I like to use flamingo st. RH s a poke normal that I buffer into command dash or lk HH once in a while. It covers some distance pretty fast, and avoid lows it seems, since it has a lot of airborn frames. Also on a different note, I like to do meaty heel on a knocked down opponent. If timed right, you will get command dash towards the opponent if he rolls. Might have been mentioned.
but there are so many better thans things you can do that is better than flamingo St.RH, just don’t use it lol
Flamingo is useless? Really? You guys haven’t tested enough. Go into training mode with Ryu vs. Hwo. Record Hwo doing the mk chain. Notice how it’s unsafe as hell? Ryu can super you for it. Now record Hwo doing the mk chain and canceling it to flamingo. You can block! Flamingo makes your chains safe. You’re also at a good range to use it’s pokes here, and he picks up his front foot, so most characters can’t hit you low from there, either. Walk speed doesn’t matter to much when you cancel into it like this, since it puts you at the range you want to be.
When you say mk chain, do you mean 2x mk or 2x mk into hk? And I agree with you. It is just stupid to assume that flamingo is usless at this point. Give it a few months and then maybe we can say what is useless and what’s not. Just because shady k says something doesn’t make it so.
If I remember right, either one. I don’t think it’ll be a big deal for a while, but people will learn how unsafe stuff in this game is. People will start mashing after your chain to hit your dynamite heel and punishing you if you stop early.
Using fla after ground bounce is his most damaging no meter bnb and its the same timing as st.hk
way more effort. not saying more effort is bad but atleast look at it from the point of consistency. Now it making chains safer is cool, no downfall to that.
Good job, i already knew that but i haven’t updated the guide on flamingo except for a couple combos, ill make my way to it
Can you give me an example of what combo you would do in FLA after the ground bounce? Normally I do st.HK into HK HH, but more frequently I use EX HH for the j.HK, Sky Rocket.
The fact that you can shorten your recovery time by canceling in the FLA is pretty awesome, but at this point I haven’t really been able to develop the tech. with it. I feel like it will be pretty useful…
A fellow Hwoarang player has truly made me see the light on FLA. Canceling into it in almost every combo, and using it for punishes when possible, equals more damage.
After any ground bounce, FLA nets more damage.
U cancel into fla and either hit mk,mk or mp,mp its the one that launches them then u special step then cancel into dp. And u want to hitto have the same timing as comboing into st.hk from a ground bounce.
fla mp xx mp > normal dash > HK.SR works. then u can do immediately a forward j.mp crossup with an OS of choice.
WOuldn’t canceling your strings into the light version of dynamite heel leave you at a slight advantage on block?
People can mash through a string into dynamite heel. It’s great, but you need an option to bait, too.
edit: Also, I think he’s talking about combos, not on block.
Sorry if this is a dumb question but I’m having a hard time finding the answer. If I do his Tekken combos chained from a cr.lp or cr. Lk, does it make him more unsafe?
Only the first hit of the string counts as a boost combo, so if you do something like 2LP-5MP > MP, the initial 5MP has all the downsides of using a boost combo (reduced damage and frame advantage), but the followup hit doesn’t.
A small tip if it isn’t apparen’t- mix up like a mofo.
It’s what rong does. High, low, overheads, feints.
Znd if you ain’t using rong, you aint right.
@op
If you play Tekken I’d really like to see a guide on rong from you in that. Tekken kinda lacks guides except for the one strat gude brady did, and avoiding the puddle often beats around the bush or talks casually about things that new players don’t have an intuitive understanding of. Heck they skip over pokes you should be using. stepping, and even pressure strings. Plus they waste a lot of time and don’t really seem to be professional about it. Rip couldn’t even teach his own character, apparently.
what is Hwaorang’s best air to air attack?
Personally I’ve been having crazy results from his j. lp…honestly, not the greatest range but it has pulled me out of obvious jumps and even reactionary ones…I say you give it a try because I personally feel that j. lp is his true air to air.
J.Lp is really good. the thing about tekken characters is that all their jumping attacking are the same from neutral to forward/back. unlike street fighter where if you do a neutral Hp. it will be different than a jump forward Hp. So Even though i stated that J.Mk is bad…(and it is) if you are able to predict the jump and you are confident then go for it. it does more damage and has slightly more range than J.Lp
A use for s.hp i’ve found is playing footsies and buffer it with launcher (you have to do hk+hp, can’t press hp again like in chains). It’s hwoarang’s farthest reaching poke.