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

From SuperCombo Wiki
(Removed empty sections. Video link to be put in Misc. page)
(Added frame data to →‎Move List)
Line 26: Line 26:


==Move List==
==Move List==
Frame Data Source: https://w.atwiki.jp/garoumow/pages/23.html
 
Frame Data Source: https://w.atwiki.jp/garoumow/pages/23.html and https://w.atwiki.jp/garoumow/pages/78.html


{{MOTW Legend}}
{{MOTW Legend}}


===Close Standing Normals===
===Close Standing Normals===
===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Hotaru_clA.jpg
|image=Hotaru_clA.jpg
|name=St. {{Icon-SNK|A}}
|name=Cl. {{Icon-SNK|A}}
|subtitle=
|subtitle=
|caption=
|caption=
Line 49: Line 53:
  |Block Adv=+5
  |Block Adv=+5
  |Feint Cancel=◯
  |Feint Cancel=◯
  |Cancel on Hit=◯
  |Cancel on Hit=◯/chainable
  |Cancel on Block=◯
  |Cancel on Block=◯/chainable
  |Guard Crush Value=4
  |Guard Crush Value=4
  |description=Hotaru's fastest close normal, with good advantage on block.
  |description=Hotaru's fastest close normal, with good advantage on block.
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
Line 60: Line 66:
{{MoveData
{{MoveData
|image=Hotaru_clB.jpg
|image=Hotaru_clB.jpg
|name=St. {{Icon-SNK|B}}
|name=Cl. {{Icon-SNK|B}}
|subtitle=
|subtitle=
|caption=
|caption=
Line 80: Line 86:
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
Line 85: Line 93:
{{MoveData
{{MoveData
|image=Hotaru_clC.jpg
|image=Hotaru_clC.jpg
|name=St. {{Icon-SNK|C}}
|name=Cl. {{Icon-SNK|C}}
|subtitle=
|subtitle=
|caption=
|caption=
Line 105: Line 113:
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
Line 110: Line 120:
{{MoveData
{{MoveData
|image=Hotaru_clD.jpg
|image=Hotaru_clD.jpg
|name=St. {{Icon-SNK|D}}
|name=Cl. {{Icon-SNK|D}}
|subtitle=
|subtitle=
|caption=
|caption=
Line 130: Line 140:
  }}
  }}
}}
}}


===Far Standing Normals===
===Far Standing Normals===
===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
Line 150: Line 163:
  |Block Adv=+2
  |Block Adv=+2
  |Feint Cancel=◯
  |Feint Cancel=◯
  |Cancel on Hit=◯
  |Cancel on Hit=◯/chainable
  |Cancel on Block=◯
  |Cancel on Block=◯/chainable
  |Guard Crush Value=4
  |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.
  |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> =====
===== <span class="invisible-header"></span> =====
Line 178: Line 193:
  |Cancel on Block=◯
  |Cancel on Block=◯
  |Guard Crush Value=4
  |Guard Crush Value=4
  |description=* 3F full invulnerability for the second half of the attack
  |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.
* 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> =====
===== <span class="invisible-header"></span> =====
Line 200: Line 217:
  |Hit Adv=+1
  |Hit Adv=+1
  |Block Adv=+1
  |Block Adv=+1
  |Feint Cancel=◯
  |Feint Cancel=◯ (on block)
  |Cancel on Hit=X
  |Cancel on Hit=X
  |Cancel on Block=◯
  |Cancel on Block=◯
Line 207: Line 224:
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
Line 232: Line 251:
  }}
  }}
}}
}}


===Crouching Normals===
===Crouching Normals===
===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
Line 244: Line 266:
  {{AttackData-Garou
  {{AttackData-Garou
  |Damage=4
  |Damage=4
  |Guard=Low
  |Guard=Mid
  |Startup=4
  |Startup=4
  |Active=4
  |Active=4
Line 252: Line 274:
  |Block Adv=+2
  |Block Adv=+2
  |Feint Cancel=◯
  |Feint Cancel=◯
  |Cancel on Hit=◯
  |Cancel on Hit=◯/chainable
  |Cancel on Block=◯
  |Cancel on Block=◯/chainable
  |Guard Crush Value=4
  |Guard Crush Value=4
  |description=When used as meaty it prevents jumps as well as low profile attempts with 2AB.
  |description=When used as meaty it prevents jumps as well as low profile attempts with 2AB.
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
Line 268: Line 292:
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |Damage=7
  |Damage=5
  |Guard=Low
  |Guard=Low
  |Startup=4
  |Startup=4
Line 277: Line 301:
  |Block Adv=+2
  |Block Adv=+2
  |Feint Cancel=X
  |Feint Cancel=X
  |Cancel on Hit=X
  |Cancel on Hit=X/chainable
  |Cancel on Block=X
  |Cancel on Block=X/chainable
  |Guard Crush Value=4
  |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.
  |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> =====
===== <span class="invisible-header"></span> =====
Line 294: Line 320:
  {{AttackData-Garou
  {{AttackData-Garou
  |Damage=9
  |Damage=9
  |Guard=Low
  |Guard=Mid
  |Startup=5
  |Startup=5
  |Active=1
  |Active=1
Line 310: Line 336:
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
Line 320: Line 348:
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |Damage=13
  |Damage=9
  |Guard=Low
  |Guard=Low
  |Startup=7
  |Startup=7
Line 335: Line 363:
  }}
  }}
}}
}}


===Jumping Normals===
===Jumping Normals===
===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
Line 354: Line 385:
  |Hit Adv=
  |Hit Adv=
  |Block Adv=
  |Block Adv=
  |Feint Cancel=X
  |Feint Cancel=
  |Cancel on Hit=◯
  |Cancel on Hit=◯
  |Cancel on Block=◯
  |Cancel on Block=◯
  |Guard Crush Value=4
  |Guard Crush Value=4
  |description=Has long active frames, can target combo with jA>B or jA>C (whiff on crouchers).
  |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> =====
===== <span class="invisible-header"></span> =====
Line 379: Line 414:
  |Hit Adv=
  |Hit Adv=
  |Block Adv=
  |Block Adv=
  |Feint Cancel=X
  |Feint Cancel=
  |Cancel on Hit=◯
  |Cancel on Hit=◯
  |Cancel on Block=◯
  |Cancel on Block=◯
  |Guard Crush Value=4
  |Guard Crush Value=4
  |description=Has the best horizontal reach out of all her air moves, however it doesn't stay active for long.  
  |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> =====
===== <span class="invisible-header"></span> =====
Line 404: Line 443:
  |Hit Adv=
  |Hit Adv=
  |Block Adv=
  |Block Adv=
  |Feint Cancel=X
  |Feint Cancel=
  |Cancel on Hit=◯
  |Cancel on Hit=◯
  |Cancel on Block=◯
  |Cancel on Block=◯
  |Guard Crush Value=5
  |Guard Crush Value=5
  |description=This is what comes out if you miss your air throw. It whiffs on crouching opponent.  
  |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> =====
===== <span class="invisible-header"></span> =====
Line 429: Line 472:
  |Hit Adv=
  |Hit Adv=
  |Block Adv=
  |Block Adv=
  |Feint Cancel=X
  |Feint Cancel=
  |Cancel on Hit=◯
  |Cancel on Hit=◯
  |Cancel on Block=◯
  |Cancel on Block=◯
  |Guard Crush Value=5
  |Guard Crush Value=5
  |description=When used deep enough, it can hit people trying to 2AB anti-air.  
  |description=When used deep enough, it can hit people trying to 2AB anti-air.  
Can beat out upper-body evasion attacks.
  }}
  }}
}}
}}


===Command Normals===
===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> =====
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
Line 443: Line 555:
|image=Hotaru_AB.jpg
|image=Hotaru_AB.jpg
|name=St. {{Icon-SNK|A}}{{Icon-SNK|B}}
|name=St. {{Icon-SNK|A}}{{Icon-SNK|B}}
|subtitle=
|subtitle=Lower-body evasion attack
|caption=
|caption=
|data=
|data=
Line 462: Line 574:
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
Line 468: Line 582:
|image=Hotaru_2AB.jpg
|image=Hotaru_2AB.jpg
|name=Cr. {{Icon-SNK|A}}{{Icon-SNK|B}}
|name=Cr. {{Icon-SNK|A}}{{Icon-SNK|B}}
|subtitle=
|subtitle=Upper-body evasion attack
|caption=
|caption=
|data=
|data=
Line 480: Line 594:
  |Hit Adv=-3
  |Hit Adv=-3
  |Block Adv=+3
  |Block Adv=+3
  |Feint Cancel=X
  |Feint Cancel=◯ (on hit)
  |Cancel on Hit=◯
  |Cancel on Hit=◯
  |Cancel on Block=X
  |Cancel on Block=X
  |Guard Crush Value=6
  |Guard Crush Value=6
  |description=* 1~6F Upper body invincibility
  |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.
* Not a very good 2AB, can be used to anti-air people landing not too close in front of you.


Line 490: Line 604:
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
Line 495: Line 611:
{{MoveData
{{MoveData
|image=Hotaru_CD-1.jpg
|image=Hotaru_CD-1.jpg
|name=T.O.P Attack
|name=Senkai Tsubame (T.O.P. Attack)
|subtitle={{Icon-SNK|C}}{{Icon-SNK|D}}
|subtitle={{Icon-SNK|C}}{{Icon-SNK|D}}
|caption=
|caption=
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |Damage=
  |Damage=16
  |Guard=Mid
  |Guard=Mid
  |Startup=9
  |Startup=9
  |Active=6
  |Active=
  |Recovery=
  |Recovery=
  |Total=
  |Total=
  |Hit Adv=KD
  |Hit Adv=KD
  |Block Adv=-24
  |Block Adv=-24
  |Feint Cancel=X
  |Feint Cancel=
  |Cancel on Hit=X
  |Cancel on Hit=
  |Cancel on Block=X
  |Cancel on Block=
  |Guard Crush Value=25
  |Guard Crush Value=25
  |description=Very unsafe on block, and if you guardcrush with it you can't combo.
  |description=Very unsafe on block, and if you guardcrush with it you can't combo.
Line 521: Line 637:
}}
}}


===== <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''' [[File:d.png]]+{{Icon-SNK|B}}
|caption=
|data=
{{AttackData-Garou
|Damage=10
|Guard=Overhead
|Startup=5
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Feint Cancel=X
|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).
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> =====
===Throws===
<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=9
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Feint Cancel=X
|Cancel on Hit=X
|Cancel on Block=X
|Guard Crush Value=
|description=
}}
}}


===Throws===
===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
Line 581: Line 646:
|image=Hotaru_Grab.jpg
|image=Hotaru_Grab.jpg
|name=Tenraku Nage
|name=Tenraku Nage
|subtitle='''Close''' [[File:b.png]]/[[File:f.png]]+{{Icon-SNK|C}}
|subtitle='''Close''' {{Motion|4}}/{{Motion|6}}+{{Icon-SNK|C}}
|caption=
|caption=
|data=
|data=
Line 597: Line 662:
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=
  |description=Hotaru's ground throw.
  |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> =====
===== <span class="invisible-header"></span> =====
Line 605: Line 676:
{{MoveData
{{MoveData
|image=
|image=
|name=Hantentou
|name=Hanten Nage
|subtitle=Jump Cl. [[File:b.png]]/[[File:f.png]]+{{Icon-SNK|C}}
|subtitle=Jump Cl. {{Motion|4}}/{{Motion|6}}+{{Icon-SNK|C}}
|caption=
|caption=
|data=
|data=
Line 626: Line 697:
}}
}}


===Feint Cancels===
 
 
===Feints===
 
===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=Hotaru_ForwardTaunt.jpg
|image=Hotaru_ForwardTaunt.jpg
|name=[[File:f.png]]+{{Icon-SNK|A}}+{{Icon-SNK|C}}
|name={{Motion|6}}+{{Icon-SNK|A}}+{{Icon-SNK|C}}
|subtitle=
|subtitle=
|caption=
|caption=
Line 648: Line 722:
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=
  |description=
  |description=Mimics the start of Hakki-shou.
  }}
  }}
}}
}}


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
Line 656: Line 732:
{{MoveData
{{MoveData
|image=Hotaru_DownTaunt.jpg
|image=Hotaru_DownTaunt.jpg
|name=[[File:d.png]]+{{Icon-SNK|A}}+{{Icon-SNK|C}}
|name={{Motion|2}}+{{Icon-SNK|A}}+{{Icon-SNK|C}}
|subtitle=
|subtitle=
|caption=
|caption=
Line 673: Line 749:
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=
  |description=
  |description=Mimics the start of Sou-shou Shin.
  }}
  }}
}}
}}


===Special Moves===
===Special Moves===
Line 692: Line 770:
   | version          = {{Motion|236}} + {{Icon-SNK|A}}
   | version          = {{Motion|236}} + {{Icon-SNK|A}}
   | Damage            = 14
   | Damage            = 14
   | Guard            =  
   | Guard            = Mid
   | Startup          = 10
   | Startup          = 10
   | Active            =  
   | Active            =  
Line 704: Line 782:
   | Guard Crush Value = 7
   | Guard Crush Value = 7
   | description      =  
   | description      =  
}}
  }}
   {{AttackData-Garou
   {{AttackData-Garou
   | header            = no
   | header            = no
Line 710: Line 788:
   | subtitle          =  
   | subtitle          =  
   | Damage            = 16
   | Damage            = 16
   | Guard            =  
   | Guard            = Mid
   | Startup          = 10
   | Startup          = 10
   | Active            =  
   | Active            =  
Line 728: Line 806:


The C version has more damage so use C for combos.  
The C version has more damage so use C for combos.  
}}
 
Both versions are impossible to just defend at 0-pixel health bar.
  }}
}}
}}




Line 744: Line 825:
   | subtitle          =  
   | subtitle          =  
   | version          = {{Motion|214}} + {{Icon-SNK|A}}
   | version          = {{Motion|214}} + {{Icon-SNK|A}}
   | Damage            = 14
   | Damage            = 3×3,4,7
   | Guard            =  
   | Guard            = Mid
   | Startup          = 10
   | Startup          = 10
   | Active            =  
   | Active            =  
Line 755: Line 836:
   | Cancel on Hit    =
   | Cancel on Hit    =
   | Cancel on Block  =
   | Cancel on Block  =
   | Guard Crush Value =  
   | 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.  
   | 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">
<div class="mw-collapsible">
Line 766: Line 849:
   </gallery>
   </gallery>
</div>
</div>
}}
  }}
   {{AttackData-Garou
   {{AttackData-Garou
   | subtitle          =  
   | subtitle          =  
   | version          = {{Motion|214}} + {{Icon-SNK|C}}
   | version          = {{Motion|214}} + {{Icon-SNK|C}}
   | Damage            = 21
   | Damage            = 5×4,7
   | Guard            =  
   | Guard            = Mid
   | Startup          = 18
   | Startup          = 18
   | Active            =  
   | Active            =  
Line 781: Line 864:
   | Cancel on Hit    =
   | Cancel on Hit    =
   | Cancel on Block  =
   | Cancel on Block  =
   | Guard Crush Value =  
   | 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  
   | 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/FAQ#0F_.28zero_frame.29_unblockable_supers | explained here ]]
[[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.
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.
Line 798: Line 881:




  }}
}}
}}
}}
 
 


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
Line 814: Line 899:
   | version          = {{Motion|214}} + {{Icon-SNK|B}}
   | version          = {{Motion|214}} + {{Icon-SNK|B}}
   | Damage            = 15
   | Damage            = 15
   | Guard            =  
   | Guard            = Mid
   | Startup          = 13
   | Startup          = 13
   | Active            =  
   | Active            =  
Line 824: Line 909:
   | Cancel on Hit    =
   | Cancel on Hit    =
   | Cancel on Block  =
   | Cancel on Block  =
   | Guard Crush Value =  
   | Guard Crush Value = 7
   | description      =  
   | description      =  
}}
  }}
 
   {{AttackData-Garou
   {{AttackData-Garou
   | header            = no
   | header            = no
Line 833: Line 917:
   | version          = {{Motion|214}} + {{Icon-SNK|B}} Break
   | version          = {{Motion|214}} + {{Icon-SNK|B}} Break
   | Damage            = 15
   | Damage            = 15
   | Guard            =  
   | Guard            = Mid
   | Startup          = 13
   | Startup          = 13
   | Active            =  
   | Active            =  
Line 839: Line 923:
   | Total            =  
   | Total            =  
   | Hit Adv          =KD
   | Hit Adv          =KD
   | Block Adv        =12
   | Block Adv        =+12
   | Feint Cancel      =
   | Feint Cancel      =
   | Cancel on Hit    =
   | Cancel on Hit    =
   | Cancel on Block  =
   | Cancel on Block  =
   | Guard Crush Value =  
   | 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.
   | 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.  
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">
<div class="mw-collapsible">
Line 854: Line 940:
</div>
</div>


  }}
}}
}}
}}
 




Line 871: Line 958:
   | version          = {{Motion|214}} + {{Icon-SNK|D}}
   | version          = {{Motion|214}} + {{Icon-SNK|D}}
   | Damage            = 15
   | Damage            = 15
   | Guard            =  
   | Guard            = Mid
   | Startup          = 13
   | Startup          = 13
   | Active            =  
   | Active            =  
Line 881: Line 968:
   | Cancel on Hit    =
   | Cancel on Hit    =
   | Cancel on Block  =
   | Cancel on Block  =
   | Guard Crush Value =  
   | Guard Crush Value = 8
   | description      =  
   | description      =  
}}
  }}
 
   {{AttackData-Garou
   {{AttackData-Garou
   | header            = no
   | header            = no
Line 890: Line 976:
   | version          = {{Motion|214}} + {{Icon-SNK|D}} Break
   | version          = {{Motion|214}} + {{Icon-SNK|D}} Break
   | Damage            = 15
   | Damage            = 15
   | Guard            =  
   | Guard            = Mid
   | Startup          = 13
   | Startup          = 13
   | Active            =  
   | Active            =  
Line 896: Line 982:
   | Total            =  
   | Total            =  
   | Hit Adv          =KD
   | Hit Adv          =KD
   | Block Adv        =12
   | Block Adv        =+12
   | Feint Cancel      =
   | Feint Cancel      =
   | Cancel on Hit    =
   | Cancel on Hit    =
   | Cancel on Block  =
   | Cancel on Block  =
   | Guard Crush Value =  
   | 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.
   | 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).  
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.
  }}
}}
}}
}}
 




Line 921: Line 1,010:
   | subtitle          =  
   | subtitle          =  
   | version          = Air {{Motion|214}} + {{Icon-SNK|B}}
   | version          = Air {{Motion|214}} + {{Icon-SNK|B}}
   | Damage            = 15
   | Damage            = 8,8
   | Guard            =  
   | Guard            = Mid
   | Startup          = 10
   | Startup          = 10
   | Active            =  
   | Active            =  
Line 932: Line 1,021:
   | Cancel on Hit    =
   | Cancel on Hit    =
   | Cancel on Block  =
   | Cancel on Block  =
   | Guard Crush Value =  
   | Guard Crush Value = 3,4
   | description      =
   | description      =
}}
  }}
   {{AttackData-Garou
   {{AttackData-Garou
   | subtitle          =  
   | subtitle          =  
   | header            = no
   | header            = no
   | version          = Air {{Motion|214}} + {{Icon-SNK|D}}
   | version          = Air {{Motion|214}} + {{Icon-SNK|D}}
   | Damage            = 15
   | Damage            = 8,8
   | Guard            =  
   | Guard            = Mid
   | Startup          = 13
   | Startup          = 13
   | Active            =  
   | Active            =  
Line 950: Line 1,039:
   | Cancel on Hit    =
   | Cancel on Hit    =
   | Cancel on Block  =
   | Cancel on Block  =
   | Guard Crush Value =  
   | Guard Crush Value = 4,4
   | description      =Almost always unsafe on block...
   | description      =Almost always unsafe on block...


Line 959: Line 1,048:
You can use the tigerknee motion 2149B to perform a divekick low to the ground.  
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> =====
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
| name     = Tenshin-shuu
|image =Hotaru_DP-B-1.jpg
| input   = {{Motion|623}} + {{Icon-SNK|B}}
|caption  = DP B
| subtitle = DP B
|name   =Tenshin-shuu
| image    = Hotaru_DP-B-1.jpg
|input ={{Motion|623}} + {{Icon-SNK|B}}
| caption =
|data=
| linkname =
  {{AttackData-Garou
| data    =
| Damage            = 8,6
  {{AttackData-Garou
| Guard            = Mid
  | subtitle          =
| Startup          = 2
  | Damage            = 13
| Active            =  
  | Guard            =  
| Recovery          =  
  | Startup          = 2
| Total            =  
  | Active            =  
| Hit Adv          =KD
  | Recovery          =  
| Block Adv        =-12
  | Total            =  
| Feint Cancel      =
  | Hit Adv          =KD
| Cancel on Hit    =
  | Block Adv        =-12
| Cancel on Block  =
  | Feint Cancel      =
| Guard Crush Value =2,2
  | Cancel on Hit    =
| description      = Can be used as an anti-air but is risky against a full air Just Defend.
  | Cancel on Block  =
  | Guard Crush Value =
  | 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.
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.


It has invincible frames so it can be used as a risky "get off me" tool.  
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">
<div class="mw-collapsible">
Line 1,000: Line 1,089:
   </gallery>
   </gallery>
</div>
</div>
}}
}}


}}
}}


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
| name     = Tenshin-shuu
|image    = Hotaru_DP-D-1.jpg
| input   = {{Motion|623}} + {{Icon-SNK|D}}
|caption  = DP D
| subtitle = DP D
|name   =Tenshin-shuu
| image    = Hotaru_DP-D-1.jpg
|input ={{Motion|623}} + {{Icon-SNK|D}}
| caption =
|data=
| linkname =
  {{AttackData-Garou
| data    =
| Damage            = 12,3×5
  {{AttackData-Garou
| Guard            = Mid
  | subtitle          =
| Startup          = 2
  | Damage            = 22
| Active            =  
  | Guard            =  
| Recovery          =  
  | Startup          = 2
| Total            =  
  | Active            =  
| Hit Adv          =KD
  | Recovery          =  
| Block Adv        =-31
  | Total            =  
| Feint Cancel      =
  | Hit Adv          =KD
| Cancel on Hit    =
  | Block Adv        =-31
| Cancel on Block  =
  | Feint Cancel      =
| Guard Crush Value = 3×5,2
  | Cancel on Hit    =
| description      = Similar to DP B with more hits and a better anti-air hitbox.
  | Cancel on Block  =
 
  | Guard Crush Value =
1~4F full-body invincibility, so it can be used as a risky "get off me" tool.  
  | description      = Similar to DP B with more hits and a better anti-air hitbox.  
<div class="mw-collapsible">
<div class="mw-collapsible">
   <gallery>
   <gallery>
Line 1,035: Line 1,125:
   </gallery>
   </gallery>
</div>
</div>
}}
}}
}}
}}
 
 


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
| name    = Command Grab
| name    = Sha Jou Tai
| input    = {{Motion|41236}} + {{Icon-SNK|D}}
| input    = {{Motion|41236}} + {{Icon-SNK|D}}
| subtitle =  
| subtitle = Command Grab
| image    = Hotaru_CommandGrab.jpg
| image    = Hotaru_CommandGrab.jpg
| caption  =
| linkname =  
| linkname =  
| data    =  
| data    =  
   {{AttackData-Garou
   {{AttackData-Garou
   | subtitle          =  
   | subtitle          =  
   | Damage            = 14
   | Damage            = 8,8,8
   | Guard            =  
   | Guard            =  
   | Startup          = 9
   | Startup          = 9
Line 1,067: Line 1,158:
}}
}}
}}
}}


===Super Moves===
===Super Moves===
===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
Line 1,078: Line 1,172:
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |version = [[File:Qcf.png]],[[File:Qcf.png]]+{{Icon-SNK|B}}
  |version = {{Motion|236}},{{Motion|236}}+{{Icon-SNK|B}}
  |Damage=35
  |Damage=6×3,25
  |Guard=
  |Guard=Mid
  |Startup=0
  |Startup=0
  |Active=
  |Active=
Line 1,090: Line 1,184:
  |Cancel on Hit=
  |Cancel on Hit=
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=3×3,0
  |description=
  |description=1~2F full-body invincibility.
  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  | header = no
  | header = no
  |version = [[File:Qcf.png]],[[File:Qcf.png]]+{{Icon-SNK|D}}
  |version = {{Motion|236}},{{Motion|236}}+{{Icon-SNK|D}}
  |Damage=49
  |Damage=6×3,3×8,27
  |Guard=
  |Guard=Mid
  |Startup=0
  |Startup=0
  |Active=
  |Active=
Line 1,108: Line 1,201:
  |Cancel on Hit=
  |Cancel on Hit=
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=5×4
  |description=
  |description=1F full-body invincibility.


<div class="mw-collapsible">
<div class="mw-collapsible">
Line 1,129: Line 1,222:
|image =Hotaru_Super2-1.jpg
|image =Hotaru_Super2-1.jpg
|name  =Sou-shou Ten Renge
|name  =Sou-shou Ten Renge
|input  =[[File:Qcf.png]],[[File:Qcf.png]]+{{Icon-SNK|A}}/{{Icon-SNK|C}}
|input  ={{Motion|236}},{{Motion|236}}+{{Icon-SNK|A}}/{{Icon-SNK|C}}
|caption=
|caption=
|data=
|data=
  {{AttackData-Garou
  {{AttackData-Garou
  |version = [[File:Qcf.png]],[[File:Qcf.png]]+{{Icon-SNK|A}}
  |version = {{Motion|236}},{{Motion|236}}+{{Icon-SNK|A}}
  |Damage=37
  |Damage=3×16,7
  |Guard=
  |Guard=Mid
  |Startup=6
  |Startup=6
  |Active=
  |Active=
Line 1,145: Line 1,238:
  |Cancel on Hit=
  |Cancel on Hit=
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=1×17
  |description=
  |description=Last hit is in the air.
 
1~8F full-body invincibility.
  }}
  }}
  {{AttackData-Garou
  {{AttackData-Garou
  | header = no
  | header = no
  |version = [[File:Qcf.png]],[[File:Qcf.png]]+{{Icon-SNK|C}}
  |version = {{Motion|236}},{{Motion|236}}+{{Icon-SNK|C}}
  |Damage=52
  |Damage=3×8,5×7,20
  |Guard=
  |Guard=Mid (Last hit is High)
  |Startup=6
  |Startup=6
  |Active=
  |Active=
Line 1,163: Line 1,257:
  |Cancel on Hit=
  |Cancel on Hit=
  |Cancel on Block=
  |Cancel on Block=
  |Guard Crush Value=
  |Guard Crush Value=2×15,5
  |description=
  |description=1~10F full-body invincibility.
<div class="mw-collapsible">
<div class="mw-collapsible">
   <gallery>  
   <gallery>  

Revision as of 03:11, 22 February 2023

Introduction

Hotaru is the daughter of a family of martial artists, but is not very fond of violence. She never wants to hurt others, which is the probable reason why her father taught her the lighter side of Chinese kenpo; the Juu-kei style, which suits her easygoing personality. However, after her mother's death, both her father and her older brother were missing from her home. She enters the "King of Fighters: Maximum Mayhem" tournament based on rumors that her brother is there.

Gameplay

Hotaru's Main objective is something.

Strengths Weaknesses
  • Really good hit & run play.
  • Good air to air.
  • Has an air throw.
  • Barely any damage after a low.
  • Not the best normal moves.
  • Not the greatest damage on supers.
MOTW Hotaru Art.png


Character Colors

Hotarucolors.JPG

Move List

Frame Data Source: https://w.atwiki.jp/garoumow/pages/23.html and https://w.atwiki.jp/garoumow/pages/78.html

Data Help
Disclaimer: This is meant to teach basic terminology used when describing moves.
Hitbox: A predefined area (usually a rectangle or rectangles) that tells the game how any given attack can come in contact with a character. Hitboxes are invisible to the player when normally playing.
Hurtbox: A predefined area (usually a group of rectangles) that tell the game how your character is allowed to get hit by any incoming attack. Specifically, you'll get hit by (or block) an attack if that attack's hitbox ever overlaps your hurtbox.
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: Hitbox 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 hit/hurt boxes. Just prevents characters to not pass through each other. (Also known as "Collision Box".)
Startup The number of frames before an attack can hit the opponent. Does not include the first active frame.
Guard The way this move must be blocked.

High or H or Overhead (especially when from the ground) -- must be blocked standing.
High-Low or HL or Mid -- can be blocked either standing or crouching.
Low or L -- must be blocked crouching.

Damage "Basic" damage -- Unmodified damage values

"Correct" damage -- Damage values accounting for damage scaling, TOP multiplier, and defense rate

Guard Crush Value Decreases the defender's guard durability gauge by this value.
+X Attacker has X number of advantage frames.
-X Attacker has X number of disadvantage frames.
KD Short for "knockdown", knocks down opponent on hit.
Cancelable on both hit and block.
Chain cancelable with the same button (renda cancel).
Cancelable on the first hit/part only.
《X》OR «X» OR <<X>> OR (X) X number of inactive frames between hits of multihit moves.
Only cancelable on block.
Only cancelable on hit.
× OR X Not cancelable.


Close Standing Normals

Cl. Kof.lp.png
Hotaru clA.jpg
Damage Guard Startup Active Recovery Total
4 Mid 3 3 7 13
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+5 +5 ◯/chainable ◯/chainable 4

Hotaru's fastest close normal, with good advantage on block.


Cl. Kof.lk.png
Hotaru clB.jpg
Damage Guard Startup Active Recovery Total
6 Mid 4 3 11 18
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+1 +1 4


Cl. Kof.sp.png
Hotaru clC.jpg
Damage Guard Startup Active Recovery Total
9 Mid 7 1 21 29
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-1 -1 5

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.


Cl. Kof.sk.png
Hotaru clD.jpg
Damage Guard Startup Active Recovery Total
9 Mid 6 1 28 35
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-8 -8 5

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

Far Kof.lp.png
Hotaru sA.jpg
Damage Guard Startup Active Recovery Total
4 Mid 5 3 10 18
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+2 +2 ◯/chainable ◯/chainable 4

Unlike most characters, Hotaru's far A is quite weak, it extends her hurtbox a lot. Prefer far B to poke on the ground.


Far Kof.lk.png
Hotaru sB.jpg
Damage Guard Startup Active Recovery Total
7 Mid 6 2 11 19
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+2 +2 4
  • 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.


Far Kof.sp.png
Hotaru sC.jpg
Damage Guard Startup Active Recovery Total
12 Mid 9 1 19 29
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+1 +1 X 5


Far Kof.sk.png
Hotaru sD.jpg
Damage Guard Startup Active Recovery Total
13 Mid 11 1 22 34
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-2 -2 X X 5

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

Cr. Kof.lp.png
Hotaru crA.jpg
Damage Guard Startup Active Recovery Total
4 Mid 4 4 9 17
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+2 +2 ◯/chainable ◯/chainable 4

When used as meaty it prevents jumps as well as low profile attempts with 2AB.


Cr. Kof.lk.png
Hotaru crB.jpg
Damage Guard Startup Active Recovery Total
5 Low 4 4 9 17
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
+2 +2 X/chainable X/chainable 4

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.


Cr. Kof.sp.png
Hotaru crC.jpg
Damage Guard Startup Active Recovery Total
9 Mid 5 1 25 31
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-5 -5 5

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.


Cr. Kof.sk.png
Hotaru crD.jpg
Damage Guard Startup Active Recovery Total
9 Low 7 3 32 42
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -14 X X 5


Jumping Normals

Jump Kof.lp.png
Hotaru jA.jpg
Damage Guard Startup Active Recovery Total
6 High 4 8 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - 4

Has long active frames, can target combo with jA>B or jA>C (whiff on crouchers).

Can beat out upper-body evasion attacks.


Jump Kof.lk.png
Hotaru jB.jpg
Damage Guard Startup Active Recovery Total
6 High 3 5 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - 4

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.


Jump Kof.sp.png
Hotaru jC.jpg
Damage Guard Startup Active Recovery Total
9 High 4 4 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - 5

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.


Jump Kof.sk.png
Hotaru jD.jpg
Damage Guard Startup Active Recovery Total
8 High 5 6 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - 5

When used deep enough, it can hit people trying to 2AB anti-air.

Can beat out upper-body evasion attacks.


Command Normals

Kou-shuu Da (Needle Kick)
Air D.png+Kof.lk.png
Hotaru j2B.jpg
Damage Guard Startup Active Recovery Total
10 High 5 - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - X X 9

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.


Kuuchuu Furi Muki
Jump Kof.sp.pngKof.sk.png
Damage Guard Startup Active Recovery Total
- - - - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - - - -

The turn-around jump.


Universal Moves

St. Kof.lp.pngKof.lk.png
Lower-body evasion attack
Hotaru AB.jpg
Damage Guard Startup Active Recovery Total
10 Overhead 23 4 16 43
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-1 +5 X X 6

Like about any other AB, way too slow to be efficient. It is +5 on guard so you can blockstring or frametrap for it.


Cr. Kof.lp.pngKof.lk.png
Upper-body evasion attack
Hotaru 2AB.jpg
Damage Guard Startup Active Recovery Total
10 Mid 8 3 19 30
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-3 +3 X 6
  • 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.


Senkai Tsubame (T.O.P. Attack)
Kof.sp.pngKof.sk.png
Hotaru CD-1.jpg
Damage Guard Startup Active Recovery Total
16 Mid 9 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -24 - - 25

Very unsafe on block, and if you guardcrush with it you can't combo.


Throws

Tenraku Nage
Close B.png/F.png+Kof.sp.png
Hotaru Grab.jpg
Damage Guard Startup Active Recovery Total
14 - 1 - - 9
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - - - -

Hotaru's normal throw.

  • F.png+Kof.sp.png side-switches you, unless the opponent is in the corner.
  • B.png+Kof.sp.png lets you stay on the same side, unless you are in the corner and the back throw puts the opponent in the corner.


Hanten Nage
Jump Cl. B.png/F.png+Kof.sp.png
Damage Guard Startup Active Recovery Total
14 - 1 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - - - -

Hotaru's air throw.


Feints

F.png+Kof.lp.png+Kof.sp.png
Hotaru ForwardTaunt.jpg
Damage Guard Startup Active Recovery Total
- - - - - 10
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - - - -

Mimics the start of Hakki-shou.


D.png+Kof.lp.png+Kof.sp.png
Hotaru DownTaunt.jpg
Damage Guard Startup Active Recovery Total
- - - - - 14
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
- - - - -

Mimics the start of Sou-shou Shin.


Special Moves

Hakki-shou
Qcf.png + Kof.lp.png/Kof.sp.png
Hotaru Projectile.jpg
Qcf.png + Kof.lp.png Damage Guard Startup Active Recovery Total
14 Mid 10 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-5 -5 - - 7
Qcf.png + Kof.sp.png Damage Guard Startup Active Recovery Total
16 Mid 10 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
-5 -5 - - 8

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.


Sou-shou Shin
Qcb.png + Kof.lp.png / Kof.sp.png
Hotaru qcbA-1.jpg
Qcb.png + Kof.lp.png Damage Guard Startup Active Recovery Total
3×3,4,7 Mid 10 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -11 - - 1×5

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.

Qcb.png + Kof.sp.png Damage Guard Startup Active Recovery Total
5×4,7 Mid 18 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -1 - - 2×5

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 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.


Kobi-Kyaku
Reflect
Qcb.png + Kof.lk.png
Hotaru qcbB-1.jpg
Qcb.png + Kof.lk.png Damage Guard Startup Active Recovery Total
15 Mid 13 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -19 - - 7
Qcb.png + Kof.lk.png Break Damage Guard Startup Active Recovery Total
15 Mid 13 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD +12 - - 7

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.


Kobi-Kyaku
Reflect
Qcb.png + Kof.sk.png
Hotaru qcbD.jpg
Qcb.png + Kof.sk.png Damage Guard Startup Active Recovery Total
15 Mid 13 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -19 - - 8
Qcb.png + Kof.sk.png Break Damage Guard Startup Active Recovery Total
15 Mid 13 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD +12 - - 8

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.


Rengeki-shuu
Divekick
Air Qcb.png + Kof.lk.png/Kof.sk.png
Hotaru AirTatsu.jpg
Air Qcb.png + Kof.lk.png Damage Guard Startup Active Recovery Total
8,8 Mid 10 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD >=-8 - - 3,4
Air Qcb.png + Kof.sk.png Damage Guard Startup Active Recovery Total
8,8 Mid 13 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD >=-9 - - 4,4

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.


Tenshin-shuu
Dp.png + Kof.lk.png
Hotaru DP-B-1.jpg
DP B
Damage Guard Startup Active Recovery Total
8,6 Mid 2 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -12 - - 2,2

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.


Tenshin-shuu
Dp.png + Kof.sk.png
Hotaru DP-D-1.jpg
DP D
Damage Guard Startup Active Recovery Total
12,3×5 Mid 2 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -31 - - 3×5,2

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.


Sha Jou Tai
Command Grab
Hcf.png + Kof.sk.png
Hotaru CommandGrab.jpg
Damage Guard Startup Active Recovery Total
8,8,8 - 9 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD - - - -

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

Ten-shou Range
Qcf.png,Qcf.png+Kof.lk.png/Kof.sk.png
Hotaru Super1-2.jpg
Qcf.png,Qcf.png+Kof.lk.png Damage Guard Startup Active Recovery Total
6×3,25 Mid 0 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -33 - - 3×3,0

1~2F full-body invincibility.

Qcf.png,Qcf.png+Kof.sk.png Damage Guard Startup Active Recovery Total
6×3,3×8,27 Mid 0 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -32 - - 5×4

1F full-body invincibility.


Sou-shou Ten Renge
Qcf.png,Qcf.png+Kof.lp.png/Kof.sp.png
Hotaru Super2-1.jpg
Qcf.png,Qcf.png+Kof.lp.png Damage Guard Startup Active Recovery Total
3×16,7 Mid 6 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -51 - - 1×17

Last hit is in the air.

1~8F full-body invincibility.

Qcf.png,Qcf.png+Kof.sp.png Damage Guard Startup Active Recovery Total
3×8,5×7,20 Mid (Last hit is High) 6 - - -
Hit Adv Block Adv Cancel on Hit Cancel on Block Guard Crush Value
KD -14 - - 2×15,5

1~10F full-body invincibility.


Game Navigation

General
Controls
HUD
System
Movement
Offense
Defense
Calculation
Advanced_Techniques
Miscellaneous
Wakeup
Meta_Strategy
FAQ
Characters
Rock
Kim Dong Hwan
Hotaru
Khushnood Butt
Hokutomaru
Kevin Rian
Freeman
Tizoc
B. Jenet
Gato
Kim Jae Hoon
Terry
Kain
Grant