I haven’t played this game in like… months. And I wasn’t really very good (isolated and little competition). So here’s my contribution before my next 2 month hiatus.
MOVELIST ANALYSIS
A Light Punch
B Light Kick
C Hard Punch
D Hard Kick
sc. standing close
sf. standing far
c. crouching
j. jumping
sj. super jump
Tier 1 Normal Moves
sc.A and sf.A - An excellent poke. Fast. Combos into itself, but more importantly, combos to c.C and dp+C
c.B - Hits low and, importantly, links to c.C
c.C - A good poke, since you’re crouching during the animation cancels into a ton of stuff
j.B - your air to air jumping attack, can work as a jump in
j.D - your other jumping attack, cancels to j.d+K
Tier 2 Normal Moves
sc.D - Combos into certain special moves like qcf+B and can be fake cancelled a couple times for extra damage
sf.C - Your one button anti air, I don’t find it incredibly effective, but you know, it’s there
j.A j.C - this air chain combos to super, and can be a surprisingly effective jump in.
Tier 3 Normal Moves
c.D - Laggy and low priority, I throw it out once in a while
sf.D - I think this jumps over lows, I throw it out once in a while, I think it’s minorly effective as an anti air
Command Moves
air throw - do your best to land this one, it’s excellent damage and will hit opponents who have poor anti airs and JD instead
s.A+B - overhead with low invincibility, it’s amazing how effective this can be to fuck with opponents
c.A+B - cancels like all the other ones, it should be a pretty good anti air, but its slow to come out
TOP CD - I believe this hits over head? that’s about as useful as it gets, cause it lags like a beast otherwise
j.b+C - it’s hard as hell to land decent combos after this, I can’t remember if it’s like iori’s and crouch blockable. Throw it in your mixup games.
Special Moves
dp+C - My anti air of choice. 6 hits that can be hard to JD. Breaks into qcfx3 + C. Breaked version is safe, however breaked version will not work for anti air. Fucked on block.
qcf+B - A good combo starter and let’s you pressure on block, pretty slow to come out. CH grants you bigger combos, but I usually just stick with BnB shit.
qcf+D - A huge combo starter. Slow as fuck to come out. Hard as hell to land, can be blocked on reaction. But if it’s blocked instead of interupted, you can continue pressure afterwards. On CH you get a weaker launch than regular hit, fucking up certain combos unless adjustments are made.
qcb+K - The 1 hit difference between the two moves is irrelevant, as it doesn’t change their effectiveness at all. B version hits sooner. Both hit overhead. Pretty slow to come out and have 0 priority. Anybody can interupt it with s.A. Counter hit stuns enough to land a free c.C combo I believe.
hcb+P (or was it K) - doesn’t matter. don’t use this move. it’s garbage.
Supers
qcfx2+A - combos into itself (see combo section), but can punish moves that are JDed in air occasionally (height depending) and can punish whiffed moves. Nothing close to leona’s 2k2 V slasher though
qcfx2+C - don’t use it, qcfx2+A is strictly better
qcfx2+B - D.Hwans damage source. combos off c.C. Low priority as well (beaten by standing jab). Don’t throw it out randomly. I don’t even think it hits overhead.
qcfx2+D - more garbage. the only way to combo the full version is off ch.c.C early cancel, so you can’t even hit confirm it.
BNB COMBOS:
Starters That Are Easy to Land
(anywhere) c.B c.C qcfx2+B or qcfx3+C (HIGH PRIORITY TO LEARNING)
low to c.C link to early cancel of qcfx2+B. Learn the timing, it’s tough til you get it, but it’s the only way to get damage with DHwan in this game.
(anywhere) sc.A c.C qcfx2+B
similar to above, timing is easier.
(anywhere) sc.A dp+C (break) qcfx3+C
(anywhere) qcf+B c.C qcfx3+C or qcfx2+B
(anywhere) sc.D qcf+B
see above for finishers
(corner) j.A j.C j.A qcfx2+A j.qcfx2+A dp+C
j.A j.C is an air chain. then you land and link another j.A afterwards. Cancel to super.
(anywhere) j.A qcfx2+A sj.qcfx2+A (if in corner) dp+C
(anywhere) j.qcfx2+A sj.qcfx2+A (if in corner) dp+C (HIGH PRIORITY)
(anywhere) dp+C break qcfx3+C (easy damage)
Hard to Land Starters
qcf+D sj.qcfx2+A sj.qcfx2+A (if in the corner) dp+C
qcf+D qcfx2+B (fails if qcf+D hit on CH)
qcf+D dp+C
CH dp+C break dp+C break sj.qcfx2+A sj.qcfx2+A (if in the corner) dp+C
CH qcb+B c.C (see above for finishers)
ground combos that start with normals will combo off jump ins as well
you can probably also do some crouch cancel garbage to lengthen the combos, but I can’t and don’t bother.
Combo Notes:
- c.B c.C qcfx2+B
The trick here is to learn the link timing.
Between the c.B hitting (impacts in 4 frames) and c.C hitting (impacts in 5 frames) there is exactly 1 frame for error.
Learn to link 100%, not by mashing, but just one button press to get the combo.
During this time after the c.B hits and before the C.C hits you must buffer qcf.
If you start buffering before the c.B lands, c.B will get kara-ed into qcf+B.
Ideally, you buffer qcf down and use the down input on the c.C.
Once the combo meter registers you just finish the motion and press B again (within a frame or two of the c.C connecting)
Ta Da! Now go practice
- j.qcfx2+A sj.qcfx2+A dp+C and variations of
the tricks to this one are to:
a) Learn to buffer qcf on the ground before jumping. Input is something like qcf qcf u_uf+A
b) The second trick is to learn to hit the opponent on the 2nd last frame of falling animation.
If you watch closely there are two specific frames of animation to the falling body. One is the body bent over, that is the last frame and too late. The one before should be a straight body head first towards the ground. You want to time your supers to hit on that animation frame. This leads to the most hits and easiest way to land the followups.
Or maybe that’s just the way I do it, and this has more to do with which part of the body you connect with. If that’s the case, aim for the neck.
The hard part is that the frame before if hit with the super will not launch high enough for a followup.
Of course you can just guess and hit the body in the middle (stomach). You’ll probably get less hits and might screw it up, but it’s probably better damage than nothing.
- the j.A air chain j.C j.A link to super
once you’ve learned the above, apply the same trick to the link. the air chain stuns long enough that if you jump right away you can combo the j.A. That should be easy. Now you just buffer a qcf in before you jump and finish it when the j.A connects.
STRATEGY:
Some basic strats I use.
c.C mixup.
Poke with c.C and if you’re opponent isn’t sharp, you get a free qcb+B or qcf+D mixup even on block. Since it doesn’t combo, they can be JDed, punched or reversalled. So be wary.
j.d+B
d+B is safer, but if you hit the guys legs, the recovery is something close to even or in your favour, I know tizoc won’t get a free throw if spaced properly. It’s a great harassment tool, assuming your opponent lacks a good anti air to stop it.
On hit, a lot of unknowledgeable opponents think you’re recovering. And you are. Especially if you hit them in the chest. However, a dp+C will CH any followup they throw at you (not thoroughly tested).
qcf+B and qcf+D block stun.
For slow moves on block they give you free pressure strings. Just run up do a s.A c.C mixup again or go back to a qcf+D.
whiff qcf+B for meter
dp+C break block strings. dp+C break is very safe (-6 + pushout). So safe in fact that you’re opponent will have to do something slower to hit you (sweep, sf.C or sf.D or a laggy special for the offensive). This often sets up another dp+C break (9 frame move or less to beat it). Usually, opponents miss a couple frames and if they try and take back the iniative you can land a dp+C. The only problem with this strat is that dp+C break has shitty priority and tends to trade more than it beats other moves.