Garou: Mark of the Wolves/Hotaru
- 1 Introduction
- 2 Gameplay Overview
- 3 Command Normal Moves
- 4 Special Command Moves
- 5 Frame Data
- 6 Hit Boxes and Frame Data
- 6.1 Grab, Feints, Throw...
- 6.2 Close Standing Attacks
- 6.3 Far Standing Attack
- 6.4 Crouching Attacks
- 6.5 Jumping Attacks
- 6.6 Command Moves
- 6.7 Special Moves
- 6.8 Supers
- 7 Attack Notes
- 8 Combos
- 9 Overall Strategy
- 10 Matchup Notes
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.
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|
|, +||Sou-shou Ten Renge||37||52|
|, +||Ten-shou Range||35||49|
|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 / ×|
|Upper avoid attack||Eight||+3||-3||Six||▽||1 ~ 6F upper body invincible|
|Lower avoid attack||twenty three||+5||-1||Six||×|
|Jump B||Three||Four||◯||hop : startup 5F|
|Jump C||Four||Five||◯||hop : startup 6F|
|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
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.
Grab, Feints, Throw...
|Close / +||9|
Close Standing Attacks
Hotaru's fastest close normal, with good advantage on block.
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.
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
Unlike most characters, Hotaru's far A is quite weak, it extends her hurtbox a lot. Prefer far B to poke on the ground.
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.
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.
When used as meaty it prevents jumps as well as low profile attempts with 2AB
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.
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.
Has long active frames, can target combo with jA>B or jA>C(whiff on crouchers).
Has the best horizontal reach out of all her air moves, however it doesn't stay active for long.
This is what comes out if you miss your air throw. It whiffs on crouching opponent.
When used deep enough, it can hit people trying to 2AB anti-air.
Like about any other AB, way too slow to be efficient. It is +5 on guard so you can blockstring or frametrap for it.
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.
Very unsafe on block, and if you guardcrush with it you can't combo.
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.
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.
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.
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.
Similar to DP B with more hits and a better anti-air hitbox.
Unsafe on block. If you combo into this you can probably combo into reflect>fireball for more damage; making this a pretty useless move.
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.
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.
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).
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
- 2C xx Fireball C
- 2C xx punch super (doesn't work at max 2C 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
- jA>B or jD or jC > run > st A xx reflect > fireball
- from a distance, jB > 2C xx fireball
- any hop > DP D
- any hop > kick super
Air juggles (for example after a counterhit)
- clA xx DP D
- clA > kick super
- Anything into xx reflect break > instant divekick > DP D or kick super (max corner damage)
- clD xx 6AC > run > stA xx reflect etc
- j2B (hit deep) > jD > divekick > kick super (unsafe on block and hard to setup but creates an instant overhead)
- meaty 2B > 2A > reflect > ...
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.
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.
Hotaru's 2C goes under Rock's far A
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
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.
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.
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.
His DP break is always punishable via 2C regardless of spacing.
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.
You can play tennis with fireball + reflect.