||Hwoarang thread||-the real Bob

As tekken 6 comes close to console release. Time to break down our korean fighter. Imfortunate enough to have top players around my area here in FL ( danielphoenix, waygamble and other top players, flashmetroid said hes picking it up, but he dnt play tekken yet ;p)
also lucky for us here too our mall has the only tekken 6 cab in FL.

Hwoarang Combos
http://www.tekkenzaibatsu.com/forums/showthread.php?threadid=105936

New Moves from TZ credit to cat fish
RFS d+4,3 (mirror of LFS d+3,4)
d/f+3,4 - not the old mid,mid string but mid d/f+3 kick into high LFF f+4 kick, goes right into RFS. 2nd hit duckable on block or hit. Is delayable like the old string though, NC on CH.
d/f+3,3 - no longer the mid, high launcher but mid, mid kick where the 2nd hit knocks down. Guaranteed LFF ff+3 (and LFF f+3,n+3) afterwards. delayable, -14 on block, can be performed as LFS 3,3 as well. apparently NOT guaranteed on CH?? wtf.
df+3,f+4 - backlash after the df+3
LFS db+3/RFS db+4 new lows similar to his DR LFF db+3 in speed and animation, high crush, around -2 on hit. KNK FDFA on CH, ff+3 hits if they don’t immediately sideroll.
BT LFF d+3 / BT RFF d+4 new low move from back turned. this will come out whenever you attempt to do a move involving d+kicks from fox step. knocks down for a cc db+4~f (or f+3+4,3?) juggle on CH. looks to be plus on hit.
LFS f+3,3 / RFS f+4,4 launcher after pb kicks. appears to be NCc which is nice, second hit is high and safe.
RFF / RFS 2,b+4: NC high, high string, knocks down on normal hit.
cd+3: mid jumping kick that goes into LFS automatically, knocks down, medium speed.
LFS b+4 jumping right kick like a high version of ub+4 that moves forwards. knocks down on CH.
LFF d+3,3 is just d+3 into PB kicks. not guaranteed on normal hit, pretty worthless.
u/f+3+4,4 m,m,m- Quick jumping spin kicks, 14f NC, good range and useful for wall carry after B!. u/f+3+4 is safe, 4 followup is at least jab punishable. Finally something to punish Jack d/f+2s and Steve DCK 2s, among other things. Also guaranteed after LFS d/f+3 on a crouching opponent.
LFF 4,4,3 h,h,m- 2 right kicks into the 3 from RFF 4,3. Decent damage for a wall combo.
LFS uf+4 m- Basically RFF f+4~4 out of LFS, -13 on block.
LFS d/b+4 l- Basically looks like a d/b+4 out of LFS, leaves you in RFF. +2 on hit, -11? on block. On CH will KND opponent into FDFT position, RFF d+4 seems guaranteed, if not RFF ff+3.
RFF d+4 l- Stomp, does at least 24 damage, -11 on block and slight advantage on hit. Guaranteed??? after B! ws+4,4 or mixup potential after B! ff+3.
RFF d/f+3 m- Mid homing move from RFF. KNK on normal hit into ff+3, around 20f.

His new item move is him kicking a soccer ball - can be implemented into combos for minimal damage haha

New item move “Homerun swing” - baseball bat, then in LFS or RFS press 1+2

Changed Properties from TZ credit to cat fish
LFF ff+3 hits grounded in ALL positions on ALL characters
d/b+4 - changed from -31 in DR to -13 and no block stagger. Going into RFS leaves you at -1 or so and you can interrupt ws punishing attempts with a CH f+4,4 into launch.
db+4,4 is duckable on normal hit again. back to the trash can for that move
RFF ff+3 safe on block now - on hit it no longer combos but gives the same animation as ws+3 on hit. Also guaranteed followup of ff+3
jfsky can be done from RFF as well (!!!)
uf+444 no longer has hellsweep stagger on block, is neutral advantage if the opponent blocks the last hit.
CH LFF b+2 causes crumple stun
LFF ff+3,RFF 3 is no longer guaranteed if ff+3 connects as an air hit
RFF 1,1 no longer knocks down on normal hit or CH
f+1+2 is safe and causes feng ass stun on crouched opponents, on CH it has the old DR crumple stun.
4,3 and 4,f+3 are NC now. 4,3 goes to LFF, 4,f+3 goes to RFF (opposite of previous tekkens)
u+3 stuns on normal hit
bb+444 all hits stun on normal hit
uf+3,4 it is possible to juggle with 2,4,2, ff+3 afterwards now
RFF f+4~4 pushes back too far for jabs to reach now
LFS b+3 / RFS b+4 reanimated with much greater range
RFF b+3 is more punishable (?) and does not flip over on hit.
CH RFF 4 juggles gone.
LFS f+3~3 now performed as f+3~n+3
LFS 33~f is now just 3~f
LFS 4 and RFS 3 now have guardstun and some advantage on block, although they push back fairly far so pressure is difficult / risky.
LFF b+4 changed. Now a 16f mid homing move that KNK on CH. 24+ dmg.
WR 3 changed to a kick that looks similar to the last hit of HH. Can cause B!
cd+3 goes into LFS automatically now, +1 on block, still KND on hit for maybe free LFS d/b+4?
RFF fff+3 taken out, becomes the new WR 3

more info and will be updated when console drops.

http://forums.shoryuken.com/showthread.php?t=206231

ffs I swear I checked all threads…

At least this one has info…

well im jst gonna deposit some infos here…for people having problems doing JFSK
the way I do it is, for the motion f, d/f+4…I do f, 4~d/f(Im pretty sure this info is covered somewhere in TZ)