Hwoarang Premier Guide – Written by:KND.Frontier
TABLE OF CONTENTS
GENERAL DESCRIPTION | 3 |
POSTURES | 4 |
LEFT FOOT FORWARD | 4 |
LEFT FLAMENCO STANCE | 12 |
RIGHT FLAMENCO STANCE | sixteen |
RIGHT FOOT FORWARD | 18 |
BACKWARD SWITCH LEFT FOOT FORWARD | 23 |
BACKWARD ROTATE RIGHT FOOT FORWARD | 23 |
LEFT FLAMENCO POSITION | 24 |
FLAMENCO POSITION RIGHT | 24 |
BEST MOVES | 24 |
SITUATIONAL MOVEMENTS | 29 |
FURY | 32 |
COMBOS | 44 |
PUNISHMENT | 44 |
ROUNDING | 47 |
ANTIESTRATOS | 48 |
LEGEND | 50 |
REFERENCES | 51 |
Note: There will be times throughout this document where left foot forward movements will have "LFF" next to them or none at all. | If there are problems with the document, please contact me @FPISSUM (Twitter) |
table of contents
- 1 A: SUMMARY: The Blood Claw
- 2 B: POSTURES
- 3C: BEST MOVES
- 4 D. SITUATIONAL MOVEMENTS
- 5 E. Rage SKILL
- 6 F. COMBOS
- 6.1 JUGS
- 6.2 MOVEMENTS ON THE QUEUE CHART
- 6.3 WALL TRANSPORT MOVEMENTS (POST TAILSPIN)
- 6.4 MOVE THEY PICO
- 6.5 MOVEMENTS FOR REPSPLAT
- 7 Bread and Butter (BNB) JUGGLES (DF+2 | B+3 | JFSR | Counter Strike | LFS D+4 / RFS D+3 | Low Parry)
- 8 WALL COMBO
- 9 WALL PANEL COMBOS
- 10 WALL JUMP COMBOS
- 11 KICKBACK COMBOS
- 12 WALL BREAKING COMBOS
- 13 MINI COMBOS
- 14 G. PUNISHMENT
- 14.1 Penalty for crouching
- 14.2 PENALTY FOR FIRE
- 14.3 CONFIDENT MOVEMENTS THAT ACHIEVE LOW/GROUND POSITIONS
- 15 H. ROUND
- 16 I. ANTIESTRATOS
- 17 J. LEGEND
- 18 K. REFERENCES
A: SUMMARY: The Blood Claw
If there's one thing gamers can agree on about Hwoarang, it's that it's literally not for the faint of heart. With a massive roster of over 100 moves, multiple stances, a lack of reliable defensive tools, matchups that only go from equal to bad, and a steep learning curve. This puts players who want to learn Hwoarang in a peculiar situation. Thankfully, his frame data is pretty exemplary, with most of his moves leaving him with either a frame advantage or a slight disadvantage. Allowing extraordinary taekwondo to easily pressure opponents with their confusions at close range and just stand there.
Hwoarang's game plan revolves around a constant barrage of strings that break the opponent's life bar; stealing their turn as they are forced to react to the next mix over and over again. Combine that with one of the strongest and most consistent combo damage outputs in open and on the wall, making this Talon a tough combo to deal with.
STRENGTHS WEAKNESSES
Forces:
– A walking machine gun due to the endless paths of confusion it can create.
– Solid shooting game (QCB+3, 2+4, DB1+3, F2+3, B2+4, RFF 1+3/2+4)
– Powercrush King with the highest rewards (Backlash more frames and launch
Skill, FLA CPs are not penalized -12 for most casts, DF3, F
tank hits in exchange for Hwoarang's turn.)
- Awesome rage skills (Safe Mid Rage Art can be accessed from Flamingo Stance
LFS & RFS D3+4, Your D3+4,4 rage unit has a huge frame advantage, post
combination of pickaxe and cast skills, and the second boost of rage UF3, 4, 3 + 4 is perfect
for combos and more damage.)
– Powerful/flexible combos both open and walled (transport on the Great Wall)
- Excellent wall pressing and okizeme game.
– Decent punishment (UB+3.3 for crouching on i16 is a big plus)
Weaknesses:
– Not the safest character in the game; forced to take risks
– Slight execution difficulty (mainly in combos)
– No reliable defense/panic option when under pressure (B+1 is -14 and not
Reliable in most situations, U3+4 is a high, slow crushing option that can be
It floated with an inconsistent hitbox).
– Movements have poor tracking; easy to evade against
– Inability to protect/cancel on left and right flamingo positions
– Most moves with tall high frames are only accessible from positions
– Zero elbow and knee movements, only one heel movement (Weak for inversions and
stops)
B: POSTURES
To fully understand Hwoarang, it's imperative to understand the purpose behind each of his stances, as they offer specific options for Hwoarang's confusion toolset. Hwoarang has a total of eight postures in total.
– Left Foot Forward (LFF)
– Left Flamenco Posture (LFS)
– Correct Flamenco posture (RFS)
– Right foot forward (RFF)
– Kick forward with left foot (BT LFF)
– Kick with the right foot forward (BT RFF)
– Flip back to left Flamingo position (BT LFS)
– Flip back to Flamingo right position (BT RFS)
It's best to think of the last four poses on the list as backtracking tools that have a very specific use. You must not use it twenty four seven (24/7) on your offense. Left Foot Forward serves as Hwoarang's neutral, Left Flamingo Stance continues to press, Right Flamingo Stance imposes 50/50 situations, and Right Foot Forward does both.
Let's start by looking at your default stance, the Left Foot Forward Stance (LFF).
I. Left foot forward (LFF)
This is Hwoarang's default stance and the stance you'll be in most of the time. Left foot forward is definitely the most balanced stance, as Hwoarang has access to all the generic foot neutral tools and can transition to all other stances at the press of a button. The neutral tools are more for checking how your opponent reacts to you, as most of these moves in block only have a slight frame disadvantage. This allows Hwoarang to spread out and lure opponents into pressing the button for easy punishment as they might think a rope is on its way. On hit, it's instantly Hwoarang's buff that allows Hwoarang to choose which stance to keep pressing. An example of this is doing F+2 on the block which causes Hwoarang to step forward with his right foot and then step back to put Hwo back with his left foot forward. If the opponent presses a close-range button right away, it will explode and give Hwoarang the DF+2 spellcasting penalty.
Let's take a look at the moves that keep Hwoarang on his left foot forward.
1, 11, 12 The generic jab by itself is great for Hwoarang at +8 frames. It can be used to set up a bunch of things like counterfishing, drift mixups, etc. firmly attached to the ground. You can choose to do 113 or 1133 to catch them off guard. 12 jabs is something you often see from Hwoarang players. They would do a 12 and then immediately back off if they didn't want to get into Flamingo Stance or constantly send it into an opponent's face, potentially threatening a leg lift.
l 12F3/4, 2F3/4 These are your all-important jab sequences that keep the space between you and your opponent. 12F+3 or 2f+3 have the same frame data in the block (-8), so it's up to you whether you want to hit the whole string or just one shot to kick. 12F+4 and 2F+4 were nerfed in Season 2, despite steadily improving recoil and dive combos. Losing the +8~10 block box advantage really hurts Hwoarang, as this is one of the fastest tools Hwoarang has in his small defensive arsenal. It's still a natural combination on the counter, making it elusive in reaction. Don't be obvious when throwing 12F4 and 2F+4 openly, especially when under pressure.
l 333 is a 14 frame kick sequence that generates a free follow on F+3~N+3 or FF+4. Each kick can be delayed to a certain extent, making opponents guess which ending you are going for, as there are 334, 33F+4 and 33,F. However, this chain is -14 on block, so the risk is apparent when casting this move outdoors, especially against characters who have a heavy 14 frame punishment like Law.
l 33F+4 is an alternate ending to the 33 chain that has decent frames but can be avoided. Like 333, each kick can be delayed to some extent, making opponents guess which ending you're going for, as there are 334, 33F+4 and 33,F. This chain is much safer at -4.
The 3~4 or better known as "Flying Eagle" received a proper fix in Season 2 as the hitbox has been expanded and is more consistent in hit so the second hit will have less impact. This medium-medium move is convenient for simply throwing, as it's a safe -3 on the block. Knockdown punching in the open and throwing opponents into the wall. He still has a slight low-crush state while Hwoarang's leaps perform this move. It's the perfect wall move in any combination, but most especially in the new S2 BnB (F+4 RFS B+3). Twist this move with F+2, SS+4, JFSR, DB+3 and you've got reliable side mixing.
The 43 is the oh-so-reliable Mid-High string that is Hwoarang's 11-frame punishment. This leaves you with a +5 frame advantage, which creates opportunities for Hwoarang to either go for a counterattack or continue to pressure by moving into position. The option of not pressing the button also exists, focusing more on the movement to provoke the opponent's attack and simply collecting data from their reactions.
The B+1 Hwoarang inherits its master's evasive move and is a great defensive boost. Hwoarang doesn't have much of a tool to get off his back when pressured, so he's a great addition as he has a built-in side step to the right and the collapse stuns the opponent on the counter. You can only get one wall follow/combo. The downside is that it has a -14 block and is difficult to use when your back is to the wall, plus it has a ton of recovery on breath.
B+2 unfortunately this move was nerfed going into Tekken 7. Same properties as before on slam and block (-9) but no more counter capabilities. Side step built in on the left and is the safest option to get me off the ground when pressed.
l UB+4 The third option, get off him, Hwoarang has to get away from the pressure, he's safe in the block with a decent recovery on his breath. It's perfect when there's still some space between you and your opponent. Say like after a generic DF+4 block. Fair warning Hwoarang can float out of this move while doing a short jump.
l F+3~N+3, the riskiest tool to get out of me available to Hwoarang at block -16. This move has a built-in sidestep to the right and wall slams opponents into the wall. Use at your own risk...
l U3+4 is Hwoarang's low crush guillotine. It's only good when you know your opponent will use a low move to retaliate against your ropes or during okizeme. Just like UB+4, you can easily get out of this move.
l DF+1 and DF1+2 Hwoarang is lucky to have two generic DF+1s with different block frames and range. DF+1 is the shortest version and is -1 en bloc! This is great for neutral, and if it connects it's +8 on hit, making it awesome for continuing pressure. DF1+2 is the slightly longer version and remains safe at -3 on block, as well as DF+1 if he lands his +8 on hit.
He DF+2 is Hwoarang's 15-frame launcher that is safe on the block and has a fun hitbox. There are times when it will launch from ranges you wouldn't expect. The only downside to this move is that it will not launch crouched opponents.
The F1+2 slightly reduces the highs, making it a great option against players who love their jabs. Nice counter-caster that usually does 70+ combined damage. It's completely safe at -9 blocks, just don't move or you'll get hit.
UF+2 is a slow but damaging jump punch. This gives Hwoarang a tremendous frame advantage on block and free follow on the counter (CH UF+2 to FF+3/B+3). The only problem is that you can easily float away from this move.
The D4,4 better known as "Firecracker" is a natural counter combo and is a common move among low level Hwoarang players. The full string isn't great for neutral, but it's perfect for some crossovers and pullback setups. The D+4, on the other hand, is excellent, as it's Hwoarang's high and low punch that puts him at a slight disadvantage.
DB+3 is one of Hwoarang's High Crushing options that leaves him at 0 in the block. The popular option is WS+4,4 on the punch, but be aware that you can be stopped by jabs.
l UF+34.4 is Hwoarang's 14-frame punishment, is mainly for wall carry combos and is used to punish moves with recoil (e.g. Paul's QCF+2)
l WS+4 This is the generic 11 kickbox and is perfect for creating space between you and your opponent. Hwoarang players often use this move when approaching their opponent.
l DF+3,4 is Hwoarang's new powercrush in season 2, as welterweight rope was not a power crush in season 1. Same block frames for both moves (DF+3 | DF+3 ,4) as before, but the entire chain no longer hits the wall on hit. He will constantly knock his opponent right in front of his feet, meaning he can no longer break through walls on his own. DF+3 on counter no longer puts the opponent in a warp stun for good combo conversion. A justifiable nerf in exchange for the powercrush ability.
the B+3 is the much-trusted Left Plazma Blade; he is a 16-frame marksman who punishes opponents from great distances. It has a funky hitbox/smash status like DF+2. However, this isn't so certain as it leaves Hwoarang at -19 on block. He also knocks opponents to the ground. You're basically dead if this move is blocked, as your opponent has free rein on you to apply a punishing straight throw combo.
l F, N, DF+4 or JFSR, this move is not on the move list and has been around since Tekken 3. This single-frame move is an important neutral tool for Hwoarang, as it is essentially a block-safe intermediate caster (-10 in the block) due to his regression, except against Gigas, Jack, Marduk, Nina and Bryan.
l iWR+3 the only move Hwoarang has that is not reversible as it is a heel. It grants huge bonus frames on block (+8 on block) and gives a huge okizeme when repelling the blow. Careful, you might float when doing this move.
B1+2 is another move Hwoarang inherited from his master in Season 2. It's Baek's punch stop and leaves Hwoarang with a massive +12 frame lead that guarantees jabs for Flamingo, 44 for Right Flamingo, D3+4 if you've got the rage. , and 4F4 Right foot forward. This is a huge boon to Hwoarang defensively as it makes it easier on him in a good amount of matchups.
l 1+3 (Pickpocket) This is the generic Hwoarang cast that can only be broken by a 1 or 2 break.
2+4 (Falcon Dice Kick) This is Hwoarang's generic throw that can only be broken with a 2 break. If your opponent doesn't roll, you can get a free B+3. If they roll, just follow their direction and get your free B+3 damage.
l DB1+3 (Leg Hook Throw) This is one of Hwoarang's special moves and can only be broken with a 1+2 break. Puts the opponent's head up and right at their feet for a big okizeme.
l QCB+3 (Door Mat) This is one of Hwoarang's special moves and can only be broken by 1 break. Leave your opponent in a position that is not favorable for him.
l B2+4 (Roll & Choke) This is one of Hwoarang's special throws and can only be broken with 2 break. Leave your opponent in a position that is not favorable for him. Hwoarang successfully transitions into Back Turn Right Foot Forward.
l F2+3 (Human CannonBall) This is one of Hwoarang's special throws and can only be broken on a 1+2 rest. Leave your opponent in a position that is not favorable for him. This throw breaks floors and switches sides when broken.
Now, with left foot forward, move Hwoarang into left flamingo pose, right flamingo pose, right foot forward and backward twist
The 12,3/4 and 2,3/4 are the Jab chords that Hwoarang can use to transition into Left Flamenco Position or Right Flamenco Position. The frames for all the moves listed here are more or less the same in blocking and striking. This is a common way for most Hwoarang players to reach Flamingo Stance.
l 33,F can be canceled to transition into Left Flamingo Stance by removing the ability to do 333, 33F+4 and 334. The 14 frame kick rope is not a natural combo, which means they can block the second kick even if you get hit by the first.
l 334 is the version that transitions from Hwoarang to the Flemish Standing Stance. What makes this High-Mid-High string deadly is that it can be delayed to max rotation to mix up the other options and if the last kick hits the counter be ready to toss them with RFS B+3 to make them pay . Like the other 33 rope endings, they can be deflected and interrupted.
1 43,F This was covered by keeping the left foot in front of Hwoarang, but it's a completely different movement when transitioning into the left flamingo stance. This is because your frames change from -6 in the block to -6 in the left leg block and up. Now you might be thinking what the big difference is then. It's the fact that Hwoarang cannot guard in any flamingo stance. This simply means that you will be hit outside of Left Flamingo Stance. Only use this transition if you've conditioned your opponent to not attack and slightly respect Flamingo's Transitions or as an 11-frame punisher.
l 4,4,4,4 (44 | 44F4 | 4F4) This was one of the moves that many of us spammed as kids playing tekken. Hwoarang instantly became known for his 3 and 4 kick ropes and that was the game plan growing up. 4444 is not a very useful string unless your combo involves breaking a wall with it. 4444 transitions from Hwoarang to Right Foot Forward. 44F+4 used to block the prison, but Season 2 weakened it, allowing players to duck after the first few kicks. This move is only used in High Wall Splat combos for optimal damage. 44F+4 transitions from Hwoarang to Right Foot Forward. 44, on the other hand, has its uses in neutral, as it's a great option as an 11-frame punisher that transitions from Hwoarang to Right Flamingo Stance with a +10g frame advantage. 4F+4 is also a perfect 11 frame punisher that transitions from Hwoarang to Right Foot Forward with a +6 frame advantage and has the ability to score.
l F+2 The middle cut that transitions from Hwoarang to Right Foot Forward with a frame handicap of -2. If you still want to press the button I would suggest RFF B+4 as it crushes the highs or Backlash if the opponent uses a slower move.
l F+3 Allows you to manually transition from Hwoarang to Left Flamingo Stance and has a built-in Right Side Step mechanic that lets you dodge certain ropes and punish them for doing so.
l F,N+4 Allows you to manually transition from Hwoarang to Right Flamingo Stance, and has a built-in Left Side Step mechanic that lets you dodge certain ropes and punish them for doing so.
F+4 is a high slow move that gives him a +8 frame advantage and changes Hwoarang to Right Flamingo Stance. This is a move you'll see more often in combos than neutral due to its slow start.
l DF+3,F This has been covered by keeping Hwoarang's left foot forward, but it's a completely different move when transitioning into a left flamingo stance. This is due to their changing frames and the inability to defend in Left Flamingo Stance. This simply means you'll get hit outside of Left Flamingo Stance, but thanks to the smash ability, you can rack up a few hits and still stay in the scramble.city. This move is best used to close the gap between you and your opponent. Only use this transition in neutral if you have conditioned your opponent not to attack and lightly respect Flamingo's Transitions.
l DF+4, one of Hwoarang's important follow-up moves that makes it a Right Foot Dash with a -8 frames disadvantage. This will be used in conjunction with F+2 to check your opponent's moves as they both have similar starting frames (16~17 starting frames) with DF+4 as the reference variant. Hitting simply leaves you with a huge frame advantage, and the counter knocks the opponent down. This move also dives and is perfect for tweaking your combos when you're not sure how far to the wall.
D+3.4 Probably the strongest offensive move Hwoarang has in Left Foot Forward and he switches to Right Flamingo Stance with an impressive +12 block and +14g strike. This low rope was nerfed when Tekken 7 first hit arcades, making it difficult for most Hwoarang players to find a way to pressure their opponents with this move. Most came to the consensus that it should only be used on the wall and not outdoors, as recoil only kills Hwoarang. Season 2 corrected this by making Hwoarang extremely deadly.
The DB+4,F or B is one of Hwoarang's permanent debuffs which causes him to switch to Right Flamingo Stance at -1 to block and +3 to strike. The whole DB+4,4 chain is a natural counter-combo with FF+3 and B+3 on the side.
DB3+4 is the unlockable called Dynamite Heel and is a basic finisher for combos against bears, as they cannot escape it. On its own, it's not very unlockable compared to Bob or Marduk; can be used during okizeme as you can cancel unblockable to transition into left Flamingo stance, otherwise Hwoarang will remain on left foot forward.
1 B+4 This is part of the get rid of me tools Hwoarang has at his disposal as he moves slightly to the left and shifts to his right foot forward. On Counter Hit, he puts the opponent into a warp stun that deals massive combo damage to Hwoarang as he spins with Backlash.
l UB+3.3 / UB+3.4 This is the big buff Hwoarang got in the Tekken 7 arcade update Fated Retribution, allowing him to have an easily accessible cast punishment when crouching. It is no longer a pain for players to constantly crouch to cancel and take damage. This medium-high move sends Hwoarang into Left Flamingo Stance with +3 to block. The UB+3.4 variation is medium-medium and transitions from Hwoarang to Flamenco Right Stance. En bloc, this move cannot follow with anything, which means you'll get hit later.
l U+3 Hwoarang takes a short leap into Left Flamingo Stance with +3 to Block. This move is best used as a punishment. By using your passion for bass, you can punish strings that end in bass, like Jin's 314. You can even punish strings that end in treble, like Miguel's WS+2.4, but this takes practice as it's quite rigorous.
l U+4 Hwoarang transitions to Right Flamingo Stance at Block +0. This move is best used as a punishment in a 50/50 situation, as it crushes kills faster than the U+3. You can punish strings that end low like Josie 12D+4. You can even punish strings ending in highs like Devil Jin's WS+2.4.
l UF+4,4,4 the aerial attack with a low that cannot be parried low if the second kick was blocked. All variations on this string will leave you in the right Flamenco stance, but on the third beat, if you hold the forward position, you will transition to right foot forward.
l FF+3 One of Hwoarang's ground slam moves, and despite its appearance, it can be reversed as it is a leg. This move transitions from Hwoarang to Right Foot Forward and +6 to block/hit. The options for this move are quite complicated, as they depend on range.
l FF+4 This move gained an infamous reputation, but despite being called "Peacekeeper", it was introduced in Tekken 7 Vanilla and greatly increased Hwoarang's combo damage in the Tailspin system, without it it would suffer greatly without walls. Hwoarang transitions to Right Foot Forward at -7 on block and knockdown on strike.
l CD+3 This move transformed from a Counter Hit Launcher to a Wall Bounce in Season 2. This is one of the decent wall bounces in the game where it transitions from Hwoarang to Left Flamingo Stance at +3 on the block. Its use in neutral remains the same to scare opponents with Flamingo's power smash or high block smash snake edge.
The SS+4 Spinning Trip Kick is a slow but damaging bass that transitions from Hwoarang to Right Foot Forward at +5 on hit and is a bit risky at -13 on block. This move rotates with F+2 and JFSR as a Sidestep mix.
The SS+3.3 Eruption to Left Flamingo is a mid-high string that transitions from Hwoarang to Left Flamingo Stance at +14g in lockout. This doesn't trap the block, which means they can dodge the second kick and make you pay for it. SS+3 is the one with countercasting properties and is riskier to cast alone as it has -12 to block.
l WS+4.4 Like the Mishima clan, Hwoarang has his own tsunami kicks, but his are safely blocked at -5. It transitions into Right Foot Forward, making it deadly after punishing a low move. This rope's second strike hits opponents on the ground and in relatively low positions, like Ling Xiaoyu's Phoenix Art.
l 1+2 Disrespect is what happens when Hwoarang turns his back on the opponent. This manually changes Hwoarang to Step Back Right Foot Forward. It is mostly used in oki situations with or without post-combo walls.
The iWR+4 entry used to be F,F+4, but now that Hwoarang has Peacekeeper in place, you need to do F,F,F+4 to get this move. It's still a great high move that transitions from Hwoarang into Backturn Left Foot Forward with +5 blocking for Backturn mixups.
That's a total of twenty-eight movements that keep the left foot forward and twenty-seven movements that transition into the other Hwoarang stances. So that's fifty-five moves to remember in Left Foot Forward. It is better to use the neutral tools (11 | 12F+3 | F+2 | DF+1 | DB+3 | F1+2 | D+4 | DF+2 | WS+4) to assemble the table tailored for those who collect information of your opponent as the game progresses, but if you want to start your confusion right away, going for D+3,4 is highly recommended, as it puts Hwoarang at an incredible +14-18g Hit. It is definitely the most powerful tool available for Hwoarang in Left Foot Forward.
II. Left Flamingo Pose (LFS)
The left Flamingo Stance is the blender that maintains the pressure for Hwoarang. The opponent is forced to keep guessing which route of confusion they want to take, as there is no true choice option against this stance. The easiest way to access this stance is by pressing F+3, which has a right side stepping mechanic built in. Allow Hwoarang to avoid an opponent's attack to initiate his own. Hwoarang can stand in Left Flamingo Stance by holding/pressing up, down, left and right. Most of the movements found in this stance can deviate to the stomach and typically transition into a right flamingo stance or left foot forward with a combination of positive framing and slightly disadvantageous framing.
Following are the moves that place/maintain Hwoarang in Left Flamingo Stance:
123 (Stop, Transitions to LFS)
23 (Stop, Transitions to LFS)
F+3 (instant right shift, transition to LFS)
SS+3.3 (high-mid chord, transitions to LFS)
U+3 (high, light crush low, transitions to LFS)
43,F (High, Transitions to LFF)
33,F (high-mid chord, transitions to LFS)
DF+3,F (Cancel, Transitions to LFS)
CD+3 (Middle, Transitions to LFS)
RFF F+3 (Halt, Transitions to LFS)
UB+3.3 (Medium-High, Transitions to LFS)
DB3+4, B B (unlockable media, transitions to LFS)
LFS 3.F (Medium, Stays at LFS)
LFS F+3 (Mid, Counter Hit Launcher, Permanece e LFS)
Let's take a look at the various options available in the Left Flamingo Stance.
Flamingo Jab (LFS+1) is the trickiest and deadliest option, as it is +5 to block and starts at 13 frames, but will essentially start at 10 frames or less if a rope was used to transition to Left FlamingoStance. This jab brings you back to Left Foot Forward, which then allows you to get a Counter Hit Launch with F1+2, as this will change with most options. You can also decide to play it safe by not pressing a button, dodging, or using a less risky move like DF1+2 to simply control your opponent. Finally, you can use positive framing to switch to another stance and continue your attack like D+3,4. Essentially, the opponent is at your mercy after this move.
LFS+2 is a medium slash that is block safe at -2 and is +9 on transitions from Hit and Hwoarang to Right Foot Forward. The main purpose of this move is to check the opponent's reactions mainly to see if he is ducking. If you land this move, you are guaranteed the option to do RFF DF + 4, which cannot be avoided by trapping them in another confusion situation. On the block there's not much going on, but if you really want to push a button I'd suggest going for RFF B+4 as it crushes the highs in an instant.
The Flamingo Ten Hit String (LFS+223) is a mid-high-high string that is best suited for both blocking and hitting. Only the first two or three hits are really useful in a real game setting. If he uses the first two strikes of the ten strike chain, Hwoarang will step forward with his right foot, and if he uses all three strikes, Hwoarang will step back with his right foot forward. RFF4,4 is a popular choice right after LFS+2,2 and BT RFF+3 to start after 3thirdten-beat chord strike. However, this can be avoided in Reaction, so use this rope carefully.
l LFS+4 is a high jump kick that lands low, knocks/splatters the wall on hit, and has +2 to block with a light push. Hwoarang transitions into Right Flamingo Stance from this move. It's more to create space from your opponent in a neutral reset sense.
l LFS 3F+4 This is a medium-high rope that hits the wall and knocks you out with the hit. There really isn't much use for this move in neutral other than catching trigger-ready opponents by surprise.
l LFS+3,3 is a delayed, confirmable, but natural, wall-breaking, wall-breaking combo sequence. It's -14 on the block, so be careful when playing it. Only 3,3,3 are guaranteed follow-up on F+3~N+3. It's mainly there to prevent players from circumventing the LFS+3.4 version.
l LFS+3,4 is one of the essential strings in left flamenco position when transitioning to right flamenco position. This mid-high string is more on strike and block (19g on strike and 8 on block), it's highly retarded, so it's very possible to mix up your tempos to simulate LFS+3.3. However, it can also be avoided in reaction, but punishing it is quite difficult. if the 2Dakota do Nortethe hit from this chain of hits on the counter has a guaranteed cast option at RFS B+3. Making this chain a great threat to the opponent and a powerful option to enter the Left Flamingo Stance.
l LFS+3,F This is one of the four reasons the blender exists. It's a center kick that keeps Hwoarang in Left Flamingo Stance with +2 Block. This means that the only option that would change with the opponent's jab would be LFS+1. But if the opponent decides not to contest after LFS+3,F by thinking LFS D+3,4 and LFS+1, you can impose your confusion again.
l LFS DF+3,F This is part of the four reasons the blender exists. The powercrush bonus is huge to intimidate the opponent into not pressing buttons while you close their distance and have them with their back to the wall. Based on experience, only one or two cancellations will go against opponents who don't respect flamenco pressure very much. You can go up to a maximum of five cancellations against those who respect the flamenco pressure. One caveat is the fact that it's a powercrush, meaning it will be broken by kills or grapples.
l LFS D+3.4 slightly different from LFF D+3.4 as the first hit of this string hits opponents on the ground. This is the main move that opponents fear in this option, as it keeps them in the blender at +16 to hit and +8 to block. You've seen this before or it may have happened to you when a Hwoarang player made 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 can't dodge the 2Dakota do Nortepunch and more into the punch as Hwoarang transitions into a right flamingo stance.
l LFS D+4 is the high crush option available in the Left Flamingo Stance. Snake Edge isn't fast enough to keep abusing it, but it's enough to stop players from retaliating with maxes when Hwoarang is in Flamingo's Left Stance.
l LFS DB+4 This is the low blow in Left Flamingo Stance as you transition from Hwoarang to Right Foot Forward. This fast low kick is +4 to hit and -12 to block, making it a low-risk, high-reward type of move. On Counter Hit you get a free track on B3 | FF+3 | BD+4 | RFF BD+3 | RFF D+4 | RFF FF+3 but the best option among six options is B3 or FF3
LFS UF+4 received a huge buff in season 2, as he is now only -14 in the block compared to his previous -15. It also starts faster by 19 frames, although recovery on hit has been reduced by 5 frames, meaning no more knockback combos. It's the unsafe low-impact option in the Left Flamingo Stance with great combo damage potential.
l LFS UF+3,4,3 This is the safest low-crush option in Left Flamingo Stance. The beauty of this rope is that it breaks the ground into a forgotten realm, the first two strikes are thrown and can drive opponents into the wall depending on your distance.
l LFS UF3+4 this move is also accessible from the Left Flamingo Stance; it's primarily for charging the wall in combos, but can act as a sniff punisher if you're in Left Flamingo Stance when your opponent sniffs a move.
l LFS B+3 the Flamingo Power Crush Left who is coming back and pirouetting. It's not really a staple in most combos, but it's regularly used in conjunction with moves like CD+3 and LFS F+3 to make opponents afraid to press the button in this stance.
LFS B+1 is also available 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 B+4, a nice counter option in Left Flamingo Stance that transitions from Hwoarang to Right Foot forward and is safe at -8 on block, meaning you can no longer press the button .
The LFS F+3 is the Baek cannon that Hwoarang inherited from his master, aesthetically they look the same but there is one property that differs between the two moves and that is tracking. Baek's F+3 was 99% of baseline and the only time you made that move was probably just pure luck. Hwoarang's version is not the same as his, he can easily step on it. This counter move gives you a free stun both outdoors and on the wall. On the wall, do LFS UF+4 immediately after LFS F+3 on the high wall counter, smash them for juicy wall combo damage (CH LFS F+3 LFS UF+4 W! 4F+4 RFF F+ 3 LFS F+3 LFS 3F+4). This move knocks down, wall slams and breaks walls on hit, lastly it's only +3 to block but keeps the space between you and your opponent.
The LFS F+4.3 is a high-mid string that is +3-5 on the block, yet easily yieldable on the reaction. This rope's medium kick puts Hwoarang in Right Foot Forward and covers about the same amount of space as LFS+2 or more.
LFS F2+3 is the cast Hwoarang has access to while in Left Flamingo Stance. He's a fast, groundbreaking option that strikes into a forgotten realm.
LFS F1+4 is unlockable with high damage and can be canceled by typing B,B. This doesn't really have much use, except in specific combos and taunting opponents who are ranged or on the ground.
This stance really keeps opponents on their toes with different options to keep Hwoarang ahead in a draw. Hwoarang can exit Flamingo by not pressing a button, which will return him to Left Foot Forward. Hwoarang can also do a hand movement change (LFS 3+4) to get him into the correct flamingo stance, which we'll see now...
3rd Flamenco Right Stance (RFS)
Right Flamingo Stance options often end with pressure, as most options end in a takedown, throw, or counter. He has a 50/50 available to keep the opponent on their heels and once again there is no real choice option against this stance. The easiest way to access this stance is by pressing F, N + 4, which has a built-in left side stepping mechanic. Allowing Hwoarang to avoid an opponent's attack and launch them into the sky. Hwoarang can stand in right flamingo pose by holding/pressing up, down, left and right. Note that the movements found in this pose can take a side step to the stomach and typically transition into the right flamingo pose or left foot forward with a combination of positive framing and light framing.
Following are the moves that place/maintain Hwoarang in Right Flamingo Stance:
124 (Stop, Transitions to RFS)
24 (Stop, Transitions to RFS)
F,N+4 (instant left shift, transition to RFS)
F+4 (Stop, Transitions to RFS)
DB+4,F or B (Low, Transitions to RFS)
D+3.4 (Low-High, Transition to RFS)
U+4 (medium smashes, low, transition to RFS)
44 (High-High, Transitions to RFS)
334 (high-mid-high chord, RFS transitions)
UF+4,4,4 (High-mid-low chord, RFS and RFF transitions)
LFS 3.4 (Treble-Mid, Transitions to RFS)
UB+3.4 (Half-Half, Transitions to RFS)
RFS F+4 (Alta, Permanente e RFS)
RFF 24.F (High-High, Stays in RFS)
Then we can take a look at the options at Right Flamingo Stance
Flamingo Jab (RFS+2) as LFS+1 is also an equally deadly option at +5 on block and starts at 13 frames, but will essentially start at 10 frames or less if a chain was used to transition into the right Flamenco stance . This jab takes you forward with your right foot, which allows you to fish a counter throw with RFF 4.4. Stay safe by not pressing the button, dodging, or making use of a less risky move like RFF B+2 to simply control your opponent. Lastly, you can use positive frames to switch to another stance to continue your attack like D+3,4 or Backlash (RFF 3~4). Essentially, the opponent is like jelly after this move.
The RFS+1 is a medium slash that is block safe at -2 and is +9 on Hit and transitions from Hwoarang to Left Foot Forward. This move, much like LFS+2, exists to control the opponent's reactions. If you land this move, you're guaranteed the option to do F1+2 to fish out a counter that can't be avoided by trapping them in this situation. On the block there isn't much to do, but if you really want to push a button I'd suggest doing a regular down jab as it crushes the highs in an instant.
The Flamingo Ten Hit String (RFS+123) is a medium-high-high string that is more for blocking and hitting. Only the first two or three hits are really useful in a real game setting. If he uses the first two strikes of the ten strike chain, Hwoarang will step forward with his right foot, and if he uses all three strikes, Hwoarang will step back with his right foot forward. RFF4,4 is a popular choice right after LFS+2,2 and BT RFF+4 to start after 3thirdten-beat chord strike. However, this can be avoided in Reaction, so use this rope carefully.
RFS 3, like LFS 4, is a high jump kick that lands low, knocks/splatters the wall when hit, and is +2 to block with a light counter. Hwoarang transitions into Left Flamingo Stance from this move. It has exactly the same purpose of creating space as your opponent in the sense of restoring neutrality.
RFS 4 is one of three reasons why an opponent would spread guard against Flamingo's Right Stance. He is a fast midfielder who takes down and more importantly hits the wall, however he is -14 on block so there is reasonable risk when launching this move.
The RFS F3.4 is a split image of the LFS F+4.3 as it is also a mid-high string that has +3-5 on the block and is easily react ductable. This rope's medium kick puts Hwoarang on his left foot forward and covers about the same amount of space as RFS+1 covers or more.
l RFS F4.4 called toothbrush; he has opening kicks that leave Hwoarang at just +1, meaning he can be easily stopped by a down jab, but not by ups due to the spread he throws on the counter. On block, this move is completely safe, but the entire string can be deflected on reaction, so don't spam your opponent's face too often, but use it if you need a quick option to interrupt the highs while in Stance. of the Right Flamingo.
The RFS DF+4 is part of the three reasons for the Flamingo's diffuse versus right stance. In Season 1, this move used to be cast in a regular hit and was -5 on block. Now, in Season 2, it's back as the old LFS DF+3 from previous games, with +1 blocking and a counter launcher. Most combos have not completely changed DB4 | F2 | D+3,4 still connects on counter, but FF+4 is no longer possible after RFS DF+4 in CH leaving out constant high damage output. Hwoarang will continue with Left Foot Forward after this move connects, creating opportunities to taunt his opponent or continue to press with jabs to let him know he's well blocked.
l RFS D+3 is the serpent's point in right flamingo posture; similar to LFS D+4, it smashes high and is a reminder to players not to challenge Right Flamingo Stance with highs.
l RFS D+4,3 This is what makes Hwoarang a pseudo-mishima in disguise, as he received his own hellish sweep in Tekken 7 Vanilla but was nerfed in Tekken 7 Fated Retribution. In Vanilla RFS D + 4 had a use since in a clean blow he completely tripped the opponent following up guaranteed in FF + 3 and B3 with great okizeme. Now in FR it is no longer a knockdown and just damages your opponent's health bar and still throws an open block. The move is still great as it applies 50/50 to Right Flamingo Stance as it is a fast move. The full chain itself is only -14, but the chances of it crashing in a real game are very low. If so, it means you were using RFS D+3.4 at range.
RFS B+3 got a big buff on S2, so it was only -10 on the block, up from -15. He also gained faster recovery on hit, making difficult combos more accessible in real matches. It's definitely a low-risk, high-reward type of move and something you should throw away a few times to see if your opponent is too concerned about RFS D+3,4
RFS B+4 is the equivalent of LFS B+3 and is also a Power Crush that is homing and tailspins. This is the move you most see as a nose dive for most of Hwoarang's combos. It can be used to prevent opponents from pressing buttons in Right Flamingo Stance, protecting themselves through retaliation.
This stance is definitely powerful with the 50/50 mix it brings to the table. The opponent cannot make a mistake in the guess or he will be placed in unfavorable situations. Hwoarang can exit Flamingo by not pressing a button, which in this case will bring him back to his right foot forward. Hwoarang can also do a hand move switch (LFS 3 + 4) to put him in Left Flamingo Stance. The stance strongly associated with the right flamingo stance is the right foot forward, which we'll see later...
4. Right foot forward (RFF)
The right foot forward serves as a middle ground for Hwoarang's pressure and neutral play. This is because Hwoarang not only has access to right foot forward moves, but also some left foot forward moves (DF+2 | DF+1 | DF1+2 | DB+4 | U3+4 | UF3+4 | D+ 3.4 | JFSR to name a few). This stance gives Hwoarang the ability to control space and keep pushing at the drop of a hat. I would see most Hwoarang players dance between positions to have constant access to the list of forward movements with the right foot. + 3 + 4) and cancel by tapping up or down, then the process repeats for the full effect.
Following are the moves that transition/keep Hwoarang's right foot forward:
F+2 (Medium, Transition to RFF)
DF+4 (Middle, Homing, Transitions to RFF)
FF+4 (Media, Transitions to RFF)
FF+3 (Medium, Transitions to RFF)
SS+4 (bass, transition to RFF)
44.F (high-high, transitions to RFF)
B+4 (Stop, Transitions to RFF)
WS+4.4 (Half-Half, Transitions to RFF)
UF+4,4,4 (High-mid-low chord, RFS and RFF transitions)
Jacknife (Pitch, Stay RFF)
***Note that any move that transitions to RFS also puts Hwoarang into RFF if you don't press a button.
Let's dive into Right Foot Forward options.
l RFF 24,F or B This is a powerful pressure chain that shifts Hwoarang into Right Flamingo Stance to spread his pressure. The High-High chain locks onto the block and is a whopping +7 to block and +18g to hit. Keep your opponent's legs planted firmly in position to impose the 50/50 mix or switch back to LFS for RFS 3+4 to maintain pressure.
l RFF 2 Jab Options (RFF2 | RFF1 | RFF 21 | RFF 211 | RFF 11 | RFF 2B+4 | RFF 23 | RFF 244 | RFF 243) The 2 Jab alone is excellent at +2 to blocking and +8 to Hwoarang punches giving you the freedom to do many things. The 1 Jab is 0 on block and +6 on punch, which brings the situation back to neutral. Each of the available jab extensions has its own purpose. RFF 21 is to keep your opponent in place at 0 on block by creating a null situation. The RFF 211 is for trapping opponents who want to dodge jab chains and essentially ends Hwoarang's blocking turn. The RFF 11 serves the same purpose as the RFF211, just with a shorter range and fewer hits. RFF 2B+4 is a wall-splatter high-high string that can be confirmed to some extent on the counter, but does not trap in the block, so can be avoided if used too often. RFF 23 is the counter's option if the kick is the only one that lands, if both hits land it just leaves you at +2 opening the floor to mix up the city. RFF 244 and RFF 243 are simply to create space between you and your opponent and see if you press the buttons between the ropes for a takedown or counterattack.
l RFF 3.4(F) This is the combo fill you'll see most often in BnB combos. In neutral, it is recommended not to roll the entire sting, as it cannot be confirmed, which means you are forced to commit. Despite its beautiful frames, it is easy to dodge and can take a lot of punishment for throwing it. However, RFF 3 on its own has its uses as a fast medium on Right Foot Forward, which puts Hwoarang back on Left Foot Forward and is safe.
The RFF B+2 is a downward punch that gives Hwoarang +2 to block and +6 frames to hit. It also puts him Right Foot Forward, allowing him to continue pressuring his opponent with multiple options. Backlash has guaranteed follow-up at RFF D+4 | RFF FF+3 | FF+3 | B3 | BD+4 | RFF DB+3 and of all the options, it is best to cancel the right foot forward stance to the left foot forward stance to do FF+3 or B3.
RFF FF+4.3 is the famous brush-busting rope with a guaranteed RFF 2B+4. The main weakness of this chain is the same as RFF3.4, but worse because it starts much slower (initial 22 frames). This move, if set up correctly, can even surprise prepared players.
The RFF DF+4,F or B is easily a mainstay of Hwoarang's pressure game, as he has +7 to block, +15g to hit, and +15 to counter. If you step forward or step back, Hwoarang will enter Right Flamingo Stance, but if you don't step forward or step back, Hwoarang will remain in Right Foot Step Forward with different frames (-7 to block and +1 to punch). . This move is what shines the most on the wall, as the opponent will have a hard time evading the attack. If they press a button while their back is against the wall, an RFF 4 or RFF 2B4 will surely slam them into the wall dealing massive wall combo damage. Out in the open, you can initiate dangerous concoctions, but you need to choose your moves wisely based on the data you've collected on your opponent, as they may retreat to escape pressure. For this case, RFS 1 will keep them in place at the cost of being slightly negative in the frames. The main concern with this move is that it's linear, so using it as a follow-up right after WS+4.4 could spell certain death for a Sidestep Electric Wind God Fist.
l RFF 4 kick options (RFF 4 | RFF 4, F or B | RFF 44 | RFF 43) The kick per se is not so good, since it has -8 in blocking and +3 in blow, without granting anyone an advantage at all. It's best to switch to Right Flamingo Stance for better frames (+7 Block, +18g Hit and +14 Counter) for more pressure options. The RFF 44 and RFF 43 kick extensions are simply for creating space between you and your opponent and seeing if you press the buttons between the ropes for a counterattack or a knockdown.
The RFF F+4 makes Hwoarang do a flamingo feint to the right while dodging to the left. On its own, this move isn't that great, but if you've conditioned your opponent not to push buttons, it can lead to a 50/50 situation in your favor. Remember that you cannot block while in Flamingo Stance.
The RFF F+[4,4] or better known as "Grand Theft" is a mid caster that has only -13 block. The reward is definitely high with light risk due to its recoil and tough crushing properties. This move is mainly to trap opponents crouched in this position and punish them with at least 70+ damage.
The RFF F+3 is a high kick with the most positive frames in Hwoarang's toolbox at +12g blocking and 23g punching. Most importantly, this move transitions into Flamenco's Left Position, which means mixing up the city. This is one of the moves to follow when Hwoarang is in Right Foot Forward, just mix it with RFF DF+4,F and your opponent will end up blocking. Unlike RFF DF+4,F, this move has a slight follow, making it less risky to discard. One note about this move is that when blocking and hitting, your opponent cannot duck if you enter LFS2+3. In this situation, the opponent's breaking ability is tested.
RFF DF+3 is present in cases where your RFF DF+4.4 is dodged after WS4.4 on hit. It is a medium baseline move that is guaranteed to continue into FF+3 and B+3. However, its start is slow, so it can be interrupted by a generic downjab. Despite being -11 to -10 on block, its knockback makes it only punishable on the wall, but that also depends on range. Characters like Gigas can punish this move with no problem with their 12. So check which character you are playing when casting this move.
l RFF D+4 The only time you see other Hwoarang players make use of this move is on the wall and with good reason as it's a thick bass that has very short range yet it's +5 on the hit. It also hits opponents on the ground, but they will be knocked back when hit. This shouldn't discourage you from trying to open up space when facing your opponent.
l RFF DB+3,3 is only a Natural Combo in Counter Hit and cannot be delayed. Therefore, as RFF3,4 | BD+4.4 | RFF FF+4.3 | RFF F+4,4 You have to confirm if you want the complete string. This move should be reserved for difficult, crushing reads, as it can be punished for simply throwing it away. RFF DB+3 alone is fine, but RFF B+4 crushes the highs much faster.
RFF B+3 is the Counter Hit caster in Right Foot Forward. Like you in Tekken Tag Two, this move did a lot of combo damage as long as you had execution and awareness. Now, in Tekken 7, the overall combo damage has been reduced, as the counter animation is now a warp stun instead of a nosebleed. Hwoarang steps slightly to the right and switches to his left foot forward, doing most off-axis combos unless you step to the left to realign.
The RFF B+4 is the best High Crushing tool available in Right Foot Forward, as it crushes CS6~17 highs in its opening 18 frames. This move is completely safe on block (-9) and generates +13kg on hit, but due to the recoil on block and hit, the opponent is out of reach to make use of such beautiful positive frames. If used on the wall it will break, making it a great option to use if you have a read on your opponent. It's also a free fall in combos, making it an option when adjusting your combos based on the situation.
RFF FF+3 in Tekken Tag 2 used to be +3 to block, but now in Tekken 7 it's -6 to block. So it's only useful for hitting opponents with low stances, breaking floors in a forgotten realm, and it's sort of a spike post combo with nothing guaranteed immediately afterwards.
The RFF 3~4 or better known as Backlash is in contention for the best Power Crush in the game and with good reason, as it's a high move that spins the opponent when hitting them for at least 70+ combined damage, it's +4 in the block, has absurd recovery when Hwoarang transitions back to his left foot forward and can be used as a cheese strategy when you are in very low negative frames, such as pulling the trigger after F+2 (-2 en bloc , transitions to right foot forward) is obstructed. Combine this move with RFF Stance Canceling in neutral, JFSR, and D+3, and your opponent will be hesitant to approach Hwoarang in general. It will hurt more if your reaction is accurate, an example of this is making the move when they are about to attack. This is not easy and requires a lot of experience to achieve. Now, if that move is blocked, remember it's +4, so you basically have free rein over your opponent. If you want to counter-fish, the F1+2 is highly recommended as it outperforms most options. If you want to continue pressuring the opponent, D+3,4 or 123 are better to put them back in the blender. The main problem with this move is that it is a powercrush, so it is weak to grabs, takedowns, and attacks that recover very quickly. Steve's 1212 chain jab to duck will allow him to punish Hwoarang in style with FC DF+2. Kazuya's 1243 rope will beat Backlash, putting Hwoarang in a bad spot. Don't get too happy with the play, even with a breath, as experienced players can easily punish this play.
l RFF 1+3 or 2+4, this is Hwoarang's strongest cast as it dealt 50 damage in Season 1. Now, in Season 2, it has been reduced by 5 total points, dealing 45 total damage. There will be times when you switch sides with your opponent and there will be times when you don't.
This stance could be considered the best stance if you can only stand with your right foot forward after blocking a move. However, this is not the case, as Hwoarang will always transition back to left foot forward on block. There are a few ways to stay or maintain your right foot presence ahead of your opponent. One is the RFF stance cancellation explained above, the other is Crab Walking. To do this, just press Back and Forward at a fast speed and Hwoarang should either move in place or move slightly forward. Hwoarang can manually return left foot forward by typing 3+4. Now we will see the positions that imply being in Back Turn...
V. Kick forward with left foot (BT LFF)
The back left foot is mainly used in situations that put Hwoarang in this position, either through crosses or of his own accord. You can manually enter this pose by pressing 1+2 then 3+4 or vice versa.
There is only a single option in Backturn Left Foot Forward; the rest are generic tools available to the rest of the cast
The BT LFF 4 is a plasma blade that launches on hit and is only -13 to block and leaves Hwoarang with his right foot forward. Similar to RFF F+ [4,4], this is mainly to catch opponents dodging or retaliating as they think there is a free kick while Hwoarang is in this position. At least you will punish them with at least 70+ combined damage.
l BT LFF D+4 | BT LFF UF+4 | Bluetooth LFF 3 | BT LFF D1 | BT LFF 1 are the generic tools that Hwoarang has access to, as does the rest of the roster.
MOUNTAIN RANGE. Right foot kick forward (BT RFF)
Backturn Right Foot Forward is mainly an okizeme tool right after combos with walls and without walls. However, the effect is much greater. You can manually enter this stance by typing 1+2 while standing with your left foot forward.
Similar to Backturn Left Foot Forward, there are a handful of unique options available for Backturn Right Foot Forward.
The BT RFF 3 is a plasma blade that launches on hit and is only -13 to block and leaves Hwoarang with his left foot forward. Similar to RFF F+ [4,4], this is mainly to catch opponents dodging or retaliating as they think there is a free kick while Hwoarang is in this position. At least you will punish them with at least 70+ combined damage.
l BT RFF D+3, this is a hit counter stealth caster that can only be tracked CC DB+4 | DC DB+4.4 | CC D+3,4 and nothing else will pick them to maximize this opportunity. The movement overall isn't surprising as it's -13 blocking and -2 hitting.
l BT RFF 4.3 is WS3+4.4 chain but in Backturn and this version is irreversible so it is very useful in those situations. The whole chain is -5 blocks, but if you only do the first kcik it will be -9 blocks.
l The rest are the same generic tools available in Back Turn Left Foot Forward BT RFF D+4 | BT RFF UF+4 | BT RFF 3 | BT RFF D1 | RFF BT 1
VIII. Turn back to left flamenco stance (BT LFS)
Backturn Left Flamingo Stance can only be accessed via FoxStep and is the best option to get away from your opponent. It has mainly been used to kill time and taunt opponents. All Left Flamingo options are available during backspin. Fox Step is achieved by pressing “3+4 (RFF) and then 1+2 (BT LFF)… After tapping 1+2 to switch to BT, in the middle of the stance transition animation, press 3 and hold to buffer. After pressing and holding 4 together with 3 it will put you in BT RFF. However, to enter the fox step, release 3 and 4 and press f+3 to go to RFF f+3 but in BT. Too fast or too late, and it won't work after neutral…” – Hibineko, 2018 (https://www.youtube.com/watch?v=28O0mw9UCTI)
VIII. Flamingo pose twisted to the right (BT RFS)
Backturn Right Flamingo Stance can only be accessed via FoxStep and is used to stay in place or finish off the momentum when evading an opponent. All Right Flamingo options are available when turning backwards. Fox Step is achieved by pressing “3+4 (RFF) and then 1+2 (BT LFF)… After touching 1+2 to go to BT, in the middle of the posture transition animation, press 3 and keep it pressed to dampen. After pressing and holding 4 together with 3 it will put you in BT RFF. However, to enter the fox step, release 3 and 4 and press f+3 to go to RFF f+3 but in BT. Too fast or too late, and it won't work after neutral…” – Hibineko, 2018 (https://www.youtube.com/watch?v=28O0mw9UCTI)
C: BEST MOVES
Hwoarang has a huge arsenal of moves that makes it very difficult to decide what his best moves are, as most of them are entirely situational based on how the match plays out over time and which character he's up against. Hwoarang simply has multiple options to counter anti-strats against him. The moves listed below were explained in the stance section above, but will be explained in more depth in this section if needed (so copy and paste here). I was able to narrow it down based on how useful a move is and how important it is to Hwoarang.
Number 01: JFSR (F,N,DF+4)
This is a single frame move that is not on the command list when you first start learning Hwoarang. It was a secret move that had been around since its debut in Tekken 3. However, the hit's sound effects were different for each subsequent installment. It can be done with the left foot forward or with the right foot forward. You can't do that with a squat run or wave run. If you want to mix it up with this move, make sure you step to the side first and then enter JFSR. However, the LFF version is stricter compared to the RFF version. This midcaster is safe on block (-10 on block) due to his knockback, except against Gigas, Jack, Marduk, Nina, and Bryan with no walls.
This is essential to Hwoarang's neutral play because he needs a safe mid-roller to hit crouching opponents who fear Hwoarang's confusion potential. DF+2 and B+3 simply won't work as they are inferior to the JFSR framework and range in general. In addition to throwing opponents who are overly concerned with D+3.4, breaking their health bar and putting them in a 50/50 situation, it helps Hwoarang breathe from opponents who constantly pressure him. This should not be used as a panic move, but rather as a spacing tool, eg 2F+4 for JFSR if the opponent still decides to get closer. Both situations where they get hit or block the move are good for Hwoarang as he can stay neutral and not be pressured.
It's also important to note that JFSR crushes high, making certain combinations more viable if one of its main moves is high. An example of this is Hwoarang vs Jin, realistically speaking you won't squash Electric Wind Hook Fist (EWHF) every time you roll JFSR, but there will be instances where you make the Jin player wonder if he should constantly spam. EWHF. JFSR is too important to ignore on both offense and defense. So make sure you build up this execution so that you can throw it at any time left foot forward on the Player 1 and Player 2 sides. 8/10 and for its weak side 6/10.
Number 02: Reaction (RFF 3~4)
This might also be the best Power Crush in the game because it's a high move that spins an opponent on hit for a minimum of 70+ combined damage, it's +4 on block, and it has insane recovery when Hwoarang transitions back. . Left foot forward. This is the move considered a threat while Hwoarang has his right foot forward. Most of the time, the opponent will choose to crouch when Hwoarang is in that position. Now, if they crouch down, doesn't that make that move completely useless when I get in their face while I have my right foot forward? No, that's not the case, as Hwoarang needs this move as a neutral threat rather than an offensive threat. Think of it as a push away move that reminds opponents not to attack Hwoarang as he cancels his stance around the stage. Hwoarang desperately needs to stop opponents from getting close to him and this is one of the moves that will keep them neutral.
If this move is blocked from level 1, remember that it's +4 to block and that means you have a bit of leeway to pressure your opponent. If your goal is to turn the tide with heavy damage, counter-fish with F1+2 as it outperforms most options. You can even negotiate with your opponent on the hit, but most of the time you will still be able to complete the juggle. If your goal is to take advantage of your opponent's indecision to approach the Hwoarang, you play with D+3,4, or 123 to put them in the blender.
However, this move can be severely punished with grabs, takedowns, and moves that recover very quickly. To name a few: Steve's chain of 1212 crouch jabs will allow him to punish Hwoarang in style with FC DF+2 or DCK F+2. Kazuya's 1243 rope will beat Backlash, putting Hwoarang in a bad spot. Don't get too happy with the move in neutral despite his great recovery on breath, as a timely Sonic Fang from Steve can easily punish him and put him in a bad position.
A big advantage if your reaction is accurate, an example of this is making the move at the moment they are about to attack. This is not easy and requires a lot of experience to achieve.
Number 03: D+3,4
This move incorporates Hwoarang's name into the Tekken franchise. D+3.4 in previous installments was not as strong as D+3.4 in Tekken Tag 2 and now in Tekken 7 Fated Retribution. Since Tekken 7 is a 1v1 game and not a 2v2 game, it seems like giving a Natural Combo Low-High combo was too much and they decided to nerf the move as a whole. This made it difficult for most Hwoarang players to find a way to pressure their opponents with this move. Most came to the consensus that it should only be used on the wall and not outdoors, as recoil only kills Hwoarang.
For some reason, they changed their minds in Season 2 and brought back the properties from Tekken Tag 2 that make Hwoarang extremely deadly. This is the strongest offensive move Hwoarang has in Left Foot Forward and Left Flamingo Stance, as it switches to Right Flamingo Stance with an impressive +12 block and +14g bounce without any recoil. The Left Flamingo version is slightly different from the Left Foot Forward version, as the first swing of this rope knocks opponents to the ground.
He is the offensive starter for most of Hwoarang's confusions and something that allows him to impose his will on opponents. You've seen this before or it may have happened to you when a Hwoarang player made 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 can't dodge the 2Dakota do Nortepunch and more into the punch as Hwoarang transitions into a right flamingo stance. This is undoubtedly the main reason why opponents crouch against Hwoarang.
Number 04: DF+2
This move is a huge problem for Hwoarang's neutral, as he is a 15-frame caster who is safe on block but doesn't throw crouched opponents. Instead, he gains a +4 frame advantage on hit and can capitalize on this by safely closing in on his opponent. He even has funky hitboxes like Shaheen's DF+2, Law DF+2 and Paul DF+2. There are times when it will launch from ranges you wouldn't expect. This is the important part, as you need opponents to not just casually approach Hwoarang when you have your left foot forward.
Number 05: DB+3
This is the best low-crush option Hwoarang has in its arsenal range and frame-wise. Being left in a null situation (0 on the block) is something you have to learn to live with, as it's not all that bad for Hwoarang. Take the small chip damage you can take by gathering information from your opponent as the match progresses to establish how you will approach and pressure your opponent. This move will definitely help you assess your opponent's tendency to low parries so you can change your timing so you don't get low parries. Pressing the buttons after this move into the jab is optional, but if you really want to, the popular option is to do WS + 4.4 on the jab, but be aware that you can be interrupted by the jabs.
Number 06: Flamenco Strikes (LFS+1 and RFS+2)
Catch your opponent's breath by surprise as this is the trickiest and deadliest option in both flamingo stances (left flamingo stance and right flamingo stance). This is because it is +5 on block and starts at 13 frames, but will essentially start at 10 frames or less if a rope was used to transition the flamingo left/right stance on strike or block (assuming it made use of the following : 123 | 124 | D+3,4 | U+4 | Etc.).
Best offensive table playmaker as it takes you back left foot forward or right foot which allows you to fish a counter shot with F1+2 or RFF B+3 as this will trade with most options. You can also decide to play it safe by not pressing a button, dodging, or using a less risky move like DF1+2 to simply control your opponent. Finally, you can use positive framing to switch to another stance and continue your attack like D+3,4. Essentially, the opponent is at your mercy after this move.
Number 07: F+2
Probably the most underrated neutral tool, as moves like JFSR, Backlash, and D+3,4 take all the spotlight. The middle cut transitions from Hwoarang to Right Foot Forward with a handicap of -2 frames. It's important to note that this move crushes the highs when Hwoarang spins to perform this move. Helps Hwoarang control a lot of the neutral combined with JFSR, Backlash, WS+4,4 and 12F+3. If you still want to press the button I would suggest RFF B+4 as it crushes the highs or Backlash if the 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, as he has +7 blocking, +15g striking, and +15 countering. If you don't step forward or back, Hwoarang will get his right foot forward with different frames (-7 to block and +1 to hit). You can easily mess with your opponent's head, but choose to go in with Right Flamingo or not, as Backlash will remain in the back of their minds.
This move is what shines the most on the wall, as the opponent will have a hard time evading the attack. If they press a button while their back is against the wall, an RFF 4 or RFF 2B4 will surely slam them into the wall dealing massive wall combo damage. Out in the open, you can initiate dangerous concoctions, but you need to choose your moves wisely based on the data you've collected on your opponent, as they may retreat to escape pressure. For this case, RFS 1 will keep them in place at the cost of being slightly negative in the frames. The main concern with this move is that it's linear, so using it as a follow-up right after WS+4.4 could spell certain death for a Sidestep Electric Wind God Fist.
Number 09: WS+4,4
It is unknown why Hwoarang has a Mishima-style tsunami kick that isn't unsafe on block. But Hwoarang players shouldn't complain, as it's safe to block at -5 and the right foot forward transitions make it deadly after punishing a low move. It's great for space control, especially against characters with low stances, as the second swing of this rope hits opponents on the ground. An example of this matchup is Hwoarang vs Xiaoyu, as you'll be spamming 24/7 against Ling Xiaoyu's Art of the Phoenix. That's pretty much the main objective of this move, as Hwoarang has nothing to do his job better.
Número 10: RFS DF+4 | RFS B+3
The only reason these two moves came in 10th together is because RFS DF+4's spellcasting ability was removed in exchange for +1 block and RFS B+3 fills that gap as it's only -10 now. throwing risk. You should alternate these two moves when in the Right Flamingo Stance, as the rewards are enormous for getting it right with the lowest imaginable risk. The 50/50 mix on Right Flamingo Stance couldn't be truer with RFS D+4.3 accompanying them.
Number 11: DF+1/DF1+2
It's been a common theme in Hwoarang's main move list to see generic tools. That's because his neutral game needs this a lot, as his defense is very player dependent (skill). Hwoarang is lucky to have two generic DF+1s with different range and block frames. DF+1 is the shortest version and is block 0! This is great for neutral, and if it connects it's +8 on hit, making it awesome for continuing pressure. DF1+2 is the slightly longer version and remains safe at -3 on block, as well as DF+1 if he lands his +8 on hit.
Number 12: DF+4
The fetch move you cast most of the time is neutral, as it will be stuck in Left Foot Forward most of the time. With this move, he will be able to transition to his right foot forward in an instant with a -8 frames disadvantage on blocking and a +8 frames disadvantage on hitting. Be very attentive when the move hits, as it will be one of the few opportunities you will have to approach the opponent with great confidence and start pressing. This move will be used in conjunction with F+2 to check your opponent's moves as they both have similar starting frames (16~17 starting frames) with DF+4 as the baseline variant. This move also dives and is perfect for tweaking your combos when you're not sure how far to the wall.
Number 13: RFS D+4,3
This is what makes Hwoarang a pseudo-mishima in disguise, as he received his own hellish sweep in Tekken 7 Fated Retribution. Paired with RFS DF+4 and RFS B+3, this move is great for reinforcing the right flamingo's 50/50 stance as it's a fast move. He can be a blurry guard, so make sure you change your timings to keep your opponents on their heels. The full chain itself is only -14, but the chances of it crashing in a real game are very low. If so, it means you were using RFS D+3.4 at range.
Number 14: F2+3 (Made from LFF | LFS | RFF)
F2+3 is the squad that Hwoarang has access to in the three positions you'll be using most of the time. The main purpose of this throw is not to damage or break the ground. It serves only to change sides, especially when the back is against the wall. He must take every opportunity he can to stay alive longer, and as you already know, Hwoarang desperately needs this change of sides.
Number 15: DF3 Cancel (DF+3,F)/DF3/DF3,4
Just so you know, if it wasn't for the powercrush buff in Season 2, this move would have been placed under Situational Moves. It's a big deal that Hwoarang can get close to his armored opponent to take a few hits and still stay in the city of confusion. The entire chain is to prevent them from pressing a button so you can safely mix it with DF+3,F. Only use this transition in neutral if you have conditioned your opponent not to attack and lightly respect Flamingo's Transitions.
These fifteen moves must be used in rotation and must be enough to control space, get close and put pressure on the opposing player. Most of the moves listed here are safe in nature, except for the low ones, so if you get hit with a high or medium after making one of these block moves, that simply means you've pressed a button.
D. SITUATIONAL MOVEMENTS
These moves are highly situational and exist to help turn the tide in your favor. I'd say the entire list of moves is situational, but some are used more often than others. The moves listed below were explained in the stance section above, but may have additional detail in this section if needed (so expect them to be copied and pasted here). It was reduced to a total of twelve situational moves from Hwoarang's Treasure Box.
Number 01: LFS 3.4/LFS 3.3/LFS 3.F
You will find yourself in the left flamingo pose, wondering what to do in this pose. Most of the time, you press a button and these three moves appear. Once you get used to Hwoarang's moves, you'll start playing them at a higher rate. This is simply because these are essential strings in Left Flamenco Stance for mixing purposes. The glaring downside is that while it's highly deferred, it can have fuzzy protection, and if the opponent is wide awake, you'll be punished for discarding all three options, even if only one is truly punishable frame-wise. LFS 3.4 can be avoided | Block LFS 3.3 -14 | LFS 3,F is only +3 on blocking, which means that a down jab will interrupt most options, and once you show that you're going to utilize low smash options, a simple DF +1 will freeze it.
Number 02: SS+4 | LFS DB+4
These two low kicks are important to set up Hwoarang's attack. SS+4 is the slow bass movement that resembles F+2. It's very damaging as it transitions from Hwoarang to Right Foot Forward at +5 on hit and is a bit risky at -13 on block. This move rotates with F+2 and JFSR as a Sidestep mix. LFS DB+4 is the low push in Left Flamingo Stance as he transitions from Hwoarang to Right Foot Forward. This fast low kick is +4 to hit and -12 to block, making it a low-risk, high-reward type of move. On Counter Hit you get a free track on B3 | FF+3 | BD+4 | RFF BD+3 | RFF D+4 | RFF FF+3 but the best option among six options is B3 or FF3
Number 03: iWR+3
The only move Hwoarang has is not reversible as it is a heel. You'll use this move a lot when facing characters like King and Asuka. It grants huge bonus frames on block (+8 on block) and gives a great okizeme when repelling the blow. Careful, you might float when doing this move.
Number 04: FF+3
One of Hwoarang's ground slam moves, and despite its appearance, it can be reversed due to it being a leg. This move transitions from Hwoarang to Right Foot Forward and +6 to block/hit. The options for this move are quite complicated, as they depend on range.
Number 05: RFF+3
RFF 3 is the access option when RFF DF+3 is interrupted after WS+4,4 on hit. This should prevent them from mashing buttons and make the RFF DF+4,F viable in the set. As soon as they start dodging again, RFF DF+3 will come back into play. It's as simple as that.
Number 06: LFS UF+4 | LFS UF3,4
If your opponent is constantly hitting you with Flamingo, make him pay the next time you enter Left Flamingo Stance with these two low-impact tools. He should teach them not to drop the jab so often, allowing him to go mix up the dirt.
Number 07: RFF DF+3
This move has great range and is guaranteed to follow in FF+3 and B+3. It is present in cases where his RFF DF+4,4 is dodged after WS4,4 on hit. However, its start is slow, so it can be interrupted by a generic downjab. Despite being -11 to -10 on block, its knockback makes it only punishable on the wall, but that also depends on range. Characters like Gigas can easily punish this move with their 12.
Number 08: RFF B+2
This is a downward slash that gives Hwoarang +2 to block and +6 frames to hit. It also puts him Right Foot Forward, allowing him to continue pressuring his opponent with multiple options. Backlash has guaranteed follow-up at RFF D+4 | RFF FF+3 | FF+3 | B3 | BD+4 | RFF DB+3 and of all the options, it is best to cancel the right foot forward stance to the left foot forward stance to do FF+3 or B3.
Number 09: F1+2
The fact that this move slightly crushes the highs is all you need to know. Nice counter-caster that usually does 70+ combined damage. It's completely safe at -9 blocks, just don't move or you'll get hit.
Number 10: UF+2
This move is a slow but damaging jump punch. This gives Hwoarang a tremendous frame advantage on block and free follow on the counter (CH UF+2 to FF+3/B+3). The only problem is that you can easily float away from this move.
Number 11: B1/B2/UB+4/F+3~N+3/B1+2
Defense is a huge problem for Hwoarang and that's what these plays try to remedy, but they don't do a good job. It's up to you, the player, to get the reading right with any of the plays mentioned here under number eleven. You can choose to be insecure with large evasive properties on the right with B+1 and F,N+[3,3]. You can choose to stay safe to the left and back with B+2 and UB+4. If you have the correct reading and you know your opponent will use a punch, use Hwoarang's punch deflection.
Número 12: 1/11/12/12F+3/2F+3/12F+4/2F+4
You might get tired of seeing another generic tool on this list, but it is what it is. Hwoarang needs these tools especially in neutral. Each of these jabs has been properly explained in the stances section, so I won't go into them further here. Just know that these are your important jabs and jab sequences that keep the space between you and your opponent.
These moves aren't necessarily better than other moves in Hwoarang's move list, but they can be easily applied in various situations. Anonyms not mentioned here should not discourage you from using them in matches. Go through the list of moves and see how it can be applied to your game with the best moves mentioned in this guide.
E. Fury SKILL
If Hwoarang is already in contention to be called the Powercrush King, he's also in the running for better rage capabilities. His Rage Art can only be accessed from his Flamingo Stance (Left Flamingo Stance and Right Flamingo Stance) and his Rage Drives can be accessed with both his left foot forward and his right foot forward.
Art of Rage: FLA (LFS and RFS) D3+4
Hwoarang is part of the Safe Rage Art squad (namely: Alisa, Anna, Geese, Jin, Hwoarang and Steve), the only difference between him and the ones in it is that his Rage Art is average compared to his Rage Arts which are tall The problem is that this can only be done from either the left flamingo stance or the right flamingo stance. This means that he cannot use his Rage Art to interrupt an opponent's attack or punish them. Instead, it is primarily used for okizeme situations, such as trapping an opponent by pressing an elevation attack to knock Hwoarang out of Flamingo Stance. It can be used as a stinking punishment, but this is rarely seen, as entering Flamingo takes the initial 13 frames, the opponent may have already recovered by the time Hwoarang enters his Flamingo Stance. A practical use of this Rage Art as a punishment is on Geese's strings. It is known that you can F+3 before the last hit (medium or low) and cast with LFS UF+4, but you can replace it with LFS D3+4 if you are enraged. Note that this Rage Art was nerfed in Season 2, removing the free B+3 hit to open up a small price to pay for the D+3.4 perk.
Rage Boost 01: D3+4.4
In Season 1, this Rage Boost only knocks down on hit and knocks down the opponent if used at the end of a combo. In season 2, he received a significant upgrade as he is an A-class marksman in case the third hit lands and hits the opponent's post combo to get a RFF DF+3, LFF F+3~N+ 3, RFF FF+3 and disk guaranteed. +3. The first two strikes of this move are a natural combo, but the third strike is not part of it, meaning the third strike can still be blocked even if the first two hit it. This is because if it were this Rage Drive, it would break instantly, as it is on par with Ling Xiaoyu's Rage Drive in terms of speed for a low move. This Rage Drive starts at 12 frames and has +6~8 to block, giving Hwoarang the freedom to attack his opponent at will. Unfortunately, there's no real option to go right after this move block, despite the +6 ~ 8 advantage. RFF B+2 and RFF DF+4,F, the popular usage options, can be easily bypassed. The counterattack or any high option with either the left foot forward or the right foot forward will be defeated with a simple downward jab. D+3,4 or any Left Foot Forward and Right Foot Forward option will be defeated by a low smash move. RFF2+4 or any other cast will be defeated by a high break move or solid cast breaks.
Rage Boost 02: UF+3,4,3+4
This is a move that Ogre and True Ogre have had since Tekken 3, Tekken Tag 1 and Tekken Tag 2. Hwoarang now inherits this move from them, allowing him to create longer combos. Super Hunting Hawk only received damage bonuses, becoming +4 frames on block and recovery at 4 frames after the last hit in Season 2. There's not much reason to use this move alone, even though it might punish a sniff. opponent successfully with this move, as this caster's combos aren't the prettiest. This move is best suited for extending combos to get to the wall, getting close enough to the wall to do UF3+4 to slam the opponent into the wall, or slamming opponents into the wall for massive damage.
F. COMBOS
In Season 1, Hwoarang's combo damage was one of the best in the game, basically ending rounds in the blink of an eye. However, Hwoarang's combo damage was slightly nerfed in Season 2, but can easily be remedied using the additional combo buffs he gained. Let's take a look at the moves that are essential to Hwoarang's combos.
LAUNCHERS
Safe Natural Hit Launchers
– LFF DF+2 (Medium, -5 to Block, Does not launch crouched opponents)
– UB+3.3 (Medium-High, +3 to Block, Floors on hit, Transition to Left Flamenco Stance,
Duckable in reaction)
– LFF/LFS UF+3.4 (Medium-High, -8 on Block, Slow)
– LFF U+3 (High, +3 to Block, Transitions to Left Flamingo Stance)
– LFF U3+4 (Medium, -7 on block, can float)
– RFF 3~4 [Kickback] (High, +4 to Block, Powercrush, Homing, Punishable by experts
players, Transitions from Hwoarang to Left Foot Forward)
unsafe natural pitchers
– DC+4 (Medium, -18 in block)
– JFSR (Mid, -10 on block, Just Frame, punishable by Gigas, Jack, Marduk, Nina and Brayn
open, punishable with the rest of the cast through the wall)
– B+3 (Medium, -19 on block)
– LFS FU+4 (Medium, -14 on Block, Hwoarang Transitions to Left Foot Forward)
– LFS 3.3 (Half-Half, -14 in Block, Rage Only D3+4.4 in Forgotten Realm, With Rage Only
D3+4 Rage near walls, Hwoarang Transitions to Left Foot Forward)
– RFS B+3 (Medium, -10 on Block, Hwoarang Transitions to Left Foot Forward)
– LFF R+4 (low, -28 on block, slow but high smashes, Hwoarang transitions to left foot
forward)
– RFF D+3 (low, -28 block, slow but high smashes, Hwoarang transitions to left foot
forward)
– RFF DF+3 (Medium, -11 on Block, Only on wall at specific angle, Hwoarang Transitions
forward with left foot)
– RFF F+[4,4] (Medium, -13 to block, keeps Hwoarang right foot forward)
– BT LFF 4 (Medium, -13 on Block, Hwoarang Transitions to Right Foot Forward)
– BT RFF 3 (Medium, -13 Block, Hwoarang Transitions to Left Foot to Front)
quick break launchers
– LFF F1+2 (Medium, -9 on block)
– LFF B+4 (high, -9 on block, moves slightly to the right, transitions to right foot
forward)
– LFF D+4,4 (Low-High, -8 on Block, Duckable on Reaction)
– LFF B+1 (Medium, -13 on block, only on wall at specific angle)
– SS3,3 (Medium-High, +3 Block, Duckable on reaction, Hwoarang Transitions Left
pose do flamingo)
–LFS F+3 (Medium, +3 to Block, Holds Hwoarang in Left Flamingo Stance)
– LFS B+4 (Medium, -8 to Block, Hwoarang Transitions to Right Foot Forward)
– LFS 3.4 (Medium-Tall, +8 on Block, Only second shot gets free kick in RFS B+3,
Hwoarang transitions to right foot forward)
– RFS F+4,4 (high-high, -6 on block, Hwoarang transition to right foot forward)
– RFS DF+4 (Medium, +1 to Block, Hwoarang Transitions to Left Foot Forward)
– RFF 44 (high-high, -5 on block, no prison on block, Hwoarang transitions remaining
foot forward)
– RFF 244 (High-High-High, -5 on Block, Not Stuck on Block, Hwoarang transitions to
Left Foot Forward)
– RFF DB+3,3 (Low-High, -2 on Block, Can be dodged in reaction, Hwoarang Transitions
forward with left foot)
– RFF B+3 (high, -9 on block, transitions from Hwoarang to left foot forward)
bounce on the wall
– DC+3 (Medium, +3 to Block, Hwoarang Transitions to Left Foot Forward)
REAR TABLE MOVEMENTS
Tailspin moves left foot forward
–12F+4 | 2f+4 (high-high-high, Hwoarang keeps left foot forward)
– DF+4 (Middle, Transitions from Hwoarang to Right Foot Forward)
– DB+4,4 (low-high, keeps Hwoarang's left foot forward)
– UB+3.3 (Medium-High, Spin on hit, Transition to Left Flamingo Stance)
Tailspin moves in left flamingo pose
– LFS B+3 (Mid, Homing, Powercrush, Transitions Hwoarang to Right Foot Forward)
Tailspin moves in right flamingo position
– RFS B+4 (Mid, Homing, Powercrush, Transitions Hwoarang to Left Foot Forward)
Tailspin moves right foot forward
– RFF 44 (high-high, Hwoarang transitions to left foot forward)
– RFF 244 (Hwoarang transitions to left foot forward)
– RFF DF+3 (Medium, -11 on Block, Only on wall at specific angle, Hwoarang Transitions
forward with left foot)
– RFF 3~4 [Kickback] (high, Hwoarang transitions to left foot forward)
– RFF DB+3.3 (low-high, Hwoarang transitions for left foot forward)
– RFF B+4 (High, Hwoarang Transitions to Left Foot Forward)
– RFF 2,B+4 (high-high, Hwoarang transitions for left foot forward)
WALL TRANSPORT MOVEMENTS (POST TAILSPIN)
– LFF 3~4 (Common Wall Carry option used together with Season 2 BnB Combo)
– LFF/LFS UF3+4,(4) (Most common wall carrying option, use full rope only if you feel
you won't make it)
– RFF F+3 to LFS UF3+4 or LFS B+3 (Seen in various videos combined and used by Hwoarang
players who have learned to connect RFF F+3 to any of the post queue options)
– LFS F+4.3 (Best used with less combo hits)
– RFS F+3.4 (Best used with fewer combo hits)
– RFF 4.4 (Best used with less combo hits)
– LFS 3,F (must be used if the player decides to stay in the left flamingo position)
– LFF/LFS D+3.4 (in Season 1 its range was much greater, but now in Season 2 it has been
slightly nerfed)
MOVE THIS PEAK
feet in front of you | head in front of you |
LFF UF+2 | LFF 443 |
LFF FF+3 | LFF/LFS UF+3,4,3 |
WS+4,4 | iWR+3 |
WS 3+4,4 | RFF B+2 |
BT RFF 4,3 | FFR 43 |
LFF/LFS B+1 | RFF 243 |
RFS DF+4 | It has guaranteed option in B+3 |
MOVEMENTS TO REPSPLAT
Weak splash on the wall | nice hit on the wall | Great wall splash |
DF+1 | 3~4 | UB+3,3 |
F+2 | D+4,4 | UB+3,4 |
B+2 | 2F+4 | LFS 3,F+4 |
U+3 | 44 | LFS+4 |
U+4 | DB+4,4 | RFS+3 |
UF+4,4 | UF3+4 | FFR 44 |
UF+3,4 | ||
LFS F+4,3 | ||
RFS F+3,4 |
WALL-BREAKING MOVES (Howard Estate, Jungle Outpost, G-Corp Helipad Day and Night, Duomo Di Sirio and Twilight Conflict)
Just for beginners | only combos |
FF+4 | F1+2 |
3~4 | DF+3,4 |
LFS F+4,3 | DB+4,4 |
RFS F+3,4 | B+2 |
CD+3 | |
RFF DF+3 |
Both | |
12F+4 | LFS 3,3 |
2F+4 | LFS 3F+4 |
DF+4 | LFS B+3 |
33F+4 | RFS B+4 |
333 | RFS 4 |
444 | LFS 4 |
F+{3,3} | RFS 3 |
UB+3,3 | RFF 2B+4 |
LFS F+3 | RFF 4.4 |
RFF 244 | RFF B+4 |
RFF FF+4,3 | RFF 3~4 (Reaction) |
GROUND-BREAKING MOVES (Forgotten Realm)
Just for beginners | Both |
2+4 | UF+3,4,3 |
F2+3 |
just combo | ||
443 | U3+4 | UF+2 |
DB3+4 | FF+3 | iWR+3 |
b+1 | WS+4,4 | LFSDB+4 |
RFS DF+4 | RFF 243 | FFR 43 |
RFFD+4 | RFF B+2 | RFF FF+3 |
Now that you know which moves do what in the combos, move on to the basic open combos, with wall, wall break, ground break, etc.
Bread and Butter Juggles (BNB) (DF+2 | B+3 | JFSR | Counter Strike | LFS D+4 / RFS D+3 | Low Parry)
CASTER: DF+2
1.) DF+2 F+2 RFF34 RFS B+4 S! RFF F+3 UF+343 = 59 DAÑO (Fácil)
2.) DF+2 U+3 LFS B+3 S! FF+4 RFF34 RFS B+4 = 62 DAÑO (Fácil)
3.) DF+2 F4 RFS2 RFF34 RFS B+4 S! RFF F+3 LFS UF3+4 = 57 DAÑO (Médio)
4.) DF+2 FF4 RFF34 RFS B+4 S! RFF F+3 UF343 = 64 DAÑO (Médio)
5.) DF2 F4 RFS B+3 FF+4 RFF34 RFS B+4 S! RFF F+3 LFS B+3 = 70 DAÑO (Difícil)
LAUNCHER: B+3
1.) B+3 F+2 RFF34 RFS B+4 S! RFF F+3 UF+343 = 63 DAÑO (Fácil)
2.) B+3 U+3 LFS B+3 S! FF+4 RFF34 RFS B+4 = 66 DAÑO (Fácil)
3.) B+3 F4 RFS2 RFF34 RFS B+4 S! RFF F+3 LFS B+3 = 61 DAÑO (Médio)
4.) B+3 FF4 RFF34 RFS B+4 S! RFF F+3 UF343 = 68 DAÑO (Médio)
5.) B+3 F4 RFS B+3 FF+4 RFF34 RFS B+4 S! RFF F+3 LFS B+3 = 74 DAÑO (Difícil)
COLLECTOR: JFSR
1.) JFSR S kickback! FF+4 RFF34 RFS B+3 = 68 DAMAGE (Easy)
2.) JFSR S reaction! FF+4 RFF34 RFS B+4 = 68 DAMAGE (Easy)
3.) JFSR S reaction! RFF F+3 LFS 3F LFS 3F LFS F+3 = 65 DAMAGE (Medium)
4.) JFSR S reaction! RFF F+3 LFS+2 RFF F+3 LFS UF+343 = 76 DAMAGE (Medium)
5.) JFSR F4 RFS B+3 FF+4 RFF34 RFS B+4 S! RFF F+3 LFS B+3 = 75 DAÑO (Difícil)
RAWING: Reaction
1.) Kickback Yes! FF+4 RFF34 RFS F+3.4 = 74 DAMAGE (Easy)
2.) Kickback Yes! FF+4 RFF34 RFS B+4 = 68 DAMAGE (Easy)
3.) Kickback Yes! FF+4 RFF3 123 LFS F+3 = 67 DAMAGE (Medium)
4.) Counterattack S! RFF F+3 LFS+2 RFF F+3 LFS UF3+4 DF3+4 = 80 DAMAGE (Medium)
5.) Kickback Yes! U+3 LFS+2 RFF F+3 LFS UF3+4 DF3+4 = 83 DAMAGE (Hard)
LANZADOR: LFS D+4 / RFS D+3 (Snake Edge)
1.) Serpent's Edge U+4 RFS 4 = 39 DMG (Fácil)
2.) Snake Edge CC DB+4.4S! iWR+4 = 41 DAMAGE (Medium)
3.) Snake Edge CC D+3,4 RFS B+4 S! D+3.4 RFS B+4 = 42 DAMAGE (Medium)
4.) Snake Edge CC DF+4 S! U+3 LFS 3F LFS 3F LFS F+3 = 51 DAÑO (Difícil)
5.) Snake Edge CC FF+4 RFF34 RFS B+4 = 45 DMG (Difícil)
PITCHER: Low stop
1.) Low Parry DF+1 D+3.4 RFS B+4 S! DF+3.4 = 30 DAMAGE (Easy)
2.) Parry low D+3,4 RFS B+4 S! UF+343 = 34 DMG (Easy)
3.) Low stop FF+4 RFF34 RFS B+4 S! RFF F+3 LFS UF+343 = 51 DAMAGE (Medium)
4.) Low Parry FF+4 RFF3 23 LFS1 123 LFS F+3 = 37 DAMAGE (Medium)
5.) Parada baixa F4 RFS B+3 FF+4 RFF34 RFS B+4 S! RFF F+3 LFS B+3 = 57 DANOS (Difícil)
Going towards what Hwoarang is really known for during the arcade update...
COMBINATION WALL FINISHING
Tekken 7 vanilla endings
– 1 DF+1 D2 HA+4,4
The 1 Jab can be removed if you think it won't land or if there are too many hits, Great Okizeme when Hwoarang transitions into Right Foot Forward. WS+4.4 to RFF3 used to be guaranteed in vanilla.
– D+3,4 RFS DF+4 B+3
Only Stand Up Tech will avoid B+3, but the rest will lose to B+3 due to RFS DF+4 Spike and good okizeme, but the opponent can turn left or right sometimes with their back a bit away from the wall.
Termine Tekken 7 Fated Retribution Temporada 1
– RFF F+3 LFS F+3 LFS 3F+4
This is the Tekken 7 Fated Retribution BnB you see in most Hwoarang players and it did a lot of damage until Season 2 weakened moves. It's still the combo that goes to the wall as it's still consistent with most combos.
Tekken 7 Season 2 Finals
– SS+3,3 LFS F+3
This is the easiest version of the three to obtain and does good damage for high-impact combos.
– SS+3,3 LFS 3F+4
This is a slightly difficult version of the three to get into and does some pretty damage as it also breaks walls.
– SS+3,3 LFS 3F LFS 3F+4
The most damaging Wall Combo Hwoarang has in his arsenal and the hardest to hack.
WALL PANEL COMBOS
low wall combos
Most often this can happen with low wall loads.
– B+3
If the wall hit was too low, it's better to go B+3 to turn the opponent into okizeme.
– D+2 HA+4.4
D+2 can sometimes miss, depending on how prone the opponent is against the wall. In case D+2 fails to hit, just go to WS+4,4 to be on the safe side, you'll still get a favorable okizeme situation.
– FF+3
Just like B+3, but transition to Right Foot Forward for okizeme and more damage.
Regular wall backsplash combos
That when you throw your opponent to the wall with DF+2 or RFS B+3, this is the general distance to consider.
– RFF F+3 LFS F+3 LFS 3F+4
It's still the Go to Wall Splat combo as it stays consistent with most combos and hits the entire cast.
– F+4 RFS2 RFF F+3 LFS F+3
This is an alternate version that does less damage but keeps Hwoarang in the left flamingo position.
– F+4 RFS2 RFF DF+3
This is another version that deals more damage than the previous one and keeps Hwoarang in Left Foot Forward.
– 4F4 RFF F+3 LFS F+3 LFS 3F+4
Season 2 brought this wall-splash combo to life, as it's three points stronger than BnB and works across the entire cast.
High wall backsplash combos
It's when you throw your opponent to the wall with B+3 or LFS UF+4, this is the general distance to consider.
– RFF F+3 LFS F+3 LFS 3F+4
It's still the Go to Wall Splat combo as it stays consistent with most combos and hits the entire cast.
– DF+4 RFF F+3 LFS F+3 LFS 3F+4
This does the same amount of damage as B+4 without rage, but then keeps you in a straight axis.
– B+4 RFF F+3 LFS F+3 LFS 3F+4
This does the same damage as DF+4 without rage, but as we know, B+4 causes Hwoarang to move slightly to the left, which won't put him in a straight axis afterwards.
– F+4 RFS2 RFF F+3 LFS F+3 LFS 3F+4
This is the ideal combination against men, except for Lee and Noctis. This one does more damage than BnB and breaks walls.
– 4F4 RFF F+3 LFS F+3 LFS 3F+4
Season 2 brought this wall-splash combo to life, as it's three points stronger than BnB and works across the entire cast.
– 444F RFF F+3 LFS F+3 LFS 3F+4
Season 2 brought this wall-splash combo to life and is seven points stronger than the 4F4 version and works across the entire cast.
WALL REBOUND COMBOS
LAUNCHER: CD+3
1.) BS+3 WB! LFS F+3 LFS F+3 LFS 3F+4 = 68 DAMAGE (Point-blank range: Easy)
2.) CD+3 WB! LFS F+4,3 RFF F+3 LFS F+3 LFS 3F+4 = 76 DMG (Funciona desde todos
distances: Easy)
3.) CD+3 WB! LFSF+4.3 RFF3~4 B+3 = 73 DAMAGE (Medium)
4.) CD+3 WB! LFSF+4.3 RFF F+3 LFS1 F+{3.3} = 75 DAMAGE (Medium)
5.) CD+3 WB! LFS 3+4 RFS/RFF244 RFF F+3 LFS F+3 LFS 3F+4 S! = 69 DAÑO (Largo
Wall distance: Hard)
RETURN COMBOS
From a release (e.g. B+3)
LAUNCHER: B+3
1.) B+3 F+4 RFS B+4 S! U3+4 B+3 = 67 DAÑO (Fácil)
2.) B+3 F+4 RFS B+4 S! UF+343 = 59 DAÑO (Fácil)
3.) B+3 D+3.4 RFS B+4 S! RFF F+3 LFS1 FF+4 = 50 DANOS (Médio)
4.) B+3 F4 RFS B+4 S! U+3 LFS 3F LFS F+3 = 61 DAÑO (Médio)
5.) B+3 F4 RFS B+3 FF+4 DB+4,4 S! FF+4 = 64 DAÑO (Difícil)
From a foot movement (e.g. D+3,4)
THROWER: D+3,4
1.) D+3,4 RFS B+4 S! U3+4 B+3 = 63 DAÑO (Fácil)
2.) D+3,4 RFS/RFF 24,F RFS B+4 S! U3+4 B+3 = 62 DAÑO (Fácil)
3.) D+3,4 RFS/RFF 24,F RFS B+4 S! RFF F+3 LFS1 FF+4 = 53 DAÑO (Médio)
4.) D+3,4 RFS2 RFF F+3 LFS B+3 S! WR+3 = 52 DAÑO (Average)
5.) D+3,4 RFS2 RFF34 RFS B+4 S! RFF F+3 LFS1 FF+4 = 56 DAÑO (Difficult)
FORGOTTEN KINGDOM COMBOS
The general rule of thumb in Floor Break combos is to use a move that breaks the floor and places your opponent face down in front of you for maximum combined damage. The number of visits is very important and the positioning is also fundamental. I'm going to list five ground breaking combos with the same launcher to give you an idea of what to do as you investigate this combo situation further.
LAUNCHER: UF+343
1.) Ugh+343F! DF+4 S! RFF FF+4.3 = 43 DAMAGE (Easy)
2.) UF+343 12F+4 S! FF+4 = 47 DAMAGE (Easy)
3.) UF+34 1 FF+4 RFF34 RFS B+4 S! F+3 LFS DB+4 F! DF3+4 = 60 DAÑO (Médio)
4.) UF+34 2F4 S! RFF43F! B+4W! RFF F+3 LFS F+3 = 58 DAMAGE (Medium)
5.) UF+34 24 RFS B+4 S! RFF F+3 LFS 3F LFS 3F LFS UF3+4 W! RFF 43F! B4W!
WS+4.4 = 70 DMG (hard)
BALCONY COMBOS LOUNGE
The general rule of thumb in Balcony Break combos is to make use of a wall-breaking move. The number of visits is very important and the positioning is also fundamental. The main point to note is that you don't always need to do DF3+4 after breaking the balcony, it's recommended to only do it after a full combo before breaking the balcony. I'm going to list five combos with the same cast/rest move to give you an idea of what to do while researching this combo situation further.
LANZADOR: B3 | LFS3F+4
1.) B3 W! RFF F+3 LFS 3F+4 B! DF+4S! RFF3 UF3+4 WS+4,4 = 60 DAÑO (Fácil)
2.) B3 W! 33,F LFS3F+4B! DF3+4 = 71 DAÑO (Fácil)
3.) B3 FF+4 RFF34 RFS B+4 S! RFF F+3 LFS UF3+4 W! CD+3B! DF3+4 = 92 DAÑO
(Half)
4.) B+3 W! F+ RFS2 RFF F+3 LFS 3F+4 B! DF3+4 = 73 DAMAGE (Medium)
5.) B+3 W! LFS3F+4 B! 24 RFS B+4 RFF F+3 LFS UF3+4 W! D+2 HA+4,4 = 62 DAÑO
(Stand up)
COMBOS TO BREAK WALLS
The general rule of thumb in Wall Break combos is to use a wall-breaking move. The number of visits is very important and the positioning is also fundamental. I'm going to list five combos with the same cast/rest move to give you an idea of what to do while researching this combo situation further.
JARRO: RFS B+3 | F1+2
1.) RFS B+3 F+4 RFS+4 S! F1+2 B! DF3+4 = 62 DAÑO (Fácil)
2.) RFS B+3W! F1+2 B! D+3,4 RFS B+4 S! RFF F+3 LFS UF3+4 W! DF+1 D+2 WS=4,4 = 66 DAÑO
(Half)
3.) RFS B+3 FF+4 RFF34 RFS B+4 S! RFF F+3 LFS UF3+4 W! F1+2 B! DF3+4 = 80 DAÑO (Médio)
4.) RFS B+3W! F1+2 B! 24 RFS B+4 S! RFF F+3 LFS 3F LFS UF3+4 W! DF3+4 = 63 DAÑO (Médio)
5.) RFS B+3W! F1+2 B! FF+4 RFF3 123 LFS B+3 S! WR+3 = 61 DAÑO (Médio)
MINI COMBOS
Free damage is good damage and something Hwoarang needs to level the playing field against his opponent. He never forgets the accompaniments of each of these movements.
WS+3 a FF+3/B+3
CH B+2 a FF+3/B+3
333 to F+3~N+3 | FF+4 | or if you're angry D3+4,4
LFS 3.3 to F+3~N+3 | FF+4 | or if you're angry D3+4,4
CH DB+4,4 a FF+3/B+3
443 e RFF FF+3
LFS F+4.3 to F+{3.3} | FF+4 | or if you're angry D3+4,4
RFS F+3,4 a F+{3,3} | FF+4 | ou se tem raiva D3+4,4
CH LFS DB+4 a FF+3 | B+3 | RFF FF+3 | BD+4
RFF 243 e RFF FF+3
RFF 43 e RFF FF+3
RFF B+2 e FF+3 | B+3 | RFF FF+3 | BD+4
LFS 3,3 a D3+4,4 RFF DF+3
3,3,3 a D3+4,4 RFF DF+3
G. PUNISHMENT
Hwoarang's punishing game got a huge update in Tekken 7 Fated Retribution as the developers added UB+3.3, which is a move that instantly spins opponents' tails on hit. Making it easier to cast, punishing Hwoarang always lacked crouch. In previous installments, players were forced to Crouch Cancel, which can be quite difficult to do in a real game environment. Hwoarang's Punishment Kit isn't that awesome compared to other characters, but it's still decent enough.
Permanent Punishment
-10: 1 | 11 | 123 | 124 | 2 | 23 | 24
Hwoarang's 10 frame penalties allow him to go Flamingo Stance in large frames (+11g Hit) or get left foot forward with less damage and fewer positive frames (11 is +6 Hit | 1 is + 8 hitters).
-11~12: 4 | 43 | 43, F | 44 | 4F4
Most of the time, this is what punishes Hwoarang with moves ranging from -11 to -14. The rewards you get from 43, 43F, 44 and 4F4 are great when you transition into Left Foot Forward, Left Flamingo Stance, Right Flamingo Stance or Right Foot Forward with tremendous frames more compared to the 13 and 14 frame penalties available for Hwoarang.
-12: D3+4,4 (needs rage)
This is Hwoarang's only move that starts at 12 frames and is only available when you are low on health. It's best not to use this as a strike, as Hwoarang's 11 frame strike sets up the rage boost perfectly. It should only be reserved for moves like M.Raven's QCF+4, as it punishes him fairly and gives him a free throw.
-13: DF+1 | FD+1,3 | DF1+2 | B+4 | B+2
Those are far fewer than the 11 frame penalties Hwoarang has. The only time you would need to use these punishers is when the 11 frame punisher doesn't connect due to range or if you want to keep your left foot forward with a +8 frame advantage or a +2 frame advantage with your right foot advance.
-14: UF3+4,4
Previously, this move was only reserved for punishing knockback moves, but now, thanks to the damage bonus in Season 2, there's even more reason to use this punisher, even if you end up left footed ahead with a +frame advantage. . .
-15: DF+2
Hwoarang's 15-frame punisher has tricky range and won't throw opponents who recover while crouched, so use the 14-frame punisher or the 11-frame punisher in these situations.
-16: B+3 | UB+3,3
The Faithful Plasma Sword will make opponents pay for using a punishable throw move against Hwoarang.
-18: JFSR
This is the fastest JFSR that can be entered, so if you want to feel like a Mishima punishing moves with an electric, this is your chance to do it with JFSR and feel powerful while juggling your opponent into the wall.
squat punishment
-10: HA+1 | FC+1
Unlike the rest of the cast, Hwoarang's WS+1 starts at 10 frames, which makes it a legitimate punishment for crouching and is much better than the generic option as it leaves you with a +7 frame advantage.
-11~13: WS+4,4
Hwoarang's Tsunami Kicks is the punishment against most lows. He transitions from Hwoarang to Right Foot Forward and leaves him with a +5 frame lead.
-14~15: WS+3
Hwoarang's 14-frame Punisher is a medium drop that is guaranteed to continue in FF+3, just like in previous installments of the game.
-15: HA+2
Like most characters, Hwoarang has the superior punch when crouched, but doesn't launch with a natural punch. He makes up for this by giving you a +4 frame advantage and launching you into a counterattack.
-16: UB+3,3
This is the big buff Hwoarang got in the Tekken 7 Fated Retribution arcade update, allowing him to have easily accessible cast punishment while crouching. Players no longer bother constantly crouching to cancel and take damage.
-17: CC B+3
This is still the far superior cast punishment for crouched Hwoarang. UB+ 3.3 is a fine edition, but it can't really stack up the damage needed to scare an opponent out of launching his predictable hellish sweeps.
-19: CC JFSR
Simple, you want to style them, know that this is very difficult to achieve both in training mode and in real matches.
FOOTPRINT PENALTY
Position 1: 43 | DF+2 | 123 | 124
These three moves are the best options for punishing an opponent from this distance. DF+2 makes you miss sometimes, so going for positive frames with 43 and getting your left foot forward always seems like a good idea.
Rango 1.5-2: DF+3,4 | UF3+4,4 | B+3 | JFSR
The four moves listed below this range deal the best damage to your opponent by sniffing at this range. UF3+4 is the most consistent of the four.
Rank 2-4: FF+4
This is the only move consistent enough to make opponents pay for casting from long distances.
RELIABLE MOVEMENTS THAT ACHIEVE LOW/CONTINUOUS SEASONS
Left Foot Forward
FF+3
B+3
BD+4
BD+3
left flamingo pose
LFS D+3
LFSDB+4
right foot forward
RFF FF+3
RFFD+4
flamingo right posture
RFS D+4
H. ROUNDING
The behemoth of confusion is the personality that Hwoarang has garnered over his tenure in the Tekken franchise. Hwoarang is a machine gun when it comes to pumping bulldog pressure and staying in the opponent's face for long periods of time. Tekken 7 Vanilla Hwoarang was already better than its previous versions, except for the D+3,4 nerf. But since the release of Season 3, this is the strongest version Hwoarang has had in his Tekken history.
Due to a large move list, difficult gameplay, reliance on stances for attack, and zero elbows/knees make Hwoarang extremely difficult to play. Every victory is something to pat yourself on the back with, especially if you're dealing with a damaging matchup (Xiaoyu, Eddy, Asuka, Kazumi, to name a few). The players who will play the main Hwoarang will be unique and will not share the same style as the 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~N+3 and B1+2 in Left Foot Forward, that are highly situational. Hwoarang is still weak in the tracking department, as most of his moves can be easily trampled even with a hit (see WS + 4.4 on hit situation). This puts you in the neutral offensive game with good frame data (F+2 -2 block and +9 on strike) and lateral steps built in at F+3 (transitions to left flamingo stance) and F,N+4 (transitions to Right Flamingo Stance) to escape the ropes and start your own mayhems and break your life bar at a very fast pace. He arguably has the best powercrush in Backlash to keep opponents at bay and has a new powercrush (DF+3, F) that makes getting close to the opponent much easier, making opponents hesitant to attack Hwoarang at any distance. Don't forget about his rage abilities, especially the D3+4.4 buff for some juicy combo damage.
In general, Hwoarang will definitely kill players who have little to no knowledge of matchups, but he will have to work hard against players who have a firm understanding of the holes in their ropes and their overall gameplan.
Difficulty: Advanced
I. ANTIESTRATOS
1. A lot of passion
Most of the time, Hwoarang players will use 123 or 124 to configure their flamingo mixups, even when in Flamingo Stance the best options are maxes (LFS+1 / RFS+2). Thwarting Hwoarang with moves like High Crush so they miss one of the surest ways to set up their attack. Characters like Ling Xiaoyu, Eddy Gordo, and Lei Wulong do very well against Hwoarang.
2. Low stop
Just as the best Hwoarang options are tall, they are also short, so don't be afraid to trim low when your leg is raised in Flamingo Stance. That should kill that D+3,4 threat that's been bothering you all along.
3. Make use of Deviations/Reversals/Etc.
Hwoarang has virtually zero knees and elbows, and most moves are 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, Geese, Noctis, King and Law are great for this reason.
4. Back off
When you're feeling pressured, often your best bet in terms of risk and reward is to simply step back and take a swing. After D+3.4 this is not really possible for the first options used for mixups. Works best against LFS 3.4 | RFS DF+4 | RFF 2F+4 most of the time. Their strongest bass doesn't hit you in the 1.5 range and the rest aren't that good at setting anything up. Therefore, it can be punished with reactionary pullbacks and low stops.
5. Sidewalk/Sidewalk
Hwoarang's moves don't really work well, so avoid his weak side and make him pay for trying to chain him to death. Once you get Hwoarang to use his fetch moves, which are slower, take the opportunity to tackle him and remove weak defensive options like B+1 and punish accordingly.
6. Pressure
Hwoarang might be great at pressing, but he's not good at defending. Go crazy with him and don't let him go or he will have time to breathe and space you with Backlash, F+2, etc.
7. Be patient
If you find yourself in the blender against Hwoarang, be patient because there will always be a hole in Hwoarang's rope. You just have to wait and you will be rewarded while you review it.
8. Experience Hwoarang's Punishment
This isn't really an anti-strat, but it might be if the Hwoarang you're playing against has a weak punishment. If they always punish -14 moves with 123/4, you can still bet using their -13 move as the consequence isn't as big, assuming your defense is good against Flamingo Mix ups. If they always punish -28 kills with WS+3 to FF+3, that's not a big deal compared to the cast getting punished for it. If the Hwoarang you're playing has a solid penalty, use the seven anti strategies to turn the game in your favor.
J. LEGEND
LFS | “Left Flamenco Posture”, performed by Hwoarang. (LFF f+3) |
RFS | “Flamenco in the right position”, performed by Hwoarang. (RFF f+4) |
LFF | "Left foot forward" refers to the orthodox (regular) stance of the Hwoarang. This is his position from the start of the game. (you can change stance by typing 3+4) |
RFF | "Right foot forward", refers to Hwoarang's left-handed (left-handed) stance. (you can change stance by typing 3+4) |
FOXSTEP | a move that can be performed both when you are facing an opponent and when your back is turned to him |
JFSR | “Just Frame Sky Rocket”, a move performed by Hwoarang (f~n~df: 4) |
crouch cancel | "Cancel Crouch", done by doing ff when crouchedto be able to do normal movements faster. very useful injuggling |
TAILSPIN | Short for 'Screw' attacks in Tekken 7, which are the combo-extending mechanics usually used in the middle of a combo. The opponent spins in the air after eating these attacks. Also nicknamed 'Tailspins'. |
ACCESS COUNTER (CH) | Abreviatura de "Counter Hit" [ver counter/counterhit] |
PRESS CONFIRM | The art of ensuring that a string follows DURING the moment the first part of the string is played. |
STUN BLOCK | refers to your character staggering after blocking aopponent's attack. The incredible character cannot doanything in block stun animation, doing any movewhat it does next is slower. |
MARCOS | a unit of time used to accurately measuretekken related speeds; it is important to note that tekkencurrently runs at 60 frames per second |
PITBULL | a way of playing tekken that uses offensive tactics to the extreme |
TORTUGA | a way of playing tekken that uses defensive tactics for theextreme |
"BETO" | “bicycle boy”, Hwoarang's nickname before T6. |
© http://www.tekkenzaibatsu.com/wiki/Tekken_Jargon |
K REFERENCES
Tekken Jargon. (North Dakota.). Retrieved September 12, 2017 from http://www.tekkenzaibatsu.com/wiki/Tekken_Jargon
Hwoarang T7 frames. (North Dakota.). Retrieved September 12, 2017 from http://rbnorway.org/hwoarang-t7-frames/
Hwoarang's Tekken 7 level combinations. (North Dakota.). obtained from https://www.eventhhubs.com/tiers/tekken7/character/hwoarang/
Guide Hwoarang Tekken 7 FR • r/Tekken. (North Dakota.). obtained from https://www.reddit.com/r/Tekken/comments/6qqn9y/hwoarang_guide_tekken_7_fr/
-. (2017, November 11). COMPLETE HWOARANG GUIDE | wiki | Tekken Amino Amino. obtained from https://aminoapps.com/c/tekken-amino/page/item/complete-hwoarang-guide/3WYE_DGWfDIgl8jb8BqQd3W7aajL46VLmk4
N. (2017, September 10). Tekken 7: Top 15 moves for all characters. obtained from https://drunkardshade.com/2017/05/27/tekken-7-top-15-moves-for-all-characters/
Z. (2017, June 15). This is the direction to go against all Tekken 7 characters, PDF download is also available. obtained from http://tekkengamer.com/2017/06/14/heres-direction-sidestep-characters-tekken-7-pdf-download-also-disponible/
Ardo's Hwoarang Guide. (North Dakota.). obtained from https://docs.google.com/document/d/1-CWugo0WPdqu53KpiR-MBkOo6W_V_cgn891kfuBzfDo/edit#
M. (2017, June 07). See how to master the Hwoarang and Rage Arts moves in 'Tekken 7'. obtained from https://mic.com/articles/179233/tekken-7-hwoarang-combos-how-to-master-the-moves-and-rage-arts-of-jin-s-rival#.O99Eq7oJV
Hwoarang (character). (North Dakota.). obtained from https://www.giantbomb.com/hwoarang/3005-1941/
Character summaries (S7). (North Dakota.). obtained from https://docs.google.com/document/d/1yqgxbES6su4clpQou2hzlZN40rpPBtwmMRKWfexbj3g/preview