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

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=Attack Notes=
=Attack Notes=

Revision as of 20:08, 1 October 2011

Hotaru.PNG

Introduction

To come.

Character Colors

Hotarucolors.JPG

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

Command Move Weak Damage Strong Damage
Qcf.gif + Punch.gif Hakki-shou 14 16
Hcf.gif + Snkd.gif Shajou Tai NA 21
Qcb.gif + Punch.gif Sou-shou Shin 14 21
Qcb.gif + Kick.gif Kobi-kyaku 15 15
air Qcb.gif + Kick.gif Rengeki-shuu 15 15
Dp.gif + Kick.gif Tenshin-shuu 13 22
Qcf.gif, Qcf.gif + Punch.gif Sou-shou Ten Renge 37 52
Qcf.gif, Qcf.gif + Kick.gif Ten-shou Range 35 49

Attributes

Damage Level: Weak; takes 10% damage from any hit inflicted to her.
Tapping Forward twice will have her Run.

Command Cancel on Hit Cancel on Block Feint Cancel
Far Snka.gif O O O
Far Snkb.gif O O O
Far Snkc.gif X O O (only on block)
Far Snkd.gif X X X
Close Snka.gif O O O
Close Snkb.gif O O O
Close Snkc.gif O O O
Close Snkd.gif O O O
Down.gif Snka.gif X X X
Down.gif Snkb.gif O O O
Down.gif Snkc.gif O O O
Down.gif Snkd.gif X X X
jump Snka.gif O O NA
jump Snkb.gif O O NA
jump Snkc.gif O O NA
jump Snkd.gif O O NA
hop Snka.gif X X NA
hop Snkb.gif X X NA
hop Snkc.gif X X NA
hop Snkd.gif X X NA
Snka.gif + Snkb.gif X X NA
Down.gif + Snka.gif + Snkb.gif O X O
air Down.gif + Snkb.gif O O NA

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 Up1.gif 35



Command Total Frames
Close B.gif/F.gif + Snkc.gif 9



Command Total Frames
F.gif + Snka.gif + Snkc.gif 10



Command Total Frames
Down.gif + Snka.gif + Snkc.gif 14



Command Start Up Hit Guard
Close Snka.gif 3 +5 +5



Command Start Up Hit Guard
Close Snkb.gif 4 +1 +1



Command Start Up Hit Guard
Close Snkc.gif 5 -5 -5



Command Start Up Hit Guard
Close Snkd.gif 6 -8 -8



Command Start Up Hit Guard
Far Snka.gif 5 +2 +2



Command Start Up Hit Guard
Far Snkb.gif 6 +2 +2



Command Start Up Hit Guard
Far Snkc.gif 9 +1 +1



Command Start Up Hit Guard
Far Snkd.gif 11 -2 -2




Command Start Up Hit Guard
Down.gif Snka.gif 4 +2 +2



Command Start Up Hit Guard
Down.gif Snkb.gif 4 +2 +2



Command Start Up Hit Guard
Down.gif Snkc.gif 5 -5 -5



Command Start Up Hit Guard
Down.gif Snkd.gif 7 KD -14



Command Start Up Hit Guard
Snka.gif + Snkb.gif 23 -1 +5



Command Start Up Hit Guard
Down.gif + Snka.gif + Snkb.gif 8 -3 +3



Command Start Up Hit Guard
Air Down.gif + Snkb.gif 29 KD -16



Command Start Up Hit Guard
Qcf.gif + Punch.gif 10 -5 -5


Command Start Up Hit Guard
air Qcb.gif + Snkb.gif 10 KD ≥-8


Command Start Up Hit Guard
air Qcb.gif + Snkd.gif 13 KD ≥-9



Command Start Up Hit Guard
Dp.gif + Snkb.gif 2 KD -12


Command Start Up Hit Guard
Dp.gif + Snkd.gif 2 KD -31


Command Start Up Hit Guard
Qcb.gif + Snka.gif 10 KD -11


Command Start Up Hit Guard
Qcb.gif + Snkc.gif 18 KD -1


Command Start Up Hit Guard
Qcb.gif + Snkb.gif 13 KD -19
Qcb.gif + Snkb.gif Break 13 KD +12


Command Start Up Hit Guard
Qcb.gif + Snkd.gif 13 KD -19
Qcb.gif + Snkd.gif break 13 KD +12


Command Start Up Hit Guard
Qcf.gif + Snkd.gif 9 KD


Command Start Up Hit Guard
Qcf.gif, Qcf.gif + Snka.gif 6 KD -51


Command Start Up Hit Guard
Qcf.gif, Qcf.gif + Snkc.gif 6 KD -14


Command Start Up Hit Guard
Qcf.gif, Qcf.gif + Snkb.gif 0 KD -33


Command Start Up Hit Guard
Qcf.gif, Qcf.gif + Snkd.gif 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

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, and make sure you always cancel it into something.

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.

Make sure you find ways to apply her normals, so that you don't get punished. Also, make sure you either hit with the air qcb k or whiff it. Make sure you don't get blocked, you will be punished severely. Also, if you need to faint anything, use the f + ac one. It is a lot easier to connect with things with that.

Matchup Notes

To come.

Advanced Tactics

When Hotaru is working properly, she can use her positioning to mixup the opponent in a lot of ways. Here are some ones that you should work on.

Opponent in the air:

j. down + b, then...

--j. d into combo

--land and throw

--land and do a low into combo

--cd and another j. down + b into something else

Off of any air counter hit(note that all the air down + b stuff applies as well):

run up, j. d then...

--cancel into the air kick(can kick super off of this in the corner)

--cancel into the air kick(whiffed), and mixup more

--throw

--throw a low into a combo

--overhead

--dp, reflect kick, or qcb p

run up, s. a then...

--jump, cd, j. d into combo

--low jump down + b into mixup

--run up, hcf + d throw

--low attack into combo

After knocking the opponent down:

low jump down + b then...

--cd, land, sweep

--cd, j. d into combo

--cd, land, throw

Miscellaneous:

Get into a good habit of using her fireballs properly. Most of the time, you want to dash back, and then fire one off. This way the opponent cannot punish you at all. Also, you can use her fireballs as anti airs if timed right and they can catch backdashers a lot. Make sure you do this as well.

Also, remember that Hotaru has an air throw. Whenever an opponent throws an early jumping normal, press up, down + c to do a low jump air throw and snag em out of the air. This puts you in a good position, as to where you can mixup.

Her supers are good outside of combos as well. The kick super is a very good anti air, just watch out, as it is good for long jumps, it will whiff or not hit all the way if the opponent is straight above you. The punch super is good to tick away that last bit of life left. Also rememeber this sequence; qcb p(blocked), dp or punch super. This is Hotaru's frame trap. If the opponent flinches at all, thinking they can punish this move, then they will be punished in retaliation. You can get this off only once per match, so use it wisely.
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