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

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


{{GarouHeader}}
== Gameplay ==
{{Content Box|content=
'''Hotaru's''' Main objective is something.
{{ProConTable
|pros=
* '''Very good hit & run play'''
* '''Good air-to-air capabilities'''
* '''Good meter build'''
* '''Has an air throw'''
|cons=
* '''Poor damage and conversions off of lows'''
* '''Normals are slightly stubby and have mediocre range'''
* '''Lower defense and guard crush gauge than average'''
}}
}}
}}


= Introduction =
To come.


== Character Colors ==
'''Character Colors'''
 
[[File:Hotarucolors.JPG]]
[[File:Hotarucolors.JPG]]
=Gameplay Overview=
To come.


==Move List==
==Move List==
= '''Command Normal Moves''' =
'''Kou-shuu Da''' ('''Needle Kick'''): ''Down+B in the air''<br>
'''Cross-over''': ''Press '''CD''' in the air''<br>
= '''Special Command Moves''' =
<center>
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| '''Command''' || '''Move''' || '''Weak Damage'''|| '''Strong Damage'''
|-
| [[File:qcf.gif]] + [[File:punch.gif]] || '''Hakki-shou''' || 14 || 16
|-
| [[File:hcf.gif]] + [[File:snkd.gif]] || '''Shajou Tai''' || NA || 21
|-
| [[File:qcb.gif]] + [[File:punch.gif]] || '''Sou-shou Shin''' || 14 || 21
|-
| [[File:qcb.gif]] + [[File:kick.gif]] || '''Kobi-kyaku''' || 15 || 15
|-
| air [[File:qcb.gif]] + [[File:kick.gif]] || '''Rengeki-shuu''' || 15 || 15
|-
| [[File:dp.gif]] + [[File:kick.gif]] || '''Tenshin-shuu''' || 13 || 22
|-
| [[File:qcf.gif]], [[File:qcf.gif]] + [[File:punch.gif]] || '''Sou-shou Ten Renge''' || 37 || 52
|-
| [[File:qcf.gif]], [[File:qcf.gif]] + [[File:kick.gif]] || '''Ten-shou Range''' || 35 || 49
|}
</center>
=Frame Data=
<table border="1em" cellspacing="0" width="50%" style="border: 1px solid #999; background: #F2F2F2;">
<tr class="atwiki_tr_odd atwiki_tr_1"> <!--0-0--><td style=""><font><font>'''Move'''</font></font></td>
<!--0-1--><td style=""><font><font>'''Startup'''</font></font></td>
<!--0-2--><td style=""><font><font>'''Guard Adv.'''</font></font></td>
<!--0-3--><td style=""><font><font>'''Hit Adv.'''</font></font></td>
<!--0-4--><td style=""><font><font>'''Guard Crush Value'''</font></font></td>
<!--0-5--><td style=""><font><font>'''Cancellation'''</font></font></td>
<!--0-6--><td style=""><font><font>'''Remarks'''</font></font></td></tr>
<tr class="atwiki_tr_even atwiki_tr_2"> <!--1-0--><td style=""><font><font>Near Standing A</font></font></td>
<!--1-1--><td style=""><font><font>Three</font></font></td>
<!--1-2--><td style=""><font><font>+5</font></font></td>
<!--1-3--><td style=""><font><font>+5</font></font></td>
<!--1-4--><td style=""><font><font>Four</font></font></td>
<!--1-5--><td style=""><font><font>Ream / ◯</font></font></td>
<!--1-6--><td style=""></td></tr>
<tr class="atwiki_tr_odd atwiki_tr_3"> <!--2-0--><td style=""><font><font>Near Standing B</font></font></td>
<!--2-1--><td style=""><font><font>Four</font></font></td>
<!--2-2--><td style=""><font><font>+1</font></font></td>
<!--2-3--><td style=""><font><font>+1</font></font></td>
<!--2-4--><td style=""><font><font>Four</font></font></td>
<!--2-5--><td style=""><font><font>◯</font></font></td>
<!--2-6--><td style=""></td></tr>
<tr class="atwiki_tr_even atwiki_tr_4"> <!--3-0--><td style=""><font><font>Near Standing C</font></font></td>
<!--3-1--><td style=""><font><font>Seven</font></font></td>
<!--3-2--><td style=""><font><font>-1</font></font></td>
<!--3-3--><td style=""><font><font>-1</font></font></td>
<!--3-4--><td style=""><font><font>Five</font></font></td>
<!--3-5--><td style=""><font><font>◯</font></font></td>
<!--3-6--><td style=""></td></tr>
<tr class="atwiki_tr_odd atwiki_tr_5"> <!--4-0--><td style=""><font><font>Near Standing D</font></font></td>
<!--4-1--><td style=""><font><font>Six</font></font></td>
<!--4-2--><td style=""><font><font>-8</font></font></td>
<!--4-3--><td style=""><font><font>-8</font></font></td>
<!--4-4--><td style=""><font><font>Five</font></font></td>
<!--4-5--><td style=""><font><font>◯</font></font></td>
<!--4-6--><td style=""></td></tr>
<tr class="atwiki_tr_even atwiki_tr_6"> <!--5-0--><td style=""><font><font>Far Standing A</font></font></td>
<!--5-1--><td style=""><font><font>Five</font></font></td>
<!--5-2--><td style=""><font><font>+2</font></font></td>
<!--5-3--><td style=""><font><font>+2</font></font></td>
<!--5-4--><td style=""><font><font>Four</font></font></td>
<!--5-5--><td style=""><font><font>Ream / ◯</font></font></td>
<!--5-6--><td style=""></td></tr>
<tr class="atwiki_tr_odd atwiki_tr_7"> <!--6-0--><td style=""><font><font>Far Standing B</font></font></td>
<!--6-1--><td style=""><font><font>Six</font></font></td>
<!--6-2--><td style=""><font><font>+2</font></font></td>
<!--6-3--><td style=""><font><font>+2</font></font></td>
<!--6-4--><td style=""><font><font>Four</font></font></td>
<!--6-5--><td style=""><font><font>◯</font></font></td>
<!--6-6--><td style=""><font><font>The second half has 3F invincible</font></font></td></tr>
<tr class="atwiki_tr_even atwiki_tr_8"> <!--7-0--><td style=""><font><font>Far Standing C</font></font></td>
<!--7-1--><td style=""><font><font>Nine</font></font></td>
<!--7-2--><td style=""><font><font>+1</font></font></td>
<!--7-3--><td style=""><font><font>+1</font></font></td>
<!--7-4--><td style=""><font><font>Five</font></font></td>
<!--7-5--><td style=""><font><font>△</font></font></td>
<!--7-6--><td style=""></td></tr>
<tr class="atwiki_tr_odd atwiki_tr_9"> <!--8-0--><td style=""><font><font>Far Standing D</font></font></td>
<!--8-1--><td style=""><font><font>Eleven</font></font></td>
<!--8-2--><td style=""><font><font>-2</font></font></td>
<!--8-3--><td style=""><font><font>-2</font></font></td>
<!--8-4--><td style=""><font><font>Five</font></font></td>
<!--8-5--><td style=""><font><font>×</font></font></td>
<!--8-6--><td style=""></td></tr>
<tr class="atwiki_tr_even atwiki_tr_10"> <!--9-0--><td style=""><font><font>Crouched A</font></font></td>
<!--9-1--><td style=""><font><font>Four</font></font></td>
<!--9-2--><td style=""><font><font>+2</font></font></td>
<!--9-3--><td style=""><font><font>+2</font></font></td>
<!--9-4--><td style=""><font><font>Four</font></font></td>
<!--9-5--><td style=""><font><font>Ream / ◯</font></font></td>
<!--9-6--><td style=""></td></tr>
<tr class="atwiki_tr_odd atwiki_tr_11"> <!--10-0--><td style=""><font><font>Crouched B</font></font></td>
<!--10-1--><td style=""><font><font>Four</font></font></td>
<!--10-2--><td style=""><font><font>+2</font></font></td>
<!--10-3--><td style=""><font><font>+2</font></font></td>
<!--10-4--><td style=""><font><font>Four</font></font></td>
<!--10-5--><td style=""><font><font>Ream / ×</font></font></td>
<!--10-6--><td style=""></td></tr>
<tr class="atwiki_tr_even atwiki_tr_12"> <!--11-0--><td style=""><font><font>Crouched C</font></font></td>
<!--11-1--><td style=""><font><font>Five</font></font></td>
<!--11-2--><td style=""><font><font>-Five</font></font></td>
<!--11-3--><td style=""><font><font>-Five</font></font></td>
<!--11-4--><td style=""><font><font>Five</font></font></td>
<!--11-5--><td style=""><font><font>◯</font></font></td>
<!--11-6--><td style=""></td></tr>
<tr class="atwiki_tr_odd atwiki_tr_13"> <!--12-0--><td style=""><font><font>Crouched D</font></font></td>
<!--12-1--><td style=""><font><font>Seven</font></font></td>
<!--12-2--><td style=""><font><font>-14</font></font></td>
<!--12-3--><td style=""><font><font>down</font></font></td>
<!--12-4--><td style=""><font><font>Five</font></font></td>
<!--12-5--><td style=""><font><font>×</font></font></td>
<!--12-6--><td style=""></td></tr>
<tr class="atwiki_tr_even atwiki_tr_14"> <!--13-0--><td style=""><font><font>Upper avoid attack</font></font></td>
<!--13-1--><td style=""><font><font>Eight</font></font></td>
<!--13-2--><td style=""><font><font>+3</font></font></td>
<!--13-3--><td style=""><font><font>-3</font></font></td>
<!--13-4--><td style=""><font><font>Six</font></font></td>
<!--13-5--><td style=""><font><font>▽</font></font></td>
<!--13-6--><td style=""><font><font>1 ~ 6F upper body invincible</font></font></td></tr>
<tr class="atwiki_tr_odd atwiki_tr_15"> <!--14-0--><td style=""><font><font>Lower avoid attack</font></font></td>
<!--14-1--><td style=""><font><font>twenty three</font></font></td>
<!--14-2--><td style=""><font><font>+5</font></font></td>
<!--14-3--><td style=""><font><font>-1</font></font></td>
<!--14-4--><td style=""><font><font>Six</font></font></td>
<!--14-5--><td style=""><font><font>×</font></font></td>
<!--14-6--><td style=""></td></tr>
<tr class="atwiki_tr_even atwiki_tr_16"> <!--15-0--><td style=""><font><font>Jump A</font></font></td>
<!--15-1--><td style=""><font><font>Four</font></font></td>
<!--15-2--><td style=""></td>
<!--15-3--><td style=""></td>
<!--15-4--><td style=""><font><font>Four</font></font></td>
<!--15-5--><td style=""><font><font>◯</font></font></td>
<!--15-6--><td style=""></td></tr>
<tr class="atwiki_tr_odd atwiki_tr_17"> <!--16-0--><td style=""><font><font>Jump B</font></font></td>
<!--16-1--><td style=""><font><font>Three</font></font></td>
<!--16-2--><td style=""></td>
<!--16-3--><td style=""></td>
<!--16-4--><td style=""><font><font>Four</font></font></td>
<!--16-5--><td style=""><font><font>◯</font></font></td>
<!--16-6--><td style=""><font><font>hop : startup 5F</font></font></td></tr>
<tr class="atwiki_tr_even atwiki_tr_18"> <!--17-0--><td style=""><font><font>Jump C</font></font></td>
<!--17-1--><td style=""><font><font>Four</font></font></td>
<!--17-2--><td style=""></td>
<!--17-3--><td style=""></td>
<!--17-4--><td style=""><font><font>Five</font></font></td>
<!--17-5--><td style=""><font><font>◯</font></font></td>
<!--17-6--><td style=""><font><font>hop : startup 6F</font></font></td></tr>
<tr class="atwiki_tr_odd atwiki_tr_19"> <!--18-0--><td style=""><font><font>Jump D</font></font></td>
<!--18-1--><td style=""><font><font>Five</font></font></td>
<!--18-2--><td style=""></td>
<!--18-3--><td style=""></td>
<!--18-4--><td style=""><font><font>Five</font></font></td>
<!--18-5--><td style=""><font><font>◯</font></font></td>
<!--18-6--><td style=""></td></tr>
<tr class="atwiki_tr_even atwiki_tr_20"> <!--19-0--><td style=""><font><font>High kick-punch</font></font></td>
<!--19-1--><td style=""><font><font>Five</font></font></td>
<!--19-2--><td style=""></td>
<!--19-3--><td style=""></td>
<!--19-4--><td style=""><font><font>Nine</font></font></td>
<!--19-5--><td style=""><font><font>×</font></font></td>
<!--19-6--><td style=""></td></tr>
</table>
<br>
<table  border="1em" cellspacing="0" width="50%" style="border: 1px solid #999; background: #F2F2F2;">
<tr class="atwiki_tr_odd atwiki_tr_1"> <!--0-0--><td style=""><font><font>'''Move'''</font></font></td>
<!--0-1--><td style=""><font><font>'''Startup'''</font></font></td>
<!--0-2--><td style=""><font><font>'''Guard Adv.'''</font></font></td>
<!--0-3--><td style=""><font><font>'''Hit Adv.'''</font></font></td>
<!--0-4--><td style=""><font><font>'''Guard Crush Value'''</font></font></td>
<!--0-6--><td style=""><font><font>'''Remarks'''</font></font></td></tr>
<tr class="atwiki_tr_even atwiki_tr_2"> <!--1-0--><td><font><font>Hatsukitenohira (Fireball)</font></font></td>
<!--1-1--><td style=""><font><font>Ten</font></font></td>
<!--1-2--><td style=""><font><font>-Five</font></font></td>
<!--1-3--><td style=""><font><font>-Five</font></font></td>
<!--1-4--><td style=""><font><font>Weak 7, strength 8</font></font></td>
<!--1-5--><td style=""></td></tr>
<tr class="atwiki_tr_odd atwiki_tr_3"> <!--2-0--><td><font><font>Weak Wren 撃蹴 (Dive)</font></font></td>
<!--2-1--><td style=""><font><font>Ten</font></font></td>
<!--2-2--><td style=""><font><font>-8 Or more</font></font></td>
<!--2-3--><td style=""><font><font>down</font></font></td>
<!--2-4--><td style=""><font><font>3, 4</font></font></td>
<!--2-5--><td style=""></td></tr>
<tr class="atwiki_tr_even atwiki_tr_4"> <!--3-0--><td><font><font>Strong Wren 撃蹴 (Dive)</font></font></td>
<!--3-1--><td style=""><font><font>13</font></font></td>
<!--3-2--><td style=""><font><font>-9 More</font></font></td>
<!--3-3--><td style=""><font><font>down</font></font></td>
<!--3-4--><td style=""><font><font>4,4</font></font></td>
<!--3-5--><td style=""></td></tr>
<tr class="atwiki_tr_odd atwiki_tr_5"> <!--4-0--><td><font><font>Weak-turned-Sho (dp)</font></font></td>
<!--4-1--><td style=""><font><font>Two</font></font></td>
<!--4-2--><td style=""><font><font>-12</font></font></td>
<!--4-3--><td style=""><font><font>down</font></font></td>
<!--4-4--><td style=""><font><font>2,2</font></font></td>
<!--4-5--><td style=""><font><font>1 ~ 4F invincible</font></font></td></tr>
<tr class="atwiki_tr_even atwiki_tr_6"> <!--5-0--><td style=""><font><font>Strong-turned-Sho (dp)</font></font></td>
<!--5-1--><td style=""><font><font>Two</font></font></td>
<!--5-2--><td style=""><font><font>-31</font></font></td>
<!--5-3--><td style=""><font><font>down</font></font></td>
<!--5-4--><td style=""><font><font>3 × 5,2</font></font></td>
<!--5-5--><td style=""><font><font>1 ~ 4F invincible</font></font></td></tr>
<tr class="atwiki_tr_odd atwiki_tr_7"> <!--6-0--><td><font><font>Weak-SotenohiraSusumu</font></font></td>
<!--6-1--><td style=""><font><font>Ten</font></font></td>
<!--6-2--><td style=""><font><font>-11</font></font></td>
<!--6-3--><td style=""><font><font>down</font></font></td>
<!--6-4--><td style=""><font><font>1 × 5</font></font></td>
<!--6-5--><td style=""></td></tr>
<tr class="atwiki_tr_even atwiki_tr_8"> <!--7-0--><td style=""><font><font>Strength-SotenohiraSusumu</font></font></td>
<!--7-1--><td style=""><font><font>Eighteen</font></font></td>
<!--7-2--><td style=""><font><font>-1</font></font></td>
<!--7-3--><td style=""><font><font>down</font></font></td>
<!--7-4--><td style=""><font><font>2 × 5</font></font></td>
<!--7-5--><td style=""></td></tr>
<tr class="atwiki_tr_odd atwiki_tr_9"> <!--8-0--><td style=""><font><font>Weak-Toraoashi (reflect)</font></font></td>
<!--8-1--><td style=""><font><font>13</font></font></td>
<!--8-2--><td style=""><font><font>-19 (+12)</font></font></td>
<!--8-3--><td style=""><font><font>down</font></font></td>
<!--8-4--><td style=""><font><font>Weak 7,</font></font></td>
<!--8-5--><td style=""><font><font>8 ~ 13F missile reflection</font></font></td></tr>
<tr class="atwiki_tr_even atwiki_tr_10"> <!--9-0--><td style=""><font><font>Strength-Toraoashi (reflect)</font></font></td>
<!--9-1--><td style=""><font><font>13</font></font></td>
<!--9-2--><td style=""><font><font>-19 (+12)</font></font></td>
<!--9-3--><td style=""><font><font>down</font></font></td>
<!--9-4--><td style=""><font><font>Strength 8</font></font></td>
<!--9-5--><td style=""><font><font>8 ~ 17F missile reflection</font></font></td></tr>
<tr class="atwiki_tr_odd atwiki_tr_11"> <!--10-0--><td style=""><font><font>Oblique thigh (command throw)</font></font></td>
<!--10-1--><td style=""><font><font>Nine</font></font></td>
<!--10-2--><td style=""></td>
<!--10-3--><td style=""><font><font>down</font></font></td>
<!--10-4--><td style=""></td>
<!--10-5--><td style=""></td></tr>
<tr class="atwiki_tr_even atwiki_tr_12"> <!--11-0--><td style=""><font><font>Turning swallow (TOP)</font></font></td>
<!--11-1--><td style=""><font><font>Nine</font></font></td>
<!--11-2--><td style=""><font><font>-twenty four</font></font></td>
<!--11-3--><td style=""><font><font>down</font></font></td>
<!--11-4--><td style=""><font><font>twenty five</font></font></td>
<!--11-5--><td style=""></td></tr>
<tr class="atwiki_tr_odd atwiki_tr_13"> <!--12-0--><td style=""><font><font>Sotenohiraten lotus A</font></font></td>
<!--12-1--><td style=""><font><font>Six</font></font></td>
<!--12-2--><td style=""><font><font>-51</font></font></td>
<!--12-3--><td style=""><font><font>down</font></font></td>
<!--12-4--><td style=""><font><font>1 × 17</font></font></td>
<!--12-5--><td style=""><font><font>1 ~ 8F invincible</font></font></td></tr>
<tr class="atwiki_tr_even atwiki_tr_14"> <!--13-0--><td style=""><font><font>Sotenohiraten lotus C</font></font></td>
<!--13-1--><td style=""><font><font>Six</font></font></td>
<!--13-2--><td style=""><font><font>-14</font></font></td>
<!--13-3--><td style=""><font><font>down</font></font></td>
<!--13-4--><td style=""><font><font>2 × 15,5</font></font></td>
<!--13-5--><td style=""><font><font>1 ~ 10F invincible</font></font></td></tr>
<tr class="atwiki_tr_odd atwiki_tr_15"> <!--14-0--><td style=""><font><font>Tensho Ranhime B</font></font></td>
<!--14-1--><td style=""><font><font>0</font></font></td>
<!--14-2--><td style=""><font><font>-33</font></font></td>
<!--14-3--><td style=""><font><font>down</font></font></td>
<!--14-4--><td style=""><font><font>3 × 3,0</font></font></td>
<!--14-5--><td style=""><font><font>1 ~ 2F invincible</font></font></td></tr>
<tr class="atwiki_tr_even atwiki_tr_16"> <!--15-0--><td style=""><font><font>Tensho Ranhime D</font></font></td>
<!--15-1--><td style=""><font><font>0</font></font></td>
<!--15-2--><td style=""><font><font>-32</font></font></td>
<!--15-3--><td style=""><font><font>down</font></font></td>
<!--15-4--><td style=""><font><font>5 × 4</font></font></td>
<!--15-5--><td style=""><font><font>1F invincible</font></font></td></tr>
</table>
=Hit Boxes and Frame Data=
Legend:<BR>
<FONT COLOR="#FF0000">Hit Box</FONT>: Area that will hit the opponent<BR>
<FONT COLOR="#7777FF">Hurt Box</FONT>: Area where you can get hit. A move is invincible if the <FONT COLOR="7777FF">Hurt Box</FONT> is absent.<BR>
<FONT COLOR="#FFAA00">Throw Box/Range</FONT>: Active throw frames and range. Your opponent will be thrown in this field if not in block or hit stun.<BR>
<FONT COLOR="#FF66FF">Projectile Box</FONT>: Hit box on a projectile attack<BR>
<FONT COLOR="#CCCCFF">Guard/Counter Box</FONT>: The Guard Box or Counter Box. This appears when blocking or using a counter move.<BR>
<FONT COLOR="#00FF00">Push Box</FONT>: Has no bearing on hurt/hit boxes. Just allows characters to not pass through each other.<br>
'''Command''' = the input for the attack.<BR>
'''Start Up''' = How many start up frames a move/attack has. <BR>
'''Hit''' = When the attack hits. <BR>
'''Block''' = When the attack is blocked. <BR>
'''+''' signifies how many advantage frames the attacker has. <BR>
'''-''' signifies how many disadvantage frames the attacker has. <BR>
'''KD''' means the attack will knock the opponent down.
<br>
==Grab, Feints, Throw...==
===Jump===
{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| '''Command''' || '''Total Frames'''
|-
| Normal [[file:up1.gif]] || '''35'''
|}
<br>
===Grab===
[[File:Hotaru_Grab.jpg]]
{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| '''Command''' || '''Total Frames'''
|-
| Close [[File:B.gif]]/[[File:f.gif]] + [[File:snkc.gif]] || '''9'''
|}
<br>
===Forward Feint===
[[File:Hotaru_ForwardTaunt.jpg]]
{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| '''Command''' || '''Total Frames'''
|-
| [[File:f.gif]] + [[File:snka.gif]] + [[File:snkc.gif]] || '''10'''
|}
<br>
===Down Feint===
[[File:Hotaru_DownTaunt.jpg]]
{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| '''Command''' || '''Total Frames'''
|-
| [[File:down.gif]] + [[File:snka.gif]] + [[File:snkc.gif]] || '''14'''
|}
<br>
==Close Standing Attacks==
===cl.A===
[[File:Hotaru_clA.jpg]]
{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| '''Close''' [[File:Snka.gif]] || '''3''' || '''+5''' || '''+5'''
|}
Hotaru's fastest close normal, with good advantage on block.
<br>
===cl.B===
[[File:Hotaru_clB.jpg]]
{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| '''Close''' [[File:Snkb.gif]] || '''4''' || '''+1''' || '''+1'''
|}
<br>
===cl.C===
[[File:Hotaru_clC.jpg]]
{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| '''Close [[File:snkc.gif]]''' || '''5''' || '''-5''' || '''-5'''
|}
In case the Throw fails, a 'cl. C' will come out instead. On hit/guard it can combo (via Cancel). However clC doesn't have vertical hitbox, a neutral jump to escape the tick throw will leave Hotaru vulnerable.
<br>
===cl.D===
[[File:Hotaru_clD.jpg]]
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| '''Close''' [[File:Snkd.gif]] || '''6''' || '''-8''' || '''-8'''
|}
Hotaru's close D has a decent vertical hitbox, used as a frametrap it can prevent people from jumping out. Feint cancel it to avoid punishes.
<br>
==Far Standing Attack==
===far A===
[[File:Hotaru_sA.jpg]]
{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| '''Far''' [[File:Snka.gif]]|| '''5''' || '''+2''' || '''+2'''
|}
Unlike most characters, Hotaru's far A is quite weak, it extends her hurtbox a lot. Prefer far B to poke on the ground.
<br>


===far B===
Frame Data Source: https://w.atwiki.jp/garoumow/pages/23.html and https://w.atwiki.jp/garoumow/pages/78.html
[[File:Hotaru_sB.jpg]]
{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| '''Far''' [[File:Snkb.gif]] || '''6''' || '''+2''' || '''+2'''
|}
Her best ground poke, with decent speed/distance/hitbox. If it whiffs be ready to anti-air. Cancel it into fireball for a frametrap. Or forward feint cancel it to start an offense once they respect the fireball frametrap.


<br>
{{MOTW Legend}}


===far C===
[[File:Hotaru_sC.jpg]]


{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| '''Far''' [[File:Snkc.gif]] || '''9''' || '''+1''' || '''+1'''
|}


<br>
Notes:


===far D===
* Special/Super moves with <span style="color:#ff0000;">"Guard" data in red text</span> are impossible to just defend at 0-pixel health bar.
[[File:Hotaru_sD.jpg]]


{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| '''Far''' [[File:Snkd.gif]] || '''11''' || '''-2''' || '''-2'''
|}
Hotaru's far D is too slow to be used efficiently in the neutral game. Since it has a good range, it can be used as a frametrap, for example with 2C xx 2AC(feint) > far D; but the risk/reward is not really worth it.
<br>


==Crouching Attacks==


===cr A===
===Close Standing Normals===
[[File:Hotaru_crA.jpg]]


{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
===== <span class="invisible-header">Close 5A</span> =====
|-
<font style="visibility:hidden" size="0"></font>
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
{{MoveData
|-
|image=Hotaru_clA.jpg
| [[File:down.gif]] [[File:Snka.gif]] || '''4''' || '''+2''' || '''+2'''
|name=c.5A
|}
|subtitle=
When used as meaty it prevents jumps as well as low profile attempts with 2AB
|caption=
|data=
{{AttackData-Garou
|Damage=4
|Guard=Mid
|Startup=3
|Active=3
|Recovery=7
|Total=13
|Hit Adv=+5
|Block Adv=+5
|Feint Cancel=◯
|Cancel on Hit=◯ / ∞
|Cancel on Block=◯ / ∞
|Guard Crush Value=4
|description=Hotaru's fastest close normal, with good advantage on block.
}}
}}


<br>


===cr B===
[[File:Hotaru_crB.jpg]]


{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
===== <span class="invisible-header">Close 5B</span> =====
|-
<font style="visibility:hidden" size="0"></font>
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
{{MoveData
|-
|image=Hotaru_clB.jpg
| [[File:down.gif]] [[File:Snkb.gif]] || '''4''' || '''+2''' || '''+2'''
|name=c.5B
|}
|subtitle=
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.
|caption=
Follow up with a frametrap for example.
|data=
It can be combo'ed from if it hits meaty enough, with 2B(meaty)>2A xx reflect break fireball ...
{{AttackData-Garou
Keep in mind that, in MOTW, a meaty 2B can be escaped via wake-up jump.
|Damage=6
|Guard=Mid
|Startup=4
|Active=3
|Recovery=11
|Total=18
|Hit Adv=+1
|Block Adv=+1
|Feint Cancel=◯
|Cancel on Hit=◯
|Cancel on Block=◯
|Guard Crush Value=4
|description=
}}
}}


<br>


===cr C===
[[File:Hotaru_crC.jpg]]


{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
===== <span class="invisible-header">Close 5C</span> =====
|-
<font style="visibility:hidden" size="0"></font>
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
{{MoveData
|-
|image=Hotaru_clC.jpg
| [[File:down.gif]] [[File:Snkc.gif]] || '''5''' || '''-5''' || '''-5'''
|name=c.5C
|}
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=9
|Guard=Mid
|Startup=7
|Active=1
|Recovery=21
|Total=29
|Hit Adv=-1
|Block Adv=-1
|Feint Cancel=◯
|Cancel on Hit=◯
|Cancel on Block=◯
|Guard Crush Value=5
|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.
}}
}}


<br>


===cr D===
[[File:Hotaru_crD.jpg]]


{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
===== <span class="invisible-header">Close 5D</span> =====
|-
<font style="visibility:hidden" size="0"></font>
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
{{MoveData
|-
|image=Hotaru_clD.jpg
| [[File:down.gif]] [[File:Snkd.gif]]|| '''7''' || '''KD''' || '''-14'''
|name=c.5D
|}
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=9
|Guard=Mid
|Startup=6
|Active=1
|Recovery=28
|Total=35
|Hit Adv=-8
|Block Adv=-8
|Feint Cancel=◯
|Cancel on Hit=◯
|Cancel on Block=◯
|Guard Crush Value=5
|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.
}}
}}


<br>


==Jumping Attacks==


===j.A===
===Far Standing Normals===
[[File:Hotaru_jA.jpg]]
{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| '''Jumping''' [[File:Snka.gif]] || '''4''' || '''?''' || '''?'''
|}
Has long active frames, can target combo with jA>B or jA>C(whiff on crouchers).


<br>  
===== <span class="invisible-header">Far 5A</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Hotaru_sA.jpg
|name=f.5A
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=4
|Guard=Mid
|Startup=5
|Active=3
|Recovery=10
|Total=18
|Hit Adv=+2
|Block Adv=+2
|Feint Cancel=◯
|Cancel on Hit=◯ / ∞
|Cancel on Block=◯ / ∞
|Guard Crush Value=4
|description=Unlike most characters, Hotaru's far A is quite weak, it extends her hurtbox a lot. Prefer far B to poke on the ground.
}}
}}


===j.B===
[[File:Hotaru_jB.jpg]]
{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| '''Jumping''' [[File:Snkb.gif]] || '''3''' || '''?''' || '''?'''
|}
Has the best horizontal reach out of all her air moves, however it doesn't stay active for long.


<br>


===j.C===
===== <span class="invisible-header">Far 5B</span> =====
[[File:Hotaru_jC.jpg]]
<font style="visibility:hidden" size="0"></font>
{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
{{MoveData
|-
|image=Hotaru_sB.jpg
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|name=f.5B
|-
|subtitle=
| '''Jumping''' [[File:Snkc.gif]] || '''4''' || '''?''' || '''?'''
|caption=
|}
|data=
This is what comes out if you miss your air throw. It whiffs on crouching opponent.
{{AttackData-Garou
|Damage=7
|Guard=Mid
|Startup=6
|Active=2
|Recovery=11
|Total=19
|Hit Adv=+2
|Block Adv=+2
|Feint Cancel=◯
|Cancel on Hit=◯
|Cancel on Block=◯
|Guard Crush Value=4
|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.
}}
}}




<br>


===j.D===
===== <span class="invisible-header">Far 5C</span> =====
[[File:Hotaru_jD.jpg]]
<font style="visibility:hidden" size="0"></font>
{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
{{MoveData
|-
|image=Hotaru_sC.jpg
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|name=f.5C
|-
|subtitle=
| '''Jumping''' [[File:Snkd.gif]] || '''5''' || '''?''' || '''?'''
|caption=
|}
|data=
When used deep enough, it can hit people trying to 2AB anti-air.
{{AttackData-Garou
|Damage=12
|Guard=Mid
|Startup=9
|Active=1
|Recovery=19
|Total=29
|Hit Adv=+1
|Block Adv=+1
|Feint Cancel=△
|Cancel on Hit=X
|Cancel on Block=◯
|Guard Crush Value=5
|description=
}}
}}


<br>


==Command Moves==


[[File:Hotaru_AB.jpg]]
===== <span class="invisible-header">Far 5D</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Hotaru_sD.jpg
|name=f.5D
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=13
|Guard=Mid
|Startup=11
|Active=1
|Recovery=22
|Total=34
|Hit Adv=-2
|Block Adv=-2
|Feint Cancel=X
|Cancel on Hit=X
|Cancel on Block=X
|Guard Crush Value=5
|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.
}}
}}


{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| [[File:Snka.gif]] + [[File:Snkb.gif]] || '''23''' || '''-1''' || '''+5'''
|}


<br>


[[File:Hotaru_2AB.jpg]]
===Crouching Normals===


{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
===== <span class="invisible-header">2A</span> =====
|-
<font style="visibility:hidden" size="0"></font>
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
{{MoveData
|-
|image=Hotaru_crA.jpg
| [[File:down.gif]] + [[File:Snka.gif]] + [[File:Snkb.gif]] || '''8''' || '''-3''' || '''+3'''
|name=2A
|}
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=4
|Guard=Mid
|Startup=4
|Active=4
|Recovery=9
|Total=17
|Hit Adv=+2
|Block Adv=+2
|Feint Cancel=◯
|Cancel on Hit=◯ / ∞
|Cancel on Block=◯ / ∞
|Guard Crush Value=4
|description=When used as meaty it prevents jumps as well as low profile attempts with 2AB.
}}
}}


<br>


[[File:Hotaru_CD-1.jpg]][[File:Hotaru_CD-2.jpg]]


{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
===== <span class="invisible-header">2B</span> =====
|-
<font style="visibility:hidden" size="0"></font>
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
{{MoveData
|-
|image=Hotaru_crB.jpg
| [[File:Snkc.gif]] + [[File:Snkd.gif]] || '''9''' || '''KD''' || '''?'''
|name=2B
|}
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=5
|Guard=Low
|Startup=4
|Active=4
|Recovery=9
|Total=17
|Hit Adv=+2
|Block Adv=+2
|Feint Cancel=X
|Cancel on Hit=X / ∞
|Cancel on Block=X / ∞
|Guard Crush Value=4
|description=Hotaru is known for having no decent BNB starting with lows. Use this to remind your opponent that he has to block low, even if it doesn't deal much. Follow up with a frametrap for example. It can be combo'ed from if it hits meaty enough, with 2B(meaty)>2A xx reflect break fireball ... Keep in mind that, in MOTW, a meaty 2B can be escaped via wake-up jump.
}}
}}


<br>


[[File:Hotaru_j2B.jpg]]
{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| ''' Air [[File:down.gif]] + [[File:snkb.gif]]''' || '''6''' || '''?''' || '''?'''
|}
Stays active for the full duration of the jump. A very annoying tool (unsafe but hard to punish). Once Hotaru "step" on her opponent, she jumps again, and she is allowed to perform another air attack (or spin with CD before attacking). However she loses the ability to air JD, making her vulnerable to anti-airs.


<br>
===== <span class="invisible-header">2C</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Hotaru_crC.jpg
|name=2C
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=9
|Guard=Mid
|Startup=5
|Active=1
|Recovery=25
|Total=31
|Hit Adv=-5
|Block Adv=-5
|Feint Cancel=◯
|Cancel on Hit=◯
|Cancel on Block=◯
|Guard Crush Value=5
|description=Amazing startup and range, allowing certain punishes from ranges other characters have trouble with.


==Special Moves==
far B xx 6AC > 2C is a frametrap that prevents jumping.
}}
}}


[[File:Hotaru_Projectile.jpg]]


{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| [[File:qcf.gif]] + [[File:punch.gif]] || '''10''' || '''-5''' || '''-5'''
|}


<br>
===== <span class="invisible-header">2D</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Hotaru_crD.jpg
|name=2D
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=9
|Guard=Low
|Startup=7
|Active=3
|Recovery=32
|Total=42
|Hit Adv=KD
|Block Adv=-14
|Feint Cancel=X
|Cancel on Hit=X
|Cancel on Block=X
|Guard Crush Value=5
|description=
}}
}}


[[File:Hotaru_AirTatsu.jpg]]


{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| air [[File:qcb.gif]] + [[File:snkb.gif]] || '''10''' || '''KD''' || '''≥-8'''
|}
{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| air [[File:qcb.gif]] + [[File:snkd.gif]] || '''13''' || '''KD''' || '''≥-9'''
|}


<br>
===Jumping Normals===


[[File:Hotaru_DP-B-1.jpg]][[File:Hotaru_DP-B-2.jpg]][[File:Hotaru_DP-B-3.jpg]]
===== <span class="invisible-header">jA</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Hotaru_jA.jpg
|name=j.A
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=6
|Guard=High
|Startup=4
|Active=8
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Feint Cancel=
|Cancel on Hit=◯
|Cancel on Block=◯
|Guard Crush Value=4
|description=Has long active frames, can target combo with jA>B or jA>C (whiff on crouchers).


{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
Can beat out upper-body evasion attacks.
|-
}}
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
}}
|-
| [[File:dp.gif]] + [[File:snkb.gif]] || '''2''' || '''KD''' || '''-12'''
|}


<br>


[[File:Hotaru_DP-D-1.jpg]][[File:Hotaru_DP-D-2.jpg]][[File:Hotaru_DP-D-3.jpg]][[File:Hotaru_DP-D-4.jpg]]


{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
===== <span class="invisible-header">jB</span> =====
|-
<font style="visibility:hidden" size="0"></font>
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
{{MoveData
|-
|image=Hotaru_jB.jpg
| [[File:dp.gif]] + [[File:snkd.gif]] || '''2''' || '''KD''' || '''-31'''
|name=j.B
|}
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=6
|Guard=High
|Startup=3
|Active=5
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Feint Cancel=
|Cancel on Hit=◯
|Cancel on Block=◯
|Guard Crush Value=4
|description=Has the best horizontal reach out of all her air moves, however it doesn't stay active for long.


<br>
Hop B has a startup of 5F, and is active for 8F.
}}
}}


[[File:Hotaru_qcbA-1.jpg]][[File:Hotaru_qcbA-2.jpg]][[File:Hotaru_qcbA-3.jpg]][[File:Hotaru_qcbA-4.jpg]][[File:Hotaru_qcbA-5.jpg]]


{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| [[File:qcb.gif]] + [[File:snka.gif]] || '''10''' || '''KD''' || '''-11'''
|}


<br>
===== <span class="invisible-header">jC</span> =====
[[File:Hotaru_qcbC-1.jpg]][[File:Hotaru_qcbC-2.jpg]][[File:Hotaru_qcbC-3.jpg]][[File:Hotaru_qcbC-4.jpg]][[File:Hotaru_qcbC-5.jpg]]
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Hotaru_jC.jpg
|name=j.C
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=9
|Guard=High
|Startup=4
|Active=4
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Feint Cancel=
|Cancel on Hit=◯
|Cancel on Block=◯
|Guard Crush Value=5
|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.
}}
}}


{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| [[File:qcb.gif]] + [[File:snkc.gif]] || '''18''' || '''KD''' || '''-1'''
|}


<br>


[[File:Hotaru_qcbB-1.jpg]][[File:Hotaru_qcbB-2.jpg]]
===== <span class="invisible-header">jD</span> =====
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
<font style="visibility:hidden" size="0"></font>
|-
{{MoveData
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|image=Hotaru_jD.jpg
|-
|name=j.D
| [[File:qcb.gif]] + [[File:snkb.gif]] || '''13''' || '''KD''' || '''-19'''
|subtitle=
|-
|caption=
| [[File:qcb.gif]] + [[File:snkb.gif]] '''Break''' || '''13''' || '''KD''' || '''+12'''
|data=
|}
{{AttackData-Garou
Hotaru's breakable move. Use the B version whenever you are doing a combo or need the hitbox, because the B version has a greater hitbox.
|Damage=8
|Guard=High
|Startup=5
|Active=6
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Feint Cancel=
|Cancel on Hit=◯
|Cancel on Block=◯
|Guard Crush Value=5
|description=When used deep enough, it can hit people trying to 2AB anti-air.  


<br>
Can beat out upper-body evasion attacks.
}}
}}


[[File:Hotaru_qcbD.jpg]]
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| [[File:qcb.gif]] + [[File:snkd.gif]] || '''13''' || '''KD''' || '''-19'''
|-
| [[File:qcb.gif]] + [[File:snkd.gif]] '''break''' || '''13''' || '''KD''' || '''+12'''
|}
This D version is used to reflect fireballs; it has a shorter hitbox, but a greater reflect box. Great meter building tool, use the D version as it gives slightly more meter than the B version.


<br>


[[File:Hotaru_CommandGrab.jpg]]
===Command Normals===


{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
===== <span class="invisible-header">Koushuu Da (j2B)</span> =====
|-
<font style="visibility:hidden" size="0"></font>
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
{{MoveData
|-
|image=Hotaru_j2B.jpg
| [[File:hcf.gif]] + [[File:snkd.gif]] || '''9''' || '''KD''' ||  
|name=Koushuu Da (Needle Kick)
|}
|input=j2B
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=10
|Guard=High
|Startup=5
|Active=∞
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Feint Cancel=
|Cancel on Hit=X
|Cancel on Block=X
|Guard Crush Value=9
|description=Stays active for the full duration of the jump. A very annoying
tool (unsafe but hard to punish).


<br>
Can beat out upper-body evasion attacks.


==Supers==
Once Hotaru "step" on her opponent, she jumps again, and she is allowed to
[[File:Hotaru_Super2-1.jpg]][[File:Hotaru_Super2-2.jpg]][[File:Hotaru_Super2-3.jpg]][[File:Hotaru_Super2-4.jpg]][[File:Hotaru_Super2-5.jpg]]
perform another air attack (or spin with CD before attacking).  


<br>
However she loses the ability to air JD, making her vulnerable to anti-airs.
}}
}}


[[File:snka.gif]][[File:Hotaru_Super2-6.jpg]]


<br>


[[File:snkc.gif]][[File:Hotaru_Super2-7.jpg]]
===== <span class="invisible-header">Kuuchuu Furi Muki (jCD)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|name=Kuuchuu Furi Muki
|input=jC+D
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=
|description=The turn-around jump.  
}}
}}


{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| [[File:qcf.gif]], [[File:qcf.gif]] + [[File:snka.gif]] || '''6''' || '''KD''' || '''-51'''
|}
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| [[File:qcf.gif]], [[File:qcf.gif]] + [[File:snkc.gif]] || '''6''' || '''KD''' || '''-14'''
|}


<br>


[[File:Hotaru_Super1-2.jpg]][[File:Hotaru_Super1-3.jpg]][[File:Hotaru_Super1-4.jpg]][[File:Hotaru_Super1-5.jpg]][[File:Hotaru_Super1-6.jpg]]
===Universal Moves===


{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
===== <span class="invisible-header">Lower-body Evasion Attack (5AB)</span> =====
|-
<font style="visibility:hidden" size="0"></font>
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
{{MoveData
|-
|image=Hotaru_AB.jpg
| [[File:qcf.gif]], [[File:qcf.gif]] + [[File:snkb.gif]] || '''0''' || '''KD''' || '''-33'''
|name=5A+B
|}
|subtitle=Lower-body evasion attack
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
|caption=
|-
|data=
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
{{AttackData-Garou
|-
|Damage=10
| [[File:qcf.gif]], [[File:qcf.gif]] + [[File:snkd.gif]] || '''0''' || '''KD''' || '''-32'''
|Guard=Overhead
|}
|Startup=23
|Active=4
|Recovery=16
|Total=43
|Hit Adv=-1
|Block Adv=+5
|Feint Cancel=X
|Cancel on Hit=X
|Cancel on Block=X
|Guard Crush Value=6
|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.  
}}
}}


=Attack Notes=
To come.


=Combos=


Anywhere:-<br>
===== <span class="invisible-header">Upper-body Evasion Attack (2AB)</span> =====
1) Jumping '''C'''/'''D'''-->Crouching '''C'''-->QCF+'''C'''<br>
<font style="visibility:hidden" size="0"></font>
2) Jumping '''C'''/'''D'''-->Standing '''D'''-->QCFx2+'''P'''<BR>
{{MoveData
<BR>
|image=Hotaru_2AB.jpg
Corner only:-<BR>
|name=2A+B
3) Jumping '''C'''/'''D'''-->Crouching '''C'''-->QCB+'''C'''<BR>
|subtitle=Upper-body evasion attack
4) Jumping '''C'''/'''D'''-->Crouching '''C'''-->QCB+'''B''', Break-->F, D, DF+'''D''' '''''OR''''' QCFx2+'''K'''<BR>
|caption=
5) Down+'''B''' in the air, Jumping '''D''' (''link/chain'')xxQCB+'''B'''-->QCFx2+'''K'''<BR>
|data=
6) Jumping '''C'''/'''D'''-->Crouching '''C'''-->QCB+'''B''', Break-->QCB+'''D''' in the air-->QCFx2+'''K'''<BR>
{{AttackData-Garou
<BR>
|Damage=10
TOP+Corner only:-<BR>
|Guard=Mid
7) Jumping '''C'''/'''D'''-->Crouching '''C'''-->QCB+'''B''', Break-->''TOP Attack''<BR>
|Startup=8
8) Jumping '''C'''/'''D'''-->Crouching '''C'''-->QCB+'''B''', Break-->''TOP Attack''-->QCFx2+'''K'''<BR>
|Active=3
|Recovery=19
|Total=30
|Hit Adv=-3
|Block Adv=+3
|Feint Cancel=▽
|Cancel on Hit=◯
|Cancel on Block=X
|Guard Crush Value=6
|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.
}}
}}


* In close range, the best damage comes from cancelling normals into 214B(reflect) xx AB(break) > 236C(fireball)
* In far range, 2C into fireball is good damage
* Confirm Supers via hop A/B/D into kick super, or clA>stA xx punch super
* Optimized corner damage is via anything xx Reflect xx break > instant divekick > super/dp




===== <span class="invisible-header">T.O.P. Attack (CD)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Hotaru_CD-1.jpg
|name=Senkai En (T.O.P. Attack)
|input=C+D (T.O.P. Only)
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=16 (base damage)
|Guard=Mid
|Startup=9
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-24
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=25
|description=Very unsafe on block, and leads into no combos from a guard crush. Can be used in counter hit juggle combos in the corner.
<gallery class="mw-collapsible">
  Hotaru_CD-1.jpg|
  Hotaru_CD-2.jpg|
</gallery>
}}
}}


Combo list (incomplete) :
===Throws===


st. a/b xx qcb b(break w/ab), qcf c (37/31)
===== <span class="invisible-header">Ground Throw</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Hotaru_Grab.jpg
|name=Ten Raku Tou
|input='''Close''' 4/6C
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=14
|Guard=
|Startup=0
|Active=
|Recovery=
|Total=9
|Hit Adv=
|Block Adv=
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=
  |description=Hotaru's normal throw.


cr. a xx qcb b(break w/ab), qcf c  (35/29)
* 6C side-switches you, unless the opponent is in the corner.  


st. c/cr. c/st. d xx qcb b(break w/ab), qcf c (40/34)
* 4C lets you stay on the same side, unless you are in the corner and the back throw puts the opponent in the corner.  
  }}
}}


cr. a(x2) xx qcb a (28/19)


st. c/cr. c xx qcb c (36/28)


st. d xx qcfx2 p (64/45 s, 88/60 p)
===== <span class="invisible-header">Air Throw</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|name=Han Ten Tou
|input='''Air Close''' 2C
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=14
|Guard=
|Startup=0
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=
|description=Hotaru's air throw.
}}
}}


===Feints===


===== <span class="invisible-header">Forward Feint (6AC)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Hotaru_ForwardTaunt.jpg
|name=6A+C
|subtitle=Forward Feint
|caption=
|data=
{{AttackData-Garou
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=10
|Hit Adv=
|Block Adv=
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=
|description=Mimics the start of [[#Hakki Shou (236P) | Hakki Shou]].
}}
}}


Corner stuff(corner only)


st. c xx qcb b(break w/ab), dp d (39/32)


st. c xx qcb b(break w/ab), qcfx2 k (73/55 s, 99/72 p)
===== <span class="invisible-header">Down Feint (2AC)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Hotaru_DownTaunt.jpg
|name=2A+C
|subtitle=Down Feint
|caption=
|data=
{{AttackData-Garou
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=14
|Hit Adv=
|Block Adv=
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=
|description=Mimics the start of [[#Soushou Shin (214P) | Soushou Shin]].
}}
}}


j. d xx qcb b(air), qcfx2 k (73/54 s, 99/71 p)
===Special Moves===


Counter hit stuff
===== <span class="invisible-header">Hakki Shou (236P)</span> =====
{{MoveData
| name    = Hakki Shou
| input    = 236A/C
| subtitle =
| image    = Hotaru_Projectile.jpg
| caption  =
| linkname =
| data    =
  {{AttackData-Garou
  | subtitle          =
  | version          = A
  | Damage            = 14
  | Guard            =<span style="color:#ff0000;">Mid</span>
  | 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          = C
  | subtitle          =
  | Damage            = 16
  | Guard            =<span style="color:#ff0000;">Mid</span>
  | 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, startup and speed helps her compete.


qcb b(counter hit, break w/ab), qcb b(break w/ab), qcf c (46/40)
Just don't throw them full-screen , that's a free JD.


qcb b(counter hit, break w/ab), qcfx2 k (58/45 s, 84/62 p)
Remember her forward feint that does the same motion as her fireball startup to mess with people's expectations.


(corner)qcb b(counter hit, break w/ab), qcb b(break w/ab), qcfx2 k (79/61 s, 105/78 p)
The C version has more damage so use C for combos.
  }}
}}


(near corner)air qcb d(air counter hit), dp d (31/25)
===== <span class="invisible-header">Soushou Shin (214P)</span> =====
{{MoveData
| name    = Soushou Shin
| input    = 214A/C
| subtitle =
| image    = Hotaru_qcbA-1.jpg
| image2  = Hotaru_qcbC-1.jpg
| caption  = A
| caption2 = C
| linkname =
| data    =
  {{AttackData-Garou
  | subtitle          =
  | version          = A
  | Damage            = 3×3, 4, 7
  | Guard            =<span style="color:#ff0000;">Mid</span>
  | 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.
<gallery class="mw-collapsible">
  Hotaru_qcbA-1.jpg|
  Hotaru_qcbA-2.jpg|
  Hotaru_qcbA-3.jpg|
  Hotaru_qcbA-4.jpg|
  Hotaru_qcbA-5.jpg|
</gallery>
  }}
  {{AttackData-Garou
  | subtitle          =
  | version          = 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 ]]


(near corner)air qcb d(air counter hit), qcfx2 k (65/48 s, 91/65 p)
Being multi-hit, it can prevent random guard cancels on wakeup, but the startup is so slow that good players will react to it with a full JD + GC at the end.


qcf c(air counter hit), qcf c (32/30)
<gallery class="mw-collapsible">
  Hotaru_qcbC-1.jpg|
  Hotaru_qcbC-2.jpg|
  Hotaru_qcbC-3.jpg|
  Hotaru_qcbC-4.jpg|
  Hotaru_qcbC-5.jpg|
</gallery>
  }}
}}


=T.O.P. Notes=
She does a flip kick like Marshall Law.  Probably one of the worst in the game IMO, but you could use it as an anti air when the opponent is right above you.


=Overall Strategy=


Hotaru has good damage and is very well rounded, however she lacks damage from low attacks and has low health/guard. Her most frequent strategy is to keep her opponent out while dealing damage via unpredictable aggressions.
===== <span class="invisible-header">Kobi Kyaku (214K)</span> =====
{{MoveData
| name    = Kobi Kyaku
| input    = 214B/D
| subtitle = Reflect
| image    = Hotaru_qcbB-1.jpg
| caption  =
| linkname =
| data    =
<gallery class="mw-collapsible">
  Hotaru_qcbB-1.jpg|
  Hotaru_qcbB-2.jpg|
</gallery>
  {{AttackData-Garou
  | subtitle          =
  | version          =B
  | Damage            = 15
  | Guard            = Mid
  | Startup          = 13
  | Active            =
  | Recovery          =
  | Total            =
  | Hit Adv          =KD
  | Block Adv        =-19
  | Feint Cancel      =
  | Cancel on Hit    =
  | Cancel on Block  =
  | Guard Crush Value = 7
  | description      =
  }}
  {{AttackData-Garou
  | header            = no
  | subtitle          =
  | version          =B Break
  | Damage            = 15
  | Guard            = Mid
  | Startup          = 13
  | Active            =
  | Recovery          =
  | Total            =
  | Hit Adv          =KD
  | Block Adv        =+12
  | Feint Cancel      =
  | Cancel on Hit    =
  | Cancel on Block  =
  | Guard Crush Value = 7
  | description      = Hotaru's breakable move (always break it). Use the B version whenever you are doing a combo or need the hitbox, because the B version has a greater hitbox.


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


st. a(far/close): close A is great due to his speed and allow punishes, far A is a bit below average.
8~13F projectile reflection.  
  }}
  {{AttackData-Garou
  | subtitle          =
  | version          = D
  | Damage            = 15
  | Guard            = Mid
  | Startup          = 13
  | Active            =
  | Recovery          =
  | Total            =
  | Hit Adv          =KD
  | Block Adv        =-19
  | Feint Cancel      =
  | Cancel on Hit    =
  | Cancel on Block  =
  | Guard Crush Value = 8
  | description      =
  }}
  {{AttackData-Garou
  | header            = no
  | subtitle          =
  | version          = D Break
  | Damage            = 15
  | Guard            = Mid
  | Startup          = 13
  | Active            =
  | Recovery          =
  | Total            =
  | Hit Adv          =KD
  | Block Adv        =+12
  | Feint Cancel      =
  | Cancel on Hit    =
  | Cancel on Block  =
  | Guard Crush Value = 8
  | description      = This D version is used to reflect fireballs; it has a shorter hitbox, but a greater reflect box. Great meter building tool, use the D version as it gives slightly more meter than the B version.


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


st. c(close):  Slow and no horizontal hitbox, don't try to throw people on wakeup too much jump baits will easily punish you.
8~17F projectile reflection.  
  }}
}}


st. d(close):  close D can prevent attempts to jump out, and it can be feint cancelled to confirm into a combo.
===== <span class="invisible-header">Rengeki Shuu (j214K)</span> =====
<font style="visibility:hidden" size="1"></font>
{{MoveData
| name    = Rengeki Shuu
| input    = j214B/D
| subtitle = Divekick
| image    = Hotaru_AirTatsu.jpg
| caption =
| linkname =
| data    =
  {{AttackData-Garou
  | subtitle          =
  | version          = B
  | Damage            = 8, 8
  | Guard            = <span style="color:#ff0000;">Mid</span>
  | 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          = D
  | Damage            = 8, 8
  | Guard            = <span style="color:#ff0000;">Mid</span>
  | 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...


cr. a:  Good to prevent 2AB mashing.
Can be used as a nige-tatsu (to run away) via jump CD (spin in the air) > divekick in the opposite direction.


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


j. b:  Air to air poke, has the most horizontal range.
You can use the Tiger Knee motion 2147B to perform a divekick low to the ground.  
  }}
}}


j. dAir to ground poke, beats 2AB anti-airs.
===== <span class="invisible-header">Tenshin Shou (623K)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image    = Hotaru_DP-B-1.jpg
|image2  = Hotaru_DP-D-1.jpg
|caption  = B
|caption2 = D
|name    = Tenshin Shou
|subtitle = DP
|input    = 623B/D
|data=
{{AttackData-Garou
| version          = B
| Damage            = 8, 6
| Guard            = <span style="color:#ff0000;">Mid</span>
| 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.


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


j. down + b:  Very annoying, has amazing priority and allows you to run away efficiently with escape divekicks.
1~4F full-body invincibility, so it can be used as a risky "get off me" tool.  


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


1~4F full-body invincibility, so it can be used as a risky "get off me" tool.
<gallery class="mw-collapsible">
  Hotaru_DP-D-1.jpg|
  Hotaru_DP-D-2.jpg|
  Hotaru_DP-D-3.jpg|
  Hotaru_DP-D-4.jpg|
</gallery>
}}
}}


'''Anti-air :''' Cover the air with air-throw/air-jd, air normals or DP.
===== <span class="invisible-header">Shajou Tai (41236D)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
| name    = Shajou Tai
| input    = 41236D
| subtitle = Command Grab
| image    = Hotaru_CommandGrab.jpg
| 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.  


'''Full screen :''' You can charge meter with her reflect, D version builds more meter while B version has a greater hitbox. Toss fireballs at a range where jumpins won't reach you, not too many since they will give health+meter via Just Defend.
Corner setup showcase : https://www.youtube.com/watch?v=Eycf9BhE0xw
}}
}}


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


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


=Matchup Notes=
===Super Moves===
===Rock===
Hotaru's 2C goes under Rock's far A


===Jenet===
===== <span class="invisible-header">Soushou Tenrenge (236236P)</span> =====
If above a Jenet Divekick, it is possible to punish it with jD on the way down into kick super. It will combo on the airborne Jenet (only works on Jenet)
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image  = Hotaru_Super2-1.jpg
|name  = Soushou Tenrenge
|input  = 236236A/C
|caption=
|data=
{{AttackData-Garou
|version = A
|Damage=3×16, 7
|Guard=Mid
|Startup=6
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-51
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=1×17
|description=Last hit is in the air.  


===Terry===
1~8F full-body invincibility.
If you JD his dp break, he is punishable via close A.
<gallery class="mw-collapsible">
  Hotaru_Super2-1.jpg|
  Hotaru_Super2-2.jpg|
  Hotaru_Super2-3.jpg|
  Hotaru_Super2-4.jpg|
  Hotaru_Super2-5.jpg|
  Hotaru_Super2-6.jpg|
</gallery>
}}
{{AttackData-Garou
| header = no
|version = C
|Damage=3×8, 5×7, 20
|Guard=Mid (Last hit is High)
|Startup=6
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-14
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=2×15, 5
|description=1~10F full-body invincibility.
<gallery class="mw-collapsible">
  Hotaru_Super2-1.jpg|
  Hotaru_Super2-2.jpg|
  Hotaru_Super2-3.jpg|
  Hotaru_Super2-4.jpg|
  Hotaru_Super2-5.jpg|
  Hotaru_Super2-7.jpg|
</gallery>
}}
}}


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


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


===Hotaru (mirror)===
===== <span class="invisible-header">Tenshou Ranki (236236K)</span> =====
You can play tennis with fireball + reflect.
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image  = Hotaru_Super1-2.jpg
|name  = Tenshou Ranki
|input  = 236236B/D
|caption=
|data=
<gallery class="mw-collapsible">
  Hotaru_Super1-2.jpg|
  Hotaru_Super1-3.jpg|
  Hotaru_Super1-4.jpg|
  Hotaru_Super1-5.jpg|
  Hotaru_Super1-6.jpg|
</gallery>
{{AttackData-Garou
|version =B
|Damage= 6×3, 25
|Guard= Mid
|Startup= 0
|Active=
|Recovery=
|Total=
|Hit Adv= KD
|Block Adv= -33
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value= 3×3, 0
|description=1~2F full-body invincibility.
}}
{{AttackData-Garou
| header = no
|version = D
|Damage=6×3, 3×8, 27
|Guard=Mid
|Startup=0
|Active=
|Recovery=
|Total=
|Hit Adv=KD
|Block Adv=-32
|Feint Cancel=
|Cancel on Hit=
|Cancel on Block=
|Guard Crush Value=5×4
|description=1F full-body invincibility.  
}}
}}


=Advanced Tactics=


<br>
{{Template:Garou: Mark of the Wolves}}


{{Navbox-MOTW}}
[[Category:Garou: Mark of the Wolves]]
[[Category:Garou: Mark of the Wolves]]
[[Category:Hotaru Futaba]]

Latest revision as of 05:45, 14 February 2025

Introduction

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

Gameplay

Hotaru's Main objective is something.

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


Character Colors

Hotarucolors.JPG

Move List

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

Data Help
Disclaimer: This is meant to teach basic terminology used when describing moves.
Hitbox: A predefined area (usually a 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.


Notes:

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


Close Standing Normals

Close 5A

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

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


Close 5B

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


Close 5C

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

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


Close 5D

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

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


Far Standing Normals

Far 5A

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

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


Far 5B

f.5B
Hotaru sB.jpg
Damage Guard Startup Active Recovery Total
7 Mid 6 2 11 19
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+2 +2 4
  • Last 3F of attack's recovery has full-body invincibility.
  • Her best ground poke, with decent speed/distance/hitbox. If it whiffs be ready to anti-air. Cancel it into fireball for a frametrap. Or forward feint cancel it to start an offense once they respect the fireball frametrap.


Far 5C

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


Far 5D

f.5D
Hotaru sD.jpg
Damage Guard Startup Active Recovery Total
13 Mid 11 1 22 34
Hit Adv Block Adv 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

2A

2A
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 ◯ / ∞ ◯ / ∞ 4

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


2B

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

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


2C

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

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

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


2D

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


Jumping Normals

jA

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

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

Can beat out upper-body evasion attacks.


jB

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

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

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


jC

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

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

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


jD

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

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

Can beat out upper-body evasion attacks.


Command Normals

Koushuu Da (j2B)

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

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

Can beat out upper-body evasion attacks.

Once Hotaru "step" on her opponent, she jumps again, and she is allowed to perform another air attack (or spin with CD before attacking).

However she loses the ability to air JD, making her vulnerable to anti-airs.


Kuuchuu Furi Muki (jCD)

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

The turn-around jump.


Universal Moves

Lower-body Evasion Attack (5AB)

5A+B
Lower-body evasion attack
Hotaru AB.jpg
Damage Guard Startup Active Recovery Total
10 Overhead 23 4 16 43
Hit Adv Block Adv 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.


Upper-body Evasion Attack (2AB)

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

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


T.O.P. Attack (CD)

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

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

Throws

Ground Throw

Ten Raku Tou
Close 4/6C
Hotaru Grab.jpg
Damage Guard Startup Active Recovery Total
14 - 0 - - 9
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - - - -

Hotaru's normal throw.

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


Air Throw

Han Ten Tou
Air Close 2C
Damage Guard Startup Active Recovery Total
14 - 0 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - - - -

Hotaru's air throw.

Feints

Forward Feint (6AC)

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

Mimics the start of Hakki Shou.


Down Feint (2AC)

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

Mimics the start of Soushou Shin.

Special Moves

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

Hotaru has a good fireball game, startup and speed helps her compete.

Just don't throw them full-screen , that's a free JD.

Remember her forward feint that does the same motion as her fireball startup to mess with people's expectations.

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

Soushou Shin (214P)
Soushou Shin
214A/C
Hotaru qcbA-1.jpg
A
Hotaru qcbC-1.jpg
C
A 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.

C 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 guard cancels on wakeup, but the startup is so slow that good players will react to it with a full JD + GC at the end.


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

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

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

8~13F projectile reflection.

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

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

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

8~17F projectile reflection.

Rengeki Shuu (j214K)

Rengeki Shuu
Divekick
j214B/D
Hotaru AirTatsu.jpg
B Damage Guard Startup Active Recovery Total
8, 8 Mid 10 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD >=-8 - - 3, 4
D Damage Guard Startup Active Recovery Total
8, 8 Mid 13 - - -
Hit Adv Block Adv 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 Tiger Knee motion 2147B to perform a divekick low to the ground.

Tenshin Shou (623K)

Tenshin Shou
DP
623B/D
Hotaru DP-B-1.jpg
B
Hotaru DP-D-1.jpg
D
B 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.

D 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.

Shajou Tai (41236D)

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

Doesn't lead to big damage, but it scores a hard knockdown, allowing for mix-ups.

Corner setup showcase : https://www.youtube.com/watch?v=Eycf9BhE0xw


Super Moves

Soushou Tenrenge (236236P)

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

Last hit is in the air.

1~8F full-body invincibility.

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

1~10F full-body invincibility.


Tenshou Ranki (236236K)

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

1~2F full-body invincibility.

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

1F full-body invincibility.


Game Navigation

General
Controls
HUD
System
Movement
Offense
Defense
Calculation
Advanced_Techniques
Miscellaneous
Wakeup
Meta_Strategy
FAQ
Characters
Rock
Kim Dong Hwan
Hotaru
Khushnood Butt
Hokutomaru
Kevin Rian
Freeman
Tizoc
B. Jenet
Gato
Kim Jae Hoon
Terry
Kain
Grant