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

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=Overall Strategy=
=Overall Strategy=
To come.
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):
 
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 starter.  It does some pretty good guard damange as well, so involve it in block strings if you can.
 
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.
 
Useful(crouching):
 
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 confirmable.  Just use it well however.
 
cr. d:  Sweep, it's pretty alright.  Use it mostly when you need to knockdown when you can't combo.
 
Useful(jumping):
 
j. b:  Air to air poke, can link to j. a on a ground it as well.
 
j. d:  Air to ground poke, pretty good, and can cancel it to the air kick.
 
j. down + b:  Very useful in some situations.  Use this whenever you are above the opponent, or as a wakeup option on low jump.


=Matchup Notes=
=Matchup Notes=

Revision as of 02:07, 5 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

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):

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 starter. It does some pretty good guard damange as well, so involve it in block strings if you can.

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.

Useful(crouching):

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 confirmable. Just use it well however.

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

Useful(jumping):

j. b: Air to air poke, can link to j. a on a ground it as well.

j. d: Air to ground poke, pretty good, and can cancel it to the air kick.

j. down + b: Very useful in some situations. Use this whenever you are above the opponent, or as a wakeup option on low jump.

Matchup Notes

To come.

Advanced Tactics

To come.

Return to The Characters

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