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| ==Move List==
| | Kim Jae-Hoon Strategy Guide -- Combos |
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| Frame Data Source: https://w.atwiki.jp/garoumow/pages/23.html and https://w.atwiki.jp/garoumow/pages/78.html
| | 【Combos】 |
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| {{MOTW Legend}}
| | Mid-Screen |
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| | * cl.5A or 2B > 2C > Strong Ryuusei Raku (236D) or Strong Shakka Shuu (236C) or Houou Kyaku (236236+BorD) |
| | * j.A~C |> 2C > Strong Ryuusei Raku (236D) or Strong Shakka Shuu (236C) or Houou Kyaku (236236+BorD) |
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| ===Close Standing Normals===
| | Basic combo. Hit confirm with 2B hit, and if it is blocked you feint cancel with 2C (2A+C or 4A+C) which makes you more plus (recovery of 2C is replaced with feint). |
| | When 2B is JDed it is not preferable to put out 2C (a GC can be done especially before 2C hits). |
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| ===== <span class="invisible-header"></span> =====
| | Also, Ryuusei Raku (especially the B version) will not reach if you hit at the tip of 2C. |
| <font style="visibility:hidden" size="0"></font>
| |
| {{MoveData
| |
| |image=Hotaru_clA.jpg
| |
| |name=Cl. {{Icon-SNK|A}}
| |
| |subtitle=
| |
| |caption=
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| |data=
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| {{AttackData-Garou
| |
| |Damage=4
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| |Guard=Mid
| |
| |Startup=3
| |
| |Active=3
| |
| |Recovery=7
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| |Total=13
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| |Hit Adv=+5
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| |Block Adv=+5
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| |Feint Cancel=◯
| |
| |Cancel on Hit=◯/chainable
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| |Cancel on Block=◯/chainable
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| |Guard Crush Value=4
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| |description=Hotaru's fastest close normal, with good advantage on block.
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| }}
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| }}
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| | If you think you are a little too far away for Ryuusei Raku, you should choose to do Shakka Shuu (236P) because you will receive a severe counterattack if Ryuusei Raku (236K) is blocked. |
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| ===== <span class="invisible-header"></span> =====
| | * 2B×2 > Houou Kyaku (236236B/D) |
| <font style="visibility:hidden" size="0"></font>
| | * f.5A > 2B > Houou Kyaku (236236B/D) |
| {{MoveData
| |
| |image=Hotaru_clB.jpg
| |
| |name=Cl. {{Icon-SNK|B}}
| |
| |subtitle=
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| |caption=
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| |data=
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| {{AttackData-Garou
| |
| |Damage=6
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| |Guard=Mid
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| |Startup=4
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| |Active=3
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| |Recovery=11
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| |Total=18
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| |Hit Adv=+1
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| |Block Adv=+1
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| |Feint Cancel=◯
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| |Cancel on Hit=◯
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| |Cancel on Block=◯
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| |Guard Crush Value=4
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| |description=
| |
| }}
| |
| }}
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| | No-cancel combos (links). Try not to rush and misinput Ryuusei Raku (236K) instead. |
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| | * sj.A > Hienzan D (BR) > Hienzan D > Follow-up |
| | * sj.A > Hienzan (BR) > Houou Kyaku (236236B/D) |
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| |
|
| ===== <span class="invisible-header"></span> =====
| |
| <font style="visibility:hidden" size="0"></font>
| |
| {{MoveData
| |
| |image=Hotaru_clC.jpg
| |
| |name=Cl. {{Icon-SNK|C}}
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| |subtitle=
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| |caption=
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| |data=
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| {{AttackData-Garou
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| |Damage=9
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| |Guard=Mid
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| |Startup=7
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| |Active=1
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| |Recovery=21
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| |Total=29
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| |Hit Adv=-1
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| |Block Adv=-1
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| |Feint Cancel=◯
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| |Cancel on Hit=◯
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| |Cancel on Block=◯
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| |Guard Crush Value=5
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| |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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| }}
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| | Strong Hienzan BR ([2]8D BR) is ±0. |
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| | If on the side that's attacking with this move, you are able to continue to aggressively attack with successive/repeated Strong Hienzan BR that cannot be throw-punished/counterattacked; 2B > Strong Hienzan BR; throw; etc. |
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| ===== <span class="invisible-header"></span> =====
| | If on the side that's defending against this move, you can throw-punish/counterattack the opponent if they land close to you. |
| <font style="visibility:hidden" size="0"></font>
| | If you are in TOP, you can attack while [[Garou:_Mark_of_the_Wolves/Offense#Throw_Bug_Escape_Technique | adding throw invincibility]], but that can be fairly difficult to do. |
| {{MoveData
| | If a small jump attack is blocked by the defending side, it is possible to end by using Weak Hienzan to cancel the landing recovery and reset neutral, especially with the BR version. |
| |image=Hotaru_clD.jpg | |
| |name=Cl. {{Icon-SNK|D}}
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| |subtitle=
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| |caption=
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| |data=
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| {{AttackData-Garou
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| |Damage=9
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| |Guard=Mid
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| |Startup=6
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| |Active=1
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| |Recovery=28
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| |Total=35
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| |Hit Adv=-8
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| |Block Adv=-8
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| |Feint Cancel=◯
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| |Cancel on Hit=◯
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| |Cancel on Block=◯
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| |Guard Crush Value=5
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| |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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| }} | |
| }}
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| | * sj.A or sj.D > Houou Kyaku (236236B/D) |
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| ===Far Standing Normals===
| | Cancel the landing recovery to connect and combo into Houou Kyaku. Small Jump D is vulnerable to an upper-body evasion attack, so do not use it too often. |
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| ===== <span class="invisible-header"></span> =====
| |
| <font style="visibility:hidden" size="0"></font>
| |
| {{MoveData
| |
| |image=Hotaru_sA.jpg
| |
| |name=Far {{Icon-SNK|A}}
| |
| |subtitle=
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| |caption=
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| |data=
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| {{AttackData-Garou
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| |Damage=4
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| |Guard=Mid
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| |Startup=5
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| |Active=3
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| |Recovery=10
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| |Total=18
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| |Hit Adv=+2
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| |Block Adv=+2
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| |Feint Cancel=◯
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| |Cancel on Hit=◯/chainable
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| |Cancel on Block=◯/chainable
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| |Guard Crush Value=4
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| |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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| }}
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| }}
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| | * Far B > (TOP Confirm) Houou Kyaku (236236B/D) |
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| | Far B is easy to use for [[Garou:_Mark_of_the_Wolves/Advanced_Techniques#TOP_Hit_Confirm | TOP Confirmation]]. So you should aim to use it when the opponent is not using Front TOP placement. |
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| ===== <span class="invisible-header"></span> =====
| |
| <font style="visibility:hidden" size="0"></font>
| |
| {{MoveData
| |
| |image=Hotaru_sB.jpg
| |
| |name=Far {{Icon-SNK|B}}
| |
| |subtitle=
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| |caption=
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| |data=
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| {{AttackData-Garou
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| |Damage=7
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| |Guard=Mid
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| |Startup=6
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| |Active=2
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| |Recovery=11
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| |Total=19
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| |Hit Adv=+2
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| |Block Adv=+2
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| |Feint Cancel=◯
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| |Cancel on Hit=◯
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| |Cancel on Block=◯
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| |Guard Crush Value=4
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| |description=* Last 3F of attack's recovery has full-body invincibility.
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| * 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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| | Corner |
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| | Remember that if you are at the corner, you can enter one more hit of A or B for the above mid-screen combos. That way, you'll have extra time to hit confirm into a combo. |
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| ===== <span class="invisible-header"></span> =====
| |
| <font style="visibility:hidden" size="0"></font>
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| {{MoveData
| |
| |image=Hotaru_sC.jpg
| |
| |name=Far {{Icon-SNK|C}}
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| |subtitle=
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| |caption=
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| |data=
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| {{AttackData-Garou
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| |Damage=12
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| |Guard=Mid
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| |Startup=9
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| |Active=1
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| |Recovery=19
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| |Total=29
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| |Hit Adv=+1
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| |Block Adv=+1
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| |Feint Cancel=◯ (on block)
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| |Cancel on Hit=X
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| |Cancel on Block=◯
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| |Guard Crush Value=5
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| |description=
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| }}
| |
| }}
| |
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| | * dash cl.5B > f.5A > 2C > Strong Ryuusei Raku (236D) or Houou Kyaku (236236B/D) |
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| | A combo from cl.5B can be done and that cl.5B can beat upper-body evasion attacks. |
| | Use this combo against an opponent who uses upper-body evasion attacks to beat your dash A. |
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| ===== <span class="invisible-header"></span> =====
| |
| <font style="visibility:hidden" size="0"></font>
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| {{MoveData
| |
| |image=Hotaru_sD.jpg
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| |name=Far {{Icon-SNK|D}}
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| |subtitle=
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| |caption=
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| |data=
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| {{AttackData-Garou
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| |Damage=13
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| |Guard=Mid
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| |Startup=11
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| |Active=1
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| |Recovery=22
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| |Total=34
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| |Hit Adv=-2
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| |Block Adv=-2
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| |Feint Cancel=X
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| |Cancel on Hit=X
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| |Cancel on Block=X
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| |Guard Crush Value=5
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| |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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| }}
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| | * sj.A > Strong Hienzan (BR) > Houyoku Tenshou Kyaku A > Strong Hienzan > Follow-up Attack |
| | * sj.A > Strong Hienzan (BR) > Houyoku Tenshou Kyaku A > Houou Kyaku B |
| | * sj.A > Strong Hienzan (BR) > Houyoku Tenshou Kyaku C > Follow-up Attack |
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| ===Crouching Normals===
| | Doing Houyoku Tenshou Kyaku C and going into its held button follow-up almost does as much damage as doing Houyoku Tenshou Kyaku A > Houou Kyaku B. |
| | |
| ===== <span class="invisible-header"></span> =====
| |
| <font style="visibility:hidden" size="0"></font>
| |
| {{MoveData
| |
| |image=Hotaru_crA.jpg
| |
| |name=Cr. {{Icon-SNK|A}}
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| |subtitle=
| |
| |caption=
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| |data=
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| {{AttackData-Garou
| |
| |Damage=4
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| |Guard=Mid
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| |Startup=4
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| |Active=4
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| |Recovery=9
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| |Total=17
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| |Hit Adv=+2
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| |Block Adv=+2
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| |Feint Cancel=◯
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| |Cancel on Hit=◯/chainable
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| |Cancel on Block=◯/chainable
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| |Guard Crush Value=4
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| |description=When used as meaty it prevents jumps as well as low profile attempts with 2AB.
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| }}
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| }}
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| | |
| | |
| | |
| ===== <span class="invisible-header"></span> =====
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| <font style="visibility:hidden" size="0"></font>
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| {{MoveData
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| |image=Hotaru_crB.jpg
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| |name=Cr. {{Icon-SNK|B}}
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| |subtitle=
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| |caption=
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| |data=
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| {{AttackData-Garou
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| |Damage=5
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| |Guard=Low
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| |Startup=4
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| |Active=4
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| |Recovery=9
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| |Total=17
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| |Hit Adv=+2
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| |Block Adv=+2
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| |Feint Cancel=X
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| |Cancel on Hit=X/chainable
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| |Cancel on Block=X/chainable
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| |Guard Crush Value=4
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| |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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| }}
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| | |
| | |
| | |
| ===== <span class="invisible-header"></span> =====
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| <font style="visibility:hidden" size="0"></font>
| |
| {{MoveData
| |
| |image=Hotaru_crC.jpg
| |
| |name=Cr. {{Icon-SNK|C}}
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| |subtitle=
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| |caption=
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| |data=
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| {{AttackData-Garou
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| |Damage=9
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| |Guard=Mid
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| |Startup=5
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| |Active=1
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| |Recovery=25
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| |Total=31
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| |Hit Adv=-5
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| |Block Adv=-5
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| |Feint Cancel=◯
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| |Cancel on Hit=◯
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| |Cancel on Block=◯
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| |Guard Crush Value=5
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| |description=Amazing startup and range, allowing certain punishes from ranges other characters have trouble with.
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| | |
| far B xx 6AC > 2C is a frametrap that prevents jumping.
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| }}
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| }}
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| | |
| | |
| | |
| ===== <span class="invisible-header"></span> =====
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| <font style="visibility:hidden" size="0"></font>
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| {{MoveData
| |
| |image=Hotaru_crD.jpg
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| |name=Cr. {{Icon-SNK|D}}
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| |subtitle=
| |
| |caption=
| |
| |data=
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| {{AttackData-Garou
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| |Damage=9
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| |Guard=Low
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| |Startup=7
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| |Active=3
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| |Recovery=32
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| |Total=42
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| |Hit Adv=KD
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| |Block Adv=-14
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| |Feint Cancel=X
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| |Cancel on Hit=X
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| |Cancel on Block=X
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| |Guard Crush Value=5
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| |description=
| |
| }}
| |
| }}
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| | |
| | |
| | |
| ===Jumping Normals===
| |
| | |
| ===== <span class="invisible-header"></span> =====
| |
| <font style="visibility:hidden" size="0"></font>
| |
| {{MoveData
| |
| |image=Hotaru_jA.jpg
| |
| |name=Jump {{Icon-SNK|A}}
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| |subtitle=
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| |caption=
| |
| |data=
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| {{AttackData-Garou
| |
| |Damage=6
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| |Guard=High
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| |Startup=4
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| |Active=8
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| |Recovery=
| |
| |Total=
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| |Hit Adv=
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| |Block Adv=
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| |Feint Cancel=
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| |Cancel on Hit=◯
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| |Cancel on Block=◯
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| |Guard Crush Value=4
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| |description=Has long active frames, can target combo with jA>B or jA>C (whiff on crouchers).
| |
| | |
| Can beat out upper-body evasion attacks.
| |
| }}
| |
| }}
| |
| | |
| | |
| | |
| ===== <span class="invisible-header"></span> =====
| |
| <font style="visibility:hidden" size="0"></font>
| |
| {{MoveData
| |
| |image=Hotaru_jB.jpg
| |
| |name=Jump {{Icon-SNK|B}}
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| |subtitle=
| |
| |caption=
| |
| |data=
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| {{AttackData-Garou
| |
| |Damage=6
| |
| |Guard=High
| |
| |Startup=3
| |
| |Active=5
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| |Recovery=
| |
| |Total=
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| |Hit Adv=
| |
| |Block Adv=
| |
| |Feint Cancel=
| |
| |Cancel on Hit=◯
| |
| |Cancel on Block=◯
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| |Guard Crush Value=4
| |
| |description=Has the best horizontal reach out of all her air moves, however it doesn't stay active for long.
| |
| | |
| Hop B has a startup of 5F, and is active for 8F.
| |
| }}
| |
| }}
| |
| | |
| | |
| | |
| ===== <span class="invisible-header"></span> =====
| |
| <font style="visibility:hidden" size="0"></font>
| |
| {{MoveData
| |
| |image=Hotaru_jC.jpg
| |
| |name=Jump {{Icon-SNK|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.
| |
| }}
| |
| }}
| |
| | |
| | |
| | |
| ===== <span class="invisible-header"></span> =====
| |
| <font style="visibility:hidden" size="0"></font>
| |
| {{MoveData
| |
| |image=Hotaru_jD.jpg
| |
| |name=Jump {{Icon-SNK|D}}
| |
| |subtitle=
| |
| |caption=
| |
| |data=
| |
| {{AttackData-Garou
| |
| |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.
| |
| | |
| Can beat out upper-body evasion attacks.
| |
| }}
| |
| }}
| |
| | |
| | |
| | |
| ===Command Normals===
| |
| | |
| ===== <span class="invisible-header"></span> =====
| |
| <font style="visibility:hidden" size="0"></font>
| |
| {{MoveData
| |
| |image=Hotaru_j2B.jpg
| |
| |name=Kou-shuu Da (Needle Kick)
| |
| |subtitle='''Air''' {{Motion|d}}+{{Icon-SNK|B}}
| |
| |caption=
| |
| |data=
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| {{AttackData-Garou
| |
| |Damage=10
| |
| |Guard=High
| |
| |Startup=5
| |
| |Active=∞
| |
| |Recovery=
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| |Total=
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| |Hit Adv=
| |
| |Block Adv=
| |
| |Feint Cancel=
| |
| |Cancel on Hit=X
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| |Cancel on Block=X
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| |Guard Crush Value=9
| |
| |description=Stays active for the full duration of the jump. A very annoying
| |
| tool (unsafe but hard to punish).
| |
| | |
| Can beat out upper-body evasion attacks.
| |
| | |
| Once Hotaru "step" on her opponent, she jumps again, and she is allowed to
| |
| perform another air attack (or spin with CD before attacking).
| |
| | |
| However she loses the ability to air JD, making her vulnerable to anti-airs.
| |
| }}
| |
| }}
| |
| | |
| | |
| | |
| ===== <span class="invisible-header"></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.
| |
| }}
| |
| }}
| |
| | |
| | |
| | |
| ===Universal Moves===
| |
| | |
| ===== <span class="invisible-header"></span> =====
| |
| <font style="visibility:hidden" size="0"></font>
| |
| {{MoveData
| |
| |image=Hotaru_AB.jpg
| |
| |name=St. {{Icon-SNK|A}}{{Icon-SNK|B}}
| |
| |subtitle=Lower-body evasion attack
| |
| |caption=
| |
| |data=
| |
| {{AttackData-Garou
| |
| |Damage=10
| |
| |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.
| |
| }}
| |
| }}
| |
| | |
| | |
| | |
| ===== <span class="invisible-header"></span> =====
| |
| <font style="visibility:hidden" size="0"></font>
| |
| {{MoveData
| |
| |image=Hotaru_2AB.jpg
| |
| |name=Cr. {{Icon-SNK|A}}{{Icon-SNK|B}}
| |
| |subtitle=Upper-body evasion attack
| |
| |caption=
| |
| |data=
| |
| {{AttackData-Garou
| |
| |Damage=10
| |
| |Guard=Mid
| |
| |Startup=8
| |
| |Active=3
| |
| |Recovery=19
| |
| |Total=30
| |
| |Hit Adv=-3
| |
| |Block Adv=+3
| |
| |Feint Cancel=◯ (on hit)
| |
| |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.
| |
| }}
| |
| }}
| |
| | |
| | |
| | |
| ===== <span class="invisible-header"></span> =====
| |
| <font style="visibility:hidden" size="0"></font>
| |
| {{MoveData
| |
| |image=Hotaru_CD-1.jpg
| |
| |name=Senkai Tsubame (T.O.P. Attack)
| |
| |subtitle={{Icon-SNK|C}}{{Icon-SNK|D}}
| |
| |caption=
| |
| |data=
| |
| {{AttackData-Garou
| |
| |Damage=16
| |
| |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 if you guardcrush with it you can't combo.
| |
| <div class="mw-collapsible">
| |
| <gallery>
| |
| Hotaru_CD-2.jpg
| |
| </gallery>
| |
| </div>
| |
| }}
| |
| }}
| |
| | |
| | |
| | |
| ===Throws===
| |
| | |
| ===== <span class="invisible-header"></span> =====
| |
| <font style="visibility:hidden" size="0"></font>
| |
| {{MoveData
| |
| |image=Hotaru_Grab.jpg
| |
| |name=Tenraku Nage
| |
| |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=
| |
| |data=
| |
| {{AttackData-Garou
| |
| |Damage=14
| |
| |Guard=
| |
| |Startup=1
| |
| |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"></span> =====
| |
| <font style="visibility:hidden" size="0"></font>
| |
| {{MoveData
| |
| |image=Hotaru_ForwardTaunt.jpg
| |
| |name={{Motion|6}}+{{Icon-SNK|A}}+{{Icon-SNK|C}}
| |
| |subtitle=
| |
| |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.
| |
| }}
| |
| }}
| |
| | |
| | |
| | |
| ===== <span class="invisible-header"></span> =====
| |
| <font style="visibility:hidden" size="0"></font>
| |
| {{MoveData
| |
| |image=Hotaru_DownTaunt.jpg
| |
| |name={{Motion|2}}+{{Icon-SNK|A}}+{{Icon-SNK|C}}
| |
| |subtitle=
| |
| |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 Sou-shou Shin.
| |
| }}
| |
| }}
| |
| | |
| | |
| | |
| ===Special Moves===
| |
| | |
| ===== <span class="invisible-header"></span> =====
| |
| {{MoveData
| |
| | name = Hakki-shou
| |
| | input = {{Motion|236}} + {{Icon-SNK|A}}/{{Icon-SNK|C}}
| |
| | subtitle =
| |
| | image = Hotaru_Projectile.jpg
| |
| | caption =
| |
| | 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.
| |
| }}
| |
| }}
| |
| | |
| | |
| | |
| ===== <span class="invisible-header"></span> =====
| |
| {{MoveData
| |
| | name = Sou-shou Shin
| |
| | input = {{Motion|214}} + {{Icon-SNK|A}} / {{Icon-SNK|C}}
| |
| | subtitle =
| |
| | image = Hotaru_qcbA-1.jpg
| |
| | caption =
| |
| | 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>
| |
| | |
| | |
| }}
| |
| }}
| |
| | |
| | |
| | |
| ===== <span class="invisible-header"></span> =====
| |
| {{MoveData
| |
| | name = Kobi-Kyaku
| |
| | input = {{Motion|214}} + {{Icon-SNK|B}}
| |
| | subtitle = Reflect
| |
| | image = Hotaru_qcbB-1.jpg
| |
| | caption =
| |
| | linkname =
| |
| | data =
| |
| {{AttackData-Garou
| |
| | subtitle =
| |
| | version = {{Motion|214}} + {{Icon-SNK|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 = {{Motion|214}} + {{Icon-SNK|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.
| |
| | |
| 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>
| |
| | |
| }}
| |
| }}
| |
| | |
| | |
| | |
| ===== <span class="invisible-header"></span> =====
| |
| {{MoveData
| |
| | name = Kobi-Kyaku
| |
| | input = {{Motion|214}} + {{Icon-SNK|D}}
| |
| | subtitle = Reflect
| |
| | image = Hotaru_qcbD.jpg
| |
| | caption =
| |
| | linkname =
| |
| | data =
| |
| {{AttackData-Garou
| |
| | subtitle =
| |
| | version = {{Motion|214}} + {{Icon-SNK|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 = {{Motion|214}} + {{Icon-SNK|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.
| |
| | |
| There is a bug with the reflected fireball, if you input a fireball motion it will lose its hurtbox and goes through the opponent (not a very useful bug).
| |
| | |
| 8~17F projectile reflection.
| |
| }}
| |
| }}
| |
| | |
| | |
| | |
| ===== <span class="invisible-header"></span> =====
| |
| <font style="visibility:hidden" size="0"></font>
| |
| {{MoveData
| |
| | name = Rengeki-shuu
| |
| | input = Air {{Motion|214}} + {{Icon-SNK|B}}/{{Icon-SNK|D}}
| |
| | subtitle = Divekick
| |
| | image = Hotaru_AirTatsu.jpg
| |
| | caption =
| |
| | 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.
| |
| }}
| |
| }}
| |
| | |
| | |
| | |
| ===== <span class="invisible-header"></span> =====
| |
| <font style="visibility:hidden" size="0"></font>
| |
| {{MoveData
| |
| |image =Hotaru_DP-B-1.jpg
| |
| |caption = DP B
| |
| |name =Tenshin-shuu
| |
| |input ={{Motion|623}} + {{Icon-SNK|B}}
| |
| |data=
| |
| {{AttackData-Garou
| |
| | 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>
| |
| }}
| |
| }}
| |
| | |
| | |
| | |
| ===== <span class="invisible-header"></span> =====
| |
| <font style="visibility:hidden" size="0"></font>
| |
| {{MoveData
| |
| |image = Hotaru_DP-D-1.jpg
| |
| |caption = DP D
| |
| |name =Tenshin-shuu
| |
| |input ={{Motion|623}} + {{Icon-SNK|D}}
| |
| |data=
| |
| {{AttackData-Garou
| |
| | 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>
| |
| }}
| |
| }}
| |
| | |
| | |
| | |
| ===== <span class="invisible-header"></span> =====
| |
| <font style="visibility:hidden" size="0"></font>
| |
| {{MoveData
| |
| | name = Sha Jou Tai
| |
| | input = {{Motion|41236}} + {{Icon-SNK|D}}
| |
| | 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.
| |
| | |
| Corner setup showcase : https://www.youtube.com/watch?v=Eycf9BhE0xw
| |
| }}
| |
| }}
| |
| | |
| | |
| | |
| ===Super Moves===
| |
| | |
| ===== <span class="invisible-header"></span> =====
| |
| <font style="visibility:hidden" size="0"></font>
| |
| {{MoveData
| |
| |image =Hotaru_Super1-2.jpg
| |
| |name =Ten-shou Range
| |
| |input =[[File:Qcf.png]],[[File:Qcf.png]]+{{Icon-SNK|B}}/{{Icon-SNK|D}}
| |
| |caption=
| |
| |data=
| |
| {{AttackData-Garou
| |
| |version = {{Motion|236}},{{Motion|236}}+{{Icon-SNK|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 = {{Motion|236}},{{Motion|236}}+{{Icon-SNK|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.
| |
| | |
| <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>
| |
| }}
| |
| }}
| |
| | |
| | |
| | |
| ===== <span class="invisible-header"></span> =====
| |
| <font style="visibility:hidden" size="0"></font>
| |
| {{MoveData
| |
| |image =Hotaru_Super2-1.jpg
| |
| |name =Sou-shou Ten Renge
| |
| |input ={{Motion|236}},{{Motion|236}}+{{Icon-SNK|A}}/{{Icon-SNK|C}}
| |
| |caption=
| |
| |data=
| |
| {{AttackData-Garou
| |
| |version = {{Motion|236}},{{Motion|236}}+{{Icon-SNK|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.
| |
| | |
| 1~8F full-body invincibility.
| |
| }}
| |
| {{AttackData-Garou
| |
| | header = no
| |
| |version = {{Motion|236}},{{Motion|236}}+{{Icon-SNK|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.
| |
| <div class="mw-collapsible">
| |
| <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>
| |
| }}
| |
| }}
| |