The Hwoarang Thread

His Hwoarang is solid, Raven is the better of his two characters tho. But congratz to him, well deserved! 

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<div class=“QuoteAuthor”><a href="/profile/20378/Spoonuser12">Spoonuser12</a> said:</div>
<div class=“QuoteText”>Whats your philosophy for frame traps with hwa? Particularly after a blocked dynamite heel, everyone seems to want to push buttons, anyone have a good counter hit setup for that?</div>
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I like to pressure with c.LK, it’s his fastest normal (3 frames now after the patch.) After a blocked dynamite heel (+1) they’ll need a 2 (or 3 if I’m wrong about the new frame data) frame move or straight out reversal or raw launch the c.LK. The only real problem I run into is that the DH will miss sometimes. 

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<div class=“QuoteAuthor”><a href="/profile/751/BshidoHEAT">BshidoHEAT</a> said:</div>
<div class=“QuoteText”><blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/20378/Spoonuser12">Spoonuser12</a> said:</div>
<div class=“QuoteText”>Whats your philosophy for frame traps with hwa? Particularly after a blocked dynamite heel, everyone seems to want to push buttons, anyone have a good counter hit setup for that?</div>
</blockquote>

I like to pressure with c.LK, it’s his fastest normal (3 frames now after the patch.) After a blocked dynamite heel (+1) they’ll need a 2 (or 3 if I’m wrong about the new frame data) frame move or straight out reversal or raw launch the c.LK. The only real problem I run into is that the DH will miss sometimes. </div>
</blockquote>

c.LK is 4 frames, his only 3 frame move is FLA lp, and the poor range limits its uses. for dynamite heel pressure i like to use FLA lk~mk as it is a 4-frame standing low, the string moves you forward and the 2nd hit can be cancelled to continue the DH pressure its a 3 frame gap which can really lock down a good portion of that cast and puts you in a position in which you can run both high-low and frame trap-CADC throw mix ups. you can confirm off counter hits and go into a more damaging combo or just keep the dynamite heels going for lock down. <div><br></div>

I was working with some safe jumps with Hwoarang again<div><br></div><div>s.HK xx HK.HH land, whiff c.HP, whiff c.LK right afterwards hold up forward, j.MP. Tested it against Ryu’s DP all versions got blocked, and tested it against Guile’s Flash Kick, all versions got blocked. </div>

I nice new strategy with Hwo that often gets people is to jump forward right before they wake up and then air raid special them. The people will be thinking that you’re going to cross them up and will not block correctly for the surprise air raid. The air raid hits meaty at their feet letting you combo. Lilli can do similar stuff too. 

starting to play hwoa need advice…

from Fade-Away Kick (MP,MP) block string is it SAFE to cancel it to a Forward-Dash Cancel or LP.Special Step and still have frame advantage? or just best go with a Dynamite Heel?

i got also the same question with his other normals and unique attacks, if its blocked or in a block string whats the safest to cancel it to (Forward-Dash Cancel or Special Step) and still have frame advantage to continue pressure:

(High Kick Combo) MK, MK, HK–

MK, MK, (hold forward) FLAMINGO STANCE, LK, MK–

F+MK, (hold forward) FLAMINGO STANCE, LK, MK–

if u have other suggested normal and unique attack links will be much appreciated too!

if its so that its safe or have frame advantage and canceling to neither Forward-Dash Cancel or Special Step on block, what follow-ups do u do or use to still continue pressure (safe mixups, frame advantage, frame traps, etc) on mid-screen and corner?

from a blocked or hit Dynamite Heel, what follow-ups do u do or use to still continue pressure (safe mixups, frame advantage, frame traps, etc) on mid-screen and corner?

what are the frame traps setups does Hwoarang have that are safe and of course in frame advantage on a block string or knockdown game?

and lastly is it possible to TKM (Tiger Knee Motion) his Air Raid Special?

thanks in advance!

Edit: deleted

Regarding strings and frame traps:

Frame advantage is given as block/hit. Also, I’ll add that just because something is technically not safe does not mean you can never do it. Dash cancels are difficult to react to and generally require a read to actually punish one.

After blocked Dynamite Heel, you can use cr.LK, st.LK, throw, or b+MK for frame traps. In FLA stance, you can also do FLA LP or LK. f+MK is a good additional mixup option if you think the opponent will respect the frame advantage.

Yes, you can TK Air Raid Special.

Hey guys, it’s been a while since my last post.
Lately, I’ve been trying to integrate the new combos into my game as well as trying to understand how to better handle the character in his neutral game. (I also won another SFxT tourney last night! Feels p good.)
I’m back in the lab and I found a piece of pretty significant tech. I hesitate to say “discovered” as I’m sure someone somewhere beat me to it. Maybe someone on these forums. In either case, feel free to publicly shame me.

It’s an option select specifically meant to punish backdashes to the maximum. It’s mostly performed in a meaty situation with your opponent recovering from a knockdown state but can also be inserted into block strings. Here’s the input.

st.lk, st.mk, hcb lp, st. mk, st. rh
It’s a little tricky to find the timing at first but it’s pretty easy after you get the hang of it.

Situation 1. Executed correctly and your opponent blocks or is hit by this series, st.lk>st.mk>st.mk>st.rh will come out. This is hit confirmable into an ender or additional pressure. On block, this series ending with a LP Dynamite Heel can be followed up with the same OS series. In the case of a backdash after the LP Dynamite Heel, the option select will stillcatch them. The knockback from this series may affect this for certain characters such as Chun.

Situation 2. Executed correctly and your opponent backdashes- st.lk>st.mk xx hcb lp will come out. St.lk will whiff and st.mk xx lp dynamite heel will connect. This can then be followed up with st.rh xx hcb rh. Most likely more. Needs a bit more exploration. So far, with one tag cancel, I was getting roughly 50% damage.

This works on everyone except: Xiaoyu, Raven and Bryan’s backdashes. Yes, it even catches Chun!

Here’re some of my disorganized thoughts.
It’s essentially an OS between his st.mk>st.mk>st.rh and st.lk>st.mk target combos. The st.mk in his st.lk>st.mk target combo both causes a juggle state and is special cancellable. These properties, combined with his overlapping target combo inputs make this OS entirely nasty. Backdashing on Hwoa is no longer a good option. This is huge as when your opponent becomes convinced of this and stays still, it opens them up to his overhead/low and empty jump/divekick mix ups. Also important to note that it doesn’t start with a low attack which a good and bad thing. While the bad is both obvious and not so obvious (Kazuya can most likely stuff this with an EWGF)… the good is that it cannot be raw launched. Which I’m finding out is a popular defense against Hwoarang pressure.

That is an interesting OS. I’ve had a lot of situations where I accidentally did the st.LK>MK string on whiff and even found a setup where it would stuff reversals, but I never tried buffering specials with it.

The main method I’ve been using to OS with Hwoarang is to buffer extra inputs while doing a st.LP or cr.LP chained into st.MK>MK. The first one I found was using sweep to catch backdashes (cr.LP/st.LP > st.MK > d+MK+HK). I also discovered that he can do the same thing with his FLA LK>MK string (FLA LK>d+MK+HK). Most recently, I found out that he can do useful OS’s with EX Special Step as well (e.g. cr.LP/st.LP > st.MK > dp+LP+MP ~ MK). It can be difficult to execute correctly, but it’s really effective against slow reversals (8f+) on wakeup, making them whiff completely and being able to punish them while also covering backdashes.

Has anyone noticed the ridiculous pressure of FLA st.mk>FLA st.lk on big body characters? If performed again into itself, it appears to always stay + block. Jumping out on hit and block is impossible, backdashes are caught, and lights are counter hit. It seems the only thing that can get out of this block string is an invincible reversal or alpha counter. One is high risk for the opponent and the other costs a meter.
I’m pretty sure Marduk cannot escape this block string unless he uses a bar for ex spd or takes a hit from backdashing and rolls forward.

This target combo is easily hit confirmable into 400+ damage.

Can someone explain how the ex heel overhead/crossup overhead thing works? Whenever I test it in training mode the dummy seems to block both hits in front, but if I tag cancel ky partner comes in from the other side… what’s going on

And option selecting the dynamic heel for backdash is godlike I was already doing st mp mp dynamic heel on wakeups to either catch it or get the frame trap after dynamic but that OS looks very cheap

Yeah, it’s +4 on block and really abusive in those matchups. It even catches Ogre’s amazing backdash.

I was thinking of starting a new thread with some basic information and tips about Hwoarang’s various Tekken strings. I keep seeing people ask questions about them, so it would be easy to just direct them to one place that has all the answers right there.

A list of all characters fla mk lk connects crouching would be SICK

I just tested all the likely candidates. Interestingly enough, the list is identical to the list of characters that Ibuki could connect TC8 > j.HK on in 2012, and I think it might also be the same list of characters that Kazuya could do his infinite on.

FLA MK>LK connects on the following characters crouching: Abel, Sagat, Hugo, Zangief, Vega, Balrog, Marduk, King, Kuma, Ogre (if close), Jack-X

Edit: I’m ready to post a thread about Hwoarang’s Tekken strings, but I wonder if it’s enough information to constitute its own thread. Is there anything else that might be useful, or should I just go ahead and post it?

Post whatever you got breh the more info the better

Lol so glad I switched to this ch**ar for main…he’s sorta like my old anchor xiaoyu in that he has a ton of amazing leftrighthighlow gimmicks but hwo is way, way more safe and has way better footsies and an invulnerable dp. He’s the best character imo.

Thanks for the list! I didn’t realize it worked on Abel, Vega and Balrog. I really can’t imagine what Abel, Vega and Marduk can do to stop this pressure that doesn’t involve taking damage or spending meter.

Small thing I noticed. After RH Hunting Hawk, stay neutral. Wait for about the end of the ground bounce and hit st.lk and diagonal jump towards them. You’ll cross over. Mistime st.lk or whiff his other lights in the same situation and it won’t cross over. I haven’t spent much time with this. However, if timed correctly, you can cross over and perform a meaty fwd+mk overhead. I’ve only had time to test this against Hwoa. So it’s possibly character specific.

You should go ahead and post it!

@Dungeonman

There’s a variation of the OS you mentioned that starts with a low attack. Input FLA LK > MK > hcb+LP fast enough and the Dynamite Heel will only come out if the first hit whiffed.

Edit: qcb+HK works as well.

can anyone suggest or give me a set of training regime with hwoarang?
-links (hit confirm, block string, etc)
-setups (knockdown, crossups, high low mixup, etc)
-frame traps (counter setup, block adv, etc)
-combos

i guess its my own fault for playing and mastering too many characters (cody,guy,dudley,elena,guile,abel,ryu,kazuya,jin,ogre,jack,lars) that i get confused and jumbling my inputs and execution with hwoarang, too much muscle memory overload i guess lol

thanks in advance!