Introduction
To come.
Pros | Cons |
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Character Colors
Move List
Esoterics
Frame Data Source: https://w.atwiki.jp/garoumow/pages/23.html
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 | Jumping (35 total frames) |
No image yet | No Image yet | No Image yet |
Close Standing Normals
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 | ◯ | ◯ | 4 | |
Hotaru's fastest close normal, with good advantage on block. |
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 |
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. |
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
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 | ◯ | ◯ | 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. |
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 | |
|
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 |
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
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
4 | Low | 4 | 4 | 9 | 17 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+2 | +2 | ◯ | ◯ | 4 | |
When used as meaty it prevents jumps as well as low profile attempts with 2AB. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
7 | Low | 4 | 4 | 9 | 17 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
+2 | +2 | X | X | 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. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
9 | Low | 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. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
13 | 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
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). |
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. |
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. |
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. |
Command Normals
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. |
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 | |
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. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | Mid | 9 | 6 | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | -24 | X | X | 25 | |
Very unsafe on block, and if you guardcrush with it you can't combo. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
10 | Overhead | 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). 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. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | 9 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | X | X | - |
Throws
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
14 | - | 1 | - | - | 9 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | - | - | - | |
Hotaru's ground throw. |
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. |
Feint Cancels
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | - | - | - | 10 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | - | - | - |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
- | - | - | - | - | 14 |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
- | - | - | - | - |
Special Moves
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
21 | - | 18 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | -1 | - | - | - | |
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 : 1 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. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
13 | - | 2 | - | - | - |
Hit Adv | Block Adv | Cancel on Hit | Cancel on Block | Guard Crush Value | |
KD | -12 | - | - | - | |
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. It has invincible frames so it can be used as a risky "get off me" tool. |
Damage | Guard | Startup | Active | Recovery | Total |
---|---|---|---|---|---|
14 | - | 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
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.
Jump
Command | Total Frames |
Normal ![]() |
35 |
Grab
Command | Total Frames |
Close ![]() ![]() ![]() |
9 |
Forward Feint
Command | Total Frames |
![]() ![]() ![]() |
10 |
Down Feint
Command | Total Frames |
![]() ![]() ![]() |
14 |
Close Standing Attacks
cl.A
Command | Start Up | Hit | Guard |
Close ![]() |
3 | +5 | +5 |
Hotaru's fastest close normal, with good advantage on block.
cl.B
Command | Start Up | Hit | Guard |
Close ![]() |
4 | +1 | +1 |
cl.C
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 (via Cancel). However clC doesn't have vertical hitbox, a neutral jump to escape the tick throw will leave Hotaru vulnerable.
cl.D
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.
Far Standing Attack
Command | Start Up | Hit | Guard |
Far ![]() |
5 | +2 | +2 |
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 B
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.
far C
Command | Start Up | Hit | Guard |
Far ![]() |
9 | +1 | +1 |
far D
Command | Start Up | Hit | Guard |
Far ![]() |
11 | -2 | -2 |
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 Attacks
cr A
Command | Start Up | Hit | Guard |
![]() ![]() |
4 | +2 | +2 |
When used as meaty it prevents jumps as well as low profile attempts with 2AB
cr B
Command | Start Up | Hit | Guard |
![]() ![]() |
4 | +2 | +2 |
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 C
Command | Start Up | Hit | Guard |
![]() ![]() |
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 D
Command | Start Up | Hit | Guard |
![]() ![]() |
7 | KD | -14 |
Jumping Attacks
j.A
Command | Start Up | Hit | Guard |
Jumping ![]() |
4 | ? | ? |
Has long active frames, can target combo with jA>B or jA>C(whiff on crouchers).
j.B
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.
j.C
Command | Start Up | Hit | Guard |
Jumping ![]() |
4 | ? | ? |
This is what comes out if you miss your air throw. It whiffs on crouching opponent.
j.D
Command | Start Up | Hit | Guard |
Jumping ![]() |
5 | ? | ? |
When used deep enough, it can hit people trying to 2AB anti-air.
Command Moves
AB
Command | Start Up | Hit | Guard |
![]() ![]() |
23 | -1 | +5 |
Like about any other AB, way too slow to be efficient. It is +5 on guard so you can blockstring or frametrap for it.
2AB
Command | Start Up | Hit | Guard |
![]() ![]() ![]() |
8 | -3 | +3 |
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.
CD
Command | Start Up | Hit | Guard |
![]() ![]() |
9 | KD | ? |
Very unsafe on block, and if you guardcrush with it you can't combo.
j.2B
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.
Special Moves
Fireball
Command | Start Up | Hit | Guard |
![]() ![]() |
10 | -5 | -5 |
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.
Divekick
Command | Start Up | Hit | Guard |
air ![]() ![]() |
10 | KD | ≥-8 |
Command | Start Up | Hit | Guard |
air ![]() ![]() |
13 | KD | ≥-9 |
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.
DP B
Command | Start Up | Hit | Guard |
![]() ![]() |
2 | KD | -12 |
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.
It has invincible frames so it can be used as a risky "get off me" tool.
DP D
Command | Start Up | Hit | Guard |
![]() ![]() |
2 | KD | -31 |
Similar to DP B with more hits and a better anti-air hitbox.
QCB A
Command | Start Up | Hit | Guard |
![]() ![]() |
10 | KD | -11 |
Unsafe on block. If you combo into this you can probably combo into reflect>fireball for more damage; making this a pretty useless move.
QCB C
Command | Start Up | Hit | Guard |
![]() ![]() |
18 | KD | -1 |
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 : [[1]]
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.
Reflect B
Command | Start Up | Hit | Guard |
![]() ![]() |
13 | KD | -19 |
![]() ![]() |
13 | KD | +12 |
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.
Reflect D
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.
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).
Command Grab
Command | Start Up | Hit | Guard |
![]() ![]() |
9 | 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
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 |
Combos
Anywhere
Far range
- 2C xx Fireball C
- 2C xx punch super (doesn't work at max 2C range)
Close range
- clD xx reflect break > fireball (max damage, use B version for reflect and C version for the fireball)
- clA xx relfect break > walk > kick super (only work at very close range, input 236236 during the break and hold 6 for the short walk before pressing K)
- stA > far A xx fireball C
- stA > far A xx punch super
Jump-in
- jA>B or jD or jC > run > st A xx reflect > fireball
- from a distance, jB > 2C xx fireball
Hops
- any hop > DP D
- any hop > kick super
Air juggles (for example after a counterhit)
- clA xx DP D
- clA > kick super
Corner Only
- Anything into xx reflect break > instant divekick > DP D or kick super (max corner damage)
- clD xx 6AC > run > stA xx reflect etc
Misc
- j2B (hit deep) > jD > divekick > kick super (unsafe on block and hard to setup but creates an instant overhead)
- meaty 2B > 2A > reflect > ...
Basic Strategy
Hotaru Futaba is a rushdown and zoning character that had a good far combat and excellent close combat options, and she is a corner rush character.
She had short but quick normals and also had an excellent aerial arsenal,and she had a suggestive but a great Super Move combo ender.
Her mirror kick move is your main Break move and also her feint cancels are effective to combine with it in corner.
As a rushdown character she had low stamina of course,but she had better options for far combat with a better projectile than the Hokutomaru one.
Hotaru has good damage and is very well rounded, however she lacks a bit in range, her offense is overall easy to block has low health/guard.
Hotaru's main strategy is keep-away coupled with unpredictable frame-trap oriented rushdown.
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.
Zoning 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.
Advanced Strategy
Matchup Notes
Rock
Hotaru's 2C goes under Rock's far A
Hokutomaru
You can't anti-air his jump-ins consistently because he can make them whiff with his double jump. However he can't air JD after the double jump, leaving him free to anti-air without risk.
Punish his 214D (teleport above you) with run > clD xx reflect > fireball for max damage.
Punish his slide with any close combo.
Punish 214A/C (forward leap + sword hit) with 2C xx fireball
Kevin
You can try to escape his corner infinite blockstring (stA xx helltrap break > dash > repeat) with standblock to take sacrificial damage via the low hit and try to escape from there.
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)
A fireball on her wakeup is a simple way to catch random backdash dives.
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.
During his pressure strings, he can reset with a Power Charge, leaving a short gap in his blockstring you can't jd or backdash. In the corner, a single reset can lead to guard crush. Make sure to ready a DP or a 2AB and try react to the reset at all cost. Unlike corner infinites you are given one or two chances to react.
Dong
His DP break is always punishable via 2C regardless of spacing.
Grant
Punish the small dengai (236B) with 2A xx reflect > fireball. The D version is safe.
If a divekick hits you too high and lands close enough, you can punish with the 0F super.
Punish Engesurin (kick spinning super) with full JD and a stA combo (release the stick during the freeze to JD), or if there was no JD, the 0F super can punish it. Only punish with throw if Grant doesn't have TOP or another super (due to the throw bug).
Just like Hotaru, Grant doesn't have any good combos starting with lows.
Hotaru
You can play tennis with fireball + reflect.