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| '''Close [[File:snkc.gif]]''' || '''5''' || '''-5''' || '''-5''' | | '''Close [[File:snkc.gif]]''' || '''5''' || '''-5''' || '''-5''' | ||
|} | |} | ||
In case the Throw fails, a 'cl. C' will come out instead. On hit/guard it can combo (Feint Cancel it). However clC doesn't have vertical hitbox, a neutral jump to escape the tick throw will leave Hotaru vulnerable. | |||
<br> | <br> | ||
[[File:Hotaru_clD.jpg]] | [[File:Hotaru_clD.jpg]] | ||
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;" | {| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;" | ||
|- | |- | ||
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| '''Close''' [[File:Snkd.gif]] || '''6''' || '''-8''' || '''-8''' | | '''Close''' [[File:Snkd.gif]] || '''6''' || '''-8''' || '''-8''' | ||
|} | |} | ||
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. | |||
<br> | <br> | ||
[[File:Hotaru_sA.jpg]] | [[File:Hotaru_sA.jpg]] | ||
{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;" | {| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;" | ||
|- | |- | ||
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| '''Far''' [[File:Snka.gif]]|| '''5''' || '''+2''' || '''+2''' | | '''Far''' [[File:Snka.gif]]|| '''5''' || '''+2''' || '''+2''' | ||
|} | |} | ||
Unlike most characters, Hotaru's far A is weak, it extends her hurtbox. Use far B instead to poke on the ground. | |||
<br> | <br> | ||
[[File:Hotaru_sB.jpg]] | [[File:Hotaru_sB.jpg]] | ||
{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;" | {| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;" | ||
|- | |- | ||
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| '''Far''' [[File:Snkb.gif]] || '''6''' || '''+2''' || '''+2''' | | '''Far''' [[File:Snkb.gif]] || '''6''' || '''+2''' || '''+2''' | ||
|} | |} | ||
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> | <br> | ||
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[[File:Hotaru_jA.jpg]] | [[File:Hotaru_jA.jpg]] | ||
{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;" | {| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;" | ||
|- | |- | ||
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| '''Jumping''' [[File:Snka.gif]] || '''4''' || '''?''' || '''?''' | | '''Jumping''' [[File:Snka.gif]] || '''4''' || '''?''' || '''?''' | ||
|} | |} | ||
Has long active frames, can target combo with jA>B or jA>C(whiff on crouchers). | |||
<br> | <br> | ||
[[File:Hotaru_jB.jpg]] | [[File:Hotaru_jB.jpg]] | ||
{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;" | {| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;" | ||
|- | |- | ||
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| '''Jumping''' [[File:Snkb.gif]] || '''3''' || '''?''' || '''?''' | | '''Jumping''' [[File:Snkb.gif]] || '''3''' || '''?''' || '''?''' | ||
|} | |} | ||
Has the best horizontal reach out of all her air moves, however it doesn't stay active for long. | |||
<br> | <br> | ||
[[File:Hotaru_jC.jpg]] | [[File:Hotaru_jC.jpg]] | ||
{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;" | {| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;" | ||
|- | |- | ||
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| '''Jumping''' [[File:Snkc.gif]] || '''4''' || '''?''' || '''?''' | | '''Jumping''' [[File:Snkc.gif]] || '''4''' || '''?''' || '''?''' | ||
|} | |} | ||
This is what comes out if you miss your air throw. It whiffs on crouching opponent. | |||
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[[File:Hotaru_jD.jpg]] | [[File:Hotaru_jD.jpg]] | ||
{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;" | {| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;" | ||
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| '''Jumping''' [[File:Snkd.gif]] || '''5''' || '''?''' || '''?''' | | '''Jumping''' [[File:Snkd.gif]] || '''5''' || '''?''' || '''?''' | ||
|} | |} | ||
When used deep enough, it can hit people trying to 2AB anti-air. | |||
<br> | <br> | ||
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<br> | <br> | ||
[[File:Hotaru_j2B.jpg]] | [[File:Hotaru_j2B.jpg]] | ||
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|- | |- | ||
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| ''' Air [[File:down.gif]] + [[File:snkb.gif]]''' || '''6''' || '''?''' || '''?''' | | ''' Air [[File:down.gif]] + [[File:snkb.gif]]''' || '''6''' || '''?''' || '''?''' | ||
|} | |} | ||
Stays active for the full duration of the jump. A very annoying tool (unsafe but hard to punish). 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. | |||
<br> | <br> | ||
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[[File:Hotaru_qcbB-1.jpg]][[File:Hotaru_qcbB-2.jpg]] | [[File:Hotaru_qcbB-1.jpg]][[File:Hotaru_qcbB-2.jpg]] | ||
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;" | {| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;" | ||
|- | |- | ||
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| [[File:qcb.gif]] + [[File:snkb.gif]] '''Break''' || '''13''' || '''KD''' || '''+12''' | | [[File:qcb.gif]] + [[File:snkb.gif]] '''Break''' || '''13''' || '''KD''' || '''+12''' | ||
|} | |} | ||
Hotaru's breakable move. Use the B version whenever you are doing a combo or need the hitbox, because the B version has a greater hitbox. | |||
<br> | <br> | ||
[[File:Hotaru_qcbD.jpg]] | [[File:Hotaru_qcbD.jpg]] | ||
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;" | {| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;" | ||
|- | |- | ||
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| [[File:qcb.gif]] + [[File:snkd.gif]] '''break''' || '''13''' || '''KD''' || '''+12''' | | [[File:qcb.gif]] + [[File:snkd.gif]] '''break''' || '''13''' || '''KD''' || '''+12''' | ||
|} | |} | ||
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. | |||
<br> | <br> |
Revision as of 22:20, 14 October 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 |
In case the Throw fails, a 'cl. C' will come out instead. On hit/guard it can combo (Feint Cancel it). However clC doesn't have vertical hitbox, a neutral jump to escape the tick throw will leave Hotaru vulnerable.
Command | Start Up | Hit | Guard |
Close ![]() |
6 | -8 | -8 |
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.
Command | Start Up | Hit | Guard |
Far ![]() |
5 | +2 | +2 |
Unlike most characters, Hotaru's far A is weak, it extends her hurtbox. Use far B instead to poke on the ground.
Command | Start Up | Hit | Guard |
Far ![]() |
6 | +2 | +2 |
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.
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 | ? | ? |
Has long active frames, can target combo with jA>B or jA>C(whiff on crouchers).
Command | Start Up | Hit | Guard |
Jumping ![]() |
3 | ? | ? |
Has the best horizontal reach out of all her air moves, however it doesn't stay active for long.
Command | Start Up | Hit | Guard |
Jumping ![]() |
4 | ? | ? |
This is what comes out if you miss your air throw. It whiffs on crouching opponent.
Command | Start Up | Hit | Guard |
Jumping ![]() |
5 | ? | ? |
When used deep enough, it can hit people trying to 2AB anti-air.
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 | ? | ? |
Stays active for the full duration of the jump. A very annoying tool (unsafe but hard to punish). 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.
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 |
Hotaru's breakable move. Use the B version whenever you are doing a combo or need the hitbox, because the B version has a greater hitbox.
Command | Start Up | Hit | Guard |
![]() ![]() |
13 | KD | -19 |
![]() ![]() |
13 | KD | +12 |
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.
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
- 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.