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(Replaced content with "<br>List of maximum feint frames: <div class="mw-collapsible mw-collapsed"> {| border="1em" cellspacing="0" style="border: 1px solid #999;" |- | '''Character''' || '''6A...")
Tag: Replaced
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==Move List==
<br>List of maximum feint frames:  
 
<div class="mw-collapsible mw-collapsed">
Frame Data Source: https://w.atwiki.jp/garoumow/pages/23.html and https://w.atwiki.jp/garoumow/pages/78.html
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
 
|-
{{MOTW Legend}}
| '''Character''' || '''6A+C''' || '''2A+C'''
 
|-
 
| [[Rock (Garou)|Rock Howard]] || 46 || 34
 
|-
===Close Standing Normals===
| [[Terry Bogard (Garou)|Terry Bogard]] || 26 || 30
 
|-
===== <span class="invisible-header"></span> =====
| [[Kim Dong Hwan (Garou)|Kim Dong Hwan]] || 30 || 37
<font style="visibility:hidden" size="0"></font>
|-
{{MoveData
| [[Kim Jae Hoon (Garou)|Kim Jae Hoon]] || 33 || 43
|image=Hotaru_clA.jpg
|-
|name=Cl. {{Icon-SNK|A}}
| [[Khushnood Butt (Garou)|Butt/Marco]] || 39 || 44
|subtitle=
|-
|caption=
| [[Tizoc (Garou)|Tizoc/Griffon]] || 33 || 54
|data=
|-
{{AttackData-Garou
| [[Hokutomaru (Garou)|Hokutomaru]] || 28 || 36
|Damage=4
|-
|Guard=Mid
| [[Freeman (Garou)|Freeman]] || 32 || 27
|Startup=3
|-
|Active=3
| [[Hotaru Futaba (Garou)|Hotaru Futaba]] || 22 || 25
|Recovery=7
|-
|Total=13
| [[Gato (Garou)|Gato]] || 22 || 35
|Hit Adv=+5
|-
|Block Adv=+5
| [[Kevin Rian (Garou)|Kevin Rian]] || 17 || 35
|Feint Cancel=◯
|-
|Cancel on Hit=◯/chainable
| [[B. Jenet (Garou)|B. Jenet]] || 35 || 42
|Cancel on Block=◯/chainable
|-
|Guard Crush Value=4
| [[Grant (Garou)|Grant]] || 27 || 38
|description=Hotaru's fastest close normal, with good advantage on block.
|-
}}
| [[Kain R. Heinlein (Garou)|Kain R. Heinlein]] || 36 || 45
}}
|}
 
 
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Hotaru_clB.jpg
|name=Cl. {{Icon-SNK|B}}
|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=
}}
}}
 
 
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Hotaru_clC.jpg
|name=Cl. {{Icon-SNK|C}}
|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.
}}
}}
 
 
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Hotaru_clD.jpg
|name=Cl. {{Icon-SNK|D}}
|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.
}}
}}
 
 
 
===Far Standing Normals===
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Hotaru_sA.jpg
|name=Far {{Icon-SNK|A}}
|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=◯/chainable
|Cancel on Block=◯/chainable
|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.
}}
}}
 
 
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Hotaru_sB.jpg
|name=Far {{Icon-SNK|B}}
|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.
}}
}}
 
 
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Hotaru_sC.jpg
|name=Far {{Icon-SNK|C}}
|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=◯ (on block)
|Cancel on Hit=X
|Cancel on Block=◯
|Guard Crush Value=5
|description=
}}
}}
 
 
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Hotaru_sD.jpg
|name=Far {{Icon-SNK|D}}
|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.
}}
}}
 
 
 
===Crouching Normals===
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Hotaru_crA.jpg
|name=Cr. {{Icon-SNK|A}}
|subtitle=
|caption=
|data=
{{AttackData-Garou
|Damage=4
|Guard=Mid
|Startup=4
|Active=4
|Recovery=9
|Total=17
|Hit Adv=+2
|Block Adv=+2
|Feint Cancel=◯
|Cancel on Hit=◯/chainable
|Cancel on Block=◯/chainable
|Guard Crush Value=4
|description=When used as meaty it prevents jumps as well as low profile attempts with 2AB.
}}
}}
 
 
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Hotaru_crB.jpg
|name=Cr. {{Icon-SNK|B}}
|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/chainable
|Cancel on Block=X/chainable
|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.
}}
}}
 
 
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Hotaru_crC.jpg
|name=Cr. {{Icon-SNK|C}}
|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.
 
far B xx 6AC > 2C is a frametrap that prevents jumping.
}}
}}
 
 
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Hotaru_crD.jpg
|name=Cr. {{Icon-SNK|D}}
|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=
}}
}}
 
 
 
===Jumping Normals===
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=Hotaru_jA.jpg
|name=Jump {{Icon-SNK|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).
 
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}}
|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.
 
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=
{{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).
 
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>
</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>
}}
}}

Revision as of 10:04, 24 February 2023


List of maximum feint frames:

Character 6A+C 2A+C
Rock Howard 46 34
Terry Bogard 26 30
Kim Dong Hwan 30 37
Kim Jae Hoon 33 43
Butt/Marco 39 44
Tizoc/Griffon 33 54
Hokutomaru 28 36
Freeman 32 27
Hotaru Futaba 22 25
Gato 22 35
Kevin Rian 17 35
B. Jenet 35 42
Grant 27 38
Kain R. Heinlein 36 45