~The Hwoarang Primer Thread~

ZeroX03ZeroX03 Joined: Posts: 409
hwoarang.png

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:

:lp: - Light Punch
:mp: - Medium Punch
:hp: - Heavy Punch
:lk: - Light Kick
:mk: - Medium Kick
:hk: - Heavy Kick
(Launch) - Launcher ( :hp:+:hk:)
:qcf:- Quarter Circle Forward Motion
:qcb:- Quarter Circle Back Motion
:dp: - Dragon Punch Motion
:hcb:- Half Circle Back Motion
c. - Crouching
s. - Standing
j. - Airborne
sj. - Airborne Via Superjump (Character Specific)
SS- Special Step ( :dp:+:p:)
> - 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 ( :qcf::mp::mk:)
(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

  • ZeroX03ZeroX03 Joined: Posts: 409
    Data Arsenal
    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 :lp:
    Hit Level: Low
    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 :mp:
    Hit Level: High
    Damage: 60
    Startup: 7 frames
    Active: 2 frames
    Recovery: 20 frames
    Adv. on Hit: -1 frames
    Adv. on Block: -5 frames
    Cancelable: -
    Notes: -

    Standing :hp:
    Hit Level: High
    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 :lk:
    Hit Level: High
    Damage: 30
    Startup: 5 frames
    Active: 2 frames
    Recovery: 11 frames
    Adv. on Hit: +4 frames
    Adv. on Block: 0 frames
    Cancelable: -
    Notes: -

    Standing :mk:
    Hit Level: High
    Damage: 60
    Startup: 8 frames
    Active: 2 frames
    Recovery: 20 frames
    Adv. on Hit: -1 frames
    Adv. on Block: -5 frames
    Cancelable: -
    Notes: -

    Standing :hk:
    Hit Level: High
    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 :k::k::k: )

    Standing :lp:
    Hit Level: High
    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 :mp:
    Hit Level: High
    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 :hp:
    Hit Level: High
    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 :lk:
    Hit Level: Low
    Damage: 30
    Startup: 4 frames
    Active: 3 frames
    Recovery: 9 frames
    Adv. on Hit: +5 frames
    Adv. on Block: +1 frames
    Cancelable: -
    Notes: -

    Standing :mk:
    Hit Level: High
    Damage: 60
    Startup: 7 frames
    Active: 2 frames
    Recovery: 20 frames
    Adv. on Hit: -1 frames
    Adv. on Block: -5 frames
    Cancelable: -
    Notes: -

    Standing :hk:
    Hit Level: High
    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

  • ZeroX03ZeroX03 Joined: Posts: 409
    Crouching Normal Moves (CR.)

    Crouching :lp:
    Hit Level: Low
    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 :mp:
    Hit Level: Low
    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 :hp:
    Hit Level: High
    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 :lk:
    Hit Level: Low
    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 :mk:
    Hit Level: High
    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 :hk:
    Hit Level: Low
    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 :hp::hk:
    Hit Level: High
    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: :f:+:hp::hk: (While Blocking)
    Hit Level: High
    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 :lp:
    Hit Level: Mid
    Damage: 40
    Startup: 5 frames
    Active: 7 frames
    Recovery: Until grounded, 4 frames landing
    Adv. on Hit: +12 frames
    Adv. on Block: +4

    Jumping :mp:
    Hit Level: Mid
    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 :hp:
    Hit Level: Mid
    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 :lk:
    Hit Level: Mid
    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 :mk:
    Hit Level: Mid
    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 :hk:
    Hit Level: Mid
    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 :db:+:lk:
    Hit Level: Low
    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 :lk: while blocking, you'll often perform this attack, limiting the use of Hwoarang's crouching :lk:. You can link after Spinning Trap Kick if it hits, but it's slow and you'll often get hit out of the attack before it comes out.

    Tsunami Kick :f:+:mk:
    Hit Level: Mid
    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 :f: to enter Flamingo Stance. During this attack, Hwoarang steps forward and then drops his leg onto his opponent. Tsunami Kick is a mid-hitting attack that has advantage on hit and block, making it completely safe as long as it connects with the opponent. If you hold :f: after this attack hits, Hwoarang will enter into Flamingo Stance, giving you a chance to poke away at the opposing character.

    Iron Heel :f:+:hk:
    Hit Level: Mid
    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 :b:+:mk:
    Hit Level: Mid
    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 :k::k::k:
    Hit Level: -
    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 - :mp: > :mp:

    Standing :mp:
    Hit Level: High
    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 :mp:

    Reverse Kick :mp: > :mp:
    Hit Level: High
    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 :mk: then swing his leg to kick his opponent again. Although this string isn't safe on block, it's cancelable into Special Moves, giving Hwoarang a verifiable way to land big damage. Reverse Kick is unique because you can perform it during a Boost Combo - perform crouching :lp: or :lk:, then Boost Combo into standing :mp:, then Reverse Kick for a verifiable combo! If it hits, cancel into Hunting Hawk or EX Hunting Hawk for big damage. If blocked, make this attack safe by canceling into Dynamite Heel.

    Chainsaw Kick :mp: > :lp:
    Hit Level: Mid
    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 :mp: by dropping his leg on his opponent, breaking their crouching guard, and bouncing them off the ground! As with Reverse Kick, you can Boost Combo into Chainsaw Kick to give Hwoarang a damaging Boost Combo you can verify. Chainsaw Kick is unsafe on block, but you can easily verify into it if you start the combo from a crouching :lp: or :lk:. Hwoarang doesn't have any safe low options off Chainsaw Kick, so it's difficult to use it as a mix-up. It's best to only use Chainsaw Kick when you are sure it will hit.
  • ZeroX03ZeroX03 Joined: Posts: 409
    Reserved #3
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  • JarekovJarekov Thou Art A Bear Joined: Posts: 1,995
    beat me to it. THANK YOU lol.
  • GodotGodot Joined: Posts: 169
    Cancelable: SM, EX, SA, CA
    SM, EX, SA, CA? What does that stuff mean?
  • JarekovJarekov Thou Art A Bear Joined: Posts: 1,995
    SM, EX, SA, CA? What does that stuff mean?
    Special Move, EX move, Super Art, Cross Art

    Moves with this designation can be cancelled into the corresponding technique.
  • SSJ-LuffySSJ-Luffy Touhou Fan Joined: Posts: 56
    Hwoarang has some moves, which have FLA transitions.
    From 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.
    Theory Fighter
  • ZeroX03ZeroX03 Joined: Posts: 409
    I'm back at work now, will continue doing this, I might finish it all by tonight hopefully.
  • ThreeliThreeli Joined: Posts: 21
    ZeroX03 doin' work in the hwoarang section of SRK, I like it!
  • ZeroX03ZeroX03 Joined: Posts: 409
    This is going to take longer than I thought....
  • TekGenbuTekGenbu Joined: Posts: 52
    This man is a beast. makes my guide look like second grade work lol. Even though im going still work on my mine for the sake of finishing it. i recommend his over mine. way more official. good luck to you Zero :)
  • GodotGodot Joined: Posts: 169
    What exactly do you mean by "Mid" because you have Iron Heel and Tsunami Kick both listed as "Mid" attacks and you also have Fade-away kick listed as "Mid"

    Edit: 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...
  • Dr. GrammarDr. Grammar Fighting Game Scientist Joined: Posts: 1,726 ✭✭✭
    That data is taken from the BradyGames strategy guide, which uses the Japanese terminology for hit-levels, so "Mid" means overhead. The guide lists 4MK as a "Mid", which is a misprint. It should actually say "High".
    #SFxT @ Rizon - It's better than SRK
  • GodotGodot Joined: Posts: 169
    That data is taken from the BradyGames strategy guide, which uses the Japanese terminology for hit-levels, so "Mid" means overhead. The guide lists 4MK as a "Mid", which is a misprint. It should actually say "High".
    Okay that's what I thought. I don't play Tekken games really, but I had heard "Mid" was a term used for overhead (which is completely retarded, but I digress). I just started to get confused when it said "Mid" for Fade-Away. I don't really care for the "High" "Low" "Mid" Although it tells you which way it has to be blocked it doesn't tell you much about the hitbox because some "High" attacks will still connect if the opponent is blocking low while others will whiff. It's not like I'm going to change the way people use those terms, but if I could I'd say "Low" should mean "must be blocked low," "Mid" should mean "hits crouching, may be blocked low or high" "High" "whiffs crouching, block high" "Overhead" "must be blocked high". That's just my opinion though...thanks for clearin' that up.
  • SamuelVimesSamuelVimes Joined: Posts: 1,666 ✭✭✭
    Any chance we'll see the strategy section in the near future? I'm not at the level where frame data helps me much besides what I can punish with.
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