The Hwoarang Thread

Hey guys I have a question. How do you link s.MP,s.MP,s.HK into dynamic heel?

You can’t. You either do the mp, mp target combo or the mk, mk, hk target combo. Both are special cancellable.

But what are the inputs to the cancel I mean. Sorry for not being specific

MK~MK-slight pause-HK > qbc+p.

You can shortcut the qbc to df, d, db, b if you want. You can hold forward while pressing HK and do the qbc from there as well if it is easier.

Alright I think I understand. Thanks a lot guys.

Why is rolling so fucking safe? I’ve been reading rolls like a damn book, but 70% of the time, they can block, or reversal me out of a good read. It’s getting really annoying.

Set yourself up for an ambiguous cross up to catch the roll. They stop rolling real quickly after the eating a full combo.

Cuz they’re supposed to be? This isn’t tekken. Can always block after a roll. Downsides to rolling are you get up 1 frame slower, and you don’t get the easy reversal window. And, as Rama said, you put yourself in a spot for an easy, really ambiguous crossup.

And ofc do heavy hunting hawk right after hitting with heavy hunting hawk, to blow up their roll.

I’ve been wondering a bit about this. Is it really necessary to do tag combos when the tekken characters can basically do as much damage alone without using much meter? I mean it’s stylish and all but using tekken characters such as law and hwoarang I don’t feel that it’s necessary. Sorry for being off topic yet again.

Constant tagging imo isn’t as much about damage as it is about recovering health on your characters.

Hwoarang’s HK hunting hawk is good for tag combos because, if you’re quick enough, you can hit the opponent with a switch cancel on the first hit, and have them EX charge up to a Super. I’m sure there are limitations, but I know that Jin and Juri’s work with it. It may not create as much damage as a Cross art or EX Hunting Hawk into Hwoarang’s Super, but if partner has higher health it does create a safe and hurtful tag in.

Yeah I meant switch Cancel combos not tag ins.

Yes, for quite a few reasons (whether tag canceling or launching). For starters, I play Juri/Hwoarang. If I’m leading with Hwoarang (hypothetically, because I don’t) and Zangief is in front of me, I’m going to get Juri in there without risking a raw tag and losing spacing/ground. Juri has the better tools for controlling/zoning gief. Sometimes you need to switch characters just to maximize putting the match up in your favor.

Maybe Juri has taken a lot of damage and someone jumps in. I anti air him with cr. HP > jump cancel > j. HP > st. HP xx PW and tag in Hwoarang (at the cost of one bar which leads to some damage anyway). Hwoarang is in and Juri gets to heal up. Now I’ve got a fresh character and Hwoarang is exactly where he wants to be.

Another part of it is, it forces your opponent to adjust to a new move set and new strategy. He was fighting Hwoarang two seconds ago and was worrying about those tools. Now Juri is in and he has to worry about those tools.

Tag canceling makes an unsafe move safe. Maybe I do a feeler Hunting Hawk. or a a cr. MP xx HK HH. If it gets blocked, I get to tag in Juri and work from there. However, if it hits, I get to tag in Juri and add a lot more damage to a successful poke.

If I know someone isn’t roll crazy, if I get someone in the corner, you better believe I’m looking to get Hwoarang out and Juri the hell in where she is a frame trapping beast.

Match-up, health, mind games, positioning, etc. All reasons for switching. Then there is the obvious reasons like making a reversal safe, or saving yourself from a messed up punish or lag problem.

Nice. Guess I gotta work on when and when not to tag combo. At this point I can care less about the trials. I just learn on my own during training mode. What’s your guys input on this?

Personally, I think that’s best. About mid trials are viable (to me at least) but past that point they get more into flashy and impractical.

Played online. Tired of not being able to land my attacks first.

mk, mk, s.hk (target combo) xx qcb+lp, dash cancel is frame neutral or -1 at worst.
mk, mk, s.hk (target combo) xx lp teleport is at least -3, potentially over -5. I can’t remember if i tried punishing with a 5 frame dp though i’m pretty sure i did. 3 frame dps punish it.

CADC out of his target combo is safe? Sweet! That’s very good to know. Incidentally, is the target combo into dynamite heel a true blockstring?

lp version is, not sure about mp and hp isn’t.