~The Hwoarang Primer Thread~

ZeroX03ZeroX03 BBXJoined: Posts: 365
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
YouTube Channel ---> http://www.youtube.com/user/ZeroXZ03
PSN: ZeroX03
XBL: ZeroXZ03
Twitter---> http://twitter.com/#!/ZeroXZ03

Comments

  • ZeroX03ZeroX03 BBX Joined: Posts: 365
    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:
    Spoiler:

    Standing :mp:
    Spoiler:

    Standing :hp:
    Spoiler:

    Standing :lk:
    Spoiler:

    Standing :mk:
    Spoiler:

    Standing :hk:
    Spoiler:

    Standing Normal Moves (Flamingo Stance :k::k::k: )

    Standing :lp:
    Spoiler:

    Standing :mp:
    Spoiler:

    Standing :hp:
    Spoiler:

    Standing :lk:
    Spoiler:

    Standing :mk:
    Spoiler:

    Standing :hk:
    Spoiler:

    YouTube Channel ---> http://www.youtube.com/user/ZeroXZ03
    PSN: ZeroX03
    XBL: ZeroXZ03
    Twitter---> http://twitter.com/#!/ZeroXZ03
  • ZeroX03ZeroX03 BBX Joined: Posts: 365
    Crouching Normal Moves (CR.)

    Crouching :lp:
    Spoiler:

    Crouching :mp:
    Spoiler:

    Crouching :hp:
    Spoiler:

    Crouching :lk:
    Spoiler:

    Crouching :mk:
    Spoiler:

    Crouching :hk:
    Spoiler:


    Launcher :hp::hk:
    Spoiler:


    Cross Cancel: :f:+:hp::hk: (While Blocking)
    Spoiler:


    Jumping Normal Moves

    Jumping :lp:
    Spoiler:

    Jumping :mp:
    Spoiler:

    Jumping :hp:
    Spoiler:

    Jumping :lk:
    Spoiler:

    Jumping :mk:
    Spoiler:

    Jumping :hk:
    Spoiler:


    Unique Attacks

    Spinning Trap Kick :db:+:lk:
    Spoiler:

    Tsunami Kick :f:+:mk:
    Spoiler:

    Iron Heel :f:+:hk:
    Spoiler:

    Fade-Away Kick :b:+:mk:
    Spoiler:

    Motion Switch :k::k::k:
    Spoiler:

    Reverse Kick - :mp: > :mp:

    Standing :mp:
    Spoiler:

    Reverse Kick :mp: > :mp:
    Spoiler:

    Chainsaw Kick :mp: > :lp:
    Spoiler:
    YouTube Channel ---> http://www.youtube.com/user/ZeroXZ03
    PSN: ZeroX03
    XBL: ZeroXZ03
    Twitter---> http://twitter.com/#!/ZeroXZ03
  • ZeroX03ZeroX03 BBX Joined: Posts: 365
  • ZeroX03ZeroX03 BBX Joined: Posts: 365
  • ZeroX03ZeroX03 BBX Joined: Posts: 365
  • ZeroX03ZeroX03 BBX Joined: Posts: 365
  • ZeroX03ZeroX03 BBX Joined: Posts: 365
  • ZeroX03ZeroX03 BBX Joined: Posts: 365
  • ZeroX03ZeroX03 BBX Joined: Posts: 365
  • ZeroX03ZeroX03 BBX Joined: Posts: 365
  • ZeroX03ZeroX03 BBX Joined: Posts: 365
  • JarekovJarekov Thou Art A Bear Joined: Posts: 1,995
  • 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: 40
    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 BBX Joined: Posts: 365
    I'm back at work now, will continue doing this, I might finish it all by tonight hopefully.
    YouTube Channel ---> http://www.youtube.com/user/ZeroXZ03
    PSN: ZeroX03
    XBL: ZeroXZ03
    Twitter---> http://twitter.com/#!/ZeroXZ03
  • ThreeliThreeli Joined: Posts: 21
    ZeroX03 doin' work in the hwoarang section of SRK, I like it!
  • ZeroX03ZeroX03 BBX Joined: Posts: 365
    This is going to take longer than I thought....
    YouTube Channel ---> http://www.youtube.com/user/ZeroXZ03
    PSN: ZeroX03
    XBL: ZeroXZ03
    Twitter---> http://twitter.com/#!/ZeroXZ03
  • TekGenbuTekGenbu Joined: Posts: 51
    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: 1,696 ✭✭✭
    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 @ EFNet - 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: 1,633 ✭✭✭
    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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