The Hwoarang Thread

Now I feel a little stupid posting this, I was just playing around a bit with strings and found that after Heel I can tag in my partner to continue the combo…I thought it is only possible after CH Heel…?

I can easily link a tag cancelled heel into a jab move (Nina’s is 3f), so I imagine you’re at a pretty high advantage on switch. I think you’ll generally net more dmg by just finishing with a tag cancelled hk hh. You can do some heavy jump in dmg from that tag cancel. Still, cancelling his dynamite heel is useful for when you goof up and finish with it by accident instead of hh and still want to add some more dmg or switch in your partner.

It’s actually quite interesting for me, because I play Gief. I can connect a stMP easily into stHP-Launch back. The damage these 2 are doing is just ridiculous. 1 bar = 550+ punish combo.

Has anyone seen a confirmationof the question marks in Hwo’s change log?

Has anyone experimented with Tiger Knee’d Air Raid specials? Particularly EX. If you do a tiger knee’d ex air raid special, you have an 18 frame overhead that leaves you at +10 on hit, and +6 on block, and has invincibility. The only question is; is it worth the meter?

You can use that but it is kinda tricky to connect anything afterwards. If you hit them at their feet you will be pushed back too far to hit anything. If you want the mp-mp string after a c.lk for example to connect you need to hit the head.

Well, on a crouching opponent, if I hit them with non-EX Air Raid Special, I can connect cr.lk and the first hit of his MK xx MK xx HK chain, but the second MK will whiff. With the EX version I can usually connect with the full chain no problem (MP xx MP chain works as well but the other chain hits more consistently for me).

In 2013 the pushback on hit and on block of the non-EX Air Raid Special is being reduced. I just wonder how much.

I like the ex-air raid, it’s invincibility lets you get through anti air lvl 3s

Latest patch notes: http://shoryuken.com/2012/12/21/street-fighter-x-tekken-ver-2013-balance-changes-for-tekken-cast-part-2-playstation-exclusive-characters-and-system-changes/

In the system changes, it says:
Quick combo
[LIST]
[]Preset combo 1 made blank, will not activate even when set
[
]Combo registered to preset combo 1 is moved to preset combo 2
[/LIST]

If I’m interpreting this correctly, it means that crouch teching with FLA stance will no longer be possible with the default quick combo settings. Instead, it would just activate a quick combo if you try it.

Well that scratches one thing i need to learn about hwoarang :frowning: . But the throws taking red life this makes hwo scarier with his good walk speed with walk up throws.

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SAD PANDA

wtf is Hwoarang suppose to be doing against Juri in the neutral game?? It feels like she negates his options with high low fireballs,and jumping in on her is a big no no. I’m so lost lol.

It’s a rough matchup, but it will get better come the patch. Be patient against her fireballs and inch your way forward. You actually can jump at her if you use his air raid special. If timed properly, its startup will throw off her anti-air and cause it to whiff. When the patch comes out, you’ll have more advantage on hit and will most likely be able to combo off of it. Don’t get predictable with it though. Otherwise, make sure your anti-air game is spot on; Juri has an annoyingly quick jump and it’s no fun to let her abuse it.

I just have a real bad time against real footsie heavy characters. I mean st. Mp cant punish everything lol, hwoarang is a character that is suppose to be up in your face and make you scared to press a button. My hwoarang game is so…blah, my nina has to pull to much weight to get us the win.

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Lol, Hwo/Nina is my team too. I haven’t played recently but suffer from the same problem with Hwo. My Nina does a lot of the dirty work. Hwo’s footsy game isn’t too good (long startup and recovery on many moves). Even up close he has trouble mixing people up who know what they’re doing. It’s predictable how to block his strings and his dash cancelling a string wont mean much at a high lvl when people are looking out for it. Practically none of his normals have good enough frame advantage to allow for you to really hit confirm things; you pretty much have to use his strings for hit confirms which is annoying. My main problem comes against extreme zoners with good pokes like Guile, Chun, and Dhalsim.

All that aside, I think his tsunami kick buff could be the most significant one there. I literally never use it and never see anyone else use it. But now that it will transition quicker to flamingo and make combos easier, it might very well flat out replace iron heel. It’s quicker, doesn’t get stuffed as easily (in my opinion), leaves you at frame advantage on block, and will soon be much easier to combo off of.

When the patch comes out his footsies might actually be a bit better in that he’ll be scarier. People should be afraid of guessing between his sweep and his tsunami kick. People should also be much more afraid of him jumping in since his divekick can blow up anti-airs and will now also be much easier to combo with.

Some times i really just dont see the supposed top tier, herp derp, unbalanced character ppl make him out to be. I mean alot of the higher level ppl make him look awesome but that comes with any player specialist. Idk i will try to keep my original set up and work something out.

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You guys on PSN or XBL? I’d LOVE to fight some Hwo users. I don’t lose to Hwos often, but then again, I never see 'em.

As for overheads, I tried everything. I even tried using EX Dynamite Kick, to only “meh” success. His damage is really nice, and he compliments Ryu really well. Still, he’s just not “derp mode easy”.

Still, I could use some coaching on pressure fundamentals. I find my pressure game lacking.

I play on xbl. My hwo is very low level, just need to build him up

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Fk…

After seeing lpn play hwoarang, noticed he can combo off air raid from the air and grounded, unless he was plinking like a mofo lol. I think that answered 1 of my hwo questions.

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Wow, after watching the 2013 vid for Hwo it looks like no jumping is allowed when fighting him. He’s got like the longest reaching anti-airs out there. Ppl will have to be careful even when they’re just trying to neutral jump against him.