(→Terry) |
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===Dong=== | ===Dong=== | ||
His DP break is always punishable via 2C regardless of spacing. | His DP break is always punishable via 2C regardless of spacing. | ||
===Hotaru (mirror)=== | |||
You can play tennis with fireball + reflect. | |||
=Advanced Tactics= | =Advanced Tactics= |
Revision as of 18:11, 16 August 2016
Introduction
To come.
Character Colors
Gameplay Overview
To come.
Move List
Command Normal Moves
Kou-shuu Da (Needle Kick): Down+B in the air
Cross-over: Press CD in the air
Special Command Moves
Frame Data
Move | Startup | Guard Adv. | Hit Adv. | Guard Crush Value | Cancellation | Remarks |
Near Standing A | Three | +5 | +5 | Four | Ream / ◯ | |
Near Standing B | Four | +1 | +1 | Four | ◯ | |
Near Standing C | Seven | -1 | -1 | Five | ◯ | |
Near Standing D | Six | -8 | -8 | Five | ◯ | |
Far Standing A | Five | +2 | +2 | Four | Ream / ◯ | |
Far Standing B | Six | +2 | +2 | Four | ◯ | The second half has 3F invincible |
Far Standing C | Nine | +1 | +1 | Five | △ | |
Far Standing D | Eleven | -2 | -2 | Five | × | |
Crouched A | Four | +2 | +2 | Four | Ream / ◯ | |
Crouched B | Four | +2 | +2 | Four | Ream / × | |
Crouched C | Five | -Five | -Five | Five | ◯ | |
Crouched D | Seven | -14 | down | Five | × | |
Upper avoid attack | Eight | +3 | -3 | Six | ▽ | 1 ~ 6F upper body invincible |
Lower avoid attack | twenty three | +5 | -1 | Six | × | |
Jump A | Four | Four | ◯ | |||
Jump B | Three | Four | ◯ | hop : startup 5F | ||
Jump C | Four | Five | ◯ | hop : startup 6F | ||
Jump D | Five | Five | ◯ | |||
High kick-punch | Five | Nine | × |
Move | Startup | Guard Adv. | Hit Adv. | Guard Crush Value | Remarks |
Hatsukitenohira (Fireball) | Ten | -Five | -Five | Weak 7, strength 8 | |
Weak Wren 撃蹴 (Dive) | Ten | -8 Or more | down | 3, 4 | |
Strong Wren 撃蹴 (Dive) | 13 | -9 More | down | 4,4 | |
Weak-turned-Sho (dp) | Two | -12 | down | 2,2 | 1 ~ 4F invincible |
Strong-turned-Sho (dp) | Two | -31 | down | 3 × 5,2 | 1 ~ 4F invincible |
Weak-SotenohiraSusumu | Ten | -11 | down | 1 × 5 | |
Strength-SotenohiraSusumu | Eighteen | -1 | down | 2 × 5 | |
Weak-Toraoashi (reflect) | 13 | -19 (+12) | down | Weak 7, | 8 ~ 13F missile reflection |
Strength-Toraoashi (reflect) | 13 | -19 (+12) | down | Strength 8 | 8 ~ 17F missile reflection |
Oblique thigh (command throw) | Nine | down | |||
Turning swallow (TOP) | Nine | -twenty four | down | twenty five | |
Sotenohiraten lotus A | Six | -51 | down | 1 × 17 | 1 ~ 8F invincible |
Sotenohiraten lotus C | Six | -14 | down | 2 × 15,5 | 1 ~ 10F invincible |
Tensho Ranhime B | 0 | -33 | down | 3 × 3,0 | 1 ~ 2F invincible |
Tensho Ranhime D | 0 | -32 | down | 5 × 4 | 1F invincible |
Hit Boxes and Frame Data
Legend:
Hit Box: Area that will hit the opponent
Hurt Box: Area where you can get hit. A move is invincible if the Hurt Box is absent.
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: Hit box 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 hurt/hit boxes. Just allows characters to not pass through each other.
Command = the input for the attack.
Start Up = How many start up frames a move/attack has.
Hit = When the attack hits.
Block = When the attack is blocked.
+ signifies how many advantage frames the attacker has.
- signifies how many disadvantage frames the attacker has.
KD means the attack will knock the opponent down.
Standing, Crouching and Running
Taunt
Command | Total Frames |
Normal ![]() |
35 |
Command | Total Frames |
Close ![]() ![]() ![]() |
9 |
Command | Total Frames |
![]() ![]() ![]() |
10 |
Command | Total Frames |
![]() ![]() ![]() |
14 |
Command | Start Up | Hit | Guard |
Close ![]() |
3 | +5 | +5 |
Command | Start Up | Hit | Guard |
Close ![]() |
4 | +1 | +1 |
Command | Start Up | Hit | Guard |
Close ![]() |
5 | -5 | -5 |
Command | Start Up | Hit | Guard |
Close ![]() |
6 | -8 | -8 |
Command | Start Up | Hit | Guard |
Far ![]() |
5 | +2 | +2 |
Command | Start Up | Hit | Guard |
Far ![]() |
6 | +2 | +2 |
Command | Start Up | Hit | Guard |
Far ![]() |
9 | +1 | +1 |
Command | Start Up | Hit | Guard |
Far ![]() |
11 | -2 | -2 |
Command | Start Up | Hit | Guard |
![]() ![]() |
4 | +2 | +2 |
Command | Start Up | Hit | Guard |
![]() ![]() |
4 | +2 | +2 |
Command | Start Up | Hit | Guard |
![]() ![]() |
5 | -5 | -5 |
Command | Start Up | Hit | Guard |
![]() ![]() |
7 | KD | -14 |
Command | Start Up | Hit | Guard |
Jumping ![]() |
4 | ? | ? |
Command | Start Up | Hit | Guard |
Jumping ![]() |
3 | ? | ? |
Command | Start Up | Hit | Guard |
Jumping ![]() |
4 | ? | ? |
Command | Start Up | Hit | Guard |
Jumping ![]() |
5 | ? | ? |
Command | Start Up | Hit | Guard |
![]() ![]() |
23 | -1 | +5 |
Command | Start Up | Hit | Guard |
![]() ![]() ![]() |
8 | -3 | +3 |
Command | Start Up | Hit | Guard |
![]() ![]() |
9 | KD | ? |
Command | Start Up | Hit | Guard |
Air ![]() ![]() |
6 | ? | ? |
Command | Start Up | Hit | Guard |
![]() ![]() |
10 | -5 | -5 |
Command | Start Up | Hit | Guard |
air ![]() ![]() |
10 | KD | ≥-8 |
Command | Start Up | Hit | Guard |
air ![]() ![]() |
13 | KD | ≥-9 |
Command | Start Up | Hit | Guard |
![]() ![]() |
2 | KD | -12 |
Command | Start Up | Hit | Guard |
![]() ![]() |
2 | KD | -31 |
Command | Start Up | Hit | Guard |
![]() ![]() |
10 | KD | -11 |
Command | Start Up | Hit | Guard |
![]() ![]() |
18 | KD | -1 |
Command | Start Up | Hit | Guard |
![]() ![]() |
13 | KD | -19 |
![]() ![]() |
13 | KD | +12 |
Command | Start Up | Hit | Guard |
![]() ![]() |
13 | KD | -19 |
![]() ![]() |
13 | KD | +12 |
Command | Start Up | Hit | Guard |
![]() ![]() |
9 | KD |
Command | Start Up | Hit | Guard |
![]() ![]() ![]() |
6 | KD | -51 |
Command | Start Up | Hit | Guard |
![]() ![]() ![]() |
6 | KD | -14 |
Command | Start Up | Hit | Guard |
![]() ![]() ![]() |
0 | KD | -33 |
Command | Start Up | Hit | Guard |
![]() ![]() ![]() |
0 | KD | -32 |
Attack Notes
To come.
Combos
Anywhere:-
1) Jumping C/D-->Crouching C-->QCF+C
2) Jumping C/D-->Standing D-->QCFx2+P
Corner only:-
3) Jumping C/D-->Crouching C-->QCB+C
4) Jumping C/D-->Crouching C-->QCB+B, Break-->F, D, DF+D OR QCFx2+K
5) Down+B in the air, Jumping D (link/chain)xxQCB+B-->QCFx2+K
6) Jumping C/D-->Crouching C-->QCB+B, Break-->QCB+D in the air-->QCFx2+K
TOP+Corner only:-
7) Jumping C/D-->Crouching C-->QCB+B, Break-->TOP Attack
8) Jumping C/D-->Crouching C-->QCB+B, Break-->TOP Attack-->QCFx2+K
Bread'n'Butter Combos
- In close range, the best damage comes from cancelling normals into 214B(reflect) xx AB(break) > 236C(fireball)
- In far range, 2C into fireball is good damage
- Confirm Supers via hop A/B/D into kick super, or clA>stA xx punch super
- Optimized corner damage is via anything xx Reflect xx break > instant divekick > super/dp
Combo list (incomplete) :
st. a/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 has good damage and is very well rounded, however she lacks damage from low attacks and has low health/guard. Her most frequent strategy is to keep her opponent out while dealing damage via unpredictable aggressions.
Notable normals :
st. a(far/close): close A is great due to his speed and allow punishes, far A is a bit below average.
st. b(far): Your goto footsie tool, had good range, good hitbox and good speed.
st. c(close): Slow and no horizontal hitbox, don't try to throw people on wakeup too much jump baits will easily punish you.
st. d(close): close D can prevent attempts to jump out, and it can be feint cancelled to confirm into a combo.
cr. a: Good to prevent 2AB mashing.
cr. c: A very good tool, most of the cast don't reach nearly as far, cr C cancelled into fireball is good safe damage (for this range), or you can feint cancel it into run in to maintain pressure.
j. b: Air to air poke, has the most horizontal range.
j. d: Air to ground poke, beats 2AB anti-airs.
j. a: has the most active frames and target cancellable with A to prevent most guard cancels.
j. down + b: Very annoying, has amazing priority and allows you to run away efficiently with escape divekicks.
Zonning with Hotaru :
Anti-air : Cover the air with air-throw/air-jd, air normals or DP.
Full screen : You can charge meter with her reflect, D version builds more meter while B version has a greater hitbox. Toss fireballs at a range where jumpins won't reach you, not too many since they will give health+meter via Just Defend.
Mid screen : You can run/stop to get in far B range and poke with it. If you whiff it be ready to react to a jump. If it connects, buffer it with a fireball or forward+AC feint.
Close range : 2A if you fear someone mashing 2AB, clD can prevent escape jumps, mix in command grab from time to time.
Matchup Notes
Rock
Hotaru's 2C goes under Rock's far A
Jenet
If above a Jenet Divekick, it is possible to punish it with jD on the way down into kick super. It will combo on the airborne Jenet (only works on Jenet)
Terry
If you JD his dp break, he is punishable via close A.
Without jd, if close enough, his dp break is punishable with the 0F super.
Dong
His DP break is always punishable via 2C regardless of spacing.
Hotaru (mirror)
You can play tennis with fireball + reflect.