His Flamingo Stance, where he lifts the one leg up.
This guy is completely an assist character, he makes a pretty damn good assist but he is just awful on point or fighting against any street fighter character.
first of all, the fact that dive kick doesn’t cross up is utter crap. same thing with ogre’s dp kick move (forget the name). It would be AWESOME if these characters had them and would give them a very interesting mix up game. but no capcom decides to give juri and rufus the only useful divekicks in the stupid game (and cammy if you have meter). anyway i still love this game
anyway, how viable are sky rockets as reversals/anti-airs? as far as i’ve tested in training mode, ex is the best reversal, but lk and mk are decent too. Hk seems ass though. It got stuffed way more.
Sooooo, I was screwing around in training mode trying to find some stupid cross up/ near unblockable stuff and found out that that doesnt really happen in this game. I did cr.mk to Hwoarangs Hunting Hawk (tatsu like move, last hit hits overhead) I tag cancel on the first hit to raven then immediately teleport to the other side and throw a cr.lk. In order to block all that, all I had to do was hold one direction… The game actually made me duck after the block frames of the last Hunting Hawk finished.
That’s a built in system to the game. To avoid such a thing being overused and too easy to open up, you only have to block in one direction during the switching. Same thing happens during cross assault if one character gets on the other side.
Because creating unblockables would simply be too easy. That would be so ridiculously broken. If you’re blocking an attack, you get a full body block for that attack (as long as you block correctly). That doesn’t mean there aren’t windows of opportunity to land an attack or go for a throw of course.
The game has built in un-unblockables unless its not a true blockstring which h.hk is so u actually can set it up with h.hk but its just hard and u have to do the mix up right before the last hit.
But sky rocket is a good antiair tho but the only prob is that is goes too horizontal sometimes but its still good and u could autocorrect it but if u could manage to anti air early u could combo from it and do big damage. But it doesn’t seem to a great reversal just cuz it seems u can’t safely cancel from it.
And hwo seems really good to me I think he possibly has the best sweep in the game cuz its fast long and we could cancel it. And because throws are soo bad in this game the good chars are gonna be the people that have good footsies and good high low mixups. Most high low mixups are punishable if u block them, hwo’s mixups aren’t really, hiss fmk is plus two on block! And u can combo from it u could also link from his db.lk. or u could be like ken and get the sweep and do some dumb ass ambuiguous jump-ins especially when u mixup his jumps with his air target combo. And remember his ex air dive kick is hit invincible so most people won’t be able to anti air him. Combine all this with a powerful second char means that this dude is really deadly. Iam trying to par him up with xio and u could get over 500 dmg with one bar w/o a jump-in. The only person I think really beats hwo is ryu just cuz he can cancel his fb (but then again ryu is one of the best chars). But don’t sleep on this char he’s good.
You just described every one in the Tekken cast except for like Jin and Kazuya.
I was talking about the ones in this video:
[media=youtube]AQeljyzDXWk[/media]
There’s only one frame for you to link the LK…
How good do you guys say hwoarangs normals are? Some people saying that he has bad footsies and I got mixed feelings.
They’re not as bad as people made them out to be, but I wish he had a longer reaching cr.MK and maybe a better reaching mid level kick, instead of ALL of his buttons kicking at the opponent’s head.
BTW someone talked about the assist unblockables. If you cr.LP with your partner as soon as the second kick of HK hunting hawk ends, they leave block stun long enough to be low / thrown before the overhead hit. You can also teleport to cross up with the overhead. Seems to be real tight timing, but it’s there.
I think his normals actually are quite…uhm…lack luster. His fastest poke can only be done from Flamingo stance, at 3 frames start up. But it’s kinda short, even by poking standards. Also, a lot of his kicks don’t aim flat out in front of him (least from what I have seen). They instead sorta aim just a bit higher.
A little off topic, I had something strange happen to me once. I did sky rocket to get out of a rolento pressure string. Darn lucky sunnuva gun managed to keep on going with his attacks, though the guide says Sky Rocket LK, MK, and EX are Invulnerable for at least the first 5 frames.
I think Hwo can actually have decent mid range footsies. I use Ryu’s cr mk in my examples:
In my opinion, Hwo’s best footsies are his lk hunting hawk and his standing hp. lk hh does 30 block damage which is very high, and it beats out crouching low pokes like Ryu’s cr. mk consistently. It does 120 dmg which is very good for a poke-like move when it connects. It’s also only -4 on block making it pretty safe. Just don’t do it point blank range (but obviously at point blank you should be doing other stuff). I find this to be an almost spammable mid-range poke to annoy your opponent. Lots of fun.
Hwo’s standing hp is an interesting poke. You would want to use it where it actually doesn’t normally hit. It’s a counter poke. Use it a little outside Ryu’s cr. mk range. His cr. mk will wiff but your st hp will punish him. Buffer his st hp into launcher. That way, if Ryu throws out nothing, you’re out of his range and get no launcher. But if he throws out his cr. mk, it gets stuffed and you go into your launcher for big dmg. You’re already at 140 dmg with only two hits when you’re partner comes in, so the dmg scaling isn’t as bad compared to most boost combos.
Hwo’s s.HP would be god like if it came out and recovered a bit faster.
Also, anyone find out what the F to do against Gief? Holy crap that lariat ruins lives.
Y’all should give his st.mp a spin, it has a great hitbox, consistently beating some really strong low attacks such as ryu cr.mk and sweep. drum it into st.hk unless absolute max range and cancel into ex hunting hawk, it works from very far. His sweep is also really good, a lot of range on it.
Most of his normals/stuff is really strong if you are not the one on the offense imo.
Right now I’m just building meter with his dp+lp > hcb+lp backdash cancel x N, making them come to me, then st.mp/cr.lp and lk hutning hawk buffered into stuff.
I don’t know what some of you guys are talking about, but hwoarang is pretty good, imo in top5. his damage and tag cancel options are ridiculous, his instant air dive is one of the best overhead/frametrap/pressure-tool in the game, he has one of the best sweeps in the game, which can be special-canceled just like ryus, his dynamite heel is +1 on block and you can easily combo after it on counter hit.
I’m playing hwoarang/akuma atm and the damage of this team is too good. A simple anti-air dp of hwoarang leads to 450-500 with 1 meter and 530-590 with 2 meters, depending on where u hit the opponent on the screen.
I thought DH is +1 on hit, -1 on block?
It is +1 on both hit and block. (That’s what the guide says)
Its plus 1 on hit and block so u could also safely tag cancel anytime the only prob is a lot of the cast have goood three frame normals meaning that it should trade if we frame trap with it. And imo st.mp is a good poke it has the same range if not more than shoto’s low forward
Still heartbroken about him not having his T3 Gi, hopefully his second alternate + colors can fix this somehow. Not digging the Deejay alternate.