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

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=Frame Data=
=Frame Data=
To come.
Standing Close: (point blank-soonest possible connect)
 
A i7 +5
 
B i8 +1
 
C i11 -1
 
D i10 -8
 
Standing Far:
 
A i9 +2
 
B i10 +2
 
C i13 +1
 
D i15 -2
 
Crouching: (Point blank range)
 
A i8 +2
 
B i8 +2
 
C i9 -5
 
D i11 KD/-14
 
A+B i27 Hit:-1 Block:+5
 
d+A+B i12 Hit:-3 Block:+3
 
C+D(TOP) i13 KD/-24
 
Throw (f+C & b+C)
 
Instant. 2 frame delay like any other move, then throw animation begins. Throw breaks leave both at even frame advantage.
 
Specials:
 
dp+B i6 KD/-12
 
dp+D i6 KD/-31
(Weird. If you do f,d,df+K, it takes 7 frames to connect from the button press. If you do f,d,df,K, it takes 6 frames to connect from the button press.Tested, and all specials are this way. All numbers adjust to smallest possible from button press.)
 
hcf+D i13
 
qcf+P i15 -5 (point blank)
 
qcb+A i14 KD/-11
 
qcb+C i22 KD/-1 (Not a typo)
 
qcb+K i17 KD/-19 (+12 if Brake'd)
 
qcf,qcf+A KD/-51 (Yes, you can actually jump, land, and jump again before she can do anything)
 
qcf,qcf+C KD/-14 (This is assuming you stay and block the final dive. You can actually move before then, but run a good risk of getting hit with the dive if you jump. You can backdash so the dive misses, and have all the time in the world the smack her)
 
qcf,qcf+B Vacuum KD/-33 (Blocking the dive)
 
qcf,qcf+D Vacuum KD/-32 (Blocking the dive)


=Attack Notes=
=Attack Notes=

Revision as of 13:48, 4 April 2006

Introduction

To come.

Gameplay Overview

To come.

Move List

Command Normal Moves

"Step Kick"
in the air, d B

"Air Crossover"
in the air, CD

Special Command Moves

Spirit Slam
qcf P

Combo Kick
during j, qcb K

Twisting Flight
dp K

Double Blow Onslaught
qcb P

Lunging Thigh
hcf D

*Tiger Tail Kick (Break Move)
qcb K

Super Moves

Lotus Land Punch
qcf x2 P

Flying Queen of Chaos
qcf x2 K

Attributes

To come.

Frame Data

Standing Close: (point blank-soonest possible connect)

A i7 +5

B i8 +1

C i11 -1

D i10 -8

Standing Far:

A i9 +2

B i10 +2

C i13 +1

D i15 -2

Crouching: (Point blank range)

A i8 +2

B i8 +2

C i9 -5

D i11 KD/-14

A+B i27 Hit:-1 Block:+5

d+A+B i12 Hit:-3 Block:+3

C+D(TOP) i13 KD/-24

Throw (f+C & b+C)

Instant. 2 frame delay like any other move, then throw animation begins. Throw breaks leave both at even frame advantage.

Specials:

dp+B i6 KD/-12

dp+D i6 KD/-31 (Weird. If you do f,d,df+K, it takes 7 frames to connect from the button press. If you do f,d,df,K, it takes 6 frames to connect from the button press.Tested, and all specials are this way. All numbers adjust to smallest possible from button press.)

hcf+D i13

qcf+P i15 -5 (point blank)

qcb+A i14 KD/-11

qcb+C i22 KD/-1 (Not a typo)

qcb+K i17 KD/-19 (+12 if Brake'd)

qcf,qcf+A KD/-51 (Yes, you can actually jump, land, and jump again before she can do anything)

qcf,qcf+C KD/-14 (This is assuming you stay and block the final dive. You can actually move before then, but run a good risk of getting hit with the dive if you jump. You can backdash so the dive misses, and have all the time in the world the smack her)

qcf,qcf+B Vacuum KD/-33 (Blocking the dive)

qcf,qcf+D Vacuum KD/-32 (Blocking the dive)

Attack Notes

To come.

Bread'n'Butter Combos

st. b xx qcb b(break w/ab), qcf c (37/31)

cr. a xx qcb b(break w/ab), qcf c (35/29)

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)

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)

st. c xx qcb b(break w/ab), qcfx2 k (73/55 s, 99/72 p)

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)

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

(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)

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

T.O.P. Notes

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

Overall Strategy

To come.

Matchup Notes

To come.

Advanced Tactics

To come.

Return to The Characters

Return to The Characters Menu