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:
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]
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]
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]
l 3,3,F+4 [i14/KND on hit/-1 on block]
l 3~4 [i10/KND on hit/-3 on block]
l 4 [i11/+5 on hit/-6 on block], 4,3 [i11/+5 on hit/-6 on block]
l B+1 [i15/-1 on hit/-14 on block]
l B+2 [i14/+6 on hit/-4 on block/+14s on counter hit]
l UB+2 [i13/+16kg on hit/-8 on block]
l UB+4 [i17/+10 on hit/-8 on block]
l F+[3~3] [i20/KND on hit/-16 on block]
l DF+1 [i13/+6 on hit/-1 on block]
l DF+2 [i15/Launch on hit/+4a if on crouching opponent/-7 on block]
l F1+2 [i15/+2 on hit/-9 on block/+14 on counter hit]
l UF+2 [i26/+6s on hit/+5s on block/KND on counter hit]
l D+4 [i19/-6 on hit/-17 on block], D+4,4 [i19/Launch on hit/-13 on block]
l DB+3 [i19/-1 on hit/-13 on block/+17 on counterhit]
l DB+4 [i16/-8 on hit/-12 on block] DB+4,4 [i16/KND on hit/-1 on block]
l DF3+4 [i13/Activates Heat on hit/+4s without heat/-14 on block]
l UF3+4 [i14/+1 on hit/-10 on block]
l WS+3 [i14/+14s on hit/-12 on block]
l WS+4 [i11/+8 on hit/-3 on block]
l WS3+4 (CD3+4) [i20/+2 oh/-9 ob/BT], WS3+4,3(CD3+4,3) [i19/+5 on hit/-6 on block]
l DF+3 [i22/-4 on hit/-14 on block], DF+3,4 [i22/KND on hit/-12 on block]
l B+3 [i16/Launch on hit/-19 on block]
l F,N,DF+4 or JFSR/LSR [i18/Launch on hit/-8 on block]
l iWR+3 [i22/KND on hit/+6 on block]
l B1+3 or B2+4 [+9 on successful parry]
l 1+3 (Pickpocket) [i12/KND on Hit/-3 on Throw Break]
l 2+4 (Falcon Dice Kick) [i12/KND on Hit/-6 on Throw Break]
l UF1+2 (Leg Hook Throw) [i12/KND on Hit/-6 on Throw Break]
l 2+4,B (Roll & Choke) [i12/KND on Hit/-2 on Throw Break]
l F2+3 (Human CannonBall) [i12/KND on Hit/0 on Throw Break]
l UB+3 (Hat Trick) [i15/Throw on airbrone opponent/0 on Hit/-11 on block]
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]
l 3,3,F [i14/+8 on hit/+2 on block/Transition to Left Flamingo Stance]
l 3,3,4 [i14/+19g on hit/+8 on block/Transition to Right Flamingo Stance]
l 4,3~F [i11/+5 on hit/-6 on block/Transition to Left Flamingo Stance]
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]
l F+2 [i16/+9 on hit/-2 on block/Transition to Right Foot Forward]
l F+3 [Transition to Left Flamingo Stance]
l F,N+4 [Transition to Right Flamingo Stance]
l F+4 [i18/+19g on hit/+8 on block/Transition to Right Flamingo Stance]
l DF1,3 [i13/+6 on hit/-2 on block/Transition to Left Flamingo Stance]
l DF+3,F [i22/Transition to Left Flamingo Stance]
l DF+4 [i16/+8 on hit/-8 on block/Transition to Right Foot Forward]
l D+3,4 [i17/+14g on hit/+12 on block/Transition to Right Flamingo Stance]
l D3+4 [i21/+6 on hit/-14 on block/Transition to Left Flamingo Stance]
l DB+4,F or B [i16/+3 on hit/-1 on block/Transition to Right Flamingo Stance]
l DB3+4 [i61/KND on hit/Transition to Left Flamingo Stance]
l B+4 [i13/+1 on hit/-10 on block/Transition to Right Foot Forward]
l U+3 [i20/Launch on hit/+5 on block/Transition to Left Flamingo Stance]
l UF+3,4 [i20/+13 oH/+2 oB/RFS] UF+3,4,3 [i20/0s oH/-14 oB/LFF]
l UF3+4,F [i14/+9 on hit/-2 on block/LFS], UF3+4,4 [i14/+7 on hit/-10 on block/RFF]
l U+4 [i16/+11g on hit/+3 on block/Transition to Right Flamingo Stance]
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]
l FF+3 [i20/+6s on hit/+6 on block/Transition to Right Foot Forward]
l FF+4 [i17/Activates Heat on hit/KND without heat/-7 on block/Transition to RFF]
l CD+3 [i18/KND on hit/+4 on block/Transition to Left Flamingo Stance]
l SS+4 [i19/+5s on hit/-13 on block/Launch on counter hit/Transition to Right Foot Forward]
l SS+3 [i18/-1 oh/-12 ob/Launch oCH/LFS] SS+3,3 [i18/+14goh/+3 ob/Launch oCH/LFS]
l WS+1,4 [i12/+8 oh/0 ob/RFS]
l WS+2 [i15/+4 oh/-7 ob/LFF], WS+2,3 [i15/Launch oh/+3 ob/LFS]
l WS+4,4 [i11/+4s on hit/-9 on block/Transition to Right Foot Forward]
l 1+2 [Transitions to Backturned Right Foot Forward]
l iWR+4 [i18/+8 on hit/+5 on block/Transitions to Backturned Left Foot Forward]
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]
l LFS 2 [i16/+9 on hit/-2 on block/Transitions to Right Foot Forward]
l Flamingo Ten Hit String (LFS 2,2,3) [Frame data varies depending on where you end]
l LFS 4 [i14/KND on hit/+4 on block/Transitions to Right Flamingo Stance]
l LFS 3,F [i14/+8 on hit/+2 on block/Remains to Left Flamingo Stance]
l LFS 3,4 [i14/+19g on hit/+8 on block/+19 on counter hit/Transitions to Right Flamingo Stance]
l LFS 3,3 [i14/KND on hit/-14 on block/Transitions to Left Foot Forward]
l LFS 3,2 [i14/+1s on hit/-11 on block/Transitions to Left Foot Forward]
l LFS 3,F+4 [i14/KND on hit/-1 on block/Transitions to Left Foot Forward]
l LFS 4~3 [i15/KND on hit/-2 on block/Transitions to Left Foot Forward]
l LFS B+1 [i15/-1 on hit/-14 on block/Transitions to Left Foot Forward]
l LFS DF+3,F [i22/LFS], LFS DF+3,4 [i22/KND oH/-14 oB/LFF]
l LFS D+3,4 [i16/+14g on hit/+8 on block/Transitions to Right Flamingo Stance]
l LFS D+4 (LFS DB+4) [i20/+4 on hit/-12 on block/Transitions to Left Foot Forward]
l LFS UF+4 [i19/Launch on hit/-14 on block/Transitions to Left Foot Forward]
l LFS UF+3,4 [i28/+13 oH/+2 oB/RFS], LFS UF+3,4,3 [i28/0 oH/-13 oB/LFF]
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]
l LFS B+3 [i20/+14g on hit/-12 on block/Transitions to Left Foot Forward]
l LFS B+4 [i16/0 oH/-8 oB/RFF], LFS B+4,3 [i16/KND oH/0 oB/RFF]
l LFS F+4 [i17/+6 on hit/-10 on block/KND on counter hit/Transitions to Left Foot Forward]
l LFS F+3 [i19/Activates Heat oH/KND without heat/+4 oB/Remains in Left Flamingo Stance]
l LFS F2+3 [i12/KND on hit/0 on throw tech]
l LFS F1+4 [i67/KND on hit/Transitions to Left Foot Forward]
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]
l RFS 1 [i16/+9 on hit/-2 on block/Transitions to Left Foot Forward]
l Flamingo Ten Hit String (RFS 1,2,3) [Frame data varies depending on where you end]
l RFS 3 [i14/KND on hit/+4 on block/Transitions to Left Flamingo Stance]
l RFS 4 [i14/+3 oh/-9 ob/Transitions to RFF], RFS 4,3 [i23/KND oH/+4 oB/LFS]
l RFS 3~4 [i16/KND on hit/-3 on block/Transitions to Left Foot Forward]
l RFS F+3 [i20/+5 on hit/-10 on block/Transitions to Left Foot Forward]
l RFS F+4 [i8/+2 oH/0 oB/RFS], RFS F+4,4 [i8/Launch oH/-6 oB/Launch on CH/LFF]
l RFS DF+4 [i17/+8s on hit/+1 on block/Launch on counter hit/Transitions to Left Foot Forward]
l RFS D+3 [i15/-5 oH/-13 oB/RFF]. RFS D+3,3 [i15/KND oH/-2 oB/LFF]
l RFS D+4 [i20/+7soH/-23oB/RFF], RFS D+4,3 [i20/-1oH/-9oB/LFF], RFS D+3,4,3 [KNDoH/-9 oB]
l RFS B+3 [i16/Activates Heat oH/+7 without heat/-9 oB/Transitions to Left Foot Forward]
l RFS B+4 [i20/+14kg on hit/-12 on block/Transitions to Left Foot Forward]
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]
l RFS UF+3 [i24/KND on hit/-7 on block/Transitions to Left Foot Forward]
l RFS UF+4 [i17/Launch on hit/-13 on block/Transitions to Right Foot Forward]
l RFS F2+3 [i12/KND on hit/0 on throw tech]
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)
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)
l RFF 2,4,F or B [i10/+15g on hit/+4 on block/Transitions to Right Flamingo Stance]
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]
l RFF 4 Kick options (RFF 4 | RFF 4,F or B | RFF 4,4 | RFF 4,3)
l RFF F1+2 [i15/+2 on hit/-9 on block/+14 on counter hit/Transition to Left Foot Forward]
l RFF B+1 [i16/+6 on hit/-4 on block/+14s on counter hit/Remains in Right Foot Forward]
l RFF B+2 [i16/+6s on hit/+4 on block/KND on counter hit/Remains in Right Foot Forward]
l RFF B+3 [i13/+1 on hit/-10 on block/Launch on counterhit/Transition to Left Foot Forward]
l RFF D+3 [i18/0 oH/-11 oB/BT LFF], RFF D+3,4 [i18/+14g oH/+8 oB/RFS]
l RFF DB+3 [i19/-1 on hit/-13 on block/+17 on counterhit/Transition to Full Crouch]
l RFF B+4 [i18/+12 on hit/-9 on block/+13 on counterhit/Transition to Left Foot Forward]
l RFF D+4 [i19/-6 on hit/-17 on block], RFF D+4,4 [i19/Launch on hit/-13 on block]
l RFF FF+4 [i17/Activates Heat on hit/KND without heat/-6 on block]
l RFF DF+4,F or B [i13/+15g oH/+4 oB/+13 on counter hit/Transitions to Right Flamingo Stance]
l RFF F+4 [Transitions to Right Flamingo Stance]
l RFF F+[4~4] [i18/Launch on hit/-13 on block/Remains in Right Foot Forward]
l RFF F+3 [i14/+23g oH/+12g oB/Transitions to Left Flamingo Stance]
l RFF FF+3 [i22/KND on hit/-7 on block/Transitions to Left Foot Forward]
l RFF DF+3 [i22/Activates Heat on hit/+6 without heat/+1 on block/RFF]
l RFF D3+4 [i19/+5 oH/-11 oB/+15g on counter hit/Remain in Right Foot Forward]
l RFF 3~4 [i27/KND on hit/+4 on block/Transition to Left Foot Forward]
l RFF 1+3 or 2+4 [i12/KND on hit/-6 on throw break/Remain in Right Foot Forward]
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]
l BT 4 [i14/Launch on hit/-13 on block/Transition to Right Foot Forward]
l BT D+3 [i18/-2 on hit/-13 on block/Launch on counter hit/Transition to While Standing]
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
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
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.
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.
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.
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.
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.
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.
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.
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
FRONTIER