NeoGeo Battle Coliseum/Hotaru Futaba

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Normals

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  • cl.A/B/C/D are all cancelable.
  • cl.A is an elbow strike, and as the first button on the list, is practically the mother of all of Hotaru's strings. Chains into itself, cr.A, and cr.B.
  • cl.B is a knee strike that is simply outshined by cl.A in versatility, its only negligible upside being more damage.
  • cl.C is a very run-of-the-mill, center-hitting cl.C. Like cl.B, it's not bad at what it does at all, just Hotaru's light confirm game is that strong.
  • cl.D makes for the only grounded anti-air Hotaru gets, but the speed and its hitbox capable of catching opponents who barely pass her over make it quite a good one.

Standing

  • st.A/B/C are cancelable and whiff-cancelable. st.A/C can cancel into command normals while B can't, though both command normals whiff.
  • st.A's range matches up with cl.C, giving Hotaru a very fast and workable poke. Chains into itself (though your 2nd st.A will whiff) and st.B.
  • st.B's that look like low kicks often actually hit mid. This is an example of on that does actually hit low, and combined with its cancelability, it's a pretty nasty blockstring ender.
  • st.C strikes a balance between A and D; though it has a bit of start-up, st.A's practically chip-level damage is replaced with much beefier while having its range and cancelable property. It also has st.D's trait of being able to low profile high jabs as Hotaru leans forward.
  • st.D is Hotaru's furthest reaching poke, and is pretty fast for its range. Mentioned under st.C, the way Hotaru kicks lets her low profile some higher hitting normals.

Crouching

  • cr.A/B/C/D are all cancelable and whiff-cancelable.
  • cr.A chains into all other A normals, including itself.
  • cr.B chains into cr.A.
  • cr.C looks identical to df+C, but does have the pushback of a regular normal. It also has about the same range as st.A/C, which makes it a nice cancelable poke just with low profile benefit while also being faster than st.C.
  • cr.D having the aforementioned cancel properties make an otherwise average sweep that matches st.B's range that much better.

Jumping

  • j.A is an alright jump-in with a
  • j.B horizontal hitbox has a generous number of active frames, making a good air-to-air.
  • j.C is a more damaging, less active air-to-air to contrast j.B.
  • j.D is the go-to jump button, capable of crossing up consistently and is fast and steep enough to be used as an instant overhead.

Blowback Attack Pressing the E button while blocking will have Hotaru counter with her otherwise unseen low profile (d+AB) from Garou before tagging out.


Throw

Ten Rankutou: b/f + CD

  • Hotaru tosses the opponent over her shoulder and front flips off of them, switching sides opposite to the direction held during the throw. Hard knockdown. Can be broken.

Hantentou: in air, b/f + CD

  • This unbreakable air throw switches sides opposite to where Hotaru was initially facing regardless if you hold forward or back during the throw input, sending the opponent 2/3rds of the screen away. Hard knockdown.


Command Moves

Sengeki Shuu: f+B

  • A thrust kick that when done raw, puts Hotaru into her d+AC stance. Despite looking like a sliding hard knockdown, it can be teched like an SKD.
  • Has autoguard while Hotaru prepares her kicking leg and counter wire properties.
  • Canceled version cancels from lights and replaces stance activation with cancelability. Will whiff from jump-in-heavy, excepting j.D cross-up.

Sengeki Shu: df+C

  • A back turn into a low chop. Combos from lights and automatically puts Hotaru into b+BD stance, both raw and canceled versions of the move.
  • Both the raw and canceled versions have no pushback, not just on grounded but also aerial opponents, however catching jumps with this move is very niche and doesn't net much reward, since Hotaru's only anywhere juggle is a 2 bar super where the property isn't active until halfway into the super.
  • Putting Hotaru into b+BD stance even for the canceled version makes this move the critical filler of Hotaru's combos.

Koushuu Da: in air, d+B

  • An idle downward step kick that hits mid. Though it looks like it can cross up, it can't. Does hard knockdown against an aerial opponent.
  • On hit, Hotaru hops forward and off the opponent. Her only available action during her fall is j.qcb+k.


Special Moves

Hakki Shou: qcf+A/C

  • description


Soushou Shin: qcb+A/C (AB breakable)

  • description


Kobi Kyaku: qcb+B/D (AB breakable)

  • description


Tenshin Shou: dp+A/C


Shinjou Tai: [close] hcf+B/D


Rengeki Shou: in air, qcb+B/D

Stance: En Un Juurokushu

Entered by pressing d+AC or raw f+B

Tanshou Shin: A


En Un Kasou: B


Ryuu Ensen Kyaku: D


Engan Soushou Da: C, A


Senkai En: u+B/D


Zensou Enbu: d+D, f+B


Ri En no Kamae: b+BD


Kamae Kaijo: b,b


Stance: Ri En no Kamae

Entered by pressing b+BD when in d+AC stance, raw or canceled-into df+C, or by breaking qcb+p

Enryuu Banda: A


Enjin Kyaku: B


Haigeki Shu: C


Enbi Kyaku: D (AB breakable)


Ri En Ryuubu: f,f+BD


Haishin Tenrakutou: CD


En Un Juurokushu: d+AC


Kamae Kaijo: b,b

Desperation Moves

Tenshou Ranki:

  • description

Soushou Tenrenge:

  • description


General Strategy

  • Block strings to use are:

Combos

(more to be updated)


Color Palettes

  • Note: The "S" button is the start button.

Hotaru-ngbc (colors).jpg

NeoGeo Battle Coliseum
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