The Hwoarang Thread

I tried it on Sagat’s DP, was only able 2 stuff it twice. I think it was the strong Tiger Uppercut.

holy shit… im gonna use this alot more with that autocorrect

Soooo, no posts about Hwo’s changes? Hell, I’m so excited to get my hands in v2013 Hwo…I mean, not in a man love kind of way…well you know

I have to post my thoughts about a few of the changes.

  1. Command Change – Spinning Trip Kick changed from db+LK to b+LK:
  • Yes! Finally we have a reliable input. Love it.
  1. LK – Reduced frames by 2 (+6F on hit/+2F on block) - Can be canceled - Hurt box enlarged
    MP – Hurt box enlarged - Knee area is now invincible against air attacks - Hit box enlarged
    cr. LP – Startup 5F->4F?
    cr. LK – Reduced frames by 1 (+5F on hit/+1F on block)
    cr. MP – Startup 6F->5F? - Reduced frames by 2 (+6F on hit/+2F on block)
  • not sure what the question marks mean, but in general that’s all really nice. A better poking tool with stLK to maintain pressure because we are at +2 and it’s now canceable.
    The MP is cool, especially with it being an amazing move already. I guess though, that the hitbox is enlarged upwards (for AA) not to the front.
    If crLP is really changed to 4f, what’s the purpose of crLK, because the frames (+5/+1) would be the same for both and crLP has better reach.
    CrMP is sick, 5 frames with the reach again and 0 on block? Nice, I’ll take it.
  1. Tsunami Kick – Can transition to Flamingo Stance 2 frames faster
  • If I understand this correctly, then FUCK YES! Atm we can link after the OH a crLK or go into FLA and link a FLA LP which was very weird & difficult. Now if the transition is faster, that should mean it becomes a 3f link. Is that correct? Especially because the reach of fMK is pretty good AND it’s +2 on block. If this is true, I’m gonna wee my pants. :slight_smile:
  1. Air Raid – When 3rd hit connects gives additional 6F of advantage (L hit +8, M/H hit +6) - Reduced push back on block/hit
    Air Raid Special – Increased advantage on hit by 2F (+8 on hit) - Reduced push back on hit/block
    EX Air Raid – Reduced Hwoarang recovery on hit
  • This is siiiiick. Although the move is still slow, it will help us to connect moves after. I guess the frames are for the best scenario, hitting the opponent deep. But +8 should give us some nice possibilities. And we can maintain pressure, because on block we are at +2.
    I thing I like his dive kick change (AR Special) even more.
  1. Dynamite Heel – Midair hit causes bound - Midair combo count usage changed to 2 - Damage 100->80 - Hit box enlarged
  • It’s alright, no prob with the damage. The bound should give us a few new possibilities, Hitbox is cool too, esp because it’s still +1. I think the combo count is higher now as well. So another sick change.
  1. Heel Explosion Combo – Reduced push back on hit of first hit - Hit box enlarged - Changed hitbox properties - Midair combo count usage of first hit changed to 0
  • Again, I think this will be a nice little adjustment. The hitbox was a bit iffy, so I guess that improved, but I’m not sure what the combo count means. What was it before. Will it not connect midair now?

What are your opinions? Do you think my guess with the fMK is correct?

I like the hit box enlargement on Dynamite Heel, cuz right now it whiffs on jumping opponents. the Air Raid adjustment could lead to easier TC options, I really don’t think the hurt box for st.MP needed to be larger, u still need to be considerably close for it to hit.

The fwd.mk buf also means that we could cancel out of flamingo into cr.lp now. So hwo will have safe mixups that lead to good dmg. And try toi use st.mp to aa all the time hwo is gonna be soooo fucking good. And if they increased st.mp hitbox horizontaly than he’s also gonna have a very good footsie game

Why would you do that? Is it not better to go into FLA on hit or block and then go into 4f FLA stLK which hits low anyway. I think you’ll have more time to confirm from there because you don’t lose that one frame for the transition out of FLA into crLP.

My calculation might be wrong tho…

iirc u can hit crouching opponents with fla stlk after fwd.mk

It should be possible to link Tsunami Kick into FLA MP, leading to 373 damage meterless or 492 for 1 bar. I think it’ll also be +4 on block with the Flamingo transition.

FLA HK could be used as a situational anti-air, canceled into Dynamite Heel for the bound, which will also lead to some nice damage.

you can hit crouching opponents? Now I’m confused. It’s not a mid hit. Or do you mean hit low?
Because that’s what I meant, just that it’s easier than going into FLA and then back into normal crLp/crLK

@DrGrammar: yeah true, that’s a 2f link then, isn’t it? The FLA LK should be a 3f.
What do you think is the mid air combo count change for Heel and Super?

It should be, yeah.

I think they’re reducing the juggle potential of Dynamite Heel by 1 (so it’ll be equivalent to a medium attack) and making the SA only connect if it’s the first hit after a launch.

anyone else happy with these changes

It’s honestly pretty absurd that they decided to buff such a strong character. I was imagining all sorts of nerfs, and not only did he get none of them, he got buffed on some things that I was expecting to get nerfed.

What did you expect to be nerf? In my opinion, Hwoarang was a well balanced character, so I’m glad he got buffs.

Things I was imagining:

  • Health reduced
  • Standing MP hitbox reduced
  • Flamingo MP damage reduced from 120 to 60
  • Tsunami Kick hitstun reduced (no more combo follow-ups)
  • Motion Switch can no longer be used while crouching
  • Dynamite Heel blockstun reduced
  • EX Air Raid Special invincibility removed/reduced

the thing is, NO ONE plays him at high level so capcom probably didnt know that he was soo strong… lol

That’s fine. I never used it anyway. And if I wanna use it to kill someone after launch, due to scaling it’s best to use it directly. I think with Gief in the back I’ll be hardly using it because I need the meter for switching or I’ll save it now for the Cross Assault.
In my case it will be doing 500 damage. That’s alright.

I just realized, these could be possible combos in 2013:

2LP-5MK>MK>6, FLA MP>MP>6, FLA HK xx 63214P, 2MP xx 214HK (359)
6MK>6, FLA MP>MP>6, FLA HK xx 63214P, 2MP xx 214HK (421)
FLA MK>LK>6, FLA MP>MP>6, FLA HK xx 63214P, 2MP xx 214HK (424)

I am frightened on behalf of everyone who doesn’t play this character.

Yeah true. Fla MP-MP kicks up and you bring him back to the ground with a Heel Bounce into crMP-HK HH.
Sounds realistic. Gonna be interesting how tight it is linking the FLA MP.
And we are not sure about the question marks in the change log…

Some people are saying that “midair combo count usage” may refer to how much the juggle potential is incremented by the move connecting, rather than the actual juggle potential of the move (what I thought). In that case, it would mean that for Dynamite Heel, using it as the 2nd hit after a launcher only allows heavy attacks to follow up, and for the SA, both hits always connect properly in juggles.

This means the combos I mentioned earlier won’t work and would have to be adjusted like so:
(mid-screen) FLA MP>MP>6, FLA HK xx 63214P, 2HK
(mid-screen) FLA MP>MP>6, FLA HK xx 63214P, 623HK
(corner) FLA MP>MP>6, 63214LP, 2MP xx 214HK
(corner) FLA MP>MP>6, FLA HP xx 63214P, 623HK

If you want the longer knockdown or switch cancel mid-screen, you would have to cancel FLA HK into HK Hunting Hawk as before.

Don’t know why people haven’t been playing Hwo all along. easy damage,tekken strings that easily go into everyone’s favorite boost combo, overhead mix ups, got a DP. I guess all he was missing was a rapid fire self frame trap cr. LK, so that didn’t put him on the map.