Wait, I’m reading the frame data and in theory, it shouldn’t possible. This means, that cancelling into FLA cancels the recovery frame or the frame data is wrong…
True. I kind of want to do it just because it looks so stylish. Also I’m looking for combos that go into a launcher other than boring ones like L M H H or even MK>MK>d.LK>HK>HP.
With MK,MK~3(d/f), LK being a 1 frame link and these frame data:
MK,MK -2 on hit
LK 5 frame startup
Doing a transition into FLA let you recover 9 or 8 frames earlier.
from -2 to +5 are 7 frames.
FLA transition mostly 1 frame
crouch cancel another frame probably.
I don’t know, if this apply to all attacks with a transition into FLA, but this means, we can probably make some attacks from Hwoarang safe. Will post this into general thread, too.
I really need to work on that as well. I still need to learn which things are punishable to start with as well. I find that a lot of times they get pushed back kind of far and I’ve been going for a simple sweep, which is crap. After a blocked SRK though it’s pretty easy to punish with w/e the heck you want.
something super basic from either jumping mp or jumping roundhouse
from either connection FS xx MK, MK, MK, RH xx HH, SK. with jumping roundhouse you get 517 with j.Mp you get 473ish (can’t tell numbers on tv are kind of fuzzy)
Well it wouldn’t be a punish if you jumped in on your opponent. They could block it…my guess is the best thing would either be st.LK(5 frames)>MK>MK xx EX HH or (cr.MP-6 frames/cr.MK-5 frames) xx w/e. You can also cancel cr.LP (5 frames) or cr.LK (4 frames) into LK, MK, or EX HH, but not HK HH. Be careful not to do downback LK though. Of course alternatively you could go for a LK>MK>HK>Launcher. At least those are the best options I can think of…
That’s exactly what is happening. Flamingo cancel speeds your recovery. I was messing around and you can actually hit mk,mk, hold forward, mp. This is no good, cuz it pushes you to far out and one of the hits of mp whiffs. I’m not gonna look it up right now, but flamingo mp has like 8 frames startup. Shows you can get some serious frame advantage off of this.
I’d update it with the least situational, most damaging combos, and the MOST damaging combo. That’s just my opinion. Anything that is for style points and things like that don’t need to be in the main post.
you can punish from a cr.lk in trip guard situations (but i doubt it will occur very often as hwoarang’s cr.lp and cr.lk are pretty bad) with something like this:
cr.lk-st.mp-st.mp-st.hk xx ex hunting hawk > j.hk > cr.mp xx hk hunting hawk (or hk skyrocket)
or cr.lk-st.mp-st.mp xx hk hunting hawk (or hk skyrocket)
anything that can chain into st.mp – whether it’s due to the built-in LMHH system or tekken string – can net you fairly good damage, but in the case of st.mp-st.mp chain, there are times the 2nd st.mp will whiff. the best damage comes from st.mp-st.mp-st.hk, but you can alternatively go for st.mk-st.mk-st.hk for slightly less damage but possibly better range and consistency.
Playing against my friend I started getting too predictable with comboing in to the chainsaw kick and the MP > MP until I remembered that I can chain into cr.HK. God the high/low mixup in this game makes it so scary to be on the defensive. Going into the sweep is also good when you’re outside the range for the second MP. I’m not completely sure about the ranges, but it seems to me that the MK > MK > HK doesn’t really have much more range if any than the MP > MP combo has (if you’re out of range for MP>MP the HK on the other combo often still whiffs).
I found out that you can link cr.lk after some super accurate dive kicks… I was screwing around doing backwards tiger knee motions and havent messed with it too much but I got dive kick, cr.lk, lk hunting hawk. Im positive more is possible.
It is useful, like i mentioned in the general hwoarang thread, his divekick is an overhead and an instant air divekick is +6 on hit. So, you can easily link cr.jab/lk after it and go into the abc launcher chain, or do cr.jab/lk xx th.rh xx ex hh xx etc. for easy 400+ dmg. On block it is +2 so you can continue your pressure.
At 2:33:20 I’m using the divekick like i described, hope it helps some of you…