
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|Block Adv= | |Block Adv= | ||
|Feint Cancel= | |Feint Cancel= | ||
|Cancel on Hit= | |Cancel on Hit=◯ | ||
|Cancel on Block= | |Cancel on Block=◯ | ||
|Guard Crush Value=5 | |Guard Crush Value=5 | ||
|description= | |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= | |image=Hotaru_j2B.jpg | ||
|name= | |name=Kou-shuu Da (Needle Kick) | ||
|subtitle={{Motion| | |subtitle='''Air''' {{Motion|d}}+{{Icon-SNK|B}} | ||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData-Garou | {{AttackData-Garou | ||
|Damage= | |Damage=10 | ||
|Guard= | |Guard=High | ||
|Startup= | |Startup=5 | ||
|Active= | |Active=∞ | ||
|Recovery= | |Recovery= | ||
|Total= | |Total= | ||
|Hit Adv= | |Hit Adv= | ||
|Block Adv= | |Block Adv= | ||
|Feint Cancel= | |Feint Cancel= | ||
|Cancel on Hit= | |Cancel on Hit=X | ||
|Cancel on Block= | |Cancel on Block=X | ||
|Guard Crush Value=9 | |Guard Crush Value=9 | ||
|description= | |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= | |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 | ||
Line 494: | Line 535: | ||
|Damage=10 | |Damage=10 | ||
|Guard=Overhead | |Guard=Overhead | ||
|Startup= | |Startup=23 | ||
|Active= | |Active=4 | ||
|Recovery= | |Recovery=16 | ||
|Total=43 | |Total=43 | ||
|Hit Adv= | |Hit Adv=-1 | ||
|Block Adv=+ | |Block Adv=+5 | ||
|Feint Cancel= | |Feint Cancel=X | ||
|Cancel on Hit= | |Cancel on Hit=X | ||
|Cancel on Block= | |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= | |image=Hotaru_2AB.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= | |Startup=8 | ||
|Active=3 | |Active=3 | ||
|Recovery= | |Recovery=19 | ||
|Total= | |Total=30 | ||
|Hit Adv=- | |Hit Adv=-3 | ||
|Block Adv= | |Block Adv=+3 | ||
|Feint Cancel= | |Feint Cancel=◯ (on hit) | ||
|Cancel on Hit= | |Cancel on Hit=◯ | ||
|Cancel on Block= | |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. | |||
}} | }} | ||
}} | }} | ||
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<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image=Hotaru_CD-1.jpg | ||
|name= | |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= | |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= | |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= | |image=Hotaru_Grab.jpg | ||
|name=Close {{Motion|4}}/{{Motion|6}}+{{Icon-SNK|C}} | |name=Tenraku Nage | ||
|subtitle= | |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= | |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= | |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= | |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 | |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= | |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= | |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 | |description=Mimics the start of Sou-shou Shin. | ||
}} | }} | ||
}} | }} | ||
Line 654: | Line 732: | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header"></span> ===== | ||
{{MoveData | {{MoveData | ||
| name = Hakki-shou | |||
|name= | | 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 = | ||
| 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. | |||
The C version has more damage so use C for combos. | |||
Both versions are impossible to just defend at 0-pixel health bar. | |||
}} | |||
}} | }} | ||
Line 704: | Line 788: | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header"></span> ===== | ||
{{MoveData | {{MoveData | ||
| name = Sou-shou Shin | |||
|name= | | input = {{Motion|214}} + {{Icon-SNK|A}} / {{Icon-SNK|C}} | ||
|input= {{Motion| | | subtitle = | ||
|subtitle= | | image = Hotaru_qcbA-1.jpg | ||
|caption= | | caption = | ||
|data= | | linkname = | ||
| data = | |||
{{AttackData-Garou | |||
| subtitle = | |||
| version = {{Motion|214}} + {{Icon-SNK|A}} | |||
| Damage = 3×3,4,7 | |||
| Guard = Mid | |||
| Startup = 10 | |||
| Active = | |||
| Recovery = | |||
| Total = | |||
| Hit Adv =KD | |||
| Block Adv =-11 | |||
| Feint Cancel = | |||
| Cancel on Hit = | |||
| Cancel on Block = | |||
| 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. | |||
Impossible to just defend at 0-pixel health bar. | |||
<div class="mw-collapsible"> | |||
<gallery> | |||
Hotaru_qcbA-2.jpg | |||
Hotaru_qcbA-3.jpg | |||
Hotaru_qcbA-4.jpg | |||
Hotaru_qcbA-5.jpg | |||
</gallery> | |||
</div> | |||
}} | |||
{{AttackData-Garou | |||
| subtitle = | |||
| 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> ===== | ||
{{MoveData | {{MoveData | ||
| name= | | name = Kobi-Kyaku | ||
| input= {{Motion| | | 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| | | version = {{Motion|214}} + {{Icon-SNK|B}} | ||
| Damage = | | Damage = 15 | ||
| Guard = | | Guard = Mid | ||
| Startup = | | 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| | | version = {{Motion|214}} + {{Icon-SNK|B}} Break | ||
| Damage = | | Damage = 15 | ||
| Guard = | | Guard = Mid | ||
| Startup = | | Startup = 13 | ||
| Active = | | Active = | ||
| Recovery = | | Recovery = | ||
| Total = | | Total = | ||
| Hit Adv =KD | | Hit Adv =KD | ||
| Block Adv =+ | | 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 = | | 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> ===== | ||
{{MoveData | {{MoveData | ||
| name = | | name = Kobi-Kyaku | ||
| input ={{Motion| | | 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| | | version = {{Motion|214}} + {{Icon-SNK|D}} | ||
| Damage = | | Damage = 15 | ||
| Guard = | | Guard = Mid | ||
| Startup = | | Startup = 13 | ||
| Active = | | Active = | ||
| Recovery = | | Recovery = | ||
| Total = | | Total = | ||
| Hit Adv =KD | | Hit Adv =KD | ||
| Block Adv =- | | Block Adv =-19 | ||
| Feint Cancel = | | Feint Cancel = | ||
| 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 = | | header = no | ||
| subtitle = | | subtitle = | ||
| version = {{Motion| | | version = {{Motion|214}} + {{Icon-SNK|D}} Break | ||
| Damage = | | Damage = 15 | ||
| Guard = | | Guard = Mid | ||
| Startup = | | Startup = 13 | ||
| Active = | | Active = | ||
| Recovery = | | Recovery = | ||
| Total = | | Total = | ||
| Hit Adv =KD | | Hit Adv =KD | ||
| Block Adv = | | 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 = | | 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 | ||
| name = Rengeki-shuu | |||
|name= | | input = Air {{Motion|214}} + {{Icon-SNK|B}}/{{Icon-SNK|D}} | ||
|input= {{Motion|214}}+{{Icon-SNK| | | subtitle = Divekick | ||
|subtitle= | | image = Hotaru_AirTatsu.jpg | ||
|caption= | | caption = | ||
|data= | | linkname = | ||
| data = | |||
{{AttackData-Garou | |||
| subtitle = | |||
| version = Air {{Motion|214}} + {{Icon-SNK|B}} | |||
| Damage = 8,8 | |||
| Guard = Mid | |||
| Startup = 10 | |||
| Active = | |||
| Recovery = | |||
| Total = | |||
| Hit Adv =KD | |||
| Block Adv =>=-8 | |||
| Feint Cancel = | |||
| Cancel on Hit = | |||
| Cancel on Block = | |||
| 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. | |||
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. | |||
}} | |||
}} | }} | ||
Line 899: | Line 1,029: | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header"></span> ===== | ||
{{MoveData | {{MoveData | ||
| name = Tenshin-shuu | |||
|name= | | input = {{Motion|623}} + {{Icon-SNK|B}}/{{Icon-SNK|D}} | ||
|input= | | subtitle = DP | ||
|subtitle= | | image = Hotaru_DP-B-1.jpg | ||
| | | caption = DP B | ||
| image2 = Hotaru_DP-D-1.jpg | |||
| caption2 = DP D | |||
| linkname = | |||
| data = | |||
{{AttackData-Garou | |||
| Subtitle = {{Motion|623}} + {{Icon-SNK|B}} | |||
| Version = {{Motion|623}} + {{Icon-SNK|B}} | |||
| Damage = 8,6 | |||
| Guard = Mid | |||
| Startup = 2 | |||
| Active = | |||
| Recovery = | |||
| Total = | |||
| Hit Adv =KD | |||
| Block Adv =-12 | |||
| Feint Cancel = | |||
| Cancel on Hit = | |||
| Cancel on Block = | |||
{{ | | Guard Crush Value =2,2 | ||
| 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. | |||
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. | |||
<div class="mw-collapsible"> | |||
<gallery> | |||
Hotaru_DP-B-2.jpg | |||
Hotaru_DP-B-3.jpg | |||
</gallery> | |||
</div> | |||
}} | |||
{{AttackData-Garou | |||
| Subtitle = {{Motion|623}} + {{Icon-SNK|D}} | |||
| Version = {{Motion|623}} + {{Icon-SNK|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. | |||
<div class="mw-collapsible"> | |||
<gallery> | |||
Hotaru_DP-D-2.jpg | |||
Hotaru_DP-D-3.jpg | |||
Hotaru_DP-D-4.jpg | |||
</gallery> | |||
</div> | |||
}} | |||
}} | }} | ||
Line 979: | Line 1,102: | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
| name = Sha Jou Tai | |||
|name= | | input = {{Motion|41236}} + {{Icon-SNK|D}} | ||
|input= | | subtitle = Command Grab | ||
|subtitle= | | image = Hotaru_CommandGrab.jpg | ||
| | | caption = | ||
| linkname = | |||
| data = | |||
{{AttackData-Garou | |||
| subtitle = | |||
| Damage = 8,8,8 | |||
| Guard = | |||
| Startup = 9 | |||
| Active = | |||
| Recovery = | |||
| Total = | |||
| Hit Adv =KD | |||
| Block Adv = | |||
| Feint Cancel = | |||
| Cancel on Hit = | |||
| Cancel on Block = | |||
| Guard Crush Value = | |||
| 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 | ||
}} | |||
}} | }} | ||
Line 1,055: | Line 1,132: | ||
===Super Moves=== | ===Super Moves=== | ||
===== <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 = | |name =Ten-shou Range | ||
|input = | |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= | |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=- | |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 = | | header = no | ||
|version ={{Motion|236}},{{Motion|236}} + {{Icon-SNK|D}} | |version = {{Motion|236}},{{Motion|236}}+{{Icon-SNK|D}} | ||
|Damage= | |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=- | |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"> | |||
<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 = | |name =Sou-shou Ten Renge | ||
|input = | |input ={{Motion|236}},{{Motion|236}}+{{Icon-SNK|A}}/{{Icon-SNK|C}} | ||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData-Garou | {{AttackData-Garou | ||
|version = | |version = {{Motion|236}},{{Motion|236}}+{{Icon-SNK|A}} | ||
|Damage= | |Damage=3×16,7 | ||
|Guard=Mid | |Guard=Mid | ||
|Startup= | |Startup=6 | ||
|Active= | |Active= | ||
|Recovery= | |Recovery= | ||
|Total= | |Total= | ||
|Hit Adv=KD | |Hit Adv=KD | ||
|Block Adv=- | |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 = | | header = no | ||
|version = | |version = {{Motion|236}},{{Motion|236}}+{{Icon-SNK|C}} | ||
|Damage= | |Damage=3×8,5×7,20 | ||
|Guard=Mid | |Guard=Mid (Last hit is High) | ||
|Startup= | |Startup=6 | ||
|Active= | |Active= | ||
|Recovery= | |Recovery= | ||
|Total= | |Total= | ||
|Hit Adv=KD | |Hit Adv=KD | ||
|Block Adv=- | |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"> | |||
{{Icon-SNK|C}} | <gallery> | ||
Hotaru_Super2-2.jpg | 2 | |||
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> | |||
}} | }} | ||
}} | }} | ||
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 | |
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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. |
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
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. |
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 |
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. |
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
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. |
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 | |
|
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 |
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
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. |
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. |
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. |
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
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. |
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. |
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. |
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
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. |
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
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. |
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 | |
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. |
Throws
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. |
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
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. |
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
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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. | ||||||
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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. |
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. |
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