damn,improved hitbox plus juggle.Dynamite Heel gonna be raping faces.
learis1
8
I’m guessing/hoping that this combo is now possible: Hk from flamingo stance to anti-air and cause float state, then use dynamite heel to slam them down for a ground bounce to continue the combo. That would be sick, I hope that’s what they were going for with their changes.
Overall, Hwo got some very clever changes. I’m wondering if the additional 2 frame quicker switch to flamingo from tsunami kick will allow for greater combo potential. That could be a real game changer for hwo, makes tsunami kick a very powerful move (whereas it was lackluster before).
I’m still hoping they fix the problem where his kick strings whiff on a crouching Sakura.
Yeah, i think that combo could work.
Btw: we are discussing this in the Hwoarang general thread too!
fatboy
10
Looking at the frame data, and additional +2 should allow a just frame link into the quick kick combo. Doing the math, that is 373 off of an overhead.
Tsunami Kick > Full Quick Kick Combo > Flamenco RH > Hunting Hawk… That’s nice…
Can someone find out what we can do after Tag Launchers with the Dynamite Heel? I can’t find Diddly to do with it.
Edit; Never Mind. Found out you can do Sky Rocket Kick after a Roundhouse into Dynamite Heel.
Yeah, but it’s most of the timer better to do crMP - crMP - HK HH damagewise. Good to have, e.g. for Pandora uses off the bounce. Haven’t found anything else yet. HK - Heel uses so many juggle points that you just have SR/Launch/crHK
Damage wise, that does less damage than HK Roundhouse into HH.
Oh yeah true. That’s usually even better due to scaling
HK HH does the same damage as H Sky Rocket, so actually adding in a 3rd Move (Not counting hits, but a move itself) Makes the Damage Better. My Typical Launcher Combo does 20 more damage than Roundhouse to HH Because of it. Give it a shot, see for yourself.
im relearning my team of Hworang poison and poison and lili so gonna keep an eye out on this thread.
Ok so now he should be able to go into fla stance 2 frames faster from tsunami kick, but it feels just the same as 2012 to me. The most I can connect with is fla LP, maybe my timing is off for some of his better stance combos.
So Hwoarang’s General ‘Game’ is still the same, but with all the system changes and changes to his own combo potential, Hwoarang’s got even more to work with. Since he can play Footsies with the best of 'em, Hwoarang can apply pressure and apply what I call ‘Pseudo Relaxation Moments’. Essentially With Hwoarang’s Fadeaway Kick, he can jump over an opponent’s low hitting maneuvers and catch them for a continuation of the combo. He can also try their patience. Badgering them with his Pokes and Dynamite Heel pressure, before entering Flamingo Stance and taking a hop back. The opponent may try to reversal their way out, which for you is a good thing. And the pressure game continues!
What are Hwo’s best new combos with no meter? With Flamingo and without.
With one meter it’s so sweet to get 400 off of the fMK OH 
Even without the link into FlaMP. I just do fMK-Fla LK-MK-EXHH-jHK-crMP-HK HH.
Did you find any useful new setups for his Super. Something with Heel or so? I can’t really find anything great with heel.
Btw: HK ARS from max height straight jump in the corner crosses up
He has also retained his fla stance os tech. All you gotta do is switch both QC1 and 2 to preset 1
. I hate that i suck at fla combos. Even tho the trasition is faster i still cant get it. I can get my nina combos but not hwoarangs.
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learis1
21
Biggest changes I’ve noticed:
- Tsunami kick: Hwo can now link this into his flamingo mp (I’m pretty sure it’s a 1 frame link but it’s much easier on counterhit). Thanks to the 120dmg from flamingo mp, I’ve been able to get meterless boost combos from this of 400 dmg which is pretty nuts.
- Air raid special: Can now definitely combo when hitting crouchers or the feet of standing opponents, making it much more useful for blowing up anti-air normals.
- Better pressure and confirms thanks to buff on cr, mp. I’m still not sure exactly how much quicker it is and the extra frame advantage it has, but I can now link into attacks instead of always having to go for one of his strings to confirm something.
- St mp is a good far range anti-air now. It’s not that necessary against most jumpins since his dp was already very good at beating attacks from most ranges that would hit you. It does come in useful for stuffing neutral jumps and people jumping back in the corner.
- Groundbounce on dynamite heel on airborn foes. This seems useless as far as most combos go.due to it eating up practically all your juggle potential. It does however have use for groundbouncing backdashers on wakeup if timed right. The hp version can even catch chun-li’s backdash and lead to a big combo.
- His flamingo hk also has some anti-air invincibility as well as floating opponents in the air. It’s invincibility spots are pretty weak and it has bad startup so I find it gets beaten out a bunch making it not useful. You can use it similar to dynamite heel to float backdashers, but I think it’s a worse option since it cant hit crouchers. Its best use is probably against neutral jumps and ppl jumping back in the corner. Here’s a nice simple corner combo to punish jumps: Flamingo hk xx dynamite heel, then hard sky rocket.
Nerfs: Biggest nerf in my opinion is his mp chained to hp being much more unsafe due to hp no longer pushing back on a blocked boost combo. But the entire cast has nerfs like this. Still, It hurts Hwoarang’s ability to use longer range footsies to lead into big dmg. Not the end of the world.
King_D
22
new aa combo! lk.dp cr.mp xx lp.dh lp.dp xx rh.dp. sorry i dont remember all the names of the moves. But i used to do just lk.dp cr.mp rh.hh which does 300 and this new one does 349 and u could swap the cr.mp with st.rh if u get them high enough and it does 379
So now crLP and crLK are framedata wise exactly the same. So crLK is obsolete isn’t it?
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What are your new hitconfirms? More links, less strings?
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What are the moves you use most to setup Pandora? EX HH obviously.
But what about no meter setups? I thought HK HH is good for it, but everytime I try to go into Pandora with Hwo and the opponent still bounces, Ogre’s Super misses.
Heel? Well, starting from Fla MP-MP? Not so great and a bit situational…
I usually use cr.LK to attack out of blockstun because I can “plink” it with LP to help with timing. cr.LK also has a bit less pushback when you do it up close, so it’s better for setting up tick throws.
Ah good point. Even the range is just a tiny tad smallee on crLK. What about the other points? You know him really well.
Thanks Doc.
Yours, Doc
I haven’t really explored new links or pandora setups yet. I’m still using most of the same combos as before.