The Hwoarang Thread

Yeah I don’t understand that either…and yet they gave him multiple kicks that look pretty much exactly the same.

Anyone else miss his throw from tekken where he would grab the person’s arm, kick up, grind his foot in their face, and then force their head back harshly? I always found that one awesome.

What are you talking about one of his side throws? No I don’t miss it considering I can still pop in T6 if I want to see it.

Hwo always had awesome throws.

Anyone else notice that if you do a j.MP and press it early, you cross up, but you don’t cross up if you do it late where as it’s the opposite in the corner? You have to press it really late to cross up in the corner. It’s pretty tricky for people who don’t know about that. If someone is all the way in the corner and you jump towards them, no person in their right mind would suspect that you wouldn’t cross up. On the other hand pretty much everyone rolls out of the corner at the first opportunity.

HK HH whiffs on Bison. anybody know any other characters where this happens?

Lol, trying this yesterday at friend and it wasn’t that difficult for me. And that’s me not able to link cr.LP to cr.LP…

Do we know of any Hwoarang players that are worth following on XBL/PSN yet?

Video? I’ve never had any trouble with it that I recall, and I’ve faced quite a few Bisons. Are you sure it isn’t off too many juggles or tag ins? I’ve seen the last hit of HH whiff on a corner tag in.

I’ve never had it whiff when they are already in the air. Are you talking from standing? My friend uses Bison and in a 20 game set its never happened.

Oh my bad, sry, I meant on crouching Bison. A lot of other stuff like Ryus standing LP whiffs too on Bison :confused:

OK, seriously, are his dive kicks good for anything other than running away? I’ve been toying with timings and whatnot to try and get a safe jump timing from them, and its kind of ehhhhh, but I mean what would be the point? I dont think you can combo anything after them right? I wish it was more like Cammy’s cannon spike or whatever. The ONLY other interesting thing about them is that on the HK and EX ones from the ground you can control them slightly past your opponent then back on the original side but unless they have the random chance to cross up, all the opponent has to learn is that it only hits on one side, so block that side.

Against characters liek Dhalsim that needs to keep you out, a divekick can be very good! So what if they block, they are still in a worse position than when you were full screen away. The divekicks are pretty easy to anti air though, so the best ting is to do it as the opponent fireballs etc. Also I find that the controllable divekick is good for baiting out uppercuts, and then you can punish them after landing!

Does someone have a recording software with 60fps? Cause I want some clear frame datas and we can compare the recovery from it.
Record these things (whiffed, I’ve tried to analyze the recovery with FLA crouch cancel and normal crouching, cause I don’t have game and recording tools and on this way, I could see the recovery better):
st.MK,MK~3
st.MK,MK~2
st.MK,MK,MK~3
st.MK,MK,MK~2
st.LK>MK~3
st.LK>MK~2
6MK~3
6MK~2
st.MP,MP~3
st.MP,MP~2
FLA MP,MP~3
FLA MP,MP~2
FLA MK,LP~3
FLA MK,LP~2
FLA LK,MK~3
FLA LK,MK~2

PS: I’m not familiar with SF notations. And how do we call Flamingo stance? FLA or stance?

I think FLA works well

FLA was always the Tekken standard, I don’t see why it wouldn’t be used here.

Thanks for the video Shway, I’m going to main HwoarangxAkuma as well.
By the way, how do you rate Hwoarang’s ground-to-air and air-to-air capabilities? Does he have any good anti-air or air-to-air moves?

Of the Tekken cast, I find his standing hk to be one of the best anti-airs. Seems to work great for both close and far jumpins if timed right. Cancel it into his swift step for an ambiguous cross up when the opponent lands. Heck even you might not know which side he’s on but that’s ok since you can do one of his strings to confirm into heavy dmg.

Sorry for the noobishness of this post but…FLA?

J.hk is good air to air. It’s slow, but the hitbox is above his head. C.mk is a good AA. Works like Abel or Makoto’s in sf4.

I was wondering this too and it seems that air ex dive kick is invincible