Important Message: (Special Thanks to Karsticles)
I want to make this a one-stop spot for all inquiries regarding Hwoarang. Please do not hesitate to suggest changes/additions or alert me to errors in the main thread or via private message. A brief overview of what is contained in each section:
•The Basics: General character information, such as Frame Data and Health values, along with the legend for notation that will be used throughout the guide. Each move is listed, along with the frame data for that move as well as how to make effective use of that move in a various situations.
•Strategy: First, a general overview of what it means to play Hwoarang. Then, a breakdown of general methods of approach, zoning, creating resets, and meter usage, etc. is provided. This section is purely with regard to Hwoarang, and does not involve considerations of team functionality.
•Gameplay and Combos: Here contains an archive of videos showing excellent Hwoarang gameplay or concepts, and also a listing of combos possible with Hwoarang. This section does not deal with team-based combos and does NOT include values with Gems active.
Please do not hesitate to contribute! All assistance in making this guide as comprehensive as humanly possible is welcome; please do not hesitate to suggest changes as well.
The Basics:
Legend:

- Light Punch

- Medium Punch

- Heavy Punch

- Light Kick

- Medium Kick

- Heavy Kick
(Launch) - Launcher (

+

)

- Quarter Circle Forward Motion

- Quarter Circle Back Motion

- Dragon Punch Motion

- Half Circle Back Motion
c. - Crouching
s. - Standing
j. - Airborne
sj. - Airborne Via Superjump (Character Specific)
SS- Special Step (

+

)
> - link into the next move
~ - Chain into the next move
xx - Cancel into the next move
W! - Wallbounce
B! - Groundbounce
[TC] - Tag Cancel
[CC] - Charge Cancel
(C.A) - Cross Art (



)
(CH) - Counter Hit
(Air) - Performable While Airborne
(Low) - This Move Must Be Blocked Low
(High) - This Move Must be Blocked High
SM, EX, SA, CA: Special Move, EX Move, Super Art, Cross Art
Comments
Vitality: 1000
Forward Dash Duration: 17 frames
Backdash Duration: 8 frames invulnerability, 16 frames airborne, 7 frames grounded (31 frames total)
Pre-jump frames: 4 frames
Vertical Jump (and High Jump) Duration: 35 frames (35 frames)
Diagonal Jump (and High Jump) Duration: 35 frames (35 frames)
Standing Normal Moves (ST.)
Standing
Damage: 30
Startup: 8 frames
Active: 3 frames
Recovery: 6 frames
Adv. on Hit: +8 frames
Adv. on Block: +4 frames
Cancelable: SM, EX, SA, CA
Notes: -
Standing
Damage: 60
Startup: 7 frames
Active: 2 frames
Recovery: 20 frames
Adv. on Hit: -1 frames
Adv. on Block: -5 frames
Cancelable: -
Notes: -
Standing
Damage: 90
Startup: 10 frames
Active: 4 frames
Recovery: 25 frames
Adv. on Hit: -3 frames
Adv. on Block: -9 frames
Cancelable: -
Notes: Forces standing on hit
Standing
Damage: 30
Startup: 5 frames
Active: 2 frames
Recovery: 11 frames
Adv. on Hit: +4 frames
Adv. on Block: 0 frames
Cancelable: -
Notes: -
Standing
Damage: 60
Startup: 8 frames
Active: 2 frames
Recovery: 20 frames
Adv. on Hit: -1 frames
Adv. on Block: -5 frames
Cancelable: -
Notes: -
Standing
Damage: 90
Startup: 7 frames
Active: 4 frames
Recovery: 25 frames
Adv. on Hit: -4 frames
Adv. on Block: -9 frames
Cancelable: SM, EX, SA, CA
Notes: -
Standing Normal Moves (Flamingo Stance
Standing
Damage: 30
Startup: 3 frames
Active: 2 frames
Recovery: 11 frames
Adv. on Hit: +4
Adv. on Block: 0 frames
Cancelable: SM, EX, SA, CA
Notes: -
Standing
Damage: 60, 60
Startup: 6 frames
Active: 2 (10) 2 frames
Recovery: 20 frames
Adv. on Hit: -1 frames
Adv. on Block: -5 frames
Cancelable: -
Notes: -
Standing
Damage: 90
Startup: 8 frames
Active: 3 frames
Recovery: 27 frames
Adv. on Hit: -4 frames
Adv. on Block: -10 frames
Cancelable: SM, EX, SA, CA
Notes: Forces standing on hit
Standing
Damage: 30
Startup: 4 frames
Active: 3 frames
Recovery: 9 frames
Adv. on Hit: +5 frames
Adv. on Block: +1 frames
Cancelable: -
Notes: -
Standing
Damage: 60
Startup: 7 frames
Active: 2 frames
Recovery: 20 frames
Adv. on Hit: -1 frames
Adv. on Block: -5 frames
Cancelable: -
Notes: -
Standing
Damage: 90
Startup: 13 frames
Active: 2 frames
Recovery: 27 frames
Adv. on Hit: -4 frames
Adv. on Block: -9 frames
Cancelable: SM, EX, SA, CA
Notes: Airborne frames 8-19
PSN: ZeroX03
XBL: ZeroXZ03
Twitter---> http://twitter.com/#!/ZeroXZ03
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0 • Off Topic Disagree Agree LikeCrouching
Damage: 30
Startup: 5 frames
Active: 3 frames
Recovery: 9 frames
Adv. on Hit: +5 frames
Adv. on Block: +1 frames
Cancelable: SM, EX, SA, CA
Notes: -
Crouching
Damage: 60
Startup: 6 frames
Active: 4 frames
Recovery: 13 frames
Adv. on Hit: +4 frames
Adv. on Block: 0 frames
Cancelable: SM, EX, SA, CA
Notes: -
Crouching
Damage: 90
Startup: 10 frames
Active: 4 frames
Recovery: 25 frames
Adv. on Hit: -3 frames
Adv. on Block: -9 frames
Cancelable: -
Notes: Forces standing on hit
Crouching
Damage: 30
Startup: 4 frames
Active: 3 frames
Recovery: 10 frames
Adv. on Hit: +4 frames
Adv. on Block: 0 frames
Cancelable: SM, EX, SA, CA
Notes: -
Crouching
Damage: 60
Startup: 5 frames
Active: 5 frames
Recovery: 17 frames
Adv. on Hit: -1 frames
Adv. on Block: -5 frames
Cancelable: SM, EX, SA, CA
Notes: -
Crouching
Damage: 90
Startup: 7 frames
Active: 2 frames
Recovery: 27 frames
Adv. on Hit: Sweep Knockdown
Adv. on Block: -9 frames
Cancelable: SM, EX, SA, CA
Notes: -
Launcher
Damage: 100
Startup: 13 frames
Active: 2 frames
Recovery: 54 frames
Adv. on Hit: Switch
Adv. on Block: -34 frames
Notes: Crushes crouching attacks, launches opponent while switching characters
Cross Cancel:
Damage: 120 ()
Startup: 5 frames
Active: 13 frames
Recovery: 35 frames
Adv. on Hit: Hard Knockdown
Adv. on Block: -26 frames
Notes: Similar to HK Skyrocket, full body invulnerability frames 1-6
Jumping Normal Moves
Jumping
Damage: 40
Startup: 5 frames
Active: 7 frames
Recovery: Until grounded, 4 frames landing
Adv. on Hit: +12 frames
Adv. on Block: +4
Jumping
Damage: 70
Startup: 7 frames
Active: 4 frames
Recovery: Until grounded, 4 frames landing
Adv. on Hit: +16 frames
Adv. on Block: +5 frames
Jumping
Damage: 100
Startup: 10 frames
Active: 4 frames
Recovery: Until grounded, 4 frames landing
Adv. on Hit: +20 frames
Adv. on Block: +8 frames
Jumping
Damage: 40
Startup: 5 frames
Active: 9 frames
Recovery: Until grounded, 4 frames landing
Adv. on Hit: +12 frames
Adv. on Block: +4 frames
Jumping
Damage: 70
Startup: 6 frames
Active: 8 frames
Recovery: Until grounded, 4 frames landing
Adv. on Hit: +16 frames
Adv. on Block: +5 frames
Jumping
Damage: 100
Startup: 10 frames
Active: 4 frames
Recovery: Until grounded, 4 frames landing
Adv. on Hit: +20 frames
Adv. on Block: +8 frames
Unique Attacks
Spinning Trap Kick
Damage: 60
Startup: 19 frames
Active: 3 frames
Recovery: 14 frames
Adv. on Hit: +6 frames
Adv. on Block: 0 frames
Cancelable: SM, EX, SA, CA
Notes: Knockdown on airborne foes. This standing low attack causes Hwoarang to spin around and kick his opponent's shins. Spinning Trap Kick is cancelable, but it's very slow, making it difficult to use. If you try to use crouching
Tsunami Kick
Damage: 60
Startup: 19 frames
Active: 2 frames
Recovery: 22 frames
Adv. on Hit: +4 frames
Adv. on Block: +2 frames
Cancelable: -
Notes: Knockdown on airborne foes, hold
Iron Heel
Damage: 70
Startup: 25 frames
Active: 2 frames
Recovery: 19 frames
Adv. on Hit: Ground Bounce
Adv. on Block: -4 frames
Cancelable: -
Notes: Hard Knockdown on airborne foes. Hwoarang steps forward and spins his leg around this devastating mid attack. Iron Heel ground bounces an opponent no matter how it hits, giving you a chance to land a huge combo! If your opponent blocks Iron Heel, Hwoarang is left at -4 frame disadvantage, which is a weakness but still safe enough to prevent an opponent from heavily punishing him. Iron Heel's biggest disadvantage is its slow 25 frames of startup. Your opponent has time to react and potentially interrupt before it even hits. When using this attack, make sure your opponent isn't prepared to mash buttons to stop it before it comes out.
Fade-Away Kick
Damage: 70
Startup:13 frames
Active: 4 frames
Recovery: 22 frames
Adv. on Hit: -7 frames
Adv. on Block: -9 frames
Cancelable: SM, EX, SA, CA
Notes: Crushes crouching attacks from frames 1-12, knockdown on airborne foes. This attack makes Hwoarang to hop backwards while kicking at his opponent. Fade-Away Kick has a long startup and is unsafe on hit and block, but it crushes any crouching attacks your opponent tries to throw at you for 12 frames! This attack doesn't have much range, so it's most useful as a low crush at close range.
Motion Switch
Damage: -
Startup: -
Active: -
Recovery: 1 frames
Adv. on Hit: -
Adv. on Block: -
Cancelable: -
Notes: Enters Flamingo Stance, can move & attack after frame 1. This unique move causes Hwoarang to enter into Flamingo Stance, where he gains access to a new set of normal moves. When in Flamingo Stance Hwoarang's walking speed decreases dramatically, making it difficult to approach an opponent. Most Flamingo attacks also leave Hwoarang at a disadvantage, making these attacks very difficult to use. Flamingo Stance is best used to confuse your opponent with a complete set of different moves, making it difficult for them to predict what attack is coming next;
Reverse Kick -
Standing
Damage: 60
Startup: 7 frames
Active: 2 frames
Recovery: 29 frames
Adv. on Hit: -1 frames
Adv. on Block: -5 frames
Cancelable: -
Notes: Identical to Standing
Reverse Kick
Damage: 70
Startup: 6 frames
Active: 4 frames
Recovery: 20 frames
Adv. on Hit: -1 frames
Adv. on Block: -7 frames
Cancelable: SM, EX, SA, CA
Notes: Knockdown on airborne foes, forces standing on hit. This attack causes Hwoarang to perform standing
Chainsaw Kick
Damage: 50
Startup: 16 frames
Active: 3 frames
Recovery: 23 frames
Adv. on Hit: Ground Bounce
Adv. on Block: -8 frames
Cancelable: -
Notes: Hard knockdown on airborne foes. Hwoarang adds onto standing
PSN: ZeroX03
XBL: ZeroXZ03
Twitter---> http://twitter.com/#!/ZeroXZ03
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0 • Off Topic Disagree Agree LikePSN: ZeroX03
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0 • Off Topic Disagree Agree LikePSN: ZeroX03
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0 • Off Topic Disagree Agree LikePSN: ZeroX03
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0 • Off Topic Disagree Agree LikePSN: ZeroX03
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0 • Off Topic Disagree Agree LikePSN: ZeroX03
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0 • Off Topic Disagree Agree LikePSN: ZeroX03
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0 • Off Topic Disagree Agree LikePSN: ZeroX03
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0 • Off Topic Disagree Agree LikePSN: ZeroX03
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0 • Off Topic Disagree Agree LikeMoves with this designation can be cancelled into the corresponding technique.
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0 • Off Topic Disagree Agree LikeFrom demo experience and some other inputs, there are some strings, which can do a transition into normal stance or FLA by pressing f (don't have game, but Hwo mainer).
MK, MK~f into FLA
MP, MP~f into FLA
FLA MP, LP~f into FLA
f+MK~f into FLA
Probably the FLA transitions affects to the recovery frames some moves.
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0 • Off Topic Disagree Agree LikePSN: ZeroX03
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0 • Off Topic Disagree Agree LikePSN: ZeroX03
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0 • Off Topic Disagree Agree LikeEdit: also do you have frame data for the other target combos and special attacks i.e.
Middle Kick Combo, High Kick Combo etc...
Sky Rocket, Hunting Hawk etc...
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