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

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[[File:Hotaru.PNG|right]]
{{MOTW Character Intro|char=Hotaru |content=
= Introduction =
==Introduction==
To come.
'''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.


== Character Colors ==
== Gameplay ==
[[File:Hotarucolors.JPG]]
{{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'''
}}
}}
}}


=Gameplay Overview=
To come.


==Move List==
'''Character Colors'''
= '''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>


=Attributes=
[[File:Hotarucolors.JPG]]
<center>
Damage Level: Weak; takes 10% damage from any hit inflicted to her.<br>
Tapping Forward twice will have her Run.
{| border="1em" cellspacing="0" width="50%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| '''Command''' || '''Cancel on Hit''' || '''Cancel on Block''' || '''Feint Cancel'''
|-
| Far [[File:Snka.gif]] || O || O || O
|-
| Far [[File:Snkb.gif]] || O || O || O
|-
| Far [[File:Snkc.gif]] || X || O || O (only on block)
|-
| Far [[File:Snkd.gif]] || X || X || X
|-
| Close [[File:Snka.gif]] || O || O || O
|-
| Close [[File:Snkb.gif]] || O || O || O
|-
| Close [[File:Snkc.gif]] || O || O || O
|-
| Close [[File:Snkd.gif]] || O || O || O
|-
| [[File:down.gif]] [[File:Snka.gif]] || X || X || X
|-
| [[File:down.gif]] [[File:Snkb.gif]] || O || O || O
|-
| [[File:down.gif]] [[File:Snkc.gif]] || O || O || O
|-
| [[File:down.gif]] [[File:Snkd.gif]] || X || X || X
|-
| jump [[File:Snka.gif]] || O || O || NA
|-
| jump [[File:Snkb.gif]] || O || O || NA
|-
| jump [[File:Snkc.gif]] || O || O || NA
|-
| jump [[File:Snkd.gif]] || O || O || NA
|-
| hop [[File:Snka.gif]] || X || X || NA
|-
| hop [[File:Snkb.gif]] || X || X || NA
|-
| hop [[File:Snkc.gif]] || X || X || NA
|-
| hop [[File:Snkd.gif]] || X || X || NA
|-
| [[File:Snka.gif]] + [[File:Snkb.gif]] || X || X || NA
|-
| [[File:down.gif]] + [[File:Snka.gif]] + [[File:Snkb.gif]]|| O || X || O
|-
| air [[File:down.gif]] + [[File:Snkb.gif]] || O || O || NA
|}
</center>
 
=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>
 
<center>
 
 
 
'''Standing, Crouching and Running'''
 
<br>
 
 
'''Taunt'''
 
<br>
 
{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| '''Command''' || '''Total Frames'''
|-
| Normal [[file:up1.gif]] || '''35'''
|}
 
<br>
 
 
{| 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>
 
 
 
{| 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>
 
 
{| 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>
 
 
 
{| 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'''
|}
 
<br>
 
 
 
{| 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>
 
 
{| 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'''
|}
 
<br>
 
 
 
{| 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'''
|}
 
<br>


==Move List==


{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
Frame Data Source: https://w.atwiki.jp/garoumow/pages/23.html and https://w.atwiki.jp/garoumow/pages/78.html
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| '''Far''' [[File:Snka.gif]]|| '''5''' || '''+2''' || '''+2'''
|}


<br>
{{MOTW Legend}}




{| 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'''
|}


<br>
Notes:


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


{| 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>


===Close Standing Normals===


{| 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
| '''Far''' [[File:Snkd.gif]] || '''11''' || '''-2''' || '''-2'''
|name=c.5A
|}
|subtitle=
|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>


===== <span class="invisible-header">Close 5B</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Hotaru_clB.jpg
|name=c.5B
|subtitle=
|caption=
|data=
{{AttackData-Garou
|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=
}}
}}




{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| [[File:down.gif]] [[File:Snka.gif]] || '''4''' || '''+2''' || '''+2'''
|}


<br>
===== <span class="invisible-header">Close 5C</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Hotaru_clC.jpg
|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.
}}
}}




{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| [[File:down.gif]] [[File:Snkb.gif]] || '''4''' || '''+2''' || '''+2'''
|}


<br>
===== <span class="invisible-header">Close 5D</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Hotaru_clD.jpg
|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.
}}
}}






{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
===Far Standing Normals===
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| [[File:down.gif]] [[File:Snkc.gif]] || '''5''' || '''-5''' || '''-5'''
|}


<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.
}}
}}






{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
===== <span class="invisible-header">Far 5B</span> =====
|-
<font style="visibility:hidden" size="0"></font>
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
{{MoveData
|-
|image=Hotaru_sB.jpg
| [[File:down.gif]] [[File:Snkd.gif]]|| '''7''' || '''KD''' || '''-14'''
|name=f.5B
|}
|subtitle=
|caption=
|data=
{{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>




===== <span class="invisible-header">Far 5C</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Hotaru_sC.jpg
|name=f.5C
|subtitle=
|caption=
|data=
{{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=
}}
}}


{| 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>


   
===== <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="30%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| [[File:down.gif]] + [[File:Snka.gif]] + [[File:Snkb.gif]] || '''8''' || '''-3''' || '''+3'''
|}


<br>


===Crouching Normals===


{| border="1em" cellspacing="0" width="20%" 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
| ''' Air [[File:down.gif]] + [[File:snkb.gif]]''' || '''29''' || '''KD''' || '''-16'''
|name=2A
|}
|subtitle=
<br>
|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.
}}
}}




{| 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">2B</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Hotaru_crB.jpg
|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.
}}
}}


{| 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'''
|}


<br>


{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
===== <span class="invisible-header">2C</span> =====
|-
<font style="visibility:hidden" size="0"></font>
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
{{MoveData
|-
|image=Hotaru_crC.jpg
| air [[File:qcb.gif]] + [[File:snkd.gif]] || '''13''' || '''KD''' || '''≥-9'''
|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.


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




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


<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=
}}
}}


{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| [[File:dp.gif]] + [[File:snkd.gif]] || '''2''' || '''KD''' || '''-31'''
|}


<br>


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


<br>
===== <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="20%" style="border: 1px solid #999; background: #F2F2F2;"
Can beat out upper-body evasion attacks.
|-
}}
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
}}
|-
| [[File:qcb.gif]] + [[File:snkc.gif]] || '''18''' || '''KD''' || '''-1'''
|}


<br>


{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
|-
| [[File:qcb.gif]] + [[File:snkb.gif]] || '''13''' || '''KD''' || '''-19'''
|-
| [[File:qcb.gif]] + [[File:snkb.gif]] '''Break''' || '''13''' || '''KD''' || '''+12'''
|}


<br>
===== <span class="invisible-header">jB</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Hotaru_jB.jpg
|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.


{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
Hop B has a startup of 5F, and is active for 8F.  
|-
}}
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
}}
|-
| [[File:qcb.gif]] + [[File:snkd.gif]] || '''13''' || '''KD''' || '''-19'''
|-
| [[File:qcb.gif]] + [[File:snkd.gif]] '''break''' || '''13''' || '''KD''' || '''+12'''
|}


<br>


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


<br>
===== <span class="invisible-header">jC</span> =====
<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.


{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
Hop C has a startup of 6F, and is active for 6F.  
|-
}}
| '''Command''' || '''Start Up''' || '''Hit'''|| '''Guard'''
}}
|-
| [[File:qcf.gif]], [[File:qcf.gif]] + [[File:snka.gif]] || '''6''' || '''KD''' || '''-51'''
|}


<br>


{| 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>
===== <span class="invisible-header">jD</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Hotaru_jD.jpg
|name=j.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.


{| 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:qcf.gif]], [[File:qcf.gif]] + [[File:snkb.gif]] || '''0''' || '''KD''' || '''-33'''
|}


<br>


{| 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:snkd.gif]] || '''0''' || '''KD''' || '''-32'''
|}
</center>


=Attack Notes=
===Command Normals===
To come.


=Combos=
===== <span class="invisible-header">Koushuu Da (j2B)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Hotaru_j2B.jpg
|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).


Anywhere:-<br>
Can beat out upper-body evasion attacks.
1) Jumping '''C'''/'''D'''-->Crouching '''C'''-->QCF+'''C'''<br>
2) Jumping '''C'''/'''D'''-->Standing '''D'''-->QCFx2+'''P'''<BR>
<BR>
Corner only:-<BR>
3) Jumping '''C'''/'''D'''-->Crouching '''C'''-->QCB+'''C'''<BR>
4) Jumping '''C'''/'''D'''-->Crouching '''C'''-->QCB+'''B''', Break-->F, D, DF+'''D''' '''''OR''''' QCFx2+'''K'''<BR>
5) Down+'''B''' in the air, Jumping '''D''' (''link/chain'')xxQCB+'''B'''-->QCFx2+'''K'''<BR>
6) Jumping '''C'''/'''D'''-->Crouching '''C'''-->QCB+'''B''', Break-->QCB+'''D''' in the air-->QCFx2+'''K'''<BR>
<BR>
TOP+Corner only:-<BR>
7) Jumping '''C'''/'''D'''-->Crouching '''C'''-->QCB+'''B''', Break-->''TOP Attack''<BR>
8) Jumping '''C'''/'''D'''-->Crouching '''C'''-->QCB+'''B''', Break-->''TOP Attack''-->QCFx2+'''K'''<BR>


=Bread'n'Butter Combos=
Once Hotaru "step" on her opponent, she jumps again, and she is allowed to
st. b xx qcb b(break w/ab), qcf c  (37/31)
perform another air attack (or spin with CD before attacking).


cr. a xx qcb b(break w/ab), qcf c (35/29)
However she loses the ability to air JD, making her vulnerable to anti-airs.  
  }}
}}


st. c/cr. c/st. d xx qcb b(break w/ab), qcf c  (40/34)


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


st. c/cr. c xx qcb c (36/28)
===== <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.  
}}
}}


st. d xx qcfx2 p (64/45 s, 88/60 p)


Corner stuff(corner only)


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


st. c xx qcb b(break w/ab), qcfx2 k (73/55 s, 99/72 p)
===== <span class="invisible-header">Lower-body Evasion Attack (5AB)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Hotaru_AB.jpg
|name=5A+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.
}}
}}


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


Counter hit stuff


qcb b(counter hit, break w/ab), qcb b(break w/ab), qcf c (46/40)
===== <span class="invisible-header">Upper-body Evasion Attack (2AB)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Hotaru_2AB.jpg
|name=2A+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=▽
|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.


qcb b(counter hit, break w/ab), qcfx2 k (58/45 s, 84/62 p)
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.
}}
}}


(corner)qcb b(counter hit, break w/ab), qcb b(break w/ab), qcfx2 k (79/61 s, 105/78 p)


(near corner)air qcb d(air counter hit), dp d (31/25)


(near corner)air qcb d(air counter hit), qcfx2 k (65/48 s, 91/65 p)
===== <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>
}}
}}


qcf c(air counter hit), qcf c (32/30)
===Throws===


=T.O.P. Notes=
===== <span class="invisible-header">Ground Throw</span> =====
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.
<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.


=Overall Strategy=
* 6C side-switches you, unless the opponent is in the corner.  
Hotaru maybe a little weak in the health department, but she can also compete in the right person's hands.  She has a lot of tools to place her in situations where the opponent has to guess, and also, if guessing wrong, can lead to a lot of damage.


Useful normals(standing):
* 4C lets you stay on the same side, unless you are in the corner and the back throw puts the opponent in the corner.
}}
}}


st. a(far/close):  Well, everyone's standing a's are pretty abusive, her's isn't any different.


st. b(close): It's a really good poke, and it can be used to start combos on a hit.


st. c(close)Also pretty good combo starterIt does some pretty good guard damange as well, so involve it in block strings if you can.
===== <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.
  }}
}}


st. d(far/close):  Use the far standing d in range, to make it very effective.  The close standing D is an easy hit confirm with her punch super.
===Feints===


Useful(crouching):
===== <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]].
}}
}}


cr. a:  Basic pretty much.  You can also combo from it.


cr. b:  Pretty ok poke.  I think you can combo supers from it.


cr. c: This is yes. This has pretty good range, and is hit confirmableJust use it well however, and make sure you always cancel it into something.
===== <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]].  
  }}
}}


cr. d:  Sweep, it's pretty alright.  Use it mostly when you need to knockdown when you can't combo.
===Special Moves===


Useful(jumping):
===== <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.


j. b:  Air to air poke, can link to j. a on a ground it as well.
Just don't throw them full-screen , that's a free JD.


j. d:  Air to ground poke, pretty good, and can cancel it to the air kick.
Remember her forward feint that does the same motion as her fireball startup to mess with people's expectations.


j. down + b:  Very useful in some situations.  Use this whenever you are above the opponent, or as a wakeup option on low jump.
The C version has more damage so use C for combos.  
  }}
}}


Make sure you find ways to apply her normals, so that you don't get punishedAlso, make sure you either hit with the air qcb k or whiff it. Make sure you don't get blocked, you will be punished severely. Also, if you need to faint anything, use the f + ac one.  It is a lot easier to connect with things with that.
===== <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 ]]


=Matchup Notes=
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.
To come.  


=Advanced Tactics=
<gallery class="mw-collapsible">
When Hotaru is working properly, she can use her positioning to mixup the opponent in a lot of ways. Here are some ones that you should work on.
  Hotaru_qcbC-1.jpg|
  Hotaru_qcbC-2.jpg|
  Hotaru_qcbC-3.jpg|
  Hotaru_qcbC-4.jpg|
  Hotaru_qcbC-5.jpg|
</gallery>
  }}
}}


'''Opponent in the air:'''


''j. down + b, then...''


--j. d into combo
===== <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.


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


--land and do a low into combo
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.


--cd and another j. down + b into something else
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).  


'''Off of any air counter hit(note that all the air down + b stuff applies as well):'''
8~17F projectile reflection.
  }}
}}


''run up, j. d then...''
===== <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...


--cancel into the air kick(can kick super off of this in the corner)
Can be used as a nige-tatsu (to run away) via jump CD (spin in the air) > divekick in the opposite direction.


--cancel into the air kick(whiffed), and mixup more
Used in optimised corner combos, after reflect break.


--throw
You can use the Tiger Knee motion 2147B to perform a divekick low to the ground.
  }}
}}


--throw a low into a combo
===== <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.


--overhead
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.


--dp, reflect kick, or qcb p
1~4F full-body invincibility, so it can be used as a risky "get off me" tool.


''run up, s. a then...''
<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.  


--jump, cd, j. d into combo
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>
}}
}}


--low jump down + b into mixup
===== <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.


--run up, hcf + d throw
Corner setup showcase : https://www.youtube.com/watch?v=Eycf9BhE0xw
}}
}}


--low attack into combo


'''After knocking the opponent down:'''


''low jump down + b then...''
===Super Moves===


--cd, land, sweep
===== <span class="invisible-header">Soushou Tenrenge (236236P)</span> =====
<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.


--cd, j. d into combo
1~8F 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_Super2-6.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>
}}
}}


--cd, land, throw


'''Miscellaneous:'''


Get into a good habit of using her fireballs properlyMost of the time, you want to dash back, and then fire one offThis way the opponent cannot punish you at all. Also, you can use her fireballs as anti airs if timed right and they can catch backdashers a lotMake sure you do this as well.
===== <span class="invisible-header">Tenshou Ranki (236236K)</span> =====
<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.  
  }}
}}


Also, remember that Hotaru has an air throw.  Whenever an opponent throws an early jumping normal, press up, down + c to do a low jump air throw and snag em out of the air.  This puts you in a good position, as to where you can mixup.


Her supers are good outside of combos as well.  The kick super is a very good anti air, just watch out, as it is good for long jumps, it will whiff or not hit all the way if the opponent is straight above you.  The punch super is good to tick away that last bit of life left.  Also rememeber this sequence; qcb p(blocked), dp or punch super.  This is Hotaru's frame trap.  If the opponent flinches at all, thinking they can punish this move, then they will be punished in retaliation.  You can get this off only once per match, so use it wisely.
<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
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