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

It’s only +6 if it hits the leg area or anywhere as an IA DK?

That was pretty awesome. I’ve been trying to use the dive kick more (TK or otherwise) in my game plan. The grounded dive kick is safe on block so you can end block strings with it to give the opponent something else to worry about other than dynamite heel.

But I haven’t been able to TK his dive kick for some reason.

honestly i think it’s +6 if it hits anywhere, you just have to make sure you do it as an “instant”. Of course the motion is :hcf::uf: (slight pause) :k: or :hcf::ub: (slight pause) :k:

It’s the pause timing that’s probably giving you trouble bshidoHEAT, you have to pause long enough to make sure you actually get a hit with the dive kick but not so long that you just get a jumping kick.

The timing is similiar to vipers instant air bks in sf4, maybe that helps.

I’ve was trying to do them like Cable’s AHVB, but I had to change it to where I’m doing jump then input which is working decently but I’m too far off the ground.

After chainsaw kick’s ground bounce does anyone know the timing to enter flamingo stance in order to continue the combo? Also should I be using forward and all kicks when i want to cancel into it?

Moochi I’m loving your hwoarang very solid. I on the other hand need more work! I go for waaaaaaaaaaay too many overheads especially in the beginning of the match and people catch on very fast.

I was doing a little testing and High Kick Combo is a true blockstring with any of the non-EX Dynamite Heels.
Reverse Kick however is only a true blockstring with jab and strong Dynamite Heels. You’ll eat a shoryu if you hit fierce with it.

Any good corner combos not using Flamingo Stance?

Anyone know any other practical combos that incorporate the flamingo?

s.lk -> s.mk -> s.mk -> FLA, s.mp(fla) -> s.hk(fla) xx ex hunting hawk. j.hk, c.mk xx hk hunting hawk 410 dmg

edit: 475 dmg if you omit the s.lk at the start

How tight is that link? But it sounds like that’s the best 1 meter punish I could think of

I am here to bestow upon you all a 592 (618 with Counter Hit) Damage combo with Hwoarang.

j.HK, Flamingo Stance, MP, MK, EX Hunting Hawk, Super Art.

That is all.

It’s pretty tight. Still practical, tho, imo.

When using Hwoarang’s F+MK, what are the options we can use to maximize damage? I’ve tested and I don’t see it to be true, but is Hwoarang’s overhead like Asuka’s where if you do it from further back, it becomes a 2 frame link as opposed to a 1 frame link.

Again, it doesn’t seem to be the case, but maybe I’m wrong.

Here’s another practical FLA cancel combo. If you hold down-forward, you cancel right into crouching.

s.mk, s.mk, fla cancel, c.lk, s.mk, s.mk, s.hk xx hk hunting hawk is 299 dmg

It’s around 283 if you start it off a meaty s.lp. Around 263 if you start it with s.lk or c.lk. I learned the 3 reps with s.lk from the vid linked on the previous page. lol 3 reps into hk hunting hawk is 250 dmg. 2 reps is good damage, though, and you can use c.lk for 2, so it’s really easy.

I also forgot to mention, the other combo I posted only works on standing characters. If they’re crouching, use this combo or end the other with sweep.

I was playing around with Hwo/Juri today with my friend and he told me Juri’s Fierce Punch had some mad priority over other things. So he told me about when exactly to tag after Hworang’s EX Hunting Hawk and I can come in with Juri with Cr. Fierce, Jump cancel into Fierce then follow up with anything on ground. I felt like I grew a little bit more with the team today.

Yeah, but you don’t need to use EX hunting hawk to be honest. HK HH works just as well for one less bar. Depending on the amount of scaling, the EX HH might not even be worth it damage wise.

Wait… I don’t have to use Ex to get the bounce?

HK Hunting Hawk causes a ground bounce, which can be used for combo extension after a switch cancel.