Transcript for:
Hwoarang's Guide to Mastery

Hwoarang Premier Guide - Written by: Frontier

TABLE OF CONTENTS OVERVIEW 3 STANCES 4 LEFT FOOT FORWARD 4 LEFT FLAMINGO STANCE 17 RIGHT FLAMINGO STANCE 22 RIGHT FOOT FORWARD 27 BACKTURNED LEFT/RIGHT FOOT FORWARD 33 BACKTURNED LEFT/RIGHT FLAMINGO STANCE 34 TOP MOVES 34 SITUATIONAL MOVES 40 RAGE 43 HEAT 43 COMBOS 44 PUNISHMENT 56 ROUND UP 59 ANTI-STRATS 60 LEGEND / PORTAL 62 / 63 Note: There will be times throughout this document where moves from Left Foot Forward will have “LFF” beside it. (EX: LFF F1+2 / LFF D+3,4) If there are any problems with the document please contact me on twitter. Additional note: Frame data of moves in this document can be either presented as “+5 on hit” or “+5oH” or “+5oh” Twitter: @FPISSUM Youtube: @Frontier43

A. OVERVIEW: The Blood Talon If there is one thing players can agree about Hwoarang, it's that he is not for the faint of heart, literally. Boasting a humongous 100+ movelist, numerous stances, lack of defensive tools, having matchups only ranging from even to bad, and a steep learning curve. This puts players who want to learn Hwoarang in a peculiar situation. Thankfully, his frame data is rather exemplary as most of his moves leave him in frame advantage or at a slight disadvantage. Allowing the taekwondo extraordinaire to easily pressure opponents with his mixups at close range and simply stay there.
Hwoarang’s gameplan is centered on a constant flurry of strings which chips at the opponent's lifebar; robbing them of their turn as they are forced to react to the next mixup over and over again. Combine this with one of the strongest and consistent combo damage outputs both in open and with wall this makes this Talon one tough matchup to deal with.

STRENGTHS & WEAKNESSES Strengths:

  • A walking gatling gun due to the endless mixup routes he can create
  • Solid throw game (2+4~B, UF1+2, F2+3, QCB+3, RFF1+3)
  • Powercrush Prince with solid rewards (Backlash remains +4 on block, clean hit combo filler, and KNDs the opponent for a guaranteed B+3 or FF+3. Flamingo Powercrushes aren't launch punishable any more and thanks to T8’s system these moves will become safe if pressed at the right time versus an opponent’s move. DF+3,4 allows one to create space & confirm on zoom-in)
  • Rage versatility (Rage Art can accessed from all stances except backturned)
  • Powerful/flexible Combos both in open and with walls (Great wall carry)
  • Superb wall pressure and okizeme game
  • Buffed punishment (2,F+3 at i10, DF3+4 at i13, and WS+2,3 at i15) Weaknesses:
  • Not the safest character in the game; forced to take risks
  • Slight execution difficulty (Mostly in combos)
  • No reliable defensive/panic option when being pressured (B+1 is -14 and isn’t reliable in most situations, U3+4 is a slow high crushing option which can be floated.)
  • Moves have weak tracking; easy to sidestep/sidewalk against
  • Inability to guard/cancel in both Left and Right Flamingo Stances
  • Most moves with high plus frames are only accessible from stances or slow
  • Zero elbow and knee moves, only one heel move (Weak to reversals & parries) B: STANCES To fully understand Hwoarang it is a must to understand the purpose behind each of his stances as they offer specific options to Hwoarang's mixup tool kit. Hwoarang has a total of eight stances in total.
  •     Left Foot Forward (LFF)
    
  •     Left Flamingo Stance (LFS)
    
  •     Right Flamingo Stance (RFS)
    
  •     Right Foot Forward (RFF)
    
  •     Backturn Left Foot Forward (BT LFF)
    
  •     Backturn Right Foot Forward (BT RFF)
    
  •     Backturn Left Flamingo Stance (BT LFS)
    
  •     Backturn Right Flamingo Stance (BT RFS)
    

The last four stances on the list are best to be thought of as backturn tools that have a very specific use. You will not be making use of it twenty four seven (24/7) in your offense. Left Foot Forward serves as Hwoarang's neutral, Left Flamingo Stance continues pressure, Right Flamingo Stance enforces 50/50 situations, and Right Foot Forward does both.

Let’s start by analyzing his default stance, Left Foot Forward Stance (LFF)

I. Left Foot Forward (LFF) This is Hwoarang's default stance and the stance that you will find yourself in majority of the time. Left Foot Forward is definitely the most balanced stance as Hwoarang has access to all generic neutral tools from standing and can transition to all other stances in the flick of a button(s). The neutral tools are more for checking how your opponent reacts to you as most of these moves on block are only at a slight frame disadvantage. This allows Hwoarang to space and bait opponents to press buttons for easy whiff punishment as they may think a string is on its way. On hit, it is instantly Hwoarang's advantage allowing him to choose which stance to continue pressuring in. An example of this is doing F+2 on block which transitions Hwoarang to Right Foot Forward then holding back to place Hwo back to Left Foot Forward. If the opponent presses a button with short range after blocking it their move will whiff thus giving Hwoarang the DF+2 launch punish. If they get hit by it Hwoarang is now +9 at Right Foot Forward and can freely choose any move to enforce a mixup.

Let’s take a look at the moves that keep Hwoarang in Left Foot Forward l 1 [i10/+8 on hit/+1 on block], 1,1 [i10/+8 on hit/-3 on block], 1,2 [i10/+6 on hit/-3 on block]

  • The generic jab on its own is great for Hwoarang at +8 frames can be used to set up a ton of things such as counter hit fishing, sidestep mixups, etc. The 1,1 jab jails on block keeping your opponent firmly attached to the ground. You may opt to do 1,1,3 or 1,1,3,3 to catch them off guard. 1,2 jabs are something you see quite often from Hwoarang players. They would do a 1,2 then backdash immediately if they don’t want to enter either Flamingo Stance or constantly spam it in an opponent's face threatening a potentially raised leg.

l 1,2F+3 (2,F+3) [i10/+9 on hit/-8 on block], 1,2F+4 (2,F+4) [i10/KND on hit/-2 on block]

  • These are your important jab strings that keep space between you and your opponent. 1,2F+3 or 2,F+3 have the same frame data on block (-8) so it's your call whether you want to do the whole string or just a one punch to kick. Tekken 8 made 2,F+3 a natural combo making it a solid 10 frame punish. 1,2F+4 and 2,F+4 got nerfed in Tekken 7 but in Tekken 8 it gained a free hit if the string connects on counter hit. This further cements this move as Hwoarang’s most rewarding get off me tool in his defensive arsenal. It’s ONLY a natural combo on counter hit making it duckable on reaction. Don’t be obvious when throwing 1,2F+4 and 2,F+4 out in the open especially when you are getting pressured.

l 3 [i14/+4 oh/-7 ob], 3,3 [i10/-7 oh/-13 ob], 3,3,3 [i10/KND oh/-14 ob], 3,3,2 [i14/+1s oh/-11 ob]

  • This 14 frame high kick string now has two different mid enders. The first nets a free follow up in F+[3~3] or FF+4 while the other places the opponent in force crouch. Each kick can be delayed to a certain extent making opponents guess which ender are you going for as there is 334, 332, 33F+4, and 33,F. This string usually leaves Hwoarang at a disadvantage and at worst gets him punished by 14 frame punishers.

l 3,3,F+4 [i14/KND on hit/-1 on block]

  • Is an alternate ender to the 3,3 string which has the least disadvantage but can be ducked. Just like 3,3 each hit can be delayed to a certain extent making opponents guess which ender are you going for as there is 334, 332, 33F+4, and 33,F.

l 3~4 [i10/KND on hit/-3 on block]

  • Is better known as the “Flying Eagle '' which got countless fixes in the lifespan of Tekken 7, but continues to fail in the specific situation they’ve attempted to fix. In Tekken 8, they make up for it by allowing the move to be done in Right Flamingo Stance and have a powered up version provided you got the just frame input. Accurately inputting it makes the move far more safer on block and do more damage on hit. The mid-mid string is convenient for simply throwing out as it is safe at -3 on block. It knocksdown on hit and wall splats opponents at the wall. It even has a slight low crush state as Hwoarang hops to perform this move. Rotate this move with F+2, SS+4, JFSR, DB+3 and you have yourself a reliable sidestep mixup.

l 4 [i11/+5 on hit/-6 on block], 4,3 [i11/+5 on hit/-6 on block]

  • The ever so reliable High-Mid string that is Hwoarang’s 11 frame punisher. It leaves you at a +5 frame advantage creating opportunities for Hwoarang to either fish for a counter hit or continue pressure by transitioning to a stance. The option to not press a buttons is there as well, focusing more on movement to bait out an opponent’s attack and simply gather data from their reactions.

l B+1 [i15/-1 on hit/-14 on block]

  • Hwoarang retains his master’s evasive move and continues to boost his defense. Hwoarang does not have a lot of get off me tools when being pressured so remaining is great as it has an inbuilt sidestep right and pushes the opponent on counter hit. The downside is that it's -14 on block and is tricky to use when your back is against the wall plus it has a ton of recovery on whiff.

l B+2 [i14/+6 on hit/-4 on block/+14s on counter hit]

  • A brand new move added in Season 2 of Tekken 8 and it’s a high elbow. This is a big change to Hwoarang’s kit as he’s never had an elbow or a knee before to combat reversals, parries, or sabakis. It tracks vs SSR and is generally a good move as a whole given its balanced frame data.

l UB+2 [i13/+16kg on hit/-8 on block]

  • A move that remains in its nerfed state from Tekken 7, but is now homing along with a new way to input the move. This gives more room for Hwoarang defensively as he has a get off me tool that sidesteps to the left in Left Foot Forward, Right Foot Forward, and Crouching.

l UB+4 [i17/+10 on hit/-8 on block]

  • The third get off me option Hwoarang has to evade pressure, it is safe on block with decent recovery on whiff. It is perfect when there is still some space between you and your opponent. Let’s say like after a generic DF+4 on block. Fair warning Hwoarang can be floated from this move as he does a short hop.

l F+[3~3] [i20/KND on hit/-16 on block]

  • The riskiest get off me tool available to Hwoarang at -16 on block. This move has an inbuilt sidestep right and wall splats opponents at the wall. Use at your own risk... l U3+4 [i25/Launch on hit/-7 on block]
  • Hwoarang’s low crushing guillotine. Only good for when you know your opponent will use a low move to retaliate against your strings or during okizeme. Just like UB+4 you can be easily floated out of this move.

l DF+1 [i13/+6 on hit/-1 on block]

  • Hwoarang used to be blessed with two generic DF+1s but in Tekken 8 that is no longer the case. The DF+1 that joins him in this battle is the shorter one of the two which still does a decent job in neutral at -1 on block and if it connects it is +8 on hit. Be very careful of the button you press afterwards as there’s a high chance it could be sidestepped or backdashed.

l DF+2 [i15/Launch on hit/+4a if on crouching opponent/-7 on block]

  • Hwoarang’s 15 frame launcher that is safe on block and has a funky hitbox. There are times it will launch from ranges you wouldn’t expect. The only downside to this move is that it won't launch opponents from crouching.

l F1+2 [i15/+2 on hit/-9 on block/+14 on counter hit]

  • Slightly crushes highs making it a great option against players who love their jabs. However, it lost its counter hit launch from Tekken 7 and only nets additional hits on counter hit. It is completely safe at -9 on block just don’t move or else you’ll get hit. This move can be done in RFF.

l UF+2 [i26/+6s on hit/+5s on block/KND on counter hit]

  • A slow but damaging jumping punch. It gives Hwoarang tremendous frame advantage both on hit and on block while netting free follow ups on counter hit (CH UF+2 to FF+3/B+3). The only issue is that you can be floated out of this move easily.

l D+4 [i19/-6 on hit/-17 on block], D+4,4 [i19/Launch on hit/-13 on block]

  • Best known as “Firecracker” a natural combo on counter hit and will now become a common move amongst Hwoarang players. This is because the move now jails on block, can be done from Right Foot Forward, and is less punishing as a whole. It turns a low whose potential wasn’t discovered into a Noctis D+2,2 overnight if you remember that move. The whole string can simply be thrown out to test your opponent’s reactions. D+4 by itself can be used as a long reaching low despite it leaving him in a slight frame disadvantage.

l DB+3 [i19/-1 on hit/-13 on block/+17 on counterhit]

  • A reliable High Crush option that leaves him at -1 on hit. In Tekken 8, it is now +13 on counter hit which allows Hwoarang to continue pressure by crouch cancelling to his moves in Left Foot Forward. This move can also be done in Right Foot Forward which buffs the stance with a low option with relative safety. The popular option is to do WS+4,4 on hit but do note that you can be interrupted by jabs.

l DB+4 [i16/-8 on hit/-12 on block] DB+4,4 [i16/KND on hit/-1 on block]

  • A quick low poke that will be further explained in this document. This move by itself is one of Hwoarang’s safest lows as it is -12 on block. The opponent cannot punish you hard for this move at all besides a low parry, but this move will most likely not be the reason why you are getting low parried. The whole string DB+4,4 is a natural combo on counter hit with FF+3 and B+3 as follow ups. Throw this out to test your opponent’s reactions for lows while remaining in a standing position in Left Foot Forward or Right Foot Forward.

l DF3+4 [i13/Activates Heat on hit/+4s without heat/-14 on block]

  • A brand new move that has become Hwoarang’s most reliable 13 frame punishers. Its range will surprise you as it punishes moves you never thought you could. This is Hwoarang’s fastest way to activate heat and without heat the move continues to perform amazingly. The fact that this move can be done also in Right Foot Forward makes it a welcome addition to prevent opponents from stepping despite it being unsafe on block.

l UF3+4 [i14/+1 on hit/-10 on block]

  • Hwoarang’s 14 frame punisher that got a huge upgrade and will be discussed further in another section of this document. This version of the move is mainly for wall carry in combos and can be used to punish against moves with pushback (eg. Paul’s QCF+2) depending on the distance. l WS+1 [i12/+8 on hit/-3 on block]
  • Hwoarang’s old DF1+2 has returned in Season 2 of Tekken 8 and it now replaces the old WS+1. This gives him another solid mid poke to use most especially when mixed with crouch dash.

l WS+3 [i14/+14s on hit/-12 on block]

  • One of Hwoarang’s hidden gems back in older versions of Tekken and the devs have 100% taken notice. This move got nerfed from -6 on block to -12 which makes it punishable, so if you were one of the players that utilized this move like myself, it’s best to start unlearning it from your muscle memory and only keep it for punishing moves at -14. As of V1.8 this move is now +14s on hit which leads to a DF3+4 / DF+1,3 / UF3+4,4 follow ups.

l WS+4 [i11/+8 on hit/-3 on block]

  • This is the generic 11 frame while standing kick which is perfect for creating space between you and your opponent. Hwoarang players commonly use this move when approaching the opponent.

l WS3+4 (CD3+4) [i20/+2 oh/-9 ob/BT], WS3+4,3(CD3+4,3) [i19/+5 on hit/-6 on block]

  • A two hitting mid-mid string that is perfect for throwing out as it cannot be stepped nor backdashed. Should it hit Hwoarang has his opponent in a crouching position which limits their options. It’s only downside is that the move is fairly slow and can be reversed or parried on reaction. Only doing a single hit will put Hwoarang in backturned to get access to moves in backturned but do the full string a number of times to prevent them from ever thinking of punishing this move.

l DF+3 [i22/-4 on hit/-14 on block], DF+3,4 [i22/KND on hit/-12 on block]

  • Hwoarang’s powercrush from Tekken 7 with some slight differences. First, the frames of both moves are no longer the same on block. Second, thanks to Tekken 8’s system, should you connect this move at the same time as an opponent’s button it will become safe at -8 with pushback.

l B+3 [i16/Launch on hit/-19 on block]

  • The ever so reliable Left Plazma Blade; it is a 16 frame launcher that whiff punishes opponents from great distances. It has a funky hitbox/crushing state just like DF+2 however it isn’t as safe as it leaves Hwoarang at -19 on block. It also flips grounded opponents. Basically, you are dead if this move gets blocked as your opponent has free rein to enforce a mixup or straight up launch punish you.

l F,N,DF+4 or JFSR/LSR [i18/Launch on hit/-8 on block]

  • This move wasn’t in the movelist until the release of Tekken 8. I suppose to celebrate it’s addition to the command list they’ve “changed” it’s name to Lethal Skyrocket but I will not be calling it that. The other thing they did is significantly reduce the pushback on block despite keeping it safe at -8. It still remains an important neutral tool to Hwoarang as it an essentially mid launcher safe on block (-8 on block). You will need this move to help open up opponents who continue to duck in front of Hwoarang while he’s in Left Foot Forward.

l iWR+3 [i22/KND on hit/+6 on block]

  • Airbone moves cannot be reversed or parried in Tekken 8 so you will be using this move in specific matchups or instances. It grants huge plus frames on block (+6) and gives great okizeme after the guaranteed follow up (B+3/FF+3). In Tekken 8, there will be times that this move could launch your opponent depending on the circumstances. Caution you can be floated when doing this move.

l B1+3 or B2+4 [+9 on successful parry]

  • Yet another move that Hwoarang retained from his master in Tekken 7. It is Baek’s punch parry and leaves Hwoarang at a whooping +9 frame advantage but now only guarantees a follow up by pressing 4 which will knockdown the opponent.

l 1+3 (Pickpocket) [i12/KND on Hit/-3 on Throw Break]

  • Hwoarang’s generic throw that can only be broken by either a 1 or 2 break. This is homing.

l 2+4 (Falcon Dice Kick) [i12/KND on Hit/-6 on Throw Break]

  • Hwoarang’s generic throw that can only be broken by a 2 break. If your opponent does not roll you can get a free B+3. If they roll simply follow their direction and get your free B+3 damage. This throw breaks floors, activates floor blast, and is homing.

l UF1+2 (Leg Hook Throw) [i12/KND on Hit/-6 on Throw Break]

  • One of Hwoarang’s command throws and it can only be broken by a 1+2 break. It puts the opponent’s head facing upward and right at your feet for great okizeme. l QCB+3 (Door Mat) [i11/KND on Hit/-2 on Throw Break]
  • Hwoarang’s fastest throw and it can only be broken by a 1 break. It leaves your opponent in a position that isn’t favorable for them. This throw breaks floors and activates floor blast.

l 2+4,B (Roll & Choke) [i12/KND on Hit/-2 on Throw Break]

  • The only command throw in Hwoarang’s arsenal that is homing and it can only be broken by a 2 break. It leaves your opponent in a position that isn’t favorable for them. Hwoarang transitions to Back Turn Right Foot Forward upon success.

l F2+3 (Human CannonBall) [i12/KND on Hit/0 on Throw Break]

  • One of Hwoarang’s command throws and it can only be broken by a 1+2 break. It leaves your opponent in a position that isn’t favorable for them. This throw switches sides when broken, and can be done from LFF/LFS/RFS/RFF.

l UB+3 (Hat Trick) [i15/Throw on airbrone opponent/0 on Hit/-11 on block]

  • The input of the air throw has changed which makes it possible to do in Right Foot Forward and Crouching. Switches sides on hit and guarantees a B+3 if the opponent is close to the wall.

Now onto the moves from Left Foot Forward that make Hwoarang transition to Left Flamingo Stance, Right Flamingo Stance, Right Foot Forward, & Backturn.

l 1,2,3(4) [i10/+12g oh/+3 ob/Transition to LFS or RFS] and 2,3(4) [i10/+11g oh/+3 ob/LFS or RFS]

  • The Jabs strings Hwoarang can make use of to transition to either Left Flamingo Stance or Right Flamingo Stance. This is a common way for most Hwoarang players to get to Flamingo Stance. If Heat is activated 2,4 on counter hit becomes a deadly counter hit launcher as RFS F+4,4 is a natural combo.

l 3,3,F [i14/+8 on hit/+2 on block/Transition to Left Flamingo Stance]

  • The 14 frame high-mid string can be canceled to transition to Left Flamingo Stance taking away the ability to do 333, 332, 334, and 33F+4. This string isn’t a natural combo but is covered by other options to allow Hwoarang to make use of the 2 frames of advantage.

l 3,3,4 [i14/+19g on hit/+8 on block/Transition to Right Flamingo Stance]

  • The version that transitions Hwoarang to Right Flamingo Stance. What makes this High-Mid-High string deadly is that it can be delayed for maximum effect to mix up the other options and if the last kick hits on counter hit, prepare to launch them with RFS UF+4 to make them pay. Just like the other 3,3 string enders it can be ducked and interrupted.

l 4,3~F [i11/+5 on hit/-6 on block/Transition to Left Flamingo Stance]

  • This was covered in keeping Hwoarang Left Foot Forward but it is a completely different move when transitioning to Left Flamingo Stance. That is because its frames change from -6 on block to -6 on block with left leg raised. Now you might be thinking what is the big difference then? It's the fact that Hwoarang can’t guard in either Flamingo Stance. This simply means you’ll be hit out of Left Flamingo Stance. Only make use of this transition if you have conditioned your opponent not to attack and slightly respect Flamingo Transitions or as an 11 frame punisher. It is also now used as a combo filler in Tekken 8.

l 4,4 [i11/+10g oh/-1 ob/RFS], 4,4,4 [+8 oh/-2 ob], 4,4,4~F, 4,4,4,4 [KND oh/0 ob]

  • This was one of the moves a good number of us spammed when we were kids playing tekken. Hwoarang instantly got known for his 3 and 4 kick strings and that was the game plan back in the day. 4,4,4,4 has a new animation and will tornado the opponent in combos, making it the most beginner friendly combo tool. 4,4,4,4 transitions Hwoarang to LFF, 4,4,4 transitions to RFF, while the other two will transition to RFS. 4,4 is the only two hit sting that remains in Tekken 8 from Tekken 7 (Farewell 4,F+4) and is a mediocre 11 frame punish at best as majority of RFS options can be backdashed on hit.

l F+2 [i16/+9 on hit/-2 on block/Transition to Right Foot Forward]

  • The mid chop that transitions Hwoarang to Right Foot Forward at -2 frame disadvantage. If you would still like to press buttons I suggest pressing a button that high crushes (RFF B+4/RFF B+3/RFF DB+3/RFF D+4,4) or RFF 3~4 (Backlash) if your opponent uses a slower move.

l F+3 [Transition to Left Flamingo Stance]

  • Allows you to manually transition Hwoarang to Left Flamingo Stance and has an inbuilt side step right mechanic allowing you to dodge certain strings and punish them for it.

l F,N+4 [Transition to Right Flamingo Stance]

  • Allows you to manually transition Hwoarang to Right Flamingo Stance and has an inbuilt side step left mechanic allowing you to dodge certain strings and punish them for it.

l F+4 [i18/+19g on hit/+8 on block/Transition to Right Flamingo Stance]

  • A slow high move that gives you a +8 frame advantage and transitions Hwoarang to Right Flamingo Stance. This is a move you will see more often than not in combos than neutral due it’s slow startup.

l DF1,3 [i13/+6 on hit/-2 on block/Transition to Left Flamingo Stance]

  • This is one of the moves Hwoarang inherited from his master and put his own spin on it. It can be argued that it is an inferior version but it being mid-mid means you don’t have to worry about the opponent avoiding the 2nd hit. Just like UF3+4,F it is important to study your options on block as there is a whole mixup there with Hwo remaining in Left Flamingo Stance.

l DF+3,F [i22/Transition to Left Flamingo Stance]

  • This was covered earlier as one of the moves that keep Hwoarang in Left Foot Forward, but it’s a completely different move when transitioning to Left Flamingo Stance. That is because its frames change and gets the inability to guard in Left Flamingo Stance. This simply means you’ll be hit out of Left Flamingo Stance but thanks to the power crush system in Tekken 8 you can tank a few hits and still remain in mix up city. This move is best used to close the distance between you and your opponent. Only make use of this transition in neutral if you have conditioned your opponent not to attack and slightly respect Flamingo Transitions.

l DF+4 [i16/+8 on hit/-8 on block/Transition to Right Foot Forward]

  • One of Hwoarang’s important tracking moves that transitions him to Right Foot Forward at -8 frame disadvantage. This will be used in tandem with F+2 to check your opponent’s movements as they both have similar startup frames (16~17 startup frames) with DF+4 being the homing variant. On hit it simply leaves you at a big frame advantage and on counter hit knocks down the opponent. This move no longer tailspins (T7 combo property) but remains perfect as combo filler.

l D+3,4 [i17/+14g on hit/+12 on block/Transition to Right Flamingo Stance]

  • Probably the strongest offensive move Hwoarang has in Left Foot Forward and transitions him to Right Flamingo Stance at a shocking +12 on block and +14g on hit. This low-high string was nerfed when Tekken 7 first, but was quickly reverted back to it’s old glory making Hwoarang extremely deadly. As of version 1.05 this move is officially launch punishable by i16 while standing moves.

l D3+4 [i21/+6 on hit/-14 on block/Transition to Left Flamingo Stance]

  • In Season 2, a big high crushing low was added to Hwoarang’s kit and it looks very similar to his master’s old move. Instead of the move giving a KND like Baek’s DB+4 it instead transitions to Left Flamingo Stance on hit with solid frame advantage. The fact that it is a homing low increases the number of things you can do with this low when it does KND the opponent on counter hit. Thankfully, this move isn’t launch punishable to the rest of the cast as it sits only at -14 on block and will not transition to Left Flamingo Stance.

l DB+4,F or B [i16/+3 on hit/-1 on block/Transition to Right Flamingo Stance]

  • This low was covered earlier and if you hold forward or back it becomes a quick low that transitions Hwoarang to Right Flamingo Stance. It’s perfect for not only checking an opponent’s reactions to lows but to Right Flamingo Options as well both on hit and on block. An example of this is doing DB+4,F to RFS F+4. If the opponent attempts to punish DB+4 they will get counter hit by RFS F+4. Additionally, should Heat be active this low is extremely powerful because on counter hit RFS F+4,4 will be fully guaranteed for a counter hit launch.

l DB3+4 [i61/KND on hit/Transition to Left Flamingo Stance]

  • The unblockable called Dynamite Heel and remains to be a staple ender post tornado for combos against bears as they cannot escape from it. On its own it isn’t a great unblockable compared to Bob’s or Marduk’s from Tekken 7; it can be used during okizeme as you can cancel the unblockable to transition to Left Flamingo Stance if you don’t Hwoarang will remain in Left Foot Forward.

l B+4 [i13/+1 on hit/-10 on block/Transition to Right Foot Forward]

  • Hwoarang should consider himself lucky that this move wasn’t gutted in Tekken 8. It’s a blessing to retain a 13 frame counter hit launcher in his get off me toolkit. He moves slightly to left and transitions to Right Foot Forward. On Counter Hit it puts the opponent in crumple stun giving Hwoarang massive combo damage by following up with RFF 3~4 (Backlash).

l U+3 [i20/Launch on hit/+5 on block/Transition to Left Flamingo Stance]

  • Hwoarang short hops to Left Flamingo Stance at +3 on Block. This move is best used as a punisher. By utilizing its low crush you can punish strings that end in lows such as Jin’s 3,1,4. You can even punish strings that end in highs like Yoshimitsu’s DF+1,2 but that requires practice as it is quite strict. It also has a ton of combo utility and Tekken 8’s system is making the most out of this move.

l UF+3,4 [i20/+13 oH/+2 oB/RFS] UF+3,4,3 [i20/0s oH/-14 oB/LFF]

  • The classic combo ender, Hunting Hawk, got interesting changes in Tekken 8. The first is not making a natural launcher and turning it to a mixup tool that low crushes. Second, doing two hits will transition Hwoarang to Right Flamingo stance thus not ending your turn just yet. Third, the full string does not knockdown on hit and forces the opponent in a crouch state for a DF+1 check. This does alter the value of the move as it was one of Hwoarang’s safest launching low crushes in Left Flamingo Stance.

l UF3+4,F [i14/+9 on hit/-2 on block/LFS], UF3+4,4 [i14/+7 on hit/-10 on block/RFF]

  • Continuing from earlier, this move feels brand new in Tekken 8 as it can transition Hwoarang to either Left Flamingo or Right Foot Forward. The utility has increased ten fold and you’ll find yourself pressing this button a ton (Those LFS UF3+4,F combos are fun aren’t they?). The choice is yours when punishing a move that is -14 or higher. Do you want to get access to Left Flamingo Stance or do you want to remain safer at +7 in Right Foot Forward?

l U+4 [i16/+11g on hit/+3 on block/Transition to Right Flamingo Stance]

  • Hwoarang transitions to Right Flamingo Stance at +3 on Block. This move can be used as a punisher to a 50/50 situation as it crushes lows faster and is a mid compared to U+3. You can punish moves like Yoshimitsu's Sword Sweep and strings that end in highs like Devil Jin’s WS+2,4. Additionally, should Heat be active this mid is extremely powerful because on counter hit RFS F+4,4 will be fully guaranteed for a counter hit launch.

l UF+4 [i22/+4 oh/-2 ob/RFS], UF+4,4 [i22/+6 oh/0 ob/RFS], UF+4,4,4 [i22/+7 oh/+1 ob/RFS]

  • The High-Mid-Low string better known as “air raid” ends in a low that cannot be low parried if the second kick was blocked. All variations of this string will leave you in Right Flamingo Stance but for the third hit if you hold forward it will transition you to Right Foot Forward. It is perfect for ending rounds as it leaves your opponent in a tricky situation versus Right Flamingo Stance either on hit or on block.

l FF+3 [i20/+6s on hit/+6 on block/Transition to Right Foot Forward]

  • One of Hwoarang’s ground hitting moves and despite its look it can be reversed as it is a leg. The last buff it got in Tekken 7 was reduced pushback on hit and that gives Hwoarang an advancing mid that continues pressure if it connects. On block, the options from Right Foot Forward can be easily backdashed; however, you can use the plus frames to move closer to your opponent safely. In Tekken 8 it is far faster than before so feel free to use this move when you get the opportunity.

l FF+4 [i17/Activates Heat on hit/KND without heat/-7 on block/Transition to RFF]

  • This move was an iconic part of Hwoarang in Tekken 7 and its called “Peacekeeper”. Previously, it has greatly increased Hwoarang’s Combo Damage in the Tailspin system but now it is a Heat Engager in Left Foot Forward and Right Foot Forward.

l CD+3 [i18/KND on hit/+4 on block/Transition to Left Flamingo Stance]

  • This move has been changed twice in Tekken 7 and now it is back to being a knockdown on hit without the counter hit launch property. It is still a great way to transition to Left Flamingo Stance as it is a mid at +4 on block. Can be used in neutral to scare opponents with Flamingo power crushes on block with the added addition of an uninterruptible Left Flamingo Jab.

l SS+4 [i19/+5s on hit/-13 on block/Launch on counter hit/Transition to Right Foot Forward]

  • This Spinning Trip Kick is a slow but damaging low that transitions Hwoarang to Right Foot Forward at +5 on hit and is slightly risky at -13 on block. This move is rotated with F+2 and JFSR as a Sidestep mixup.

l SS+3 [i18/-1 oh/-12 ob/Launch oCH/LFS] SS+3,3 [i18/+14goh/+3 ob/Launch oCH/LFS]

  • Eruption to Left Flamingo is a Mid-High String that transitions Hwoarang to Left Flamingo Stance at +14g on block. This now jails on block making it another solid way to enter Left Flamingo Stance in neutral/offense.

l WS+1,4 [i12/+8 oh/0 ob/RFS]

  • This is the go to punish for most lows on block as Season 2 of Tekken 8 introduced this 12 frame while standing punish. It looks very similar to DF+1,3 but instead of going to Left Flamingo Stance it goes to Right Flamingo Stance making it quite safe both on hit and on block.

l WS+2 [i15/+4 oh/-7 ob/LFF], WS+2,3 [i15/Launch oh/+3 ob/LFS]

  • A brand new launch punish at 15 frames to replace UB+3,3 from Tekken 7. It is certainly faster than the last while standing launcher Hwoarang had, but it is also weaker in combo damage. This shouldn’t deter you from using this move to do its job as pushing the opponent to the wall and gaining okizeme is much more important.

l WS+4,4 [i11/+4s on hit/-9 on block/Transition to Right Foot Forward]

  • Just like the Mishima clan Hwoarang has his own Tsunami Kicks but he is safe on block at -9. He transitions to Right Foot Forward making it deadly after punishing a low move. The second hit of this string hits grounded opponents and stances that are relatively low like Ling Xiaoyu’s Art of Phoenix. Season 2 of Tekken has made this move -9 on block.

l 1+2 [Transitions to Backturned Right Foot Forward]

  • Disrespect is what it is when Hwoarang turns his back to his opponent. This manually transitions Hwoarang to Backturn Right Foot Forward. It is mainly used in oki situations with or without walls post combo.

l iWR+4 [i18/+8 on hit/+5 on block/Transitions to Backturned Left Foot Forward]

  • In previous Tekkens, the input used to be F,F+4 but now since Hwoarang retains Peacekeeper in its place you now must do F,F,F+4 to get this move. It’s still a great high move that transitions Hwoarang to Backturn Left Foot Forward at +5 on block for Backturn mix ups. Should the move connect UF3+4,F and DF3+4 are guaranteed for juicy damage.

That is a grand total of thirty-seven moves that keep him in Left Foot Forward and thirty one moves that transition to Hwoarang's other stances. So that is sixty five moves to remember in Left Foot Forward. It is best to make use of the neutral tools (11 | 12F+3 | DF+1 | F+2 |WS+4 | DB+3 | DB+4 | SS+4 | DF+2 | F1+2 | JFSR/LSR) to set up the table as you gather information from your opponent as the game progresses but if you want to start your mixups right away then it is highly recommended to make use of D+3,4 as it puts Hwoarang in a whooping +14-18g on Hit. It is definitely the most powerful tool available to Hwoarang in Left Foot Forward.

II. Left Flamingo Stance (LFS) Left Flamingo Stance is the blender that keeps the pressure going for Hwoarang. The opponent is forced to continue guessing which mixup route you wish to take as there is no true option select against this stance. The simplest way to access this stance is by pressing F+3 which has an inbuilt side step right mechanic. Allowing Hwoarang to evade an opponent's attack to start his own. Hwoarang can remain in Left Flamingo Stance by holding/pressing up,down,left,& right. Most of the moves found in this stance can be side stepped towards his stomach and usually transition to either Right Flamingo Stance or Left Foot Forward with a mix of plus frames and slightly disadvantage frames.

The following are moves that put/keep Hwoarang in the Left Flamingo Stance: 1,2,3 (High, Transitions to LFS) 2,3 (High, Transitions to LFS) 3,3~F (High-Mid String, Transitions to LFS) F+3 (Instant Sidestep Right, Transition to LFS) 4,3~F (High, Transitions to LFS) DF+1,3 (Mid-Mid String, Transitions to LFS) U+3 (High, Slight Low Crush, Transitions to LFS) UF3+4,F (Mid-Mid String, Transitions to LFS) D3+4 (Low, Transitions to LFS) DB3+4, B B (Unblockable Mid, Transitions to LFS) CD+3 (Mid, Transitions to LFS) SS+3,3 (Mid-High String, Transitions to LFS) RFF F+3 (High, Transitions to LFS) LFS 3,F (Mid, Stays in LFS) LFS F+3 (Mid, Heat Engager, Stays in LFS) LFS UF3+4,F (Mid-Mid String, Stays in LFS) RFS 3 (High, Transitions to LFS) RFS 4,3 (Mid-Mid, Transitions to LFS)

Let's take a look at the various options available in Left Flamingo Stance

l LFS 1 (Flamingo Jab) [i13/+7 on hit/+5 on block/Transitions to Left Foot Forward]

  • The most deceiving and deadliest option as it is +5 on block and starts up at 13 frames but will essentially start up at 10 frames or less if a string was used to transition to Left Flamingo Stance. This jab brings you back to Left Foot Forward which then allows you to fish for a Counter Hit Mini-Combo with F1+2 as that will trade with most options. You can also decide to stay safe by not pressing a button, sidestepping, or making use of a move with lesser risk like DF+1 to simply check your opponent. Lastly you can make use of the plus frames to switch to another stance to continue your offense like D+3,4. Essentially, the opponent is at your mercy after this move.

l LFS 2 [i16/+9 on hit/-2 on block/Transitions to Right Foot Forward]

  • A mid chop that is safe on block at -2 and is +9 on Hit and transitions Hwoarang to Right Foot Forward. The main purpose of this move is to check the opponent's reactions mainly to see if they are ducking. If you get this move to hit you have the guaranteed option to do RFF DF+4 which cannot be sidestepped trapping them in another mixup situation. On block there isn’t much to do but if you really want to press a button I suggest going for either RFF B+3 or RFF DB+3 as they crushes highs in an instant.

l Flamingo Ten Hit String (LFS 2,2,3) [Frame data varies depending on where you end]

  • A mid-high-high string which is plus both on block and hit. Only the first two to three hits are actually useful in a real match setting. If you make use of the first two hits of the ten hit string Hwoarang will transition to Right Foot Forward and if you make use of all three hits Hwoarang will transition to Backturn Right Foot Forward. RFF4,4 is a popular option right after LFS+2,2 and BT+3 for launching right after the 3rd hit of the ten hit string. However this can be ducked on reaction so make use of this string carefully.

l LFS 4 [i14/KND on hit/+4 on block/Transitions to Right Flamingo Stance]

  • A high hopping kick that low crushes it knocks down/wall splats on hit and is now +4 on block with no pushback in the last balance patch of Tekken 7. Hwoarang transitions to Right Flamingo Stance from this move which makes it a good move for pressure while low crushing any retaliation from the opponent.

l LFS 3,F [i14/+8 on hit/+2 on block/Remains to Left Flamingo Stance]

  • This is one of the four reasons why the blender exists. It is a mid kick that keeps Hwoarang in Left Flamingo Stance at +2 on block. This means no Left Flamingo option will beat an opponent’s jab, but the strings from LFS 3 and Flamingo Powercrushes will keep the opponent in check. It also happens in an instant so the opponent typically opts to not contest after LFS+3,F and focus on defending against LFS 3,4 and LFS D+3,4. Thanks to that, you can enforce your mixup again.

l LFS 3,4 [i14/+19g on hit/+8 on block/+19 on counter hit/Transitions to Right Flamingo Stance]

  • One of the essential strings in the Left Flamingo Stance as it transitions to Right Flamingo Stance. This mid-high string is plus on hit and block (19g on hit and 8 on block), it is highly delayable so mixing up your timings to feint the LFS 3,3 or LFS 3,2 is highly possible. It is however duckable on reaction as well but punishing it is quite tricky. If the 2nd hit of this string hits on counter hit it has a guaranteed launch option in RFS UF+4. Making this string a huge threat to the opponent and a powerful option to go to in Left Flamingo Stance.

l LFS 3,3 [i14/KND on hit/-14 on block/Transitions to Left Foot Forward]

  • A delayable non-hit confirmable but natural counter hit combo string that walls splats, and breaks walls. It is -14 on block so do be careful when throwing it out. Just 3,3,3 it has a guaranteed follow up in F+[3~3]. It is mainly there to stop players from ducking the LFS+3,4 version.

l LFS 3,2 [i14/+1s on hit/-11 on block/Transitions to Left Foot Forward]

  • A delayable non-hit confirmable but natural counter hit combo string that will put the opponent in a crouched state. It is the safer version of the LFS 3,3 string, but with less reward. It’s perfect if you are unsure of your opponent’s reaction to LFS 3,4.

l LFS 3,F+4 [i14/KND on hit/-1 on block/Transitions to Left Foot Forward]

  • This is a mid-high string that wall splats and knocks down on hit. There really isn’t much use for this move in neutral aside from catching trigger happy opponents by surprise.

l LFS 4~3 [i15/KND on hit/-2 on block/Transitions to Left Foot Forward]

  • Another move that Hwoarang has inherited from his master and it’s mainly a combo ender. It does have a just frame version and if you do that the move becomes much safer and deals far more damage.

l LFS B+1 [i15/-1 on hit/-14 on block/Transitions to Left Foot Forward]

  • This is also accessible in Left Flamingo Stance giving Hwoarang the option to evade an opponent’s attack and occasionally dodge Rage Arts when in Left Flamingo Stance.

l LFS DF+3,F [i22/LFS], LFS DF+3,4 [i22/KND oH/-14 oB/LFF]

  • This is part of the four reasons why the blender exists. The Tekken 8 system makes this powercrush a huge addition in intimidating the opponent into not pressing buttons as you close the distance at them and bring their backs closer to the wall. Based on experience only one or two cancels will go in against opponents who don't really respect flamingo pressure. You can go up to five cancels at max against those who respect flamingo pressure. One warning is the fact that it is a powercrush which means it will be defeated by lows or grabs.

l LFS D+3,4 [i16/+14g on hit/+8 on block/Transitions to Right Flamingo Stance]

  • Slightly different from LFF D+3,4 as the first hit of this string hits grounded opponents and is one frame faster. This is the main move opponents fear as this option keeps them in the blender at +16 on hit and +8 on block. You have seen it before or it may have happened to you already when a Hwoarang player would do LFF D+3,4 -> LFS 3+4 -> LFS D+3,4 -> LFS 3+4 -> LFS D+3,4. There really isn't much the opponent can do on block if they fail to duck the 2nd hit and much more on hit as Hwoarang transitions to Right Flamingo Stance.

l LFS D+4 (LFS DB+4) [i20/+4 on hit/-12 on block/Transitions to Left Foot Forward]

  • The go to low poke in Left Flamingo Stance as it transitions Hwoarang into Right Foot Forward. This fast low kick is +4 on hit and -12 on block making it a low risk high reward type of move. On Counter Hit you can get a free follow up in B3 | FF+3 | RFF FF+3 but the best out of three options is RFF F+3 due to the potential of the opponent getting up the wrong way for even more damage.

l LFS UF+4 [i19/Launch on hit/-14 on block/Transitions to Left Foot Forward]

  • This move is Hwoarang’s only launcher in Left Flamingo Stance at -14 on block. The ability to transition to Right Foot Forward wasn’t retained moving into Tekken 8. It is also one of his Tornados to extend combos and you’ll be using this often as most combo routes involve Left Flamingo Stance.

l LFS UF+3,4 [i28/+13 oH/+2 oB/RFS], LFS UF+3,4,3 [i28/0 oH/-13 oB/LFF]

  • This is the safer low crushing option in Left Flamingo Stance.

l LFS UF3+4 [i14/+1 oH/-10 oB/RFS], LFS UF3+4,F [i14/+9 oH/-2 oB/LFS], LFS UF3+4,4 [RFF]

  • This move is also accessible from Left Flamingo Stance; it is mainly for wall carry and filler in combos but can act as a whiff punisher if you are in Left Flamingo Stance when your opponent whiffs a move.

l LFS B+3 [i20/+14g on hit/-12 on block/Transitions to Left Foot Forward]

  • The Left Flamingo Power Crush is no longer homing and has no combo extending properties. You could say that this move is a hollow version of itself, only pressed in tandem with moves such as CD+3 and LFS F+3 to make opponents scared to press buttons in this stance.

l LFS B+4 [i16/0 oH/-8 oB/RFF], LFS B+4,3 [i16/KND oH/0 oB/RFF]

  • This is no longer a beautiful counter hit launch option and instead a mid-high jailing string that does chip damage in Left Flamingo Stance. It still transitions Hwoarang to Right Foot Forward at 0 on block which means you can still press buttons.

l LFS F+4 [i17/+6 on hit/-10 on block/KND on counter hit/Transitions to Left Foot Forward]

  • The mid-high string has been replaced with one of his master’s homing moves. It’s there to take the place of LFS B+3, but if this move hits majority of Hwoarang’s options are backdashable on hit. Think of it more as a check tool than anything else.

l LFS F+3 [i19/Activates Heat oH/KND without heat/+4 oB/Remains in Left Flamingo Stance]

  • This is the Baek cannon Hwoarang inherited from his master, aesthetically they look the same but there is one property that differs between the two moves and that is their tracking. Baek’s F+3 was 99% homing and the only time you stepped this move was probably out of sheer luck. Hwoarang’s version isn’t the same as his can be easily stepped. This move is one of his Heat Engagers and without heat it knocksdown on hit. Space between you and the opponent is maintained on block with +4 frames of advantage.

l LFS F2+3 [i12/KND on hit/0 on throw tech]

  • The throw Hwoarang has access to while in Left Flamingo Stance. It is a fast option that beats out jabs.

l LFS F1+4 [i67/KND on hit/Transitions to Left Foot Forward]

  • An unblockable with huge damage and can be cancelled by inputting B,B. This doesn’t really have much of a use except in specific combos and for baiting out opponents who are at a distance or on the floor.

This stance truly does keep opponents at their toes with varying options to keep Hwoarang at an advantage frame wise. Hwoarang can get out of Flamingo by not pressing a button which will bring him back to Left Foot Forward. Hwoarang can also do a manual motion switch (LFS 3+4) to bring him to Right Flamingo Stance which we will now look into…

III. Right Flamingo Stance (RFS) Right Flamingo Stance options without Heat typically either end in a poke, launch, or counter hit. Its 50/50 is greatly enhanced once Heat is active keeping the opponent on their heels and once again there is no true option select against this stance. The simplest way to access this stance is by pressing F,N+4 which has an inbuilt side step left mechanic. Allowing Hwoarang to evade an opponent's attack and launch them to the sky. Hwoarang can remain in Right Flamingo Stance by holding/pressing up,down,left,& right. Do note that moves found in this stance can be side stepped towards his stomach and usually transition to either Right Flamingo Stance or Left Foot Forward with a mix of plus frames and slightly disadvantage frames.

The following are moves that place/keep Hwoarang in Right Flamingo Stance: 1,2,4 (High, Transitions to RFS) 2,4 (High, Transitions to RFS) 3,3,4 (High-Mid-High String, Transitions to RFS) 4,4 (High-High String, Transitions to RFS) 4,4,4~F (High-High-High String, Transitions to RFS) F,N+4 (Instant Sidestep Left, Transition to RFS) F+4 (High, Transitions to RFS) DB+4,F or B (Low, Transitions to RFS) D+3,4 (Low-High, Transition to RFS) U+4 (Mid, Low Crushes, Transition to RFS) UF+4,4,4 (High-Mid-Low String, Transitions to RFS & RFF) LFS 3,4 (High-Mid, Transitions to RFS) LFS 4 (High, Transitions to RFS) LFS D+3,4 (Low-High, Transitions to RFS) RFS F+4 (High, Stays in RFS) RFS U+4 (High, Transitions to RFS) RFS/RFF 24,F (High-High, Stays in RFS) RFF 4,F (High, Transitions to RFS) RFF DF+4,F (Mid, Transitions to RFS) RFF D+3,4 (Low-High, Transitions to RFS)

We can then take a look at the options in Right Flamingo Stance

l RFS 2 (Flamingo Jab) [i13/+7 on hit/+5 on block/Transitions to Right Foot Forward]

  • Just like LFS 1 it’s just as deadly an option being +5 on block and starts up at 13 frames but will essentially start up at 10 frames or less if a string was used to transition to Right Flamingo Stance. This jab brings you to Right Foot Forward which then allows you to fish for a Counter Hit Launch with RFF B+3. Remain safe by not pressing a button, sidestepping, or making use of a move with lesser risk like RFF F1+2 to simply check your opponent. Lastly you can make use of the plus frames to switch to another stance to continue your offense like D+3,4 or Backlash (RFF 3~4). Essentially the opponent is like jelly after this move.

l RFS 1 [i16/+9 on hit/-2 on block/Transitions to Left Foot Forward]

  • A mid chop that is safe on block at -2 and is +9 on Hit and transitions Hwoarang to Left Foot Forward. This move, just like LFS 2, is there to check the opponent's reactions. If you get this move to hit you have the guaranteed option to do is F1+2 to fish for a counter hit mini combo which cannot be sidestepped trapping them in this situation. On block there isn’t much to do but if you really want to press a button I suggest going for a regular down jab as it crushes highs in an instant.

l Flamingo Ten Hit String (RFS 1,2,3) [Frame data varies depending on where you end]

  • A mid-high-high string which is plus both block and hit. Only the first two to three hits are actually useful in a real match setting. If you make use of the first two hits of the ten hit string Hwoarang will transition to Right Foot Forward and if you make use of all three hits Hwoarang will transition to Backturn Right Foot Forward. RFF 4,4 is a popular option right after LFS+2,2 and BT RFF 4 for launching right after the 3rd hit of the ten hit string. However this can be ducked on reaction so make use of this string carefully.

l RFS 3 [i14/KND on hit/+4 on block/Transitions to Left Flamingo Stance]

  • Just like LFS 4 it’s a high hopping kick that low crushes it knocks down/wall splats on hit and is +4 on block with no pushback. Hwoarang transitions to Left Flamingo Stance from this move and has the same exact purpose of continuing pressure while low crushing any retaliation from the opponent.

l RFS 4 [i14/+3 oh/-9 ob/Transitions to RFF], RFS 4,3 [i23/KND oH/+4 oB/LFS]

  • One of the three reasons why an opponent would fuzzy guard against Right Flamingo Stance. It’s the fastest mid in terms of activation and as of Season 2 of Tekken 8 is completely safe on block. The 2nd hit will transition Hwoarang to Left Flamingo Stance and if Heat is activated then the whole string is a natural combo which makes it very dangerous at the wall.

l RFS 3~4 [i16/KND on hit/-3 on block/Transitions to Left Foot Forward]

  • The fact that this move can be done in Right Flamingo is nothing short of spectacular. This does increase the number of mids in this stance, but also makes Right Flamingo’s combo capability increase as well.

l RFS F+3 [i20/+5 on hit/-10 on block/Transitions to Left Foot Forward]

  • The mid-high string has been replaced with the old animation of RFF DF+3. It’s there to take the place of RFS B+4, but if this move hits, the majority of Hwoarang’s options are backdashable on hit. Think of it more as a check tool than anything else.

l RFS F+4 [i8/+2 oH/0 oB/RFS], RFS F+4,4 [i8/Launch oH/-6 oB/Launch on CH/LFF]

  • Dubbed as the toothbrush; the first kicks leave Hwoarang at only +1 meaning he can be easily interrupted by a down jab but not by highs due to the extension which counter hit launches. Continuing on the down jab this counter play can be beaten by doing RFS 3~4 or RFS UF+3 making it a risk on the opponent’s part. On block this move is completely safe but the whole string is duckable on reaction so don't spam this too often in your opponent's face rather make use of it if you need a fast option to interrupt a standing opponent while in Right Flamingo Stance.

l RFS DF+4 [i17/+8s on hit/+1 on block/Launch on counter hit/Transitions to Left Foot Forward]

  • This is part of the three reasons to fuzzy guard against Right Flamingo Stance. In Tekken 7 Season 1 this move used to launch on regular hit and was -5 on block. In Season 2 onwards it has become like the old LFS DF+3 from previous games being +1 on block but a counter hit launcher. The combos for the most part haven't fully changed DB+4 | F+2 | D+3,4 still connects on counter hit. Hwoarang will be left in Left Foot Forward after this move connects creating opportunities to bait your opponent or continue pressuring with jabs to let them know it is plus on block.

l RFS D+3 [i15/-5 oH/-13 oB/RFF]. RFS D+3,3 [i15/KND oH/-2 oB/LFF]

  • This is the low-high string from Right Foot Forward and it now replaces the snake edge in Right Flamingo Stance. It is the safest high crush option and a potential reminder to players not to contest Right Flamingo Stance with highs. The low is also only -12 on block making it very safe as opponents would be looking for the high extension to punish. It did however lose its counter hit launch property and doesn’t even yield a mini-combo. All you get are plus frames but that’s completely fine given what this low does for Right Flamingo Stance as a whole.

l RFS D+4 [i20/+7soH/-23oB/RFF], RFS D+4,3 [i20/-1oH/-9oB/LFF], RFS D+3,4,3 [KNDoH/-9 oB]

  • This is what makes Hwoarang a pseudo mishima in disguise most especially when heat is active. His hellsweep has been reworked so that it has multiple functions. The first being a way to put your opponent in force crouch at +7s with the first hit. The second being a way to gain some damage while only being -1 on hit. The last being a knockdown string that pushes the opponent to the wall on counter hit. Should heat be active the whole string is natural thus bringing back the 50/50s from Tekken 7 if only for a moment.

l RFS B+3 [i16/Activates Heat oH/+7 without heat/-9 oB/Transitions to Left Foot Forward]

  • This move is no longer a launcher and instead a safe heat engager in Right Flamingo Stance. Without heat is a safe mid that gives decent damage and currently puts most players off as their muscle memory remembers the move for being unsafe at -10. It is still a staple in combos so you’ll see this move a fair amount.

l RFS B+4 [i20/+14kg on hit/-12 on block/Transitions to Left Foot Forward]

  • The Right Flamingo Power Crush is no longer homing and has no combo extending properties just like its Left Flamingo counterpart. You could also say that this move is a hollow version of itself, only pressed in tandem with moves such as RFS F+4 and D+3,4 to potentially save yourself in situations where the opponent had ducked or stepped said moves.

l RFS U+4 [i25/+8 oH/-2 oB/RFF], RFS U+4,F [RFS] RFS U+4,4 [i31/KND oH/0 oB/LFF]

  • This is the third and fourth hits of the 4,4,4,4 string in Left Foot Forward. Right Flamingo gets a homing high, tornado, and another tool to play mind games with versus the opponent. Holding forward right after RFS U+4 will make Hwoarang spin around back to Right Flamingo to mix them up. Since this move isn’t a powercrush, be more careful when spinning right in front of your opponent as Hwoarang can’t guard in Right Flamingo Stance.

l RFS UF+3 [i24/KND on hit/-7 on block/Transitions to Left Foot Forward]

  • The fact that this move can also be done in Right Flamingo is fantastic. This does increase the number of mids in this stance, but gives another low crush option for the opponent to think about.

l RFS UF+4 [i17/Launch on hit/-13 on block/Transitions to Right Foot Forward]

  • This was the last new move Hwoarang got in Tekken 7 and it returns in Tekken 8 as both a launcher and tornado. It is the low crush equivalent from Left Flamingo Stance but the main difference being that it's -13 on block and not having any tracking whatsoever. This move changes the RFS F+4 on block situation as it now negates the previous option select in previous Tekkens where a generic D+4 would beat all RFS options after RFS F+4 on block.

l RFS F2+3 [i12/KND on hit/0 on throw tech]

  • The throw Hwoarang has access to while in Right Flamingo Stance. It is a fast option that beats out jabs. This stance is definitely powerful, especially with heat. The opponent can’t make a mistake guessing or else they will be placed in unfavorable situations. Hwoarang can get out of Flamingo by not pressing a button which will in this case bring him back to Right Foot Forward. Hwoarang can also do a manual motion switch (LFS 3+4) to bring him to Left Flamingo Stance. The stance that is heavily associated with Right Flamingo Stance is Right Foot Forward which will we look more into...

IV. Right Foot Forward (RFF) Right Foot Forward serves as the middle ground for Hwoarang's pressure and neutral game. This is because Hwoarang does not just have access to Right Foot Forward moves but a few Left Foot Forward moves as well (DF+2 | DF+1 | F1+2 | FF+4 | DF3+4 | DB+4 | U3+4 | UF3+4 | D+3,4 | JFSR to name a few). This stance gives Hwoarang the ability to control space and continue pressure at the drop of a hat. You would see most Hwoarang players dance in between stances to constantly have access to the Right Foot Forward move list this is achieved by Backdashing, Dashing in, or Sidestepping to Right Foot Forward (Backdash -> 3+4 | SS -> 3+4 | Dash -> 3+4) then canceling it by tapping up or down then the process is repeated for full effect.

The following are moves that transition/keep Hwoarang in Right Foot Forward: 4,4,4 (High-High, Transitions to RFF) F+2 (Mid, Transition to RFF) B+4 (High, Transitions to RFF) DF+4 (Mid, Homing, Transitions to RFF) FF+4 (Mid, Heat Engager, Transitions to RFF) FF+3 (Mid, Transitions to RFF) UF+4,4,4 (High-Mid-Low String, Transitions to RFS & RFF) WS+4,4 (Mid-Mid, Transitions to RFF) SS+4 (Low, Transition to RFF) LFS 2 (Mid, Transition to RFF) LFS B+4,3 (Mid-Mid String, Transitions to RFF) LFS D+4 (Low, Transition to RFF) RFS 2 (High, Transition to RFF) RFS 4 (Mid, Transition to RFF) RFS D+3 (Low, Transition to RFF) RFS D+4 (Low, Transition to RFF) RFF 2 (High, Stay in RFF) RFF 1 (High, Stay in RFF) RFF 2,1 (High-High, Stay in RFF) RFF 2,4 (High-High, Stay in RFF) RFF 4 (High, Stay in RFF) RFF B+1 (High, Stay in RFF) RFF B+2 (Mid, Stay in RFF) RFF DF+3 (Mid, Heat Engager, Stay in RFF) RFF DF+4 (Mid, Stay in RFF) RFF D3+4 (Low, Stay in RFF) Jacknife (RFF Throw, Stay in RFF) ***Keep in mind that any move that transitions to RFS also puts Hwoarang in RFF should you not press a button.

Let’s dig into the options in Right Foot Forward.

l 1 Jab options (RFF F+1 | RFF F+1,2)

  • The 1 Jab can be done from Right Foot Forward if you want to transition back to Left Foot Forward immediately.

l RFF 2 Jab options (RFF2 | RFF1 | RFF 2,1 | RFF 2,1,1 | RFF 1,1 | RFF 2,3 | RFF 2,4,4 | RFF 2,4,3)

  • The 2 Jab alone is great at +2 on block and +8 on hit, giving Hwoarang the freedom to do a ton of things. The 1 Jab is 0 on block and +6 on hit which then puts the situation back to neutral. Each of the jab extensions available each have their own purpose. RFF 2,1 is to keep your opponent in place at 0 on block creating a null situation. RFF 2,1,1 is to catch opponents who want to duck the jab strings and essentially ends Hwoarang’s turn on block. RFF 1,1 serves the same purpose as RFF2,1,1 just with shorter reach and lesser hits. RFF 2,3 is a wall splatting high-high string that can be confirmed to an extent on counter hit but does not jail on block making it duckable if used too often. RFF 2,4,4 and RFF 2,4,3 simply create space between you and your opponent and see if they press buttons in between the string for a knockdown or counter hit mini combo.

l RFF 2,4,F or B [i10/+15g on hit/+4 on block/Transitions to Right Flamingo Stance]

  • This is a powerful pressure string that transitions Hwoarang to Right Flamingo Stance to extend his pressure. The High-High string jails on block and has been nerfed to +4 on block and +18g on hit. It keeps your opponent’s legs firmly planted in its position to enforce the 50/50 mixup or switch back to LFS by RFS 3+4 to continue pressure.

l RFF 3 [i16/+7 oH/-4 oB/LFF], RFF 3,4~F [i16/-1 oH/-12 oB/RFS] RFF 3,4 [i16/+21g/+10g]

  • RFF 3 on its own is a great mid that hits grounded opponents in Right Foot Forward and tracks towards his left. The cancel to Right Flamingo allowing Hwoarang to immediately transition to Right Flamingo after RFF 3 to catch opponents with RFS F+4 by surprise. While the last is mainly combo filler that you will see from time to time. In neutral it is advised to not throw out the whole sting as it is not hit confirmable meaning you are forced to commit. Despite its beautiful plus frames it is easily duckable and you can get punished big time for throwing it out.

l RFF 4 Kick options (RFF 4 | RFF 4,F or B | RFF 4,4 | RFF 4,3)

  • The Kick alone isn't all that great as it is -8 on block and +3 on hit not granting any advantage whatsoever. It is better to enter Right Flamingo Stance instead to get better frames (+4 on block, +18g on hit and +14 on counter hit) to give yourself more options to pressure. The kick extensions RFF 4,4 and RFF 4,3 are simply to create space between you and your opponent and see if they press buttons in between the string for a counter hit mini combo or a knockdown.

l RFF F1+2 [i15/+2 on hit/-9 on block/+14 on counter hit/Transition to Left Foot Forward]

  • A welcome addition to Right Foot Forward as it will cover Hwoarang’s mid tracking problems.

l RFF B+1 [i16/+6 on hit/-4 on block/+14s on counter hit/Remains in Right Foot Forward]

  • A second elbow that was added in Season 2 of Tekken 8 and a welcome addition when dealing with reversals, parries, and sabakis. Just like B+2 in Left Foot Forward this move is mostly the same except that it tracks vs SSL.

l RFF B+2 [i16/+6s on hit/+4 on block/KND on counter hit/Remains in Right Foot Forward]

  • A downwards punch that nets Hwoarang +4 on block and +6 frames on hit. It also leaves him Right Foot Forward allowing you to continue pressuring your opponent with various options. On counter hit it has a guaranteed follow up in RFF D+4 | RFF FF+3 | FF+3 | B3 | DB+4 | RFF DB+3 | RFF F+[4~4] and out of all the options cancelling out of Right Foot Forward Stance to Left Foot Forward Stance to do either FF+3 or B3 is best.

l RFF B+3 [i13/+1 on hit/-10 on block/Launch on counterhit/Transition to Left Foot Forward]

  • Is the only remaining Counter Hit launcher in Right Foot Forward. As you know in Tekken Tag Two this move led to huge combo damage provided you had the execution and awareness. Now in Tekken 8 the overall combo damage has slightly increased thanks to the tornado combo system. Hwoarang steps slightly to his right and transitions to Left Foot Forward making most combos off axis unless you side step to the left for realignment.

l RFF D+3 [i18/0 oH/-11 oB/BT LFF], RFF D+3,4 [i18/+14g oH/+8 oB/RFS]

  • A slightly different version of Hwoarang’s D+3,4 with the main difference being that the first kick will put him in Backturned. This allows for backturned mixups as the opponent was probably expecting the full string to come out.

l RFF DB+3 [i19/-1 on hit/-13 on block/+17 on counterhit/Transition to Full Crouch]

  • A fantastic addition to Right Foot Forward as the stance now has a rewarding High Crush option.

l RFF B+4 [i18/+12 on hit/-9 on block/+13 on counterhit/Transition to Left Foot Forward]

  • Was the superior High Crushing tool available in Right Foot Forward in Tekken 7. Now it’s a solid tool that crushes highs in CS6~17 on its 18 start up frames. This move is completely safe on block (-9) and nets +13kg on hit but due to pushback on block and on hit, the opponent is out of range to make use of such beautiful plus frames. Should it be used at the wall it will wall splat making it a great option to use if you have a read on your opponent.

l RFF D+4 [i19/-6 on hit/-17 on block], RFF D+4,4 [i19/Launch on hit/-13 on block]

  • Adding on to the number of moves from Left Foot Forward that continue to balance out what Right Foot Forward as a stance is capable of.

l RFF FF+4 [i17/Activates Heat on hit/KND without heat/-6 on block]

  • This move can be done in Right Foot Forward which gives Hwoarang a long reaching whiff punisher in this stance.

l RFF DF+4,F or B [i13/+15g oH/+4 oB/+13 on counter hit/Transitions to Right Flamingo Stance]

  • Easily one of the pillars of Hwoarang's pressure game as it is +4 on block, +15g on hit and +13 on counter hit. If you input forward or back Hwoarang will transition to Right Flamingo Stance, but if you don't input forward or back Hwoarang will remain in Right Foot Forward with different frames (-7 on block and +1 on hit). This move shines the most at the wall as the opponent will have major difficulties running away from the onslaught. Should they press a button while their back is against the wall a RFF 2,3 will surely wall splat them on counter hit for huge wall combo damage. In open it can start up dangerous mix ups but you should choose your moves wisely based on the data you had gathered from your opponent as they can backdash out of the pressure. For this case RFS 1 will keep them in place in exchange for being slightly minus on frames. The main concern with this move is that it is linear so making use of this move as a follow up right after WS+4,4 can mean certain death to a Sidestep Electric Wind God Fist.

l RFF F+4 [Transitions to Right Flamingo Stance]

  • This makes Hwoarang do a Right Flamingo Feint as he sidesteps to the left. On its own this move isn’t that great but if you have conditioned your opponent to not press buttons this very well could lead to a 50/50 situation in your favor. Remember you can’t block when in Flamingo Stance.

l RFF F+[4~4] [i18/Launch on hit/-13 on block/Remains in Right Foot Forward]

  • Better known as “Grand Theft” a mid launcher that is only -13 on block. The reward is definitely high with slight risk due its pushback and tricky crushing properties. This move is mainly to catch opponents ducking in this stance and punish them with 70+ damage at the minimum.

l RFF F+3 [i14/+23g oH/+12g oB/Transitions to Left Flamingo Stance]

  • A high kick with the most plus frames in Hwoarang's tool box being +12g on block and 23g on hit. Most importantly this move transitions to Left Flamingo Stance meaning mix up city. This is one of the moves to go to when Hwoarang is in Right Foot Forward, simply mix it up with RFF DF+4,F and your opponent will eventually stay blocking. Unlike RFF DF+4,F this move has some slight tracking making it less risky to throw out. One note about this move is that on block and hit your opponent cannot duck should you input LFS F2+3. In that situation the opponent’s throw break ability is tested.

l RFF FF+3 [i22/KND on hit/-7 on block/Transitions to Left Foot Forward]

  • In Tekken Tag 2 the move used to be +3 on block but in Tekken 7 it is -6 on block and remains that way in Tekken 8. Making it only useful for hitting opponents with low stances, breaking the floors in applicable stages, and is sort of a spike post combo with nothing guaranteed right after.

l RFF DF+3 [i22/Activates Heat on hit/+6 without heat/+1 on block/RFF]

  • A brand new animation for the DF+3 input in Right Foot Forward and it is certainly cooking. It is a homing heat engager that is somehow +1 on block which gives the mental advantage to Hwoarang. This move without heat is still a best seller with its only downside being that you can be floated for doing this move.

l RFF D3+4 [i19/+5 oH/-11 oB/+15g on counter hit/Remain in Right Foot Forward]

  • The only time you see other Hwoarang players make use of this move is at the wall and rightfully so as it is a chunky low that has a really short range despite it being +5 on hit. It also hits grounded opponents but they will get pushbacked on hit. This shouldn’t discourage you from attempting it in open space when you are in your opponent’s face

l RFF 3~4 [i27/KND on hit/+4 on block/Transition to Left Foot Forward]

  • Better known as Backlash and can be in contention for the best Power Crush in the game despite the nerf it got in Tekken 8. In its current state, it’s a high powercrush that knockdowns the opponent on hit for guaranteed damage, is +4 on block, still has fast recovery on whiff, and clean hits in combos. Can still be used as a cheese strat when you are at really low minus frames such as pulling the trigger after F+2 (-2 on block, transitions to Right Foot Forward) gets blocked. Combine this move with the RFF Stance Cancelling in neutral, JFSR, and D+3,4 your opponent will hesitate in approaching Hwoarang in general. It will hurt more if your backlash is on point, an example of which is doing the move just as they are about to attack. This isn’t easy and requires lots of experience to pull off. Now if this move gets blocked remember it is +4 so basically you are given free rein over your opponent. If you wish to fish for a counter hit launch B+4 is highly recommended as it beats out most options. If you want to continue pressuring the opponent D+3,4 or 1,2,4 are best for putting them back to the blender. The main problem with this move is that it is a powercrush therefore it is weak to grabs, lows, and moves that recover really fast. Steve’s 1,2,1,2 jab string to duck will allow him to punish Hwoarang big time with FC DF+2. Kazuya’s 1,2,4,3 string will beat out Backlash putting Hwoarang is a bad situation. Don’t be too trigger happy with the move even on whiff as experienced players can easily punish this move.

l RFF 1+3 or 2+4 [i12/KND on hit/-6 on throw break/Remain in Right Foot Forward]

  • This is Hwoarang’s strongest throw at 45 damage in total. There will be times that you will side switch with your opponent and there will be times that you don’t.

This stance could have been considered the best stance if you could only remain in Right Foot Forward after blocking a move. However, this isn’t the case as Hwoarang will always transition back to Left Foot Forward on block. There are a few ways to remain or maintain the presence of Right Foot Forward towards your opponent. One of which is the RFF Stance Canceling that was explained earlier, the other is Crab Walking to do this simply press Forward and Back in a fast speed and Hwoarang should twitch in place or move slightly forward. Hwoarang can manually go back to Left Foot Forward by inputting 3+4. Now we’ll look at the stances that involve being in Back Turn…

V. Backturn Left Foot Forward (BT LFF) & Backturn Right Foot Forward Tekken 8 had changed these two stances making both their buttons the same. This means the old BT RFF 4,3 (Safe mid-mid string) is no longer present. These two stances are mainly used in situations that put Hwoarang in this position whether it would be crossups, or by his own accord. You can manually enter this stance by pressing 1+2 then 3+4 or vice versa.

There are three unique options in both Backturn stances; the rest are generic tools available to the rest of the cast.

l BT 3 [i14/Launch on hit/-13 on block/Transition to Left Foot Forward]

  • A plasma blade that launches on hit and is only -13 on block and leaves Hwoarang in Left Foot Forward. Similar to RFF F+[4,4] it is mainly to catch opponents ducking or retaliating since they believe a free hit is in place while Hwoarang is in this stance. You will at least punish them with 70+ combo damage at the minimum.

l BT 4 [i14/Launch on hit/-13 on block/Transition to Right Foot Forward]

  • A plasma blade that launches on hit and is only -13 on block and leaves Hwoarang in Right Foot Forward. Similar to RFF F+[4~4] it is mainly to catch opponents ducking or retaliating since they believe a free hit is in place while Hwoarang is in this stance. You will at least punish them with 70+ combo damage at the minimum.

l BT D+3 [i18/-2 on hit/-13 on block/Launch on counter hit/Transition to While Standing]

  • This is a sneaky counter hit launcher that can only be followed up CC DB+4 | CC DB+4,4 | CC D+3,4 and nothing else will pick them to maximize this opportunity. At the wall Hwoarang can convert for a full combo by crouch cancelling to a B+3 which will Tornado the opponent at the wall for the regular wall combos.

VII. Backturn Left Flamingo Stance (BT LFS) & Backturn Right Flamingo Stance (BT RFS) Can only be accessed via FoxStep and is the best option to go to for running away from your opponent. It has been mainly used to run out time, and bait opponents. All Flamingo options depending which stance you are in are available while in back turn. I highly recommend watching Basuka’s tutorial on how to do a Foxstep as I will not be going over it ever.

C: TOP MOVES Hwoarang has such a large arsenal of moves making it very difficult to decide what are his top moves as majority of them are fully situational based on how the match develops over time and which character he is fighting against. Hwoarang simply has multiple options to counter anti-strats against him. The moves listed below have been explained in the stance section above but will be explained more in depth-ish in this section if deemed necessary (So expect copy paste to happen here). I was able to narrow it down to base on how useful a move is and how important it is to Hwoarang.

Number 01: JFSR/LSR (F,N,DF+4) This is a just frame move that is not in the command list when you start learning Hwoarang. It was a secret move that existed ever since Tekken 4. The sound effects on hit were different for every succeeding installment though. It can be done from either Left Foot Forward or Right Foot Forward. It cannot be done out of a crouch dash or wave dash. If you want to mix it up with that movement make sure to side step first then input JFSR. The LFF version however is stricter compared to the RFF version. This mid launcher is safe on block (-8 on block) but lacks the pushback from previous installments. This is essential to Hwoarang’s neutral game because he needs a safe mid launcher that launches crouching opponents who are afraid of Hwoarang’s mixup potential. DF+2 and B+3 simply don’t cut it as they are inferior to JFSR in frames and range wise overall.

It is also important to note that JFSR at times evades highs so it makes certain matchups more doable if one of their key moves is a high. An example of this is Hwoarang vs Jin, now realistically speaking you won’t evade a Electric Wind Hook Fist (EWHF) every single time you throw out JFSR but there will be instances that you do making the Jin player question themselves if they should constantly spam EWHF. JFSR is too important to ignore for both offense and defense. So make sure to develop that execution so you can throw it out anytime in Left Foot Forward on both player 1 and player 2 sides. A good standing for JFSR execution in Left Foot Forward for your strong side is 8/10 and for your weak side 6/10.

Number 02: Backlash (RFF 3~4) This not the same Power Crush as before but it still remains as potentially one of the best in the game because it is a high homing move that knocksdown an opponent on hit for a minimum of 40+ damage with okizeme, is +4 on block, has fast recovery on whiff as Hwoarang transitions back to Left Foot Forward, and a staple in combos with it clean hitting. The move will always be viewed as a threat for as long as Hwoarang is in Right Foot Forward. The opponent will more often than not choose to duck when Hwoarang is in that stance. Now if they will duck doesn’t that make this move completely useless once I get in their face as I am in Right Foot Forward? No, that isn’t the case as Hwoarang needs this move as a neutral threat rather than an offensive threat. Think of it as a keep out move that reminds opponents not to attack Hwoarang as you stance cancel around the stage. Hwoarang desperately needs to keep opponents from approaching him and this is one of the moves that will keep them to play neutral.

If this move gets blocked from range 1 keep in mind that it is +4 on block and that means you have a bit of leeway to pressure your opponent. If you are aiming to turn the tides with big damage go counter hit fishing with B+4 as it beats out most options. You may even trade with your opponent on hit, but more often than not you’ll still be able to complete the juggle. If you are aiming to capitalize on your opponent’s indecisiveness to approach Hwoarang you take your turn with D+3,4 or 1,2,4 for putting them to the blender.

However, this move can be heavily punished by grabs, lows, and moves that recover really fast. To name a few: Steve’s 1,2,1,2 jab string to duck will allow him to punish Hwoarang big time with FC DF+2 or DCK F+2. Kazuya’s 1,2,4,3 string will beat Backlash putting Hwoarang in a bad situation. Don’t be too trigger happy with the move in neutral despite its great recovery on whiff as a well timed Sonic Fang from Steve can easily whiff punish you and place you in a bad position.

A big bonus if your backlash is on point, an example of which is doing the move just as they are about to attack. This isn’t easy and requires lots of experience to pull off.

Number 03: D+3,4 [i17] / LFS D+3,4 [i16] / RFF D+3,4 [i18] This move embodies Hwoarang’s identify in the Tekken franchise. It’s singlehandedly the strongest offensive move Hwoarang has in Left Foot Forward and Left Flamingo Stance while being a solid option in Right Foot Forward. The low-high string transitions him to Right Flamingo Stance at a shocking +12 on block and +14g on hit with no pushback whatsoever. The Left Flamingo version is slightly different as the first hit of this string hits grounded opponents, while the first hit of the Right Foot Forward version can place him in backturn.

It is the offensive starter to most of Hwoarang’s mix ups and something that allows him to enforce his will upon opponents. You have seen it before or it may have happened to you already when a Hwoarang player would do LFF D+3,4 -> LFS 3+4 -> LFS D+3,4 -> LFS 3+4 -> LFS D+3,4. There really isn't much the opponent can do on block if they fail to duck the 2nd hit and much more on hit as Hwoarang transitions to Right Flamingo Stance. Without a doubt this is the main reason why opponents duck against Hwoarang.

Number 04: DF+2 This move is a big deal for Hwoarang’s neutral as it is a 15 frame launcher that is safe on block but does not launch crouching opponents. Instead you are given +4 frame advantage on hit and you can capitalize upon this by safely approaching your opponent. It even has a funky hitbox like Shaheen’s DF+2, Law DF+2, and Paul DF+2. There are times it will launch from ranges you wouldn’t expect. That is the important part as you need opponents to not casually approach Hwoarang like it's nothing when you are in Left Foot Forward.

Number 05: DB+3 / RFF DB+3 This is the best low crush option Hwoarang has in his arsenal range and frame wise. Being left in a null situation (0 on hit) isn’t bad considering Hwoarang’s been doing this for years and that on counter hit (+13 on CH) it’s practically mixup city. If it isn't a counter hit, take the small chip damage you can take as you gather information from your opponent as the match goes on in order to establish how you will approach and pressure your opponent. This move will definitely help in gauging the low parry tendency of your opponent for you to change your timing to not get low parried. Pressing buttons after this move on hit is optional but if you really want to, the popular option is to do WS+4,4 on hit but do note that you can be interrupted by jabs.

Number 06: Flamingo Jabs (LFS+1 & RFS+2) Take your opponent’s breath by surprise as this is the most deceiving and deadliest option in both Flamingo Stances (Left Flamingo Stance & Right Flamingo Stance). This is because it is +5 on block and starts up at 13 frames but will essentially start up at 10 frames or less if a string was used to transition to Left/Right Flamingo Stance on hit or block (Assuming you made use of the following: 1,2,3 | 1,2,4 | D+3,4 | U+4 | Etc).

The best offensive table setter as it brings you back to Left Foot Forward or Right Foot Forward which then allows you to fish for a Counter Hit Launch with B+4 or RFF B+3 as that will trade with most options. You can also decide to stay safe by not pressing a button, sidestepping, or making use of a move with lesser risk like DF+1 to simply check your opponent. Lastly you can make use of the plus frames to switch to another stance to continue your offense like D+3,4.

Essentially the opponent is at your mercy after this move most especially if heat is active. One counter hit 2,4 and your opponent can say goodbye to their lifebar as RFS F+4,4 launches them.

Number 07: F+2 Probably the most underrated neutral tool as moves like JFSR, Backlash, and D+3,4 take all the spotlight. The mid chop transitions Hwoarang to Right Foot Forward at -2 frame disadvantage. It is important to note that this move crushes highs when Hwoarang spins to perform this move. It helps Hwoarang control the neutral a whole lot combined with JFSR, Backlash, WS+4,4 and 1,2,F+3. If you would still like to press buttons I suggest RFF B+4 as it crushes highs or Backlash if your opponent uses a slower move.

Number 08: RFF DF+4,F Without a doubt after D+3,4 RFF DF+4,F is easily the second pillar of Hwoarang's pressure game despite the nerfs. It’s now +4 on block, +15g on hit and +13 on counter hit. If you don't input forward or back, Hwoarang will remain in Right Foot Forward with different frames (-7 on block and +1 on hit). You can easily play with your opponent’s head by choosing to enter Right Flamingo or not as Backlash will linger at the back of their minds. This move shines the most at the wall as the opponent will have major difficulties running away from the onslaught. Should they press a button while their back is against the wall a RFS 2,3 will surely wall splat them on counter hit for huge wall combo damage. In open it can start up dangerous mix ups but you should choose your moves wisely based on the data you had gathered from your opponent as they can backdash out of the pressure. For this case RFS 1 will keep them in place in exchange for being slightly minus on frames. The main concern with this move is that it is linear so making use of this move as a follow up right after WS+4,4 can mean certain death to a Sidestep Electric Wind God Fist.

This move becomes more deadly if heat is active just like 1,2,4 & 2,4.

Number 09: WS+4,4 It is unknown as to why Hwoarang has a Mishima-esque Tsunami Kick that isn’t unsafe on block. But Hwoarang players should not complain as it is safe on block at -9 and transitions to Right Foot Forward making it deadly after punishing a low move. It is great for controlling the space most especially against characters with low stances as the second hit of this string hits grounded opponents. An example of this matchup is Hwoarang vs Xiaoyu as you will find yourself spamming this move 24/7 against Ling Xiaoyu’s Art of Phoenix. That is basically the main purpose of this move as Hwoarang doesn’t have anything that does its job better.

Number 10: RFS DF+4 | RFS B+3 The only reason these two moves made it to the tenth spot together is because RFS DF+4 launch ability was taken away in exchange for +1 on block and RFS B+3 is a heat engager that is safe on block (-8) making both of them interchangeable. You should rotate these two moves when in Right Flamingo Stance as the rewards are huge on hit with the least risk imaginable. The 50/50 mixup in Right Flamingo Stance couldn’t be truer with RFS D+4,3 accompanying them especially if heat is active.

Number 11: DF+1 It has been a common theme in Hwoarang’s Top move list to see generic tools. This is because his neutral game truly needs it as his defense is heavily player (skill) reliant. Hwoarang used to be blessed with two generic DF+1s but in Tekken 8 that is no longer the case. The DF+1 that joins him in this battle is the shorter one of the two which still does a decent job in neutral at -1 on block and if it connects it is +8 on hit. Be very careful of the button you press afterwards as there’s a high chance it could be sidestepped or backdashed.

Number 12: DF+4 The homing move you throw out more often than not in neutral as you’ll be stuck in Left Foot Forward most of the time. With this move you’ll be able to transition to Right Foot Forward in a jiffy at -8 frame disadvantage on block and +8 frame advantage on hit. Be very aware when the move hits as that will be one of the few opportunities you will get to approach your opponent rather safely and start up some pressure. This move will be used in tandem with F+2 to check your opponent’s movements as they both have similar startup frames (16~17 startup frames) with DF+4 being the homing variant. This move also tailspins and is perfect for adjusting your combos when unsure of the distance to the wall.

Number 13: RFF DF+3 At long last a heat engager finally makes it to the list of top moves and is probably the slowest move as well. A homing move that reaches from about range 3 is insane and completely takes care of Hwoarang’s approach game making the opponent far more wary when Hwoarang is in Right Foot Forward.I’m still trying to wrap my head around the fact that move is still +1 on block. I honestly thought this move was going to made 0 or -2 on block since it was too strong in the Closed Network and Closed Beta Tests. It’s only downside is that you can be floated for doing this move.

Number 14: F2+3 (Done from LFF / LFS / RFS / RFF) F2+3 is the throw Hwoarang has access to in all four stances that you will make use of the majority of the time. The main purpose of this throw isn’t for its damage. It's simply for switching sides most especially when your back is against the wall. You need to take every opportunity you can to stay alive longer and as you already know Hwoarang desperately needs this side change.

Number 15: DF+3 Cancel [DF+3,F / DF+3/ DF+3,4/RFF DF2+3,4] Just so you know if it wasn’t for the powercrush buff in Tekken 7 Season 2 this move would have been placed under Situational Moves. It is a huge deal that Hwoarang can approach his opponent with armor to tank a few hits and still remain in mix up city. The whole string is meant to stop them from pressing a button so you can safely mix it up with DF+3,F. Only make use of this transition in neutral if you have conditioned your opponent not to attack and slightly respect Flamingo Transitions. The Tekken 8 system is only making this move better than it already is.

These fifteen moves should be used in rotation and it should be enough to control space, approach, and pressure the opposing player. Majority of the moves listed here are safe in nature excluding lows so if you get hit by a high or mid after doing one of these moves on block, it simply means you pressed a button.

D. SITUATIONAL MOVES These moves are highly situational and are there to help turn the tide to your favor. I would say the whole movelist is situational but some simply used more often than others. The moves listed below have been explained in the stance section above but may have additional details in this section if deemed necessary (So expect copy paste to happen here). It has been narrowed down to a total of twelve situational moves from Hwoarang’s Treasure Box.

Number 01: LFS 3,4 / LFS 3,3 / LFS 3,2 / LFS 3,F You’ll find yourself in Left Flamingo Stance wondering what to do in said stance. More often than not you’ll press a button and these four moves will come out. Once you get a hang of Hwoarang’s moves you will begin to throw them out at a higher rate. This is simply because these are essential strings in the Left Flamingo Stance for mix up purposes. The glaring con is that despite it being highly delayable it can be fuzzy guarded against and if the opponent is highly awake you’ll be punished for throwing out all four options even if only one is truly punishable frame wise. LFS 3,4 is duckable | LFS 3,3 -14 on block | LFS 3,2 is -11 on block | LFS 3,F is only +2 on block which means a down jab will interrupt most options and once you show that you’ll make use of the low crushing options a simple DF+1 will freeze you.

Number 02: SS+4 | LFS D+4 | RFS D+3 These three low kicks are important in setting up Hwoarang’s offense. SS+4 is the slow low move that looks similar to F+2. It is very damaging as it transitions Hwoarang to Right Foot Forward at +5 on hit and is slightly risky at -13 on block. This move is rotated with F+2 and JFSR as a Sidestep mixup. LFS D+4 is the safest low poke in Left Flamingo Stance as it transitions Hwoarang into Right Foot Forward. This fast low kick is +4 on hit and -12 on block making it a low risk high reward type of move. On Counter Hit you can get a free follow up in B3 | FF+3 | RFF FF+3 but the best out of three options is RFF FF+3 due to potential damage. RFS D+3 is a quick low poke in Right Flamingo Stance that doesn’t do any damage, but setups the mids like RFS 3~4 | RFS UF+3 | RFS DF+4 | RFS B+3 or the low RFS D+4,3. Its safety at -12 on block and additional follow up makes it just like LFS D+4 in a way.

Number 03: iWR+3 One of the airborne moves you will be using often most especially against characters like King and Asuka. It grants huge plus frames on block (+6 on block) and gives great okizeme as it knockdowns on hit. In Tekken 8, there will be times that this move could launch the opponent depending on the circumstances. Caution: you can be floated when doing this move.

Number 04: FF+3 One of Hwoarang’s ground hitting moves and despite its look it can be reversed as it is a leg. This move transitions Hwoarang to Right Foot Forward and it +6 on block/hit. The options out of this move is rather tricky as it is range dependent on block but on hit the opponent is in front of you.

Number 05: RFF 3 RFF 3 is the go to option when RFF DF+3 gets interrupted after WS+4,4 on hit. This should stop them from pressing buttons and make RFF DF+4,F viable in the set. Once they start side stepping again RFF DF+3 will come back into play. It is as simple as that.

Number 06: LFS UF+4 | LFS UF3,4 If your opponent is constantly down jabbing you out of Flamingo make them pay the next time you enter Left Flamingo Stance with these two low crushing tools. It should teach them not to down jab as often allowing you to go to mix up land.

Number 07: DF3+4 As much as I’d like to say keep this move as a punisher only, its range and tracking cannot be ignored. Throw this move out a couple of times in situations where your opponent is beating you with a sidestep or backdash to keep them in check. If it fails at the very least they’re looking out for this move to punish which should give some leeway to do something else. Number 08: RFF B+2 This is a downwards punch that nets Hwoarang +2 on block and +6 frames on hit. It also leaves him Right Foot Forward allowing you to continue pressuring your opponent with various options. On counter hit it has a guaranteed follow up in RFF D+4 | RFF FF+3 | FF+3 | B3 | DB+4 | RFF DB+3 and out of all the options cancelling out of Right Foot Forward Stance to Left Foot Forward Stance to do either FF+3 or B3 is best.

Number 09: F1+2 The fact that this move slightly crushes highs is all you need to know. Beautiful counter hit mini combo that will usually do 40+ damage. It is completely safe at -9 on block just don’t move or else you’ll get hit.

Number 10: UF+2 This move is a slow but damaging jump punch. It gives Hwoarang tremendous frame advantage on block and gives free follows on counter hit (CH UF+2 to FF+3/B+3). The only issue is that you can be floated out of this move easily.

Number 11: B+1 / B+2 (UB+2) / UB+4 / F+[3~3] / B1+3 (B2+4) Defense continues to be a major problem for Hwoarang and that’s what these moves attempt to remedy but they don’t do a great job. It is on you the player to make the right read with any of the mentioned moves here in number eleven. You can choose to go unsafe with great evasive properties towards the right with B+1 and F+[3~3]. You may opt to remain safe towards the left and backwards with B+2 and UB+4. If you have the right read and know your opponent will use a punch, go make use of Hwoarang’s punch parry.

Number 12: 1 / 1,1 / 1,2 / 1,2,F+3/ 2,F+3 / 1,2,F+4/ 2,F+4 You might have gotten tired of seeing yet another generic tool in this list but it is what it is. Hwoarang needs these tools most especially in neutral. Each of these jabs has been properly explained in the stances section so I will not go over them anymore over here. Just know that these are your important jabs and jab strings that keep space between you and your opponent. These moves aren’t necessarily better than other moves in Hwoarang’s move list but can easily be applied in numerous situations. The unnamed ones that aren’t mentioned here shouldn’t discourage you from using them in matches. Go over the move-list and see how it can be applied to your gameplay with the Top Moves mentioned in this guide. E. RAGE ABILITY Yes, there are no Rage Drives in Tekken 8 however Hwoarang is probably the only character that can do his Rage Art from multiple stances. This is the most important part as the Rage Art input is universally DF1+2. (Example: RFF F+3 LFS DF1+2)

E. HEAT The Tekken 8 mechanic where a character powers up a short period of time to deal damage versus their opponent. In Hwoarang’s case it’s getting access to four key things. The first is RFS F+4,4 being a natural launcher. The second is RFS D+3,4,3 being a natural combo to enforce 50/50s. The third is gaining a safe natural hitting RFS 4,3 to make lots of the situations on block generally safe as you can lock with a mid. The fourth is Right Flamingo becoming the deadliest stance as almost anything on counter hit will lead to a RFS F+4,4. The fifth and last detail is chip damage on every move which makes strings hurt a ton for the opponent. Yes, they can recover that health but one hit will make them lose all of it in an instant.

Important note: Heat Engagers cannot be parried or Reversed however once heat is active the moves follow the same rules. Knees, Elbows, Heels, Moves that transition to backturn, and Airborne moves are the only set of moves that can’t be parried or reversed.

Heat Burst (i16) Hwoarang jumps in his animation when activating heat burst but don’t be fooled as it doesn’t crush lows. The move is still a powercrush making it weak to lows and grabs. It is +2 on hit and +1 on block. Activating heat via heat burst is the second way to gain it, but the least amount of time to retain heat. It’s best used in situations where you need armor or for extending combos that could kill

Heat Smash (i17) Hwoarang can do this move from LFF, LFS, & RFF. It transitions to Right Flamingo Stance and is +11 on block thus putting him in a good spot to lock with any Right Flamingo Mid to shut down any form of retaliation. If this move connects on hit and there is a wall nearby, Hwo can get a full wall combo by doing RFS UF+4 to tornado. The move will break walls, blasts, bounds, and balconies.

Heat Dash By holding forward after any of Hwoarang’s heat engagers either gets a launcher, extended combo, or plus frames to continue pressuring his opponent. If you end your combo by extending it with a heat dash for now, end it with FF+3 to get damage. If you’re looking to get a launcher of a heat engager below is a list of which ones get that effect.

Launcher: LFF/RFF FF+4 | LFS F+3 | RFS B+3 | RFF DF+3 / Guaranteed Hit: DF3+4

G. COMBOS Tekken 8 took away FF+4 which was a staple in many Hwoarang combos and instead gave LFF/LFS UF3+4,F to play around with. There are many combo routes to use and since we’re only a week in Tekken 8 I’m still unsure what Hwoarang’s BnBs are. All I know is that dropping combos is almost impossible given his combo toolkit in each stance. Let’s take a look at the moves that are essential to Hwoarang’s combos.

LAUNCHERS Safe Natural Hit Launchers

  • DF+2 (Mid, -5 on Block, Does not launch crouching opponents)
  • U+3 (High, +3 on Block, Transitions to Left Flamingo Stance)
  • U3+4 (Mid, -7 on Block, Can be floated out off)
  • WS+2,3 (Mid-High, +3 on Block, Tornados on hit, Transition to Left Flamingo Stance, Duckable on reaction)
  • JFSR (Mid, -8 on Block, Just Frame) Unsafe Natural Launchers
  • B+3 (Mid, -19 on Block)
  • CD+4 (Mid, -18 on Block)
  • LFS UF+4 (Mid, -14 on Block, Transitions to Left Foot Forward)
  • RFS UF+4 (Mid, -13 on Block, Transitions to Right Foot Forward)
  • RFF F+[4,4] (Mid, -13 on Block, Keeps in Right Foot Forward)
  • BT 3 (Mid, -13 on Block, Transitions to Left Foot Forward)
  • BT 4 (Mid, -13 on Block, Transitions to Right Foot Forward) Counter Hit Launchers
  • B+4 (High, -9 on Block, Moves slightly to his right, to Right Foot Forward)
  • LFF/RFF D+4,4 (Low-High, -13 on Block, Tornados on hit)
  • LFF/LFS/RFF D+3,4 (Mid-High, +8 on Block, Only the second kick nets a free launch in RFS UF+4, Transitions to Right Flamingo Stance)
  • SS+4 (Low, -13 on Block, Transitions to Right Foot Forward)
  • SS+3,3 (Mid-High, +3 on Block, Transitions to Left Flamingo Stance)
  • LFS 3,4 (Mid-High, +8 on Block, Only the second kick nets a free launch in RFS UF+4, Transitions to Right Flamingo Stance)
  • RFS F+4,4 (High-High, -6 on Block, Transition to Right Foot Forward)
  • RFS DF+4 (Mid, +1 on Block, Transitions to Left Foot Forward)
  • RFF B+3 (High, -9 on Block, Transitions to Left Foot Forward)
  • BT D+3 (Low, -13 on Block, Transitions to While Standing) Tornado Moves Tornado Moves in Left Foot Forward
  • 4,4,4,4
  • B+3
  • JFSR/LSR
  • D+4,4
  • WS+2,3 Tornado Moves in Left Flamingo Stance
  • LFS UF+4 Tornado Moves in Right Flamingo Stance
  • RFS 2,3
  • RFS 4,3
  • RFS UF+4,4 Tornado Moves in Right Foot Forward
  • RFF 2,3
  • RFF F+[4~4]
  • JFSR/LSR
  • RFF D+4,4 Tornado Moves in Backturn
  • BT 3
  • BT 4 WALL CARRY MOVES (POST TORNADO)
  • 3~4
  • F+4
  • DB+4,4
  • LFF/LFS/RFF UF3+4,F
  • LFF/LFS/RFF D+3,4
  • WS+2,3
  • LFS 3,F
  • LFS 3,4
  • RFF F+3
  • RFF 4,4

MOVES THAT SPIKE Feet Facing You Head Facing You LFF/LFS B+1 332 UF+2 443 FF+3 LFF/LFS UF3,4,3 RFF/RFS FF+3 (RFS UF+3) LFS 3,2 RFS DF+4 iWR+3 WS+4,4 RFF B+2 WS3+4,3 RFF 4,3

RFS 243

MOVES FOR RESPLATS Poor Wall Splat Good Wall Splat Great Wall Splat DF+1 LFF/RFS 3~4 33F+4 F+2 LFF/RFF D+4,4 LFS 3,F+4 UB+2 2,F+4 LFS 4 U+3 4,4 RFS 3 U+4 DB+4,4 RFS B+3 UF+4,4 UF3+4 RFF 4,4 WS+1 UF+3,4

LFS B+4,3




RFF 2,3


MOVES THAT BREAK WALLS (WALL BREAK/HARD WALL BREAK/WALL BOUND/WALL BLAST/BALCONY BREAK) Combos ONLY F1+2 DF+3,4 DB+4,4 LFF/RFS 3~4 WS+2,3

BOTH 2,F+4 B+2/UB+2 333 / LFS 33 33F+4 / LFS 3,F+4 4444 / RFS U+4,4 DF+4 (CH) FF+4 2+3 (Heat Smash) LFS 4~3 LFS F+3 LFS B+4,3 LFS 4 RFS 3 RFS 4 RFS 4,3 RFS D+4,3,3 (CH) RFF 2,3 RFF 44 / RFF 244 RFF B+4 RFF 3~4

MOVES THAT BREAK FLOORS (FLOOR BREAK/HARD FLOOR BREAK/FLOOR BLAST) Starter ONLY 2+4 QCB+3

Combos ONLY 332 443 DF3+4 UF+2 B+1 DB3+4 FF+3 iWR+3 WS+4,4 LFS 3,2 LFF/LFS UF+3,4,3 RFS DF+4 RFF FF+3/RFS UF+3 RFF 43 RFF 243 RFF B+2 RFF D3+4

Now that you know which moves do what in combos come inside for combo staples in open, with wall, wall breaks, floor breaks, etc.

BREAD AND BUTTER (BNB) JUGGLES (DF+2 | B+3 | JFSR | CH B+4 | CH RFS DF+4 | Low Parry) LAUNCHER: DF+2/B+3 1.) DF+2/B+3 F+2 RFF F+3 LFS 2 UF3+4,F LFS UF+4 T! RFF F+3 LFS 4~3 = 68 (72) DMG 2.) DF+2/B+3 F+4 RFS 3~4 UF3+4,F LFS UF+4 T! RFF F+3 LFS 4~3 = 69 (73) DMG 3.) DF+2/B+3 F4 F+4 RFS B+3 2,4 RFS 3~4 B+3 T! RFF F+3 LFS 4~3 = 72 (76) DMG 4.) DF+2/B+3 U+3 LFS 1 U+3 LFS UF3+4,F LFS UF+4 T! RFF F+3 LFS 4~3 = 72 (76) DMG

LAUNCHER: JFSR/LSR 1.) JFSR RFF 3~4 4,4,4,4 T! RFF F+3 LFS 4~3 = 77 DMG 2.) JFSR RFF 3~4 F+2 RFF F+3 LFS UF3+4,F LFS UF+4 T! RFF F+3 LFS 4~3 = 80 DMG 3.) JFSR RFF 3~4 F+4 RFS 3~4 UF3+4,F LFS UF+4 T! RFF F+3 LFS 4~3 = 83 DMG

LAUNCHER: CH B+4 1.) CH B+4 RFF 3~4 4,4,4,4 T! RFF F+3 LFS 4~3 = 79 DMG 2.) CH B+4 SWR DB+4,F RFS 4~3 UF3+4,F LFS UF+4 T! RFF F+3 LFS 4~3 = 71 DMG 3.) CH B+4 SWR DB+4,F RFS 2 U+3 LFS UF3+4,F LFS UF+4 T! RFF F+3 LFS 4~3 = 71 DMG 4.) CH B+4 SWR DB+4,F RFS 1 4,3~F LFS UF3+4,F LFS UF+4 T! RFF F+3 LFS 4~3 = 70 DMG

LAUNCHER: CH RFS DF+4 1.) CH RFS DF+4 Delay F+2 RFF F+3 LFS 2 UF3+4,F LFS UF+4 T! RFF F+3 LFS 4~3 = 75 DMG 2.) CH RFS DF+4 DB+4,F RFS 3~4 UF3+4,F LFS UF+4 T! RFF F+3 LFS 4~3 = 71 DMG 3.) CH RFS DF+4 DB+4,F RFS 2 U+3 LFS UF3+4,F LFS UF+4 T! RFF F+3 LFS 4~3 = 71 DMG 4.) CH RFS DF+4 DB+4,F RFS 1 4,3~F LFS UF3+4,F LFS UF+4 T! RFF F+3 LFS 4~3 = 70 DMG

LAUNCHER: Low Parry 1.) Low Parry F+2 RFF F+3 LFS 2 UF3+4,F LFS UF3+4,F LFS F+3 = 42 DMG 2.) Low Parry RFF F+3 LFS 2 RFF F+3 LFS UF3+4 UB+3 = 45 DMG 3.) Low Parry U+3 LFS 2 RFF F+3 LFS UF3+4,F LFS 3,F LFS UF3+4,F LFS F+3 = 51 DMG

Moving onwards to what Hwoarang is really known for since Tekken 7...

WALL COMBO ENDERS Tekken 7 Vanilla Enders

  •     1 DF+1 D2 WS+4,4
    

The 1 Jab can be removed if you think it will not connect or if there are too many hits, Great Okizeme as Hwoarang transitions to Right Foot Forward. WS+4,4 to RFF3 used to be guaranteed in the Vanilla version.

  •     D+3,4 RFS DF+4
    

Only Stand Up Tech will block B+3 versus regular timing after RFS DF+4 spike, thus giving Hwoarang a good mixup on wakeup.

Tekken 7 Fated Retribution Enders

  •     RFF F+3 LFS F+3 LFS 3F+4 This is the Tekken 7 Fated Retribution BnB you see from most Hwoarang players and did a ton of damage until Season 2 nerfed the moves. It is still the go to wall combo as it is still consistent with most combos. 
    
  •      SS+3,3 LFS F+3
    

This is the easiest version of the three to get and does good damage for combos with many hits.

  •     SS+3,3 LFS 3F+4
    

This is a slightly difficult version of the three to input and does beautiful damage as it also breaks walls.

  •     SS+3,3 LFS 3F LFS 3F+4
    

The second most damaging Wall Combo ender Hwoarang has in his arsenal and the hardest to input.

  •     SS+3,3 LFS 3F LFS F+3
    

The most damaging Wall Combo ender Hwoarang has in his arsenal and the hardest to input.

Tekken 8 Enders

  •     RFF F+3 LFS F+3 LFS 3,2
    

Brand new wall ender that spikes the opponent on the floor which severely limits their wakeup options while breaking floors.

  •     SS+3,3 LFS 3F LFS 3,2
    

The stronger version of the Wall Combo.

WALL SPLAT COMBOS Low Wall Splat Combos: Majority of the time this may happen from low wall carries

  • B+3 If the wall splat was too low, it's best to go for B+3 to flip the opponent for okizeme

  • D+2 WS+4,4 The D+2 may not hit at times depending on how slump the opponent is to the wall. In the event that D+2 may not hit, just go for WS+4,4 for safety you will still get a favorable okizeme situation.

  • FF+3 Just like B+3 but transitioning to Right Foot Forward for okizeme and higher damage. Regular Wall Splat Combos: This when you launch your opponent to the wall with DF+2

  •     B+3 T! RFF F+3 LFS F+3 LFS 3,F+4
    

If you go for a single hit tornado immediately, you can do the whole wall combo ender of your choice.

  •     DF+4 RFF F+3 LFS UF+4 T! RFF F+3 LFS 3,2
    

If you go for extra hits before a tornado, make sure to shorten your ender so the whole wall combo connects.

High Wall Splat Combos: This when you launch your opponent to the wall with B+3.

  •     FF+4 RFF F+3 LFS UF+4 T! RFF F+3 LFS 3,2
    

Can get the FF+4 from the height of a DF+2 but you must be on point for that. Height gained from B+3 makes it more practical to go for FF+4 to get max damage on the wall.

WALL BREAK COMBOS [Secluded Training Ground] The general rule in Wall Break combos is to make use of a move that breaks walls. The number of hits is heavily concerned and positioning is key as well. Five combos are listed with different ways of breaking the wall for you to get a feel of what to do as you research more about this combo situation.

LAUNCHER: DF+2 | LFS 3,F+4 1.) DF+2 B+4 RFF F+3 LFS UF+4 T! RFF F+3 LFS 3,F+4 B! RFF 3~4 UF3+4,F LFS F+3 = 65 DMG [Wall Combo with Tornado before Wall Break] 2.) DF+2 RFF F+3 LFS 3,F LFS 3,F+4 B! U+3 LFS UF+4 T! RFF F+3 LFS UF3+4,F LFS UF3+4 W! RFF F+3 LFS 3,F+4 B! RFF 3~4 FF+4 = 83 DMG [Wall Combo without Tornado before Wall Break] 3.) DF+2 F+4 RFS 3~4 2,3 LFS UF3+4,F LFS UF3+4 W! RFF F+3 LFS UF+4 T! RFF F+3 LFS 3,F+4 B! RFF 3~4 FF+4 = 89 DMG [Full Combo with Tornado before Wall Break] 4.) DF+2 F+4 RFS 3~4 2,3 LFS UF3+4,F LFS UF3+4 W! RFF F+3 LFS 3,F LFS 3,F+4 B! RFF 3~4 B+3 T! RFF F+3 LFS B+3 = 89 DMG [Full Combo without Tornado before Wall Break] 5.) FF+4 B! U+3 LFS 2 RFF F+3 LFS UF3+4,F LFS UF3+4,F LFS UF3+4 W! RFF F+3 LFS 3,F LFS 3,F+4 B! B+3 T! RFF F+3 LFS B+3 = 75 DMG [One/Two Hits to Wall Break]

HARD WALL BREAK COMBOS [Elegant Palace/Sanctum] The general rule in Hard Wall Break combos is that you’ll need to break the wall twice. It’s possible to do it in one combo but you’ll use a considerable amount of hits which will reduce your follow up after breaking the second wall. Five combos are listed with different ways of breaking the hard wall for you to get a feel of what to do as you research more about this combo situation.

LAUNCHER: DF+2 | LFS 3,F+4 1.) DF+2 DF+4 B! RFF F+3 LFS UF+4 T! RFF F+3 LFS 3,F+4 HWB! RFF F+3 LFS 3,F LFS B+3 = 66 DMG [Wall Combo with Tornado before Wall Break] 2.) DF+2 DF+4 B! RFF F+3 LFS 3,F LFS 3,F+4 HWB! U+3 LFS UF+4 T! UF3+4,F LFS UF3+4 W! 3,3,2 = 77 DMG [Wall Combo without Tornado before Wall Break] 3.) DF+2 F+4 RFS 3~4 UF3+4,F LFS UF+4 T! RFF F+3 LFS UF3+4 W! RFF F+3 LFS F+3 B! LFS 3,F+4 HWB! UB+3 = 86 DMG [Full Combo with Tornado before Wall Break] 4.) DF+2 F+4 RFS 3~4 2,3 LFS 3,F LFS UF3+4,F LFS UF3+4 W! RFF F+3 LFS F+3 B! LFS 3,F+4 HWB! B+3 T! WR+3 = 85 DMG [Full Combo without Tornado before Wall Break] 5.) FF+4 HWB! U+3 LFS 2 RFF F+3 LFS 3,F LFS UF3+4,F LFS UF3+4 W! RFF F+3 LFS UF+4 T! RFF F+3 LFS 3,2 = 75 DMG [One/Two Hits to Wall Break]

WALL BLAST COMBOS [Midnight Siege/Rebel Hangar] A new stage gimmick was added in Tekken 8 where you get pushed back while the opponent gets launched in the air near the wall. This allows for additional follow ups regardless if you’ve spent Tornado or not. Five combos are listed with different ways of blasting the wall for you to get a feel of what to do as you research more about this combo situation.

LAUNCHER: DF+2 | LFS 3,F+4 1.) DF+2 B+4 RFF F+3 LFS UF+4 T! RFF F+3 LFS 3,F+4 WB! 3~4 W! 3,3,2 = 85 DMG [Wall Combo with Tornado before Wall Break] 2.) DF+2 RFF F+3 LFS 3,F LFS 3,F+4 WB! F+4 RFS 3~4 W! B+3 T! 1 3,3,2 = 85 DMG [Wall Combo without Tornado before Wall Break] 3.) DF+2 F+4 RFS 3~4 LFS UF3+4,F LFS UF+4 T! RFF F+3 LFS UF3+4 W! RFF F+3 LFS 3,F LFS 3,F+4 WB! 3~4 W! 3,3,2 = 112 DMG [Full Combo with Tornado before Wall Break] 4.) DF+2 F+4 RFS B+3 2,3 LFS UF3+4,F LFS UF3+4,F LFS UF3+4,F W! RFF F+3 LFS 3,F LFS 3,F+4 WB! 3~4 B+3 T! 3,3,2 = 109 DMG [Full Combo without Tornado before Wall Break] 5.) FF+4 WB! F+4 RFS 2,4,4 W! FF+4 RFF F+3 LFS UF+4 T! RFF F+3 LFS 3,23 = 80 DMG [One/Two Hits to Wall Break]

WALL BOUND COMBOS [Elegant Palace/Arena (Underground)/Ortiz Farm] A new stage gimmick was added in Tekken 8 where you switch sides with your opponent as they get launched in the air. This allows for additional follow ups regardless if you’ve spent Tornado or not. Five combos are listed with different ways of wall bounding for you to get a feel of what to do as you research more about this combo situation.

LAUNCHER: DF+2 | LFS 3,F+4 1.) DF+2 B+4 RFF F+3 LFS UF+4 T! RFF F+3 LFS 3,F+4 WB! UB+3 B+3 = 79 DMG [Wall Combo with Tornado before Wall Break] 2.) DF+2 RFF F+3 LFS 3,F LFS 3,F+4 WB! RFF 3~4 UF3+4,F LFS UF+4 T! RFF F+3 LFS 4~3 = 76 DMG [Wall Combo without Tornado before Wall Break] 3.) DF+2 F+4 RFS B+3 2,3 LFS UF3+4,F LFS UF3+4 W! RFF F+3 LFS UF+4 T! RFF F+3 LFS 3,F+4 WB! UB+3 B+3 = 101 DMG [Full Combo with Tornado before Wall Break] 4.) DF+2 F+4 RFS 3~4 2,3 LFS UF3+4,F LFS UF3+4 W! RFF F+3 LFS 3,F LFS 3,F+4 WB! B+3 T! UB+3 = 81 DMG [Full Combo without Tornado before Wall Break] 5.) FF+4 WB! F+4 RFS B+3 2,3 LFS 3,F LFS UF3+4 LFS UF+4 T! UF3+4,F LFS UF3+4 W! RFF F+3 LFS F+3 LFS 3,F+4 = 80 DMG [One/Two Hits to Wall Break]

BALCONY BREAK COMBOS [Elegant Palace/Ortiz Farm/Rebel Hangar] The general rule in Balcony Break combos is to make use of a move that breaks walls. The number of hits is heavily concerned and positioning is key as well. Five combos are listed with different ways of breaking the balcony for you to get a feel of what to do as you research more about this combo situation.

LAUNCHER: DF+2 | LFS 3,F+4 1.) DF+2 B+4 RFF F+3 LFS UF+4 T! RFF F+3 LFS 3,F+4 BB! UB+3 = 57 DMG [Wall Combo with Tornado before Wall Break] 2.) DF+2 RFF F+3 LFS 3,F LFS 3,F+4 BB! UF3+4,F UF3+4,F LFS UF+4 T! D+4,4 W! WR+3 = 64 DMG [Wall Combo without Tornado before Wall Break] 3.) DF+2 F+4 RFS 3~4 UF3+4,F LFS UF4 T! RFF F+3 LFS UF3+4 W! RFF F+3 LFS 3,F LFS 3,F+4 BB! UB+3 = 88 DMG [Full Combo with Tornado before Wall Break] 4.) DF+2 F+4 RFS 3~4 UF3+4,F UF3+4,F W! RFF F+3 LFS 3,F LFS 3,F+4 BB! B+3 T! RFF 3~4 FF+4 = 81 DMG [Full Combo without Tornado before Wall Break] 5.) FF+4 BB! U+3 LFS 2 RFF F+3 LFS 3,F LFS UF+4 T! RFF 3~4 UF3+4,F UF3+4 W! RFF F+3 LFS F+3 LFS 3,F+4 = 77 DMG [One/Two Hits to Wall Break] FLOOR BREAK/HARD FLOOR BREAK COMBOS [Decent into Subconscious/Ortiz Farm] The general rule in Floor Break combos used to be using a move that puts your opponent head down facing you for maximum combo damage. In Tekken 8 it’s advised to go straight for the floor break to have more hits to use when you go downstairs. Five combos are listed with different ways of breaking the floor for you to get a feel of what to do as you research more about this combo situation.

LAUNCHER: DF+2 | LFS 3,2 1.) DF+2 DF+4 RFF F+3 LFS UF+4 T! WR+3 HFB! RFF F+3 LFS 4~3 = 58 DMG [Wall Combo with Tornado before Wall Break] 2.) DF+2 RFF F+3 LFS F+3 LFS 3,2 HFB! U+3 LFS UF+4 T! RFF F+3 LFS 4~3 = 62 DMG [Wall Combo without Tornado before Wall Break] 3.) DF+2 F+4 RFS B+3 2,3 LFS 3,F LFS UF3+4,F LFS UF+4 T! RFF F+3 LFS UF3+4 W! RFF F+3 LFS 3,2 HFB! UB+3 = 83 DMG [Full Combo with Tornado before Wall Break] 4.) DF+2 F+4 RFS B+3 2,3 LFS 3,F LFS UF3+4,F LFS UF3+4,F LFS UF3+4 W! RFF F+3 LFS 3,2 HFB! B+3 T! RFF F+3 LFS B+3 = 79 DMG [Full Combo without Tornado before Wall Break] 5.) DF+2 WR+3 HFB! U+3 LFS 2 RFF F+3 LFS UF3+4,F LFS UF+4 T! RFF F+3 LFS 4~3 = 56 DMG [One/Two Hits to Wall Break]

FLOOR BLAST COMBOS [Into the Stratosphere] A new stage gimmick was added in Tekken 8 where the opponent gets launched in the air after spiking them mid-combo or with a throw. This allows for huge damage right away regardless if you’ve spent Tornado or not. Five combos are listed with different ways of wall bounding for you to get a feel of what to do as you research more about this combo situation.

LAUNCHER: DF+2 | LFS 3,2 1.) DF+2 DF+4 RFF F+3 LFS UF+4 T! WR+3 FB! RFF F+3 LFS 3,2 = 72 DMG [Wall Combo with Tornado before Wall Break] 2.) DF+2 DF+4 RFF 2,4,3 FB! B+3 T! 3,3,2 = 61 DMG [Wall Combo without Tornado before Wall Break] 3.) DF+2 F+4 RFS 3~4 2,3 LFS UF3+4 W! RFF F+3 LFS UF+4 T! WR+3 FB! RFF F+3 LFS 3,2 = 88 DMG [Full Combo with Tornado before Wall Break] 4.) DF+2 F+4 RFS B+3 2,3 LFS 3,F LFS UF3+4 W! RFF F+3 LFS 3,2 FB! B+3 T! 3,3,2 = 86 DMG [Full Combo without Tornado before Wall Break] 5.) QCB 3 FB! RFF 3~4 F+4 RFS 3~4 B+3 T! RFF F+3 LFS UF3+4,F LFS UF3+4 W! RFF F+3 LFS F+3 LFS 3,F+4 = 109 DMG [One/Two Hits to Wall Break]

MINI COMBOS Free damage is good damage and it is something Hwoarang needs to level the playing field against his opponent. Never forget the follow ups to each of these moves. WS+3 -> DF+1,3 / DF3+4 / UF3+4,4 | (B+3/FF+3 = Only works on a Backturned Opponent) iWR+3 -> B+3 / FF+3 iWR+4 -> DF3+4 / UF3+4,4 RFF 3~4 ->B+3 / FF+3 RFF FF+3 and RFS UF+3 -> B+3 / FF+3 CH 2,F+4 -> F+[3~3] / FF+3 / FF+4 / B+3 CH F1+2 -> UF3+4,4 / DF3+4 CH B+2 -> DF3+4 / DF+1,3 / UF3+4,4 CH 333/LFS 3,3 -> F+[3~3] / FF+3 / FF+4 / B+3 CH 443/RFF 4,3 -> RFF FF+3/ RFF F+[4~4] / B+3 CH DB+4,4 -> B+3 / FF+3 CH 2,4/DB+4,F/RFS F+4/U+4/RFF 3,4 -> RFS F+4 CH UF+2 -> B+3 / FF+3 CH WS3+4,3 -> B+3 / FF+3 CH LFS D+4 -> RFF FF+3 / RFF F+[4~4] / B+3 CH RFF 244/RFF 4,4 -> B+3 / FF+3 CH RFF B+1 -> DF3+4 / DF+1,3 / UF3+4,4 CH RFF B+2 -> RFF F+[4~4] / B+3 / FF+3 CH RFF B+4 - > DF3+4 / DF+1,3 CH RFF DF+4,F/RFF 4,F/RFF 24,F -> RFS F+4 / RFS 2,3

H. PUNISHMENT Hwoarang’s punishment game has received a huge buff in Tekken 8 as the developers added DF3+4 a 13 frame move that activates heat on hit, and WS+2,3 a 15 frame while standing move that instantly tornados opponents on hit. Hwoarang’s punishment kit isn’t that amazing when compared to other characters but it's decent enough.

STANDING PUNISHMENT -10: 1 | 11 | 123 | 124 | 2 | 23 | 24 | 2,F+3 Hwoarang’s 10 frame punishers allows him to go to either Flamingo Stance at huge plus frames (+11g on Hit) or now remain Left Foot Forward with more damage and huge plus frames if the opponent is at the wall (2,F+3).

-11: 4 | 43 | 43,F | 44 | 44~F This is more often than not Hwoarang’s go to punisher for moves that are -11 to -14. The rewards that you reap from 43, 43F, 44, and 4F4 are great as you transition to Left Foot Forward, Left Flamingo Stance, Right Flamingo Stance or Right Foot Forward with tremendous plus frames as compared to the 13 and 14 frame punishers available to Hwoarang.

-12: Throws (After blocking punishable powercrushes or rage arts ONLY) This is a unique thing to Tekken 8 as throws are unbreakable after an unsafe powercrush or rage art. Hwoarang can take advantage of this for 35+ guaranteed damage and okizeme.

-13: DF+1 | DF+1,3 | DF3+4 | B+4 | UB+2 The addition of DF3+4 is truly a godsend for Hwoarang, but if you don’t want to activate heat just yet the other options will do just fine for moves that recover in crouching.

-14: UF3+4,F | UF3+4,4 | B+2 Previously this move was only reserved for punishing moves with pushback but now thanks to how the move changed in Tekken 8 there are more reasons to make use of this punisher to transition to Left Flamingo Stance or Right Foot Forward.

-15: DF+2 Hwoarang’s 15 frame punisher has a tricky range and will not launch opponents who recover in crouch so make use of the 14 frame punisher or 11 frame punisher in those situations. -16: B+3 The faithful plasma blade will make opponents pay for using a launch punishable move against Hwoarang.

-18: JFSR This is the fastest JFSR can be inputted so if you want to feel like a mishima by punishing moves with an electric this is your chance to do it with JFSR and feel powerful as you juggle your opponent straight to the wall.

WHILE STANDING PUNISHMENT -10: FC+1 A basic downjab for punishing any move that recovers in crouching at -10.

-11: WS+4,4 Hwoarang’s Tsunami Kicks are the go to punishers against most lows. It transitions Hwoarang to Right Foot Forward and leaves him at a +4 frame advantage.

-12: WS+1,4 WS+1 has been reworked in Season 2 of Tekken 8 and it’s a very strong punish. It does more damage than WS+4,4 and transitions Hwoarang to Right Flamingo Stance with hefty frame advantage.

-14: WS+3 | UF3+4,F | UF3+4,4 Hwoarang’s 14 frame punisher is a knockdown mid which has a guaranteed follow up in FF+3 just like in previous installments of the game.

-15: WS+2,3 This is the huge buff Hwoarang got in Tekken 8 allowing him to have an easy access launch punisher from crouching at 15 frames. It is no longer a pain for players to constantly crouch cancel to launch something that is actually launch punishable.

-17: CC B+3 This is still the far superior launch punisher for Hwoarang in crouching. UB+3,3 is a beautiful edition but can’t really rack up the damage needed to scare an opponent for throwing out their predictable hell sweeps.

-19: CC JFSR Simple, you want to style on them just know this is very difficult to pull off in both practice mode and real matches.

-20: UB+3 / U+3 Strongest punish from crouching

-24: Neutral Hopkick 2nd strongest punish from crouching.

WHIFF PUNISHMENT Range 1: 1,2,3(4) | 4,3 | DF+1,3 | DF+2 These four moves are the best options to punish an opponent from this distance. DF+2 does not hit at times so going for plus frames with 4,3 and remaining in Left Foot Forward always sounds like a good idea.

Range 1.5-2: DF+3,4 | DF3+4 | UF3+4,4 | B+3 | JFSR The five moves listed under this range do the best damage to your opponent for whiffing at this distance. DF3+4 and UF3+4 are the most consistent out of the five.

Range 2- 4: FF+4 This is the only move that is consistent enough to make opponents pay for whiffing from long ranges.

RELIABLE MOVES THAT HIT LOW STANCES/GROUNDED Left Foot Forward: FF+3 | B+3 | DB+4 | DB+3 Left Flamingo Stance: LFS D+3 | LFS D+4 | LFS UF+4 Right Foot Forward: RFF 3 | RFF D+3 | RFF FF+3 | RFF DB+3 | RFF D3+4 Right Flamingo Stance: RFS D+3 | RFS UF+3 | RFS D+4 I. ROUNDUP The mixup juggernaut is the persona Hwoarang has earned throughout his stay in the Tekken franchise. Hwoarang is a machine gun when it comes to pumping out bulldog pressure and staying in an opponent’s face for long periods of time. Tekken 7 Hwoarang was spoiled for damage, but in Tekken 8 he’s more spoiled for safety.

Due to a large movelist, difficult gameplay, reliance of stances for offense, and zero elbows/knees make Hwoarang extremely difficult to play. Every win is something to pat yourself on the back for especially if you were dealing with a detrimental matchup (Xiaoyu, Asuka, Jun to name a few). Players who will main Hwoarang will be very unique and not share the same style as others.

Hwoarang lacks a reliable defensive option despite the availability of moves like B+1, B+2, B+4, 2F+4, UB+4, F+[3~3], and B1+3 in Left Foot Forward which are highly situational. Hwoarang is still weak in the tracking department as most of his moves can be easily stepped even on hit (See WS+4,4 on hit situation). This puts him right in the neutral offensive game with beautiful frame data (F+2 -2 block and +9 on hit) and inbuilt side steps in F+3 (Transitions to Left Flamingo Stance) and F,N+4 (Transitions to Right Flamingo Stance) to evade strings and startup his own mix-ups and chip at their life bar at a very fast pace. Having a strong powercrush in Backlash to keep out opponents and a versatile powercrush (DF+3,F) makes approaching the opponent so much easier, keeping opponents hesitant to attack Hwoarang at any distance. Don’t forget his heat capabilities most especially the counter hit buff to RFS for juicy combo damage.

Overall, Hwoarang will definitely kill players who have little to zero matchup knowledge, but will need to work hard against players who have a firm understanding of the holes in his strings and his overall gameplan.

Difficulty: Advanced

J. ANTI-STRATS

  1. High Crush Majority of the time Hwoarang players will make use of 123 or 124 to establish their flamingo mix-ups even when in Flamingo Stance the best options to go to are highs (LFS+1 / RFS+2). Frustrate the Hwoarang with moves that High Crush so they will lose one of the safest ways to establish their offense. Characters like Ling Xiaoyu, Eddy Gordo, and Lei Wulong do really well against Hwoarang.

  2. Low Parry Just as Hwoarang’s best options are highs they are also lows so don’t be afraid to low parry when the leg is raised in Flamingo Stance. This should shutdown that D+3,4 threat that’s been bugging you the entire time.

  3. Make use of Parries/Reversals/Etc Hwoarang has virtually zero knees and elbow with majority of the move set being punches and kicks making him highly susceptible to parries and reversals. Anyone with this in their arsenal should use it against Hwoarang. Characters like Asuka, King, Law, and Xiaoyu are great for this reason.

  4. Backdash When being pressured, generally your best bet in terms of risk and reward is to simply backdash and look for a whiff. After D+3,4 this isn’t really possible for the first few options used for mix-ups. It works best against LFS 3,4 | RFS DF+4~F | RFF 2,4~F most of the time. His strongest low does not hit you from range 1.5 and the rest aren’t as great to set up anything. Therefore he can be punished with backdashes and reactionary low parries.

  5. Sidestep/Sidewalk Hwoarang’s moves don’t really track well so do sidestep to his weak side and make him pay for attempting to string you to death. Once you make the Hwoarang use his homing moves which are slower, seize the opportunity to get in his face and bait out the weak defensive options such as B+1 and punish accordingly.

  6. Pressure Hwoarang may be great at giving pressure but he isn’t good at defending against it. Go ham at him and don’t let him go or else he’ll have time to breathe and space you out with Backlash, F+2, etc.

  7. Be patient If you happen to find yourself in the blender against Hwoarang, be patient because there will always be a hole in Hwoarang’s string. You just have to wait it out and you’ll be rewarded for as long as you lab him.

  8. Test the Hwoarang’s Punishment This isn’t really an anti-strat but it can be if the Hwoarang you are playing against has weak punishment. If they always punish -14 moves with 123/4 you can continue to gamble using your -13 move as the consequence isn’t that huge assuming your defense is good against the Flamingo Mix ups. If they always punish -28 lows with WS+3 to FF+3 that isn’t much of a big deal compared to getting launch punished for it. If the Hwoarang you are playing has solid punishment then make use of the seven anti strats to bring the game to your advantage.

K. LEGEND

LFS "Left Flamingo Stance", done by Hwoarang. (LFF f+3) RFS “Right Flamingo Stance", done by Hwoarang. (RFF f+4) LFF "Left Foot Forward", refers to Hwoarang's Orthodox (Regular) Stance. This is his stance from the start of the match. (you can switch stances by inputting 3+4) RFF "Right Foot Forward", refers to Hwoarang's Southpaw (Lefty) Stance. (you can switch stances by inputting 3+4) FOXSTEP a move that can be done both when you're facing an opponent or when your back is facing your opponent JFSR "Just Frame Sky Rocket", a move done by Hwoarang (f~n~df: 4) CROUCH CANCEL "Crouch Cancel", done by doing ff when on crouch status to be able to do normal moves quicker. Very useful in juggles. COUNTER HIT (CH) A abbreviation for "Counter Hit" [see counter/counterhit] HIT CONFIRM The art of doing the guaranteed followup of a string DURING the time of the first part of the string hits. FRAMES a unit of time used for accurately measuring tekken-related speeds; it is important to note that Tekken currently runs on 60 frames per second © http://www.tekkenzaibatsu.com/wiki/Tekken_Jargon L. PORTAL

T8 Talon Guide T8 Talon Guide T8 Talon Combo List T8 Talon Combo List T8 Talon Pressure Guide T8 Talon Pressure Guide T8 Talon Okizeme List T8 Talon Okizeme List T8 Talon Punishment List T8 Talon Punishment List T8 Talon Tracking List Coming Soon T8 Talon Cheat Sheet Coming Soon T8 Talon MatchUp Guide Coming Soon

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