"That's it? That all you've got?" The Hwoarang Combo Thread

Hi, this is my first post so I hope it’ll help some people out.

A popular tactic I’ve seen online lately is the EX Hunting Hawk and tagging out and using the partners EX charged super (It was actually mentioned on here on the previous page). It’s one that appears to work really well and a good combo ender, which is always a good thing. While it isn’t the best use of three bars, since I can do it and can get a good amount of damage done from it, I’ve been using it. You probably won’t see it at a higher level play mind, but hey, at least it’s something. It’s also been helping me whittle down partners, since I desperately want to main Hwoarang and can’t find somebody who works well with him.

So, I went into training, just to see who I can do it with. Tested out the whole cast. As I mentioned this can be comboed into rather easily, but I just did the EX Hunting Hawk, Switch, EX Charged Super, just to save time. Also noted down the damage done as well. Pretty sure gems didn’t get activated, but if they did, I apology for any slightly off results. Here’s the results I got.

People who it’ll work with:

[details=Spoiler]Hugo - 543
Kuma - 512 [Awkward Timing]
Juri - 511
Raven - 495 [Awkward Timing]
Kazuya - 493 [Corner Only] [Can get otherwise for 412 [Awkward Timing]]
Jin - 491
Law - 491 [Corner Only] [Awkward Timing] [Can connect for otherwise for 180 [Awkward Timing]]
Rolento - 484
Paul - 483
Yoshimitsu - 475 [Corner Only]
King - 473 [Kinniku Buster]/463 [Sharpshooter]
Julia - 472 [Corner Only] [Awkward Timing]
Rufus - 471
Poison - 471
Sagat - 470 [Corner Only] [Can connect otherwise for 420]
Xiayou - 470 [Awkward Timing]
Cammy - 465 [Mid Screen Only] [Awkward Timing]
Ogre - 461
Ryu - 461 [Awkward Timing]
TORO - 461 [Awkward Timing]
Ibuki - 460
Lili - 460 [Awkward Timing]
Heihachi - 460
KURO - 460 [Awkward Timing]
Cole - 460 [Corner Only] [Can connect otherwise for 360]
Ken - 440 [Corner Only] [Awkward Timing] [Can get 450 from just a H Hunting Hawk/Tag/Instant Super]
Dhalsim - 410 [Yoga Inferno Only][/details]

And who it won’t work with:

[details=Spoiler]Abel [Charge Super, not enough time for it]
Balrog [Charge Super, not enough time for it]
Guile [Charge Super, not enough time for it]
M. Bison [Charge Super, not enough time for it]
Vega [Charge Super, not enough time for it]
Marduk [The Grab will always miss]
Zangief [The Grab will always miss]
Bob [First hit will connect but the second won’t]
Steve [It’ll hit but the animation won’t start]
Chun Li [Only a few of the kicks will hit, if you’re lucky.]
Asuka [Doesn’t connect at all]
Akuma [Doesn’t connect at all]
Nina [Doesn’t connect at all]
Hwoarang [See, this should be self explanatory.[/details]

People listed off with charged supers may in fact work and I just can’t get it down, but the timing on them will be so awkward enough for them that it’s not worth it in the slightest. [Awkward Timing] tags means that the hitboxes on them are really hard to link up, but they will work if you put enough training into it. For most of them, they also mean that they’ll work much easier in the corner.

Going from the last page, it is possible to do a Roundhouse Hunting Hawk into a Partner Charged Super. That works a lot better, in all honesty, but it can be awkward to pull off on anybody other than Juri really (Well, I’m a pad player, so maybe it’s just awkward in the case of not having a stick). I’ll practice it out and see who it’s possible as, for two bars, that’s the better option any day. Having this one until then works for me.

EDIT: I believe all of the ones listed in “Who it will work with” will work with the Roundhouse Hunting Hawk, some possibly way better than using three bars. Just having some basic attempts in training. The damage meter will obviously be off, but I hope the list helps regardless when attempting it.

Confirming Akumas working with his HK HH, gotta cancel on first hit and I think past midscreen it doesnt work anymore. Pretty much if you make akuma run a lot he doesnt want to combo it

Hwoarang has a pretty good wakeup pressure and i am trying to come up with hard knockdown setups. hwoarang’s hk hunting hawk causes a hard knockdown (ground bounce on last hit, it is also tag cancellable for easy confirm combos), which helps him get the same setup over and over.

in order to maximize damage and end the combo with hk hunting hawk, you cannot use chainsaw kick (mp-lp) because ground bounce reduces your juggle potential. if you do use chainsaw kick to confirm into a combo, you can choose to just end the combo with hk hunting hawk, or if you do use ex hunting hawk then end it with sweep (i dont have a good setup at the moment, coming from sweep). you can still sky rocket ender for max damage, but you wont get a hard knockdown.

if you can hit confirm at least a st.lp, then you should go into mk-mk-hk / mk-mk-cr.lk-hk / mp-mp-hk into ex hunting hawk, j.hk, then cr.mp xx hk hunting hawk. this deals comparable damage to the sky rocket ender but yields hard knockdown.

on hard knockdown, you only have to guess roll or no roll; if you can time a b+mk correctly, on roll it will become f+mk (since they roll through you and hwoarang will turn around) and it can become a pretty safe meaty attack, which on hit is +4 and linkable into cr.lk. on no roll it will just be a fadeaway kick which can also act as a meaty, and maybe buffer lk hunting hawk for a relatively safe chip pressure.

i will be looking into more setups today

Anti air DP (LK or HK) > st.HK > LP step > HK DP > tag cancel > combo into partner does anywhere from 400-500 depending on partner’s followup. More if you use a super.

Alternatively you can do:

LK or MK DP > LK MK MK (whiff) HK > HK Hunting Hawk

That also works as a tag combo when coming in from a partner.

Currently trying to find a second character for hwoarang…this is going to be tough. At the moment I am running guile on point (meter gems) with Hwoarang at anchor. The problem with these games is that I can never decide on another char! I dont wanna use an SF character though thats for sure ahha

is this starting from a deep lk skyrocket?

Loose some of the chains, and try to do a couple of links or a few hits of a target combo straight into launcher. If you don’t, it will scale a lot!

I can confirm that you can get at least Guile’s super (and possibly other back to forward supers) to connect. When doing qcb to do EX HH, hold the back direction the whole time until you switch cancel Guile in off the first kick, wait a few frames after Guile comes in and stops (if you try to execute right as Guile stops, you’ll most likely get a punch instead due to lack of charge), then do forward and 2P until charged. You should have plenty of time to catch them with the Sonic Hurricane if you time it right.

is frame data the only reason people use lp instead of lk in the start of their combo? lp lacks serious rang imo, hwoarangs combos are easy so far, but i have trouble with the * Mp~Lp (ground bounce) > (Flamingo Stance) Mp~Mp * combos, the part where you switch to flamingo then mk can someone video it or please help?

st.HK works if you hit them around the top of their jump, and then a little below that. If you anti air lower, it’s better to do the one from st.LK, since that one hits lower and comes out faster. The st.HK version scales the combo less if you’re planning on tag canceling but stand alone they both do comparable damage.

Keep in mind, you do not have to see him transfer into flamingo, as soon as you hit 3K to transfer you can hit MP~MP and Hwo will perform the FLA version of MP~MP. The only timing you have to worry about is after the ground bounce, a split second after Hwo brings his foot all the way down is the best way I can describe it.

To find the timing I would substitute the fla with just a st.rh it took me a while but its really worth it

lp,mp,mp,hk,exHH,J:HK,crmp/mk, hk.HH. i forgot how much dmg but its more than j:hk to dp at the end.
Edit: didnt see it posted above. mybad

The OP really needs to be updated.

Will do

i don’t know if someone posted this yet, but in the corner you can do
flamingo st.mp, st.mp, st.mk, st.lk, h.hh
it does 357 dmg
you can also end it with h.dh, but it does 327. i was hoping that i could land l.dh so that way it can be safe, but it doesn’t seem to work :frowning:

Hwoarang tool assisted video with stance canceling [media=youtube]AQeljyzDXWk[/media]

Off the f.HK overhead, anyone find a better meterless option than cr. Lk~MK~MK~HK xx HH?

Have u tried kkk(flamingo stance) xx mk ~ mk ~ mk > dash > SR?

I don’t really completely understand all the notation…So in the first combo it’s
j.(LP>MP), Stance Change (KKK), Fire Storm (MK, LK), but then it says “>3(flamingo~crouch) LK>MK>MK…” what does the 3 mean? Are you going from Fire Storm into Flamingo and then canceling by pressing down?

On the second one it says “Delay MK.” Do you want to link the MK or something or is this supposed to be the Low & High Smash Target Combo (LK>MK). What does the 6 mean?

Edit: oh so does the 3 and 6 mean down-forward and forward respectively? Does down-forward basically go into the stance and cancel it immediately or something?