Hotaru(KOFXI): Unterschied zwischen den Versionen

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Zeile 154: Zeile 154:
|22A>D||20||3||KD||<span style="color: red;">-1</span>||Overhead. Hard knockdown. F1-5 crouching hurtbox. F6-28 airborne. F1-22 counter-hit state (until end of active time). F29-41 landing recovery (13F).
|22A>D||20||3||KD||<span style="color: red;">-1</span>||Overhead. Hard knockdown. F1-5 crouching hurtbox. F6-28 airborne. F1-22 counter-hit state (until end of active time). F29-41 landing recovery (13F).
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|22A>2D||X||X||KD||/||Low hit.
|22A>2D||16||2||KD||<span style="color: blue;">+1</span>||Low hit. F1-X crouching hurtbox. Active time has disjointed hurtbox (moved forward). Leg has no hurtbox. F18-F35 recovery (18F).
|-
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|22A>2D>6B||X||X||KD||/||Hard knockdown. Combos from 22A>2D (possibly juggle anywhere?)
|22A>2D>6B||X||X||KD||/||Hard knockdown. Combos from 22A>2D (possibly juggle anywhere?)

Version vom 5. Januar 2026, 12:54 Uhr

Hotaru Futaba
双葉 ほたる
KOFXI hotaru full.png
Tiers & Ranking
Tier: ???
Ratio Cost: N/A
Properties
Damage Modifier: ???
Stun Modifier: ???
Crouch height (Tier): ???

Colors

KOFXI hotaru S.jpg KOFXI hotaru X.jpg KOFXI hotaru T.jpg KOFXI hotaru C.jpg
BUTTON SQUARE A.png BUTTON CROSS A.png BUTTON TRIANGLE A.png BUTTON CIRCLE A.png
A B C D
KOFXI hotaru R1S.jpg KOFXI hotaru R1X.jpg KOFXI hotaru R1T.jpg KOFXI hotaru R1C.jpg
R1 + BUTTON SQUARE A.png R1 + BUTTON CROSS A.png R1 + BUTTON TRIANGLE A.png R1 + BUTTON CIRCLE A.png
E+A E+B E+C E+D
KOFXI hotaru L1S.jpg KOFXI hotaru L1X.jpg KOFXI hotaru L1T.jpg KOFXI hotaru L1C.jpg
L1 + BUTTON SQUARE A.png L1 + BUTTON CROSS A.png L1 + BUTTON TRIANGLE A.png L1 + BUTTON CIRCLE A.png
Start+A Start+B Start+C Start+D

Frame Data

Short List
Move S A Hit Grd Note
5A(c) 4 4 +1 +0
5A(f) 5 4 -1 -2
5B(c) 5 4 +1 +0
5B(f) 7 4 -1 -2 SC. Not a low hit.
5C(c) 6 8 +1 +0
5C(f) 16 3 +10 +9
5D(c) 6 2+3 -1 -2
5D(f) 13 3 +0 -1
5E 12 8 KD -7 SC. Kara-cancel from 2nd active frame (F13). Leg has no hurtbox.
6B 20 4 KD +6 Shifts to Juurokushu Stance. F10-19 Guard point. F1-27 counter hit state.
6B(can) 12 4 +1 +0 SC. F1-19 counter hit state. F20-37 recovery.
3C 14 2 +7 +6 Shifts to Ri En Stance. Allows juggles on air hit. Can be special-cancelled into 22A & Supers only, also on whiff. F1-31 counter hit state. F1-36 can be cancelled into jump (needs an attack on F1, likely a bug).
GC 7 2+6 KD -15 F1-14 invul (until end of active time). 28F recovery.
Saving Shift ? n* KD /
2A 4 4 +2 +1
2B 5 3 +0 -1
2C 11 2 +2 +1 Whiff cancel.
2D 13 3 KD +1 SC. Whiff cancel.
small up A 5 12 / /
small fwd&bck A 6 12 / /
j.A 5 12 / / SC. Can crossup. On hit, recovery can be cancelled into j.C.
j.fwd&bck A 6 12 / /
small up B 5 12 / / Bigger hitbox than small B.
small fwd&bck B 5 8 / /
j.up B 5 12 / / SC. On hit, recovery can be cancelled into j.C. Bigger hitbox than j.B.
j.B 5 8 / / SC. On hit, recovery can be cancelled into j.C.
small up C 7 4 / /
small fwd&bck C 4 4 / / Hitbox extends far behind Hotaru.
j.C 7 4 / /
j.fwd&bck C 4 4 / / Hitbox extends far behind Hotaru.
small up D 10 4 / / Crossup hitbox from j.fwd&bck D missing.
small fwd&bck D 11/15 4+4 / / *=2nd hitbox can crossup (15F startup).
j.up D 10 4 / / SC. Crossup hitbox from j.fwd&bck D missing.
j.fwd&bck D 11/15 4+4 / / SC. *=2nd hitbox can crossup (15F startup).
j.E 16 4 KD / Leg has no hurtbox.
j.2B 7 n* ? ? Fastest timing = smalljump F13, normal jump F6. 4F landing recovery. *=active until landing
j.4/6C/D 1 1 KD / Air throw. Fastest timing = smalljump F13, normal jump F6.
236A 15 n +4* +3* *=point blank.
236C 15 n +4* +3* *=point blank.
623A 4 3+14 KD -30 Airborne from F7. 13F landing recovery. Counter hit state F1 until landing. First hit has QS.
623C 10 3+6*2 KD -X Airborne from F13. 17F landing recovery. Counter hit state F1 until landing. First hit has QS.
214A 12 12,2,5 KD -7 Airborne from F10-23 & F27-40. 4th & 5th hit QS.
214A>AB / 32* / / Brake version. Shifts to Ri En Stance. F1-29 counter hit state. *=earliest possible followup on F33.
214C 13 4,4,6,3,
1+3,5
KD -12 Airborne from F13-29 & F36-54. 4th & 6th hit QS.
214C>AB / 41* / / Brake version. Shifts to Ri En Stance. F1-38 counter hit state. *=earliest possible followup on F42.
j.214B 19 n KD -20* Active until landing. 8F landing recovery. *=from max height.
j.214D 20 n KD -28* Active until landing. 12F landing recovery. *=from max height.
214B 19 2 KD -20 Allows juggles on hit. Reflects projectiles F11-33. F1-20 counter hit sate. 39F total recovery.
214B>AB 19 1 KD / Brake version (only on hit or whiff). Allows juggles on hit. Reflects projectiles F11-33. 1-28 counter hit state. 15F of total recovery.
214D 26 4 KD -20 Allows juggles on hit. Reflects projectiles F18-40. F1-30 counter hit sate. 37F total recovery.
214B>AB 26 1 KD / Brake version (only on hit or whiff). Allows juggles on hit. Reflects projectiles F18-40. 1-35 counter hit state. 15F of total recovery.
41236B 9 3 -20 / Command Grab. Can be cancelled into j.214K. F1-12 counter hit state. 43F total duration on whiff.
41236B>AB 6 1 +18 / Brake version. Becomes faster when braked. Shifts to Ri En Stance. Counter hit state F1-6 (with fastest brake). 30F total duration on whiff (with fastest brake).
41236D 10 1 -20 / Command Grab. More range than B-version. Can be cancelled into j.214K. Combos from eg. 5A>6B(can) delay > 41236D. F1-11 counter hit state. 42F total duration on whiff.
41236D>AB 5 1 +18 / Brake version. Shifts to Ri En Stance. Counter hit state F1-5 (with fastest brake). 29F total duration on whiff (with fastest brake).
22A 12 / / / En Un Juurokushu Stance. Cannot guard while in stance. Can move left/right with 4/6. Not in counter-hit state. F1-10 above feet invul. F11 crouching hurtbox. F12 earliest possible cancel for followups.
22A>A 35 6 KD -7 F1-28 invulnerable. Airborne F11-28. F29-40 counter-hit state. F29-34 crouching hurtbox. F41-65 recovery.
22A>B 4 3 -2 +5 SC. Leg has no hurtbox.
22A>C 9 4 -15 -16 Can be cancelled into 22A>C>A on hit & whiff. F1-8 above feet invul. F1-12 in counter-hit state (until end of active time). No Quick Shift possible.
22A>C>A 13 13 KD -18 Arm has no hurtbox. Hard knockdown.
22A>D 20 3 KD -1 Overhead. Hard knockdown. F1-5 crouching hurtbox. F6-28 airborne. F1-22 counter-hit state (until end of active time). F29-41 landing recovery (13F).
22A>2D 16 2 KD +1 Low hit. F1-X crouching hurtbox. Active time has disjointed hurtbox (moved forward). Leg has no hurtbox. F18-F35 recovery (18F).
22A>2D>6B X X KD / Hard knockdown. Combos from 22A>2D (possibly juggle anywhere?)
22B X / / / Ri En Stance.
22B>A 17 9 +2 +1 Can be braked with AB. Switches to 22A stance. Counter-hit state F1-25 (until end of active time). F13-31 airborne. F32-41 above feet invul. F42 upper body invul. F43 earliest cancel into followups.
22B>A>AB / 34 / / Brake version. Switches to 22A stance. Counter-hit state F1-31. F13-26 airborne. F27-31 crouching recovery. F32-34 recovery. F35 earliest cancel into followups.
22B>B 5 4 +5 +4 Special cancel. Low hit.
22B>C 6 1 +7 +6 Super cancel. F1-6 Counter-hit state. Remains in Ri En stance.
22B>D 12 X KD -16 Can be braked with AB. Does not reflect projectiles. F1-15 in counter-hit state.
22B>D>AB / 24 / / Brake version. F1-19 in counter-hit state. F20-25 recovery.
22B>236P 3 2 KD / Command grab. Same animation as her normal throw. Can be comboed. F1-6 counter-hit state. F7-36 normal recovery.
22B>236B 35 2 +20 +19 Overhead. F1-36 counter-hit state. F5-36 airborne. F37-44 landing recovery (8F).
22B>236D 35 5 +11/+15* +10 Overhead. Flies further & becomes active earlier than 22B>236B. F1-45 counter-hit state. F5-45 airborne. F46-53 landing recovery (8F). *=vs standing/crouching Kyo.
22B>44 / 13 / / Exits stance. 13F total duration.
236236A 6 13,11,
2,24,20
KD -20 F1-17 below head invul. F1 until landing in counter hit state. 17F landing recovery.
236236C 6 8,6,
14,2,24,20
KD -25 F1-23 above feet invul. F24-50 legs invul. F1 until landing in counter hit state. 20F landing recovery.
236236E 9 2+4
+4+26
KD -84 F1-10 invul. Airborne from F11. 59F landing recovery. The last downward hit only connects on airborne opponents.

TODO: add stances!

Bugs & Special Abilities

  • Hotaru's 3C can be cancelled on F1-36 (the whole duration before she goes into stance) into jump (needs an air attack on F1, likely a bug).
  • Hotaru's 2A cannot be used to punish rolls (it whiffs)
  • Has 3F more invul than normal on the front roll: invul F1-26, 6F recovery.
  • Hotaru's front roll goes further than normal (219px instead of 160px)
  • Has 1F less invul than normal on the back roll: invul F1-25, 6F recovery.
  • Like all other console exclusive characters, Hotaru's backdash starts moving back & loses its hurtbox on the legs from F4 instead of F5.

Videos

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Bugs & Special Attributes