Hwoarang Premier Guide – Written by: KND.Frontier
TABLE OF CONTENTS
OVERVIEW | 3 |
STANCES | 4 |
LEFT FOOT FORWARD | 4 |
LEFT FLAMINGO STANCE | 12 |
RIGHT FLAMINGO STANCE | 16 |
RIGHT FOOT FORWARD | 18 |
BACKTURN LEFT FOOT FORWARD | 23 |
BACKTURN RIGHT FOOT FORWARD | 23 |
BACKTURN LEFT FLAMINGO STANCE | 24 |
BACKTURN RIGHT FLAMINGO STANCE | 24 |
TOP MOVES | 24 |
SITUATIONAL MOVES | 29 |
RAGE | 32 |
COMBOS | 44 |
PUNISHMENT | 44 |
ROUND UP | 47 |
ANTI-STRATS | 48 |
LEGEND | 50 |
REFERENCES | 51 |
Note: There will be times throughout this document where moves from Left Foot Forward will have “LFF” beside them or none at all. | If there are issues with the document contact me @FPISSUM(Twitter) |
Table of Contents
- 1 A: OVERVIEW: The Blood Talon
- 2 B: STANCES
- 3 C: TOP MOVES
- 4 D. SITUATIONAL MOVES
- 5 E. RAGE ABILITY
- 6 F. COMBOS
- 7 BREAD AND BUTTER (BNB) JUGGLES (DF+2 | B+3 | JFSR | Backlash | LFS D+4 / RFS D+3 | Low Parry)
- 8 WALL COMBO ENDERS
- 9 WALL SPLAT COMBOS
- 10 WALL BOUNCE COMBOS
- 11 BACKTURN COMBOS
- 12 WALL BREAK COMBOS
- 13 MINI COMBOS
- 14 G. PUNISHMENT
- 15 H. ROUNDUP
- 16 I. ANTI-STRATS
- 17 J. LEGEND
- 18 K. REFERENCES
A: OVERVIEW: The Blood Talon
If there is one thing players can agree about Hwoarang, it’s that he is not for the faint of heart, literally. Boasting a humongous 100+ movelist, numerous stances, lack of reliable defensive tools, having matchups only ranging from even to bad, and a steep learning curve. This puts players who want to learn Hwoarang in a peculiar situation. Thankfully, his frame data is rather exemplary as most of his moves leave him in frame advantage or at a slight disadvantage. Allowing the taekwondo extraordinaire to easily pressure opponents with his mixups at close range and simply stay there.
Hwoarang’s gameplan is centered on constant flurry of strings which chips at the opponent’s lifebar; robbing them of their turn as they are forced to react to the next mixup over and over again. Combine this with one of the strongest and consistent combo damage outputs both in open and with wall this makes this Talon one tough matchup to deal with.
STRENGTHS & WEAKNESSES
Strengths:
– A walking gatling gun due to the endless mixup routes he can create
– Solid throw game (QCB+3, 2+4, DB1+3, F2+3, B2+4, RFF 1+3/2+4)
– Powercrush King with the highest rewards (Backlash plus frames and launch
Capability, FLA PCs aren’t launch punishable at -12 to most of the cast, DF3,F
tanks hits in exchange for Hwoarang’s turn.)
– Amazing Rage capabilities (Safe Mid Rage Art accessed from Flamingo Stance
LFS & RFS D3+4, His rage drive D3+4,4 has meaty plus frame advantage, post
combo spike,and launch abilities, and the 2nd rage drive UF3,4,3+4 is perfect
for combos and more damage.)
– Powerful/flexible Combos both in open and with walls (Great wall carry)
– Superb wall pressure and okizeme game
– Decent punishment (UB+3,3 from crouching at i16 is a big bonus)
Weaknesses:
– Not the safest character in the game; forced to take risks
– Slight execution difficulty (Mostly in combos)
– No reliable defensive/panic option when being pressured (B+1 is -14 and isn’t
reliable in most situations, U3+4 is a slow high crushing option which can be
Floated with an inconsistent hitbox.)
– Moves have weak tracking; easy to sidestep against
– Inability to guard/cancel in both Left and Right Flamingo Stances
– Most moves with high plus frames are only accessible from stances
– Zero elbow and knee moves, only one heel move (Weak to reversals &
parries)
B: STANCES
To fully understand Hwoarang it is a must to understand the purpose behind each of his stances as they offer specific options to Hwoarang’s mixup tool kit. Hwoarang has a total of eight stances in total.
– Left Foot Forward (LFF)
– Left Flamingo Stance (LFS)
– Right Flamingo Stance (RFS)
– Right Foot Forward (RFF)
– Backturn Left Foot Forward (BT LFF)
– Backturn Right Foot Forward (BT RFF)
– Backturn Left Flamingo Stance (BT LFS)
– Backturn Right Flamingo Stance (BT RFS)
The last four stances on the list are best to be thought as back turn tools that have a very specific use. You will not be making use of it twenty-four seven (24/7) in your offense. Left Foot Forward serves as Hwoarang’s neutral, Left Flamingo Stance continues pressure, Right Flamingo Stance enforces 50/50 situations, and Right Foot Forward does both.
Let’s start by analyzing his default stance, Left Foot Forward Stance (LFF)
I. Left Foot Forward (LFF)
This is Hwoarang’s default stance and the stance that you will find yourself in majority of the time. Left Foot Forward is definitely the most balanced stance as Hwoarang has access to all generic neutral tools from standing and can transition to all other stances in the flick of a button(s). The neutral tools are more for checking how your opponent reacts to you as most of these moves on block are only at a slight frame disadvantage. This allows Hwoarang to space and bait opponents to press buttons for easy whiff punishment as they may think a string is on its way. On hit, it is instantly Hwoarang’s advantage allowing Hwoarang to choose which stance to continue pressuring in. An example of this is doing F+2 on block which transitions Hwoarang to Right Foot Forward then holding back to place Hwo back to Left Foot Forward. If the opponent presses a button with short range right after, it will whiff giving Hwoarang the DF+2 launch punish.
Let’s take a look at the moves that keep Hwoarang in Left Foot Forward
l 1, 11, 12 The generic jab on its own is great for Hwoarang at +8 frames can be used to set up a ton of things such a counter hit fishing, sidestep mixups, etc. The 11 jab jails on block keeping your opponent firmly attached to the ground. You may opt to do 113 or 1133 to catch them off guard. 12 jabs is something you see quite often from Hwoarang players. They would do a 12 then backdash immediately if they don’t want to enter either Flamingo Stance or constantly spam it in an opponent’s face threatening a potentially raised leg.
l 12F3/4, 2F3/4 these are your important jab strings that keep space between you and your opponent. 12F+3 or 2f+3 have the same frame data on block (-8) so it’s your call whether you want to do the whole string or just one punch to kick. 12F+4 and 2F+4 got nerfed in season 2 despite a constant pushback buff and it tailspinning in combos. Losing the +8~10 on block frame advantage really hurts Hwoarang as this is one of the fastest get off me tools Hwoarang has in his small defensive arsenal. It is still a natural combo on counter hit making it duckable on reaction. Don’t be obvious when throwing 12F4 and 2F+4 out in the open, especially when you are getting pressured.
l 333 is 14 frame kick string that nets a free follow up in F+3~N+3 or FF+4. Each kick can be delayed to a certain extent making opponents guess which ender are you going for as there is 334, 33F+4, and 33,F. This string however is -14 on block so the risk evident when throwing this move out in the open most especially against characters who have strong 14 frame punisher like Law.
l 33F+4 is an alternate ender to the 33 string which has decent frames but can be ducked. Just like 333 each kick can be delayed to a certain extent making opponents guess which ender are you going for as there is 334, 33F+4, and 33,F. This string is a lot safer on block at -4.
l 3~4 or better known as the “Flying Eagle” got a proper fix in Season 2 as the hitbox has expanded and is more consistent on hit so the 2nd hit will whiff less on hit. This mid-mid move is convenient for simply throwing out as it safe -3 on block. It knocks down on hit in the open and wallsplats opponents at the wall. It even has a slight low crush state as Hwoarang hops do perform this move. It is the perfect wall carry move in any combo, but most especially in the new S2 BnB (F+4 RFS B+3). Rotate this move with F+2, SS+4, JFSR, DB+3 and you have yourself a reliable sidestep mixup.
l 43 is the ever so reliable Mid-High string that is Hwoarang’s 11 frame punisher. It leaves you at a +5 frame advantage creating opportunities for Hwoarang to either fish for a counter hit or continue pressure by transitioning to a stance. The option to not press a buttons is there as well, focusing more on movement to bait out an opponent’s attack and simply gather data from their reactions.
l B+1 Hwoarang inherits his master’s evasive move and is a huge boost defensively. Hwoarang does not have a lot of get off me tool when being pressured so this is a great addition as it has an inbuilt sidestep right and crumple stuns the opponent on counter hit. You can only get a follow up/combo at the wall. The downside is that its -14 on block and is tricky to use when your back is against the wall plus it has a ton of recovery on whiff.
l B+2 this move unfortunately got nerfed coming in to Tekken 7. Same properties as before on hit and on block (-9) but no more counter hit launch capabilities. Inbuilt sidestep left and is the more safe get off me option when getting pressured.
l UB+4 The third get off me option Hwoarang has to evade pressure, it is safe on block with decent recovery on whiff. It is perfect when there is still some space between you and your opponent. Let’s say like after a generic DF+4 on block. Fair warning Hwoarang can be floated from this move as he does a short hop.
l F+3~N+3 the riskiest get off me tool available to Hwoarang at -16 on block. This move has an inbuilt sidestep right and wall splats opponents at the wall. Use at your own risk…
l U3+4 is Hwoarang’s low crushing guillotine. Only good for when you know your opponent will use a low move to retaliate against your strings or during okizeme. Just like UB+4 you can be easily floated out of this move.
l DF+1 & DF1+2 Hwoarang is blessed to have two generic DF+1’s with different frames on block and range. DF+1 is the shorter version and is -1 on block! This is great for neutral and if it connects it is +8 on hit making it awesome for continuing pressure. DF1+2 is the slightly longer version and remains safe at -3 on block, just like DF+1 if it connects its +8 on hit.
l DF+2 is Hwoarang’s 15 frame launcher that is safe on block and has a funky hitbox. There are times it will launch from ranges you wouldn’t expect. The only downside to this move is that is won’t launch opponents from crouching.
l F1+2 slightly crushes highs making it a great option against players who love their jabs. Beautiful counter hit launcher that will usually net 70+ combo damage. It is completely safe at -9 on block just don’t move or else you’ll get hit.
l UF+2 is a slow but damaging jump punch. It give Hwoarang tremendous frame advantage on block and gives free follows on counter hit (CH UF+2 to FF+3/B+3). The only issue is that you can be floated out of this move easily.
l D4,4 best known as “Firecracker” is a natural combo on counter hit and is a common move amongst low level Hwoarang players. The whole string isn’t great for neutral but perfect for a few backturn cross ups and setups. The D+4 on the other hand is great as it is Hwoarang’s long hitting high crush low that leaves him in a slight frame disadvantage.
l DB+3 is one of Hwoarang’s High Crushing options that leave him at 0 on block. The popular option is to do WS+4,4 on hit but do note that you can be interrupted by jabs.
l UF+34,4 is Hwoarang’s 14 frame punisher it is mainly for wall carry in combos and is used to punish against moves with pushback (eg. Paul’s QCF+2)
l WS+4 this is the generic 11 frame while standing kick and is perfect for creating space between you and your opponent. Hwoarang players commonly use this move when approaching the opponent.
l DF+3,4 is Hwoarang’s new powercrush in Season 2 as the mid-mid string wasn’t a power crush in Season 1. Same frames on block for both moves (DF+3 | DF+3,4) as before but the whole string no longer wallsplats on hit. It will constantly knockdown your opponent right in front of your feet, this means it can no longer break walls on its own. DF+3 on counter hit no longer puts the opponent in a crumple stun for beautiful combo conversion. A justifiable nerf in exchange for the powercrush ability.
l B+3 is the ever so reliable Left Plazma Blade; it is 16 frame launcher that whiff punishes opponents from great distances. It has a funky hitbox/crushing state just like DF+2. This however isn’t as safe as it leaves Hwoarang at -19 on block. It also flips grounded opponents. Basically, you are dead if this move gets blocked as your opponent has free rein over you to enforce a mixup of straight up launch punish you.
l F,N,DF+4 or JFSR this move isn’t in the movelist and has existed since Tekken 3. This just frame move is an important neutral tool to Hwoarang as it an essentially mid launcher safe on block (-10 on block) due to its pushback except against Gigas, Jack, Marduk, Nina, and Bryan.
l iWR+3 the only move Hwoarang has that isn’t reversible as it is a heel. It grants huge plus frames on block (+8 on block) and gives great okizeme as it Knockdown on hit. Caution you can be floated when doing this move.
l B1+2 is yet another move Hwoarang has inherited from his master in Season 2. It is Baek’s punch parry and leaves Hwoarang at a whooping +12 frame advantage guaranteeing Jabs to Flamingo, 44 to Right Flamingo, D3+4 if you have rage, and 4F4 to Right Foot Forward. This is a huge buff for Hwoarang defensively as it eases up a good number of matchups for him.
l 1+3 (Pickpocket) this is Hwoarang’s generic throw that can only be broken by either a 1 or 2 break.
l 2+4 (Falcon Dice Kick) this is Hwoarang’s generic throw that can only be broken by a 2 break. If your opponent does not roll you can get a free B+3. If they roll simply follow their direction and get your free B+3 damage.
l DB1+3 (Leg Hook Throw) this is one of Hwoarang’s special throws and it can only be broken by a 1+2 break. It puts the opponent’s head facing upward and right at your feet for great okizeme.
l QCB+3 (Door Mat) this is one of Hwoarang’s special throws and it can only be broken by a 1 break. It leaves your opponent in a position that isn’t favorable for them.
l B2+4 (Roll & Choke) this is one of Hwoarang’s special throws and it can only be broken by a 2 break. It leaves your opponent in a position that isn’t favorable for them. Hwoarang transitions to Back Turn Right Foot Forward upon success.
l F2+3 (Human CannonBall) this is one of Hwoarang’s special throws and it can only be broken by a 1+2 break. It leaves your opponent in a position that isn’t favorable for them. This throw breaks floors and switches sides when broken.
Now onto the moves from Left Foot Forward that make Hwoarang transition to Left Flamingo Stance, Right Flamingo Stance, Right Foot Forward, & Back Turn
l 12,3/4 and 2,3/4 is the Jabs strings Hwoarang can make use of to transition to either Left Flamingo Stance or Right Flamingo Stance. The frames for all moves listed here are more or less the same on block and on hit. This is a common way for most Hwoarang players to get to Flamingo Stance.
l 33,F can be canceled to transition to Left Flamingo Stance taking away the ability to do 333, 33F+4, and 334. The 14 frame kick string isn’t a natural combo that means they can block the second kick even if they get hit by the first.
l 334 is the version that transitions Hwoarang to Right Flamingo Stance. What makes this High-Mid-High string deadly is that it can be delayed for maximum effect to mix up the other options and if the last kick hits on counter hit prepare to launch them with RFS B+3 to make them pay. Just like the other 33 string enders they can be ducked and interrupted.
l 43,F this was covered in keeping Hwoarang Left Foot Forward but it is a is a completely different move when transitioning to Left Flamingo Stance. That is because its frames change from -6 on block to -6 on block with left leg raised. Now you might be thinking what the big difference then? It’s the fact that Hwoarang can’t guard in either Flamingo Stance. This simply means you’ll be hit out of Left Flamingo Stance. Only make use of this transition if you have conditioned your opponent not to attack and slightly respect Flamingo Transitions or as an 11 frame punisher.
l 4,4,4,4 (44 | 44F4 | 4F4) this was one of the moves a good number of us spammed when we were kids playing tekken. Hwoarang instantly got known for his 3 and 4 kick strings and that was the game plan back when were kids. 4444 isn’t that useful a string not unless your combo involves breaking a wall with it. 4444 transitions Hwoarang to Right Foot Forward. 44F+4 used to jail on block but Season 2 has nerfed it allowing players to duck after the first to kicks. This move is only used in High Wall Splat Combos for optimal damage. 44F+4 transitions Hwoarang to Right Foot Forward. 44 on the other hand has its uses in neutral as it is a great option as an 11 frame punisher that transitions Hwoarang to Right Flamingo Stance at +10g frame advantage. 4F+4 is also a perfect 11 frame punisher which transitions Hwoarang to Right Foot Forward at +6 frame advantage and has the ability to guard.
l F+2 The mid chop that transitions Hwoarang to Right Foot Forward at -2 frame disadvantage. If you would still like to press buttons I suggest RFF B+4 as it crushes highs or Backlash if your opponent uses a slower move.
l F+3 Allows you to manually transition Hwoarang to Left Flamingo Stance and has an inbuilt side step right mechanic allowing you to dodge certain strings and punish them for it.
l F,N+4 Allows you to manually transition Hwoarang to Right Flamingo Stance and has an inbuilt side step left mechanic allowing you to dodge certain strings and punish them for it.
l F+4 is a slow high move that gives you a +8 frame advantage and transitions Hwoarang to Right Flamingo Stance. This is a move you will see more often than not in combos than neutral due it’s slow startup.
l DF+3,F this was covered in keeping Hwoarang Left Foot Forward but it is a is a completely different move when transitioning to Left Flamingo Stance. That is because its frames change and the inability to guard in Left Flamingo Stance. This simply means you’ll be hit out of Left Flamingo Stance but thanks to the power crush buff you can tank a few hits and still remain in mix up city. This move is best used to close distance between you and your opponent. Only make use of this transition in neutral if you have conditioned your opponent not to attack and slightly respect Flamingo Transitions.
l DF+4 one of Hwoarang’s important tracking moves that transitions him to Right Foot Forward at -8 frame disadvantage. This will be used in tandem with F+2 to check your opponent’s movements as they both have similar startup frames (16~17 startup frames) with DF+4 being the homing variant. On hit it simply leaves you at a big frame advantage and on counter hit knocks down the opponent. This move also tailspins and is perfect for adjusting your combos when unsure of the distance to the wall.
l D+3,4 probably the strongest offensive move Hwoarang has in Left Foot Forward and transitions him to Right Flamingo Stance at a shocking +12 on block and +14g on hit. This low-high string was nerfed when Tekken 7 first came out to arcades making it a struggle for most Hwoarang players to find a way to pressure their opponents with this move. Majority came to consensus that it should only be used at the wall and not in open as the pushback just kills Hwoarang. Season 2 remedied that making Hwoarang extremely deadly.
l DB+4,F or B is one of Hwoarang’s standing lows that transitions him to Right Flamingo Stance at -1 on block and +3 on hit. The whole string DB+4,4 is natural combo on counter hit with FF+3 and B+3 as follow ups.
l DB3+4 is the unblockable called Dynamite Heel and is a staple ender post tailspin for combos against bears as they cannot escape from it. On its own it isn’t a great unblockable compared to Bob’s or Marduk’s; it can be used during okizeme as you can cancel the unblockable to transition to Left Flamingo Stance if you don’t Hwoarang will remain in Left Foot Forward.
l B+4 this is part of the get off me tools Hwoarang has available as he moves slightly to left and transitions him to Right Foot Forward. On Counter Hit it puts the opponent in crumple stun giving Hwoarang massive combo damage by tailspinning with Backlash.
l UB+3,3 / UB+3,4 This is the huge buff Hwoarang got in the arcade update of Tekken 7 Fated Retribution allowing him to have an easy access launch punisher from crouching. It no longer makes it a pain for players to constantly crouch cancel to get damage. This mid-high move transitions Hwoarang to Left Flamingo Stance at +3 on block. The UB+3,4 variation is mid-mid and transitions Hwoarang to Right Flamingo Stance. On block this move can’t follow up with anything meaning you’ll be hit after.
l U+3 Hwoarang short hops to Left Flamingo Stance at +3 on Block. This move is best used as a punisher. By utilizing its low crush you can punish strings that end in lows such as Jin’s 314. You can even punish strings that end in highs like Miguel’s WS+2,4 but that requires practice as it is quite strict.
l U+4 Hwoarang transitions to Right Flamingo Stance at +0 on Block. This move is best used as a punisher to a 50/50 situation as it crushes lows faster than U+3. You can punish strings that end in lows such as Josie 12D+4. You can even punish strings that end in highs like Devil Jin’s WS+2,4.
l UF+4,4,4 the air raid with a low that cannot be low parried if the second kick was blocked. All variations of this string will leave you in Right Flamingo Stance but for the third hit if you hold forward it will transition you to Right Foot Forward.
l FF+3 One of Hwoarang’s ground hitting moves and despite it’s look it can be reversed as it is a leg. This move transitions Hwoarang to Right Foot Forward and it +6 on block/hit. The options out of this move is rather tricky as it is range dependent.
l FF+4 This move has gained an infamous reputation but despite that it is called “Peacekeeper” it was introduced in Tekken 7 Vanilla and has greatly increased Hwoarang’s Combo Damage in the Tailspin system without it he would suffer greatly without walls. It transitions Hwoarang to Right Foot Forward at -7 on block and knocks down on hit.
l CD+3 This move has transformed for being a Counter Hit Launcher to a Wall Bounce in Season 2. This is one of the decent wall bounces in the game at it transitions Hwoarang to Left Flamingo Stance at +3 on block. It’s use in neutral is still the same scaring the opponents with Flamingo power crush or high crushing snake edges on block.
l SS+4 Spinning Trip Kick is a slow but damaging low that transitions Hwoarang to Right Foot Forward at +5 on hit and is slightly risky at -13 on block. This move is rotated with F+2 and JFSR as a Sidestep mixup.
l SS+3,3 Eruption to Left Flamingo is a Mid-High String that transitions Hwoarang to Left Flamingo Stance at +14g on block. This does not jail on block meaning they can duck the second kick and make you pay for it. SS+3 is the one with counter hit launch properties and is more risky to throw out alone as it is -12 on block.
l WS+4,4 Just like the Mishima clan Hwoarang has his own Tsunami Kicks but his is safe on block at -5. He transitions to Right Foot Forward making it deadly after punishing a low move. The second hit of this string hits grounded opponents and stances that are relatively low like Ling Xiaoyu’s Art of Phoenix.
l 1+2 Disrespect is what it is as Hwoarang turns his back to his opponent. This manually transitions Hwoarang to Backturn Right Foot Forward. It is mainly used in oki situations with or without walls post combo.
l iWR+4 input used to be F,F+4 but now since Hwoarang has Peacekeeper in its place you now must do F,F,F+4 to get this move. It’s still a great high move that transitions Hwoarang to Backturn Left Foot Forward at +5 on block for Backturn mix ups.
That is a grand total of twenty eight moves that keep him in Left Foot Forward and twenty-seven moves that transition to Hwoarang’s other stances. So that is fifty five moves to remember in Left Foot Forward. It is best to make use of the neutral tools (11 | 12F+3 | F+2 | DF+1 | DB+3 | F1+2 | D+4 | DF+2 | WS+4) to set up the table as you gather information from your opponent as the game progresses but if you want to start your mixups right away then it is highly recommended to make use of D+3,4 as it puts Hwoarang in a whooping +14-18g on Hit. It is definitely the most powerful tool available to Hwoarang in Left Foot Forward.
II. Left Flamingo Stance (LFS)
Left Flamingo Stance is the blender that keeps the pressure going for Hwoarang. The opponent is forced to continue guessing which mixup route you wish to take as there is no true option select against this stance. The simplest way to access this stance is by pressing F+3 this has an inbuilt side step right mechanic. Allowing Hwoarang to evade an opponent’s attack to start his own. Hwoarang can remain in Left Flamingo Stance by holding/pressing up,down,left,& right. Most of the moves found in this stance can be side stepped towards his stomach and usually transition to either Right Flamingo Stance or Left Foot Forward with a mix of plus frames and slightly disadvantage frames.
The following are moves that put/keep Hwoarang in the Left Flamingo Stance:
123 (High, Transitions to LFS)
23 (High, Transitions to LFS)
F+3 (Instant Sidestep Right, Transition to LFS)
SS+3,3 (Mid-High String, Transitions to LFS)
U+3 (High, Slight Low Crush, Transitions to LFS)
43,F (High, Transitions to LFF)
33,F (High-Mid String, Transitions to LFS)
DF+3,F (Cancel, Transitions to LFS)
CD+3 (Mid, Transitions to LFS)
RFF F+3 (High, Transitions to LFS)
UB+3,3 (Mid-High, Transitions to LFS)
DB3+4, B B (Unblockable Mid, Transitions to LFS)
LFS 3,F (Mid, Stays in LFS)
LFS F+3 (Mid, Counter Hit Launcher, Stays in LFS)
Let’s take a look at the various options available in Left Flamingo Stance
l Flamingo Jab (LFS+1) is the most deceiving and deadliest option as it is +5 on block and starts up at 13 frames but will essentially start up at 10 frames or less if a string was used to transition to Left Flamingo Stance. This jab brings you back to Left Foot Forward which then allows you to fish for a Counter Hit Launch with F1+2 as that will trade with most options. You can also decide to stay safe by not pressing a button, sidestepping, or making use of a move with lesser risk like DF1+2 to simply check your opponent. Lastly you can make use of the plus frames to switch to another stance to continue your offense like D+3,4. Essentially the opponent is at your mercy after this move.
l LFS+2 is a mid chop that is safe on block at -2 and is +9 on Hit and transitions Hwoarang to Right Foot Forward. The main purpose of this move is to check the opponent’s reactions mainly to see if they are ducking. If this you get this move to hit you have the guaranteed option to do RFF DF+4 which cannot be sidestepped trapping them in another mixup situation. On block there isn’t much to do but if you really want to press a button I suggest going for RFF B+4 as it crushes highs in an instant.
l Flamingo Ten Hit String (LFS+223) is a mid-high-high string which is plus both on block and hit. Only the first two to three hits are actually useful in a real match setting. If you make use of the first two hits of the ten hit string Hwoarang will transition to Right Foot Forward and if you make use of all three hits Hwoarang will transition to Backturn Right Foot Forward. RFF4,4 is a popular option right after LFS+2,2 and BT RFF+3 for launching right after the 3rd hit of the ten hit string. However this can be ducked on reaction so make use of this string carefully.
l LFS+4 is a high hopping kick that low crushes it knocks down/wall splats on hit and is +2 on block with slight pushback. Hwoarang transitions to Right Flamingo Stance from this move. It is more for creating space from your opponent in a sense resetting neutral.
l LFS 3F+4 this is a mid-high string that wall splats and knocks down on hit. There really isn’t much use for this move in neutral aside from catching trigger happy opponents by surprise.
l LFS+3,3 is a delayable non-hit confirmable but natural counter hit combo string that walls splats, and break walls. It is -14 on block so do be careful when throwing it out. Just 3,3,3 it has a guaranteed follow up in F+3~N+3. It is mainly there to stop players from ducking the LFS+3,4 version.
l LFS+3,4 is one of the essential strings in the Left Flamingo Stance as it transitions to Right Flamingo Stance. This mid-high string is plus on hit and block (19g on hit and 8 on block), it is highly delayable so mixing up your timings to feint the LFS+3,3 is highly possible. It is however duckable on reaction as well but punishing it is quite tricky. If the 2nd hit of this string hits on counter hit it has a guaranteed launch option in RFS B+3. Making this string a huge threat to the opponent and a powerful option to go to in Left Flamingo Stance.
l LFS+3,F this is one of the four reason why the blender exists. It is a mid kick that keeps Hwoarang in Left Flamingo Stance at +2 on block. This means the only option that would trade with an opponent’s jab would be LFS+1. But if the opponent decides not to contest after LFS+3,F due to thinking about LFS D+3,4 and LFS+1 you can enforce your mixup again.
l LFS DF+3,F this is part of the four reasons why the blender exists. The added buff powercrush is huge in intimidating the opponent into not pressing buttons as you close the distance at them and bring their backs closer to the wall. Based on experience only one or two cancels will go in against opponents who don’t really respect flamingo pressure. You can go up to five cancels at max against those who respect flamingo pressure. One warning is the fact that it is a powercrush which means it will be defeated by lows or grabs.
l LFS D+3,4 slightly different from LFF D+3,4 as the first hit of this string hits grounded opponents. This is the main move opponents fear in this option as it keeps them in the blender at +16 on hit and +8 on block. You have seen it before or it may have happened to you already when a Hwoarang player would do LFF D+3,4 LFS 3+4 LFS D+3,4 LFS 3+4 LFS D+3,4. There really isn’t much the opponent can do on block if they fail to duck the 2nd hit and much more on hit as Hwoarang transitions to Right Flamingo Stance.
l LFS D+4 is the high crushing option available in Left Flamingo Stance. The snake edge isn’t that fast a low to continue abusing but is enough to stop players from retaliating with highs when Hwoarang is in Left Flamingo Stance.
l LFS DB+4 this is the go to low poke in Left Flamingo Stance as it transitions Hwoarang into Right Foot Forward. This fast low kick is +4 on hit and -12 on block making it a low risk high reward type of move. On Counter Hit you can get a free follow up in B3 | FF+3 | DB+4 | RFF DB+3 | RFF D+4 | RFF FF+3 but the best option out six options is B3 or FF3
l LFS UF+4 got a huge buff in season 2 as it is now only -14 on block as compared to its previous -15. It is also starts up faster at 19 frames although the recovery on hit has been decreased by 5 frames meaning no more backlash combos. It is the unsafe low crushing option in Left Flamingo Stance with beefy combo damage potential.
l LFS UF+3,4,3 this is the more safe low crushing option in Left Flamingo Stance. The beauty of this string is that is breaks the floor in forgotten realm, the first two hits launch and can carry opponents to the wall depending on your distance.
l LFS UF3+4 this move is also accessible from Left Flamingo Stance; it is mainly for wall carry in combos but can act as a whiff punisher if you are in Left Flamingo Stance when your opponent whiffs a move.
l LFS B+3 the Left Flamingo Power Crush that is homing and tailspins. It isn’t really a staple in most combos but is regularly used in tandem with moves such as CD+3 and LFS F+3 to make opponents scared to press buttons in this stance.
l LFS B+1 is also accessible 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 beautiful counter hit launch option in Left Flamingo Stance which transitions Hwoarang to Right Foot Forward and is just safe at -8 on block meaning you cannot press buttons anymore.
l LFS F+3 is the Baek cannon 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% homing and the only time you stepped this move was probably out of sheer luck. Hwoarang’s version isn’t the same as his can easily stepped. This move on counter hit gets a free crumple stun launch both in open and more so over at the wall. At the wall do LFS UF+4 immediately after LFS F+3 on counter hit to high wall splat them to 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 splats, and breaks walls on hit lastly it is only +3 on block but maintains the space between you and your opponent.
l LFS F+4,3 is a mid-high string that is +3-5 on block although it is easily ducakable on reaction. The mid kick of this string puts Hwoarang in Right Foot Forward and roughly covers the same amount of space that LFS+2 covers or more.
l LFS F2+3 is the throw Hwoarang has access to while in Left Flamingo Stance. It is a fast option that beats out jabs and breaks floors in forgotten realm.
l LFS F1+4 is an unblockable with huge damage and can be cancelled by inputting B,B. This doesn’t really have much of a use except in specific combos and for baiting out opponents who are at a distance or on the floor.
This stance truly does keep opponents at their toes with varying options to keep Hwoarang at an advantage frame wise. Hwoarang can get out of Flamingo by not pressing a button which will bring him back to Left Foot Forward. Hwoarang can also do a manual motion switch (LFS 3+4) to bring him to Right Flamingo Stance which we will now look into…
III. Right Flamingo Stance (RFS)
Right Flamingo Stance options usually end pressure as majority of the options either end in knockdown, launch, or counter hit. It has a 50/50 available keeping the opponent on their heels and once again there is no true option select against this stance. The simplest way to access this stance is by pressing F,N+4 this has an inbuilt side step left mechanic. Allowing Hwoarang to evade an opponent’s attack and launch them to the sky. Hwoarang can remain in Right Flamingo Stance by holding/pressing up,down,left,& right. Do note that moves found in this stance can be side stepped towards his stomach and usually transition to either Right Flamingo Stance or Left Foot Forward with a mix of plus frames and slightly disadvantage frames.
The following are moves that place/keep Hwoarang in Right Flamingo Stance:
124 (High, Transitions to RFS)
24 (High, Transitions to RFS)
F,N+4 (Instant Sidestep Left, Transition to RFS)
F+4 (High, Transitions to RFS)
DB+4,F or B (Low, Transitions to RFS)
D+3,4 (Low-High, Transition to RFS)
U+4 (Mid, Low Crushes, Transition to RFS)
44 (High-High, Transitions to RFS)
334 (High-Mid-High String, Transitions to RFS)
UF+4,4,4 (High-Mid-Low String, Transitions to RFS & RFF)
LFS 3,4 (High-Mid, Transitions to RFS)
UB+3,4 (Mid-Mid, Transitions to RFS)
RFS F+4 (High, Stays in RFS)
RFF 24,F (High-High, Stays in RFS)
We can then take a look at the options in Right Flamingo Stance
l Flamingo Jab (RFS+2) just like LFS+1 is also just as deadly an option being +5 on block and starts up at 13 frames but will essentially start up at 10 frames or less if a string was used to transition to Right Flamingo Stance. This jab brings you to Right Foot Forward which then allows you to fish for a Counter Hit Launch with RFF 4,4. Remain safe by not pressing a button, sidestepping, or making use of a move with lesser risk like RFF B+2 to simply check your opponent. Lastly you can make use of the plus frames to switch to another stance to continue your offense like D+3,4 or Backlash (RFF 3~4). Essentially the opponent is like jelly after this move.
l RFS+1 is a mid chop that is safe on block at -2 and is +9 on Hit and transitions Hwoarang to Left Foot Forward. This move just like LFS+2 is there to check opponent’s reactions. If this you get this move to hit you have the guaranteed option to do is F1+2 to fish for a counter hit launch which cannot be sidestepped trapping them in this situation. On block there isn’t much to do but if you really want to press a button I suggest going for a regular down jab as it crushes highs in an instant.
l Flamingo Ten Hit String (RFS+123) is a mid-high-high string which is plus both block and hit. Only the first two to three hits are actually useful in a real match setting. If you make use of the first two hits of the ten hit string Hwoarang will transition to Right Foot Forward and if you make use of all three hits Hwoarang will transition to Backturn Right Foot Forward. RFF4,4 is a popular option right after LFS+2,2 and BT RFF+4 for launching right after the 3rd hit of the ten hit string. However this can be ducked on reaction so make use of this string carefully.
l RFS 3 just like LFS 4 is a high hopping kick that low crushes it knocks down/wall splats on hit and is +2 on block with slight pushback. Hwoarang transitions to Left Flamingo Stance from this move. Having the same exact purpose of creating space from your opponent in a sense resetting neutral.
l RFS 4 one of the three reasons why an opponent would fuzzy guard against Right Flamingo Stance. It is a fast mid that knocks down and most importantly wall splats however it is -14 on block so there is a good amount of risk when throwing this move out.
l RFS F3,4 is a splitting image of LFS F+4,3 as it is also a mid-high string that is +3-5 on block and is easily ducakable on reaction. The mid kick of this string puts Hwoarang in Left Foot Forward and roughly covers the same amount of space that RFS+1 covers or more.
l RFS F4,4 dubbed as the toothbrush; it has the first kicks leave Hwoarang at only +1 meaning he can be easily interrupted by a down jab but not by highs due to the extension which counter hit launches. On block this move is completely safe but the whole string is ducakable on reaction so don’t spam this too often in your opponent’s face rather make use of it if you need a fast option to interrupt highs while in Right Flamingo Stance.
l RFS DF+4 part of the three reasons to fuzzy guard against Right Flamingo Stance. In Season 1 this move used to launch on regular hit and was -5 on block. Now in Season 2 it has become like the old LFS DF+3 from previous games being +1 on block and a counter hit launcher. The combos for the most part haven’t fully changed DB4 | F2 | D+3,4 still connect on counter hit but it is no longer possible to do FF+4 after RFS DF+4 on CH leaving out a consistent high damage output. Hwoarang will be left in Left Foot Forward after this move connects creating opportunities to bait your opponent or continue pressuring with jabs to let them know it is plus on block.
l RFS D+3 is the snake edge in Right Flamingo Stance; similar to LFS D+4 it high crushes and is a reminder to players not to contest Right Flamingo Stance with highs.
l RFS D+4,3 This is what makes Hwoarang a pseudo mishima in disguise as he was given his own hell sweep in Tekken 7 Vanilla but it has been nerfed in Tekken 7 Fated Retribution. In Vanilla RFS D+4 had a use as on clean hit it would fully trip the opponent giving a guaranteed follow up in FF+3 and B3 with great okizeme. Now in FR it no longer knockdown and only chips at your opponent’s lifebar and still launch open on block. The move is still great at it enforces the 50/50 in Right Flamingo Stance as it is a fast move. The whole string itself is only -14 but the odds of getting that blocked in a real match is quite low. If it does that means you were making use of RFS D+3,4 at a distance.
l RFS B+3 gained a massive buff in S2 making it only -10 on block previously it was -15. It also gained faster recovery on hit making the difficult combos more accessible in actual matches. It is definitely a low risk high reward type of move and something you should throw out a couple of times to see if your opponent is too concerned with RFS D+3,4
l RFS B+4 is the equivalent of LFS B+3 and it is also a Power Crush that is homing and tailspins. This is the move you see more often than not as a tailspin for most of Hwoarang’s combos. It can be used to prevent opponents from pressing buttons in Right Flamingo Stance by armoring through their retaliation.
This stance is definitely powerful with the 50/50 mixup it brings to the table. The opponent can’t make a mistake guessing or else they will be placed in unfavorable situations. Hwoarang can get out of Flamingo by not pressing a button which will in this case bring him back to Right Foot Forward. Hwoarang can also do a manual motion switch (LFS 3+4) to bring him to Left Flamingo Stance. The stance that is heavily associated with Right Flamingo Stance is Right Foot Forward which will we look more into…
IV. Right Foot Forward (RFF)
Right Foot Forward serves as the middle ground for Hwoarang’s pressure and neutral game. This is because Hwoarang does not just have access to Right Foot Forward moves but a few Left Foot Forward moves as well (DF+2 | DF+1 | 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 continue pressure at the drop of a hat. You would see most Hwoarang players dance in between stances to constantly have access to the Right Foot Forward move list this is achieved by Backdashing, Dashing in, or Sidestepping to Right Foot Forward (Backdash + 3+4 | SS + 3+4 | Dash + 3+4) then canceling it by tapping up or down then the process is repeated for full effect.
The following are moves that transition/keep Hwoarang in Right Foot Forward:
F+2 (Mid, Transition to RFF)
DF+4 (Mid, Homing, Transitions to RFF)
FF+4 (Mid, Transitions to RFF)
FF+3 (Mid, Transitions to RFF)
SS+4 (Low, Transition to RFF)
44,F (High-High, Transitions to RFF)
B+4 (High, Transitions to RFF)
WS+4,4 (Mid-Mid, Transitions to RFF)
UF+4,4,4 (High-Mid-Low String, Transitions to RFS & RFF)
Jacknife (Throw, Stay in RFF)
***Keep in mind that any move that transitions to RFS also puts Hwoarang in RFF should you not press a button.
Let’s dig into the options in Right Foot Forward.
l RFF 24,F or B This is a powerful pressure string that transitions Hwoarang to Right Flamingo Stance to extend his pressure. The High-High string jails on block and is a whopping +7 on block and +18g on hit. It keeps your opponent’s legs firmly planted in its position to enforce the 50/50 mixup or switch back to LFS by RFS 3+4 to continue 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 great at +2 on block and +8 on hit giving Hwoarang the freedom to do a ton of things. The 1 Jab is 0 on block and +6 on hit which then puts the situation back to neutral. Each of the jab extensions available each have their own purpose. RFF 21 is to keep your opponent in place at 0 on block creating a null situation. RFF 211 is to catch opponents who want to duck the jab strings and essentially ends Hwoarang’s turn on block. RFF 11 serves the same purpose as RFF211 just with shorter reach and lesser hits. RFF 2B+4 is a wall splatting high-high string that can be confirmed to an extent on counter hit but does not jail on block making it duckable if used too often. RFF 23 is the counter hit option if the kick is the only one to connect if both hits connect it just leaves you at +2 opening the floor to mixup city. RFF 244 and RFF 243 is simply to create space between you and your opponent and see if they press buttons in between the string for a knockdown or counter hit launch.
l RFF 3,4(F) This is the combo filler you will see more often than not in BnB combos. In neutral it is advised to not throw out the whole sting as it is not hit confirmable meaning you are forced to commit. Despite it’s beautiful plus frames it is easily duckable and you can get punished big time for throwing it out. RFF 3 on it’s own however has its uses as a quick mid in Right Foot Forward which puts Hwoarang back in Left Foot Forward and is safe.
l RFF B+2 is downwards punch that nets Hwoarang +2 on block and +6 frames on hit. It also leaves him Right Foot Forward allowing you to continue pressuring your opponent with various options. On counter hit it has a guaranteed follow up in RFF D+4 | RFF FF+3 | FF+3 | B3 | DB+4 | RFF DB+3 and out of all the options cancelling out of Right Foot Forward Stance to Left Foot Forward Stance to do either FF+3 or B3 is best.
l RFF FF+4,3 is the famous scrub killing string which has a guaranteed RFF 2B+4. The main weakness of this string is the same as RFF3,4 but worse as it starts up far slower (22 startup frames). This move if set up properly can even catch prepared players by surprise.
l RFF DF+4,F or B is easily one of the pillars of Hwoarang’s pressure game as it is +7 on block, +15g on hit and +15 on counter hit. If you input forward or back Hwoarang will transition to Right Flamingo Stance, but if you don’t input forward or back Hwoarang will remain in Right Foot Forward with different frames (-7 on lock and +1 on hit). This move shines the most at the wall as the opponent will have major difficulties running away from the onslaught. Should they press a button while their back is against the wall a RFF 4 ot RFF 2B4 will surely wall splat them on counter hit for huge wall combo damage. In open it can start up dangerous mix ups but you should choose your moves wisely based on the data you had gathered from your opponent as they can backdash out of the pressure. For this case RFS 1 will keep them in place in exchange for being slightly minus on frames. The main concern with this move is that it is linear so making use of this move as a follow up right after WS+4,4 can mean certain death to a Sidestep Electric Wind God Fist.
l RFF 4 Kick options (RFF 4 | RFF 4,F or B | RFF 44 | RFF 43) The Kick alone isn’t all that great as it is -8 on block and +3 on hit not granting any advantage whatsoever. It is better to enter Right Flamingo Stance instead to get better frames (+7 on block, +18g on hit and, +14 on counter hit) to give yourself more options to pressure. The kick extensions RFF 44 and RFF 43 is simply to create space between you and your opponent and see if they press buttons in between the string for a counter hit launch or a knockdown.
l RFF F+4 makes Hwoarang do a Right Flamingo Feint as he sidesteps to the left. On its own this move isn’t that great but if you have conditioned your opponent to not press buttons this very well could lead to a 50/50 situation in your favor. Remember you can’t block when in Flamingo Stance.
l RFF F+[4,4] or better known as “Grand Theft” is a mid launcher that is only -13 on block. The reward is definitely high with slight risk due its pushback and tricky crushing properties. This move is mainly to catch opponents ducking in this stance and punish them with 70+ damage at the minimum.
l RFF F+3 is a high kick with the most plus frames in Hwoarang’s tool box being +12g on block and 23g on hit. Most importantly this move transitions to Left Flamingo Stance meaning mix up city. This is one of the moves to go to when Hwoarang is in Right Foot Forward simply mix it up with RFF DF+4,F and your opponent will eventually stay blocking. Unlike RFF DF+4,F this move has some slight tracking making it less risky to throw out. One note about this move is that on block and hit your opponent cannot duck should you input LFS2+3. In that situation the opponent’s throw break ability is tested.
l RFF DF+3 is present in the instances your RFF DF+4,4 gets sidestepped after WS4,4 on hit. It is a mid homing move that has a guaranteed follow up in FF+3 and B+3. However, it is slow to start up so it can be interrupted by a generic downjab. Despite it being -11 to -10 on block its pushback makes it only punishable at the wall but that is range dependent as well. Characters like Gigas can punish this move with no problems whatsoever with his 12. So double check which character you are playing against when throwing this move out.
l RFF D+4 The only time you see other Hwoarang players make use of this move is at the wall and rightfully so as it is a chunky low that has a really short range despite it being +5 on hit. It also hits grounded opponents but they will get pushbacked on hit. This shouldn’t discourage you from attempting it open space when you are in your opponent’s face.
l RFF DB+3,3 this is only Natural Combo on Counter Hit and is not delayable. Therefore like RFF3,4 | DB+4,4 | RFF FF+4,3 | RFF F+4,4 you have to commit if you want the whole string. This move should be reserved for high crushing hard reads as you can get punished big time for simply throwing it out. RFF DB+3 on its own is okay but RFF B+4 crushes highs far faster.
l RFF B+3 is the Counter Hit launcher in Right Foot Forward. As you in Tekken Tag Two this move led to huge combo damage provided you had the execution and awareness. Now in Tekken 7 the overall combo damage had dropped as the counter hit animation is now a crumple stun instead of a nosebleed. Hwoarang steps slightly to his right and transitions to Left Foot Forward making most combos off axis unless you side step to the left for realignment.
l RFF B+4 is the superior High Crushing tool available in Right Foot Forward as it crushes highs in CS6~17 on its 18 start up frames. This move is completely safe on block (-9) and nets +13kg on hit but due to pushback on block and on hit, the opponent is out of range to make use of such beautiful plus frames. Should it be used at the wall it will wall splat making it a great option to use if you have a read on your opponent. It is also tailspins in combos making it an option when adjusting your combos based on the situation.
l RFF FF+3 in Tekken Tag 2 used to be +3 on block but now in Tekken 7 it is -6 on block. Making it only useful for hitting opponents with low stances, breaking the floors in forgotten realm, and is sort of a spike post combo with nothing guaranteed right after.
l RFF 3~4 or better known as Backlash is in contention for the best Power Crush in the game and rightfully so as it a high move that tailspins an opponent on hit for a minimum of 70+ combo damage, is +4 on block, has absurd recovery on whiff as Hwoarang transitions back to Left Foot Forward, and can be used a cheese strat when you are at really low minus frames such pulling the trigger after F+2 (-2 on block, transitions to Right Foot Forward) gets blocked. Combine this move with the RFF Stance Cancelling in neutral, JFSR, and D+3,4 your opponent will hesitate in approaching Hwoarang in general. It will hurt more if your backlash is on point an example of which is doing the move just as they are about to attack. This isn’t easy and requires lots of experience to pull off. Now if this move gets blocked remember it is +4 so basically you are given free rein over your opponent. If you wish to fish for a counter hit launch F1+2 is highly recommended as it beats out most options. If you want to continue pressuring the opponent D+3,4 or 123 are best for putting them back to the blender. The main problem with this move is that it is a powercrush therefore it is weak to grabs, lows, and moves that recover really fast. Steve’s 1212 jab string to duck will allow him to punish Hwoarang big time with FC DF+2. Kazuya’s 1243 string will beat out Backlash putting Hwoarang is a bad situation. Don’t be too trigger happy with the move even on whiff as experienced players can easily punish this move.
l RFF 1+3 or 2+4 this is Hwoarang’s strongest throw as it previously did 50 damage in Season 1. Now in Season 2 it has been nerfed by 5 total points making it deliver 45 damage in total. There will be times that you will side switch with your opponent and there will be times that you don’t.
This stance could have been considered the best stance if you could only remain in Right Foot Forward after blocking a move. However, this isn’t the case as Hwoarang will always transition back to Left Foot Forward on block. There are a few ways to remain or maintain the presence of Right Foot Forward towards your opponent. One of which is the RFF Stance Canceling that was explained earlier, the other is Crab Walking to do this simply press Forward and Back in a fast speed and Hwoarang should twitch in place or move slightly forward. Hwoarang can go manually go back to Left Foot Forward by inputting 3+4. Now we’ll look at the stances that involve being in Back Turn…
V. Backturn Left Foot Forward (BT LFF)
Backturned Left Foot Forward is mainly used in situations that put Hwoarang in this position whether it would be crossups, or by his own accord. You can manually enter this stance by pressing 1+2 then 3+4 or vice versa.
There is only one unique option in Backturn Left Foot Forward; the rest are generic tools available to the rest of the cast
l BT LFF 4 is a plasma blade that launches on hit and is only -13 on block and leaves Hwoarang in Right Foot Forward. Similar to RFF F+[4,4] it is mainly to catch opponents ducking or retaliating since they believe a free hit is in place while Hwoarang is in this stance. You will at least punish them with 70+ combo damage at the minimum.
l BT LFF D+4 | BT LFF UF+4 | BT LFF 3 | BT LFF D1 | BT LFF 1 are the generic tools Hwoarang has access to just like rest of the cast.
VI. Backturn Right Foot Forward (BT RFF)
Backturn Right Foot Forward is mainly an okizeme tool right after combos with walls and without walls. The effect is far greater will walls though. You can manually enter this stance by inputting 1+2 while in Left Foot Forward.
Similar to Backturn Left Foot Forward there are a handful of unique options available to Backturn Right Foot Forward
l BT RFF 3 is a plasma blade that launches on hit and is only -13 on block and leaves Hwoarang in Left Foot Forward. Similar to RFF F+[4,4] it is mainly to catch opponents ducking or retaliating since they believe a free hit is in place while Hwoarang is in this stance. You will at least punish them with 70+ combo damage at the minimum.
l BT RFF D+3 this is a sneaky counter hit launcher that can only be followed up CC DB+4 | CC DB+4,4 | CC D+3,4 and nothing else will pick them to maximize this opportunity. The move overall isn’t amazing as it is -13 on block and -2 on hit.
l BT RFF 4,3 is the WS3+4,4 string but in Backturn and this version is irreversible making it highly useful in those situations. The whole string is -5 block but if you only do the first kcik it is – 9 on block.
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 | BT RFF 1
VII. Backturn Left Flamingo Stance (BT LFS)
Backturn Left Flamingo Stance can only be accessed via FoxStep and is the best option to go to for running away from your opponent. It has been mainly used to run out time, and bait opponents. All Left Flamingo options are available while in back turn.Fox Step is achieved by pressing “3+4 (RFF) then 1+2 (BT LFF)… After tapping 1+2 to go into BT, in mid animation of stance transition, press 3 and hold to buffer. After you can press and or hold 4 along with 3, it will put you into BT RFF. To get into fox step though, you let go of both 3 and 4 – and press f+3 to go into RFF f+3 but in BT. Too quickly or too late, and it will not work after the neutral…” – Hibineko, 2018 (https://www.youtube.com/watch?v=28O0mw9UCTI)
VIII. Backturn Right Flamingo Stance (BT RFS)
Backturn Right Flamingo Stance can only be accessed via FoxStep and is used to stay in place or end one’s momentum in running away from an opponent. All Right Flamingo options are available while in back turn. Fox Step is achieved by pressing “3+4 (RFF) then 1+2 (BT LFF)… After tapping 1+2 to go into BT, in mid animation of stance transition, press 3 and hold to buffer. After you can press and or hold 4 along with 3, it will put you into BT RFF. To get into fox step though, you let go of both 3 and 4 – and press f+3 to go into RFF f+3 but in BT. Too quickly or too late, and it will not work after the neutral…” – Hibineko, 2018 (https://www.youtube.com/watch?v=28O0mw9UCTI)
C: TOP MOVES
Hwoarang has such a large arsenal of moves making it very difficult to decide what are his top moves as majority of them are fully situational based on how the match develops over time and which character he is fighting against. Hwoarang simply has multiple options to counter anti-strats against him. The moves listed below have been explained in the stance section above but will be explained more in depth-ish in this section if deemed necessary (So expect copy paste to happen here). I was able to narrow it down to base on how useful a move is and how important it is to Hwoarang.
Number 01: JFSR (F,N,DF+4)
This is a just frame move that is not in the command list when you start learning Hwoarang. It was a secret move that existed ever since his debut in Tekken 3. The sound effects on hit were different for every succeeding installment though. It can be done from either Left Foot Forward or Right Foot Forward. It cannot be done out of a crouch dash or wave dash. If you want to mix it up with that movement make sure to side step first then input JFSR. The LFF version however is stricter compared to the RFF version. This mid launcher is safe on block (-10 on block) due to its pushback except against Gigas, Jack, Marduk, Nina, and Bryan without walls.
This is essential to Hwoarang’s neutral game because he needs a safe mid launcher that launches crouching opponents who are afraid of Hwoarang’s mixup potential. DF+2 and B+3 simply don’t cut it as they are inferior to JFSR frame and range wise overall. Aside from launching opponents who are too concerned with D+3,4 chipping at their life bar and placing them at a 50/50 situation it helps give Hwoarang breathing room from opponents who constantly pressure him. This shouldn’t be used as a panic move but more as a spacing tool, for example 2F+4 to JFSR if the opponent still decides to come near. Both situations where they get hit or block the move is good for Hwoarang as he gets to remain in neutral and not get pressured.
It is also important to note that JFSR high crushes so it makes certain matchups more doable if one of their key moves is a high. An example of this is Hwoarang vs Jin, now realistically speaking you won’t crush Electric Wind Hook Fist (EWHF) every single time you throw out JFSR but there will be instances that you do making the Jin player question themselves if they should constantly spam EWHF. JFSR is too important to ignore for both offense and defense. So make sure to develop that execution so you can throw it out anytime in Left Foot Forward in both player 1 and player 2 sides. A good standing for JFSR execution in Left Foot Forward for your strong side is 8/10 and for your weak side 6/10.
Number 02: Backlash (RFF 3~4)
This might as well be the best Power Crush in the game because it is a high move that tailspins an opponent on hit for a minimum of 70+ combo damage, is +4 on block, and has absurd recovery on whiff as Hwoarang transitions back to Left Foot Forward. This is the move that is viewed as a threat for as long as Hwoarang is in Right Foot Forward. The opponent will more often than not choose to duck when Hwoarang is in that stance. Now if they will duck doesn’t that make this move completely useless once I get in their face as I am in Right Foot Forward? No, that isn’t the case as Hwoarang needs this move as a neutral threat rather than an offensive threat. Think of it as a keep out move that reminds opponents not to attack Hwoarang as you stance cancel around the stage. Hwoarang desperately needs to keep opponents from approaching him and this is one of the moves that will keep them to play neutral.
If this move gets blocked from range 1 keep in mind that it is +4 on block and that means you have a bit of leeway to pressure your opponent. If you are aiming to turn the tides with big damage go counter hit fishing with F1+2 as it beats out most options. You may even trade with your opponent on hit, but more often than not you’ll still be able to complete the juggle. If are aiming to capitalize on your opponent’s indecisiveness to approach Hwoarang you take your turn with D+3,4 or 123 for putting them to the blender.
However, this move can be heavily punished by grabs, lows, and moves that recover really fast. To name a few: Steve’s 1212 jab string to duck will allow him to punish Hwoarang big time with FC DF+2 or DCK F+2. Kazuya’s 1243 string will beat out Backlash putting Hwoarang is a bad situation. Don’t be too trigger happy with the move in neutral despite its great recovery on whiff as a well timed Sonic Fang from Steve can easily whiff punish you and place you in a bad position.
A big bonus if your backlash is on point an example of which is doing the move just as they are about to attack. This isn’t easy and requires lots of experience to pull off.
Number 03: D+3,4
This move embodies Hwoarang’s identify in the Tekken franchise. D+3,4 in previous installments wasn’t as strong as the 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 would seem that giving a Natural Combo Low-High string was too much that they decided to nerf the move as a whole. This made it a struggle for most Hwoarang players to find a way to pressure their opponents with this move. Majority came to consensus that it should only be used at the wall and not in open as the pushback just kills Hwoarang.
For some reason they have changed their minds in Season 2 bringing back the Tekken Tag 2 properties that make Hwoarang extremely deadly. This is the strongest offensive move Hwoarang has in Left Foot Forward and Left Flamingo Stance as it transitions him to Right Flamingo Stance at a shocking +12 on block and +14g on hit with no pushback whatsoever. The Left Flamingo version is slightly different from the Left Foot Forward version as the first hit of this string hits grounded opponents.
It is the offensive starter to most of Hwoarang’s mix ups and something that allows him to enforce his will upon opponents. You have seen it before or it may have happened to you already when a Hwoarang player would do LFF D+3,4 LFS 3+4 LFS D+3,4 LFS 3+4 LFS D+3,4. There really isn’t much the opponent can do on block if they fail to duck the 2nd hit and much more on hit as Hwoarang transitions to Right Flamingo Stance. Without a doubt this is the main reason why opponents duck against Hwoarang.
Number 04: DF+2
This move is a big deal for Hwoarang’s neutral as it is a 15 frame launcher that is safe on block but does not launch crouching opponents. Instead you are given +4 frame advantage on hit and you can capitalize upon this by safely approaching your opponent. It even has a funky hitbox like Shaheen’s DF+2, Law DF+2, and Paul DF+2. There are times it will launch from ranges you wouldn’t expect. That is the important part as you need opponents to not casually approach Hwoarang like its nothing when you are in Left Foot Forward.
Number 05: DB+3
This is the best low crush option Hwoarang has in his arsenal range and frame wise. Being left in a null situation (0 on block) is something you should learn to live as it is not that bad for Hwoarang. Take the small chip damage you can take as you gather information from your opponent as the match goes on in order to establish how you will approach and pressure your opponent. This move will definitely help in gauging the low parry tendency of your opponent for you to change your timing to not get low parried. Pressing buttons after this move on hit is optional but if you really want to the popular option is to do WS+4,4 on hit but do note that you can be interrupted by jabs.
Number 06: Flamingo Jabs (LFS+1 & RFS+2)
Take your opponent’s breath by surprise as this is the most deceiving and deadliest option in both Flamingo Stances (Left Flamingo Stance & Right Flamingo Stance). This is because it is +5 on block and starts up at 13 frames but will essentially start up at 10 frames or less if a string was used to transition to Left/Right Flamingo Stance on hit or block (Assuming you made use of the following: 123 | 124 | D+3,4 | U+4 | Etc).
The best offensive table setter as it brings you back to Left Foot Forward or Right Foot Forward which then allows you to fish for a Counter Hit Launch with F1+2 or RFF B+3 as that will trade with most options. You can also decide to stay safe by not pressing a button, sidestepping, or making use of a move with lesser risk like DF1+2 to simply check your opponent. Lastly you can make use of the plus frames to switch to another stance to continue your offense like D+3,4. Essentially the opponent is at your mercy after this move.
Number 07: F+2
Probably the most underrated neutral tool as moves like JFSR, Backlash, and D+3,4 take all the spotlight. The mid chop transitions Hwoarang to Right Foot Forward at -2 frame disadvantage. It is important to note that this move crushes highs when Hwoarang spins to perform this move. It helps Hwoarang control the neutral a whole lot combined with JFSR, Backlash, WS+4,4 and 12F+3. If you would still like to press buttons I suggest RFF B+4 as it crushes highs or Backlash if your opponent uses a slower move.
Number 08: RFF DF+4,F
Without a doubt after D+3,4 RFF DF+4,F is easily the second pillar of Hwoarang’s pressure game as it is +7 on block, +15g on hit and +15 on counter hit. If you don’t input forward or back Hwoarang will remain in Right Foot Forward with different frames (-7 on lock and +1 on hit). You can easily play with your opponent’s head but choosing to enter Right Flamingo or not as Backlash will linger at the back of their minds.
This move shines the most at the wall as the opponent will have major difficulties running away from the onslaught. Should they press a button while their back is against the wall a RFF 4 or RFF 2B4 will surely wall splat them on counter hit for huge wall combo damage. In open it can start up dangerous mix ups but you should choose your moves wisely based on the data you had gathered from your opponent as they can backdash out of the pressure. For this case RFS 1 will keep them in place in exchange for being slightly minus on frames. The main concern with this move is that it is linear so making use of this move as a follow up right after WS+4,4 can mean certain death to a Sidestep Electric Wind God Fist.
Number 09: WS+4,4
It is unknown as to why Hwoarang has a Mishima-esque Tsunami Kick that isn’t unsafe on block. But Hwoarang players should not complain as it is safe on block at -5 and transitions to Right Foot Forward making it deadly after punishing a low move. It is great for controlling the space most especially against characters with low stances as the second hit of this string hits grounded opponents. An example of this matchup is Hwoarang vs Xiaoyu as you will find yourself spamming this move 24/7 against Ling Xiaoyu’s Art of Phoenix. That is basically the main purpose of this move as Hwoarang doesn’t have anything that does its job better.
Number 10: RFS DF+4 | RFS B+3
The only reason these two moves made it to the tenth spot together is because RFS DF+4 launch ability was taken away in exchange for +1 on block and RFS B+3 fills that hole as it is now only -10 on block making it worth the risk to throw out. You should rotate these two moves when in Right Flamingo Stance as the rewards are huge on hit with the least risk imaginable. The 50/50 mixup in Right Flamingo Stance couldn’t be truer with RFS D+4,3 accompanying them.
Number 11: DF+1/DF1+2
It has been a common theme in Hwoarang’s Top move list to see generic tools. This is because his neutral game truly needs it as his defense is heavily player (skill) reliant. Hwoarang is blessed to have two generic DF+1’s with different frames on block and range. DF+1 is the shorter version and is 0 on block! This is great for neutral and if it connects it is +8 on hit making it awesome for continuing pressure. DF1+2 is the slightly longer version and remains safe at -3 on block, just like DF+1 if it connects its +8 on hit.
Number 12: DF+4
The homing move you throw out more often than not in neutral as you’ll be stuck in Left Foot Forward most of the time. With this move you’ll be able to transition to Right Foot Forward in a jiffy at -8 frame disadvantage on block and +8 frame advantage on hit. Be very aware when the move hits as that will be one of the few opportunities you will get to approach your opponent rather safely and start up some pressure. This move will be used in tandem with F+2 to check your opponent’s movements as they both have similar startup frames (16~17 startup frames) with DF+4 being the homing variant. This move also tailspins and is perfect for adjusting your combos when unsure of the distance to the wall.
Number 13: RFS D+4,3
This is what makes Hwoarang a pseudo mishima in disguise as he was given his own hell sweep in Tekken 7 Fated Retribution. Together with RFS DF+4 and RFS B+3 this move is great at enforcing the 50/50 in Right Flamingo Stance as it is a fast move. It can be fuzzy guarded against so make sure to change up your timings to keep your opponents on their heels. The whole string itself is only -14 but the odds of getting that blocked in a real match is quite low. If it does that means you were making use of RFS D+3,4 at a distance.
Number 14: F2+3 (Done from LFF | LFS | RFF)
F2+3 is the throw Hwoarang has access to in the three stances that you will make use of majority of the time. The main purpose of this throw isn’t for its damage or floor breaking capability. It’s simply for switching sides most especially when your back is against the wall. You need to take every opportunity you can take to stay alive longer and as you already know Hwoarang desperately needs this side change.
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 is a huge deal that Hwoarang can approach his opponent with armor to tank a few hits and still remain in mix up city. The whole string is meant to stop them from pressing a button so you can safely mix it up with DF+3,F. Only make use of this transition in neutral if you have conditioned your opponent not to attack and slightly respect Flamingo Transitions.
These fifteen moves should be used in rotation and it should be enough to control space, approach, and pressure the opposing player. Majority of the moves listed here are safe in nature excluding lows so if you get hit by a high or mid after doing one of this moves on block, it simply means you pressed a button.
D. SITUATIONAL MOVES
These moves are highly situational and are there to help turn the tide to your favor. I would say the whole movelist is situational but some simply used more often than others. The moves listed below have been explained in the stance section above but may have additional details in this section if deemed necessary (So expect copy paste to happen here). It has been narrowed down to a total of twelve situational moves from Hwoarang’s Treasure Box.
Number 01: LFS 3,4/LFS 3,3/LFS 3,F
You’ll find yourself in Left Flamingo Stance wondering what to do in said stance. More often than not you’ll press a button and these three moves will come out. Once you get a hang for Hwoarang’s moves you will begin to throw them out at a higher rate. This is simply because these are essential strings in the Left Flamingo Stance for mix up purposes. The glaring con is that despite it being highly delayable it can be fuzzy guarded against and if the opponent is highly awake you’ll be punished for throwing out all three options even if only one is truly punishable frame wise. LFS 3,4 is duckable | LFS 3,3 -14 on block | LFS 3,F is only +3 on block which means a down jab will interrupt most options and once you show that you’ll make use of the low crushing options a simple DF+1 will freeze you.
Number 02: SS+4 | LFS DB+4
These two low kicks are important in setting up Hwoarang’s offense. SS+4 is the slow low move that looks similar to F+2. It is very damaging as it transitions Hwoarang to Right Foot Forward at +5 on hit and is slightly risky at -13 on block. This move is rotated with F+2 and JFSR as a Sidestep mixup. LFS DB+4 is the low poke in Left Flamingo Stance as it transitions Hwoarang into Right Foot Forward. This fast low kick is +4 on hit and -12 on block making it a low risk high reward type of move. On Counter Hit you can get a free follow up in B3 | FF+3 | DB+4 | RFF DB+3 | RFF D+4 | RFF FF+3 but the best option out six options is B3 or FF3
Number 03: iWR+3
The only move Hwoarang has that isn’t reversible as it is a heel. You will be using this move a ton when against characters like King and Asuka. It grants huge plus frames on block (+8 on block) and gives great okizeme as it Knockdowns on hit. Caution you can be floated when doing this move.
Number 04: FF+3
One of Hwoarang’s ground hitting moves and despite it’s look it can be reversed as it is a leg. This move transitions Hwoarang to Right Foot Forward and it +6 on block/hit. The options out of this move is rather tricky as it is range dependent.
Number 05: RFF+3
RFF 3 is the go to option when RFF DF+3 gets interrupted after WS+4,4 on hit. This should stop them from pressing buttons and make RFF DF+4,F viable in the set. Once they start side stepping again RFF DF+3 will come back into play. It is as simple as that.
Number 06: LFS UF+4 | LFS UF3,4
If your opponent is constantly down jabbing you out of Flamingo make them pay the next time you enter Left Flamingo Stance with these two low crushing tools. It should teach them not to down jab as often allowing you to go to mix up land.
Number 07: RFF DF+3
This move has great range and is homing with a guaranteed follow up in FF+3 and B+3. It is present in the instances your RFF DF+4,4 gets sidestepped after WS4,4 on hit. However, it is slow to start up so it can be interrupted by a generic downjab. Despite it being -11 to -10 on block its pushback makes it only punishable at the wall but that is range dependent as well. Characters like Gigas can punish this move with no problems whatsoever with his 12.
Number 08: RFF B+2
This is a downwards punch that nets Hwoarang +2 on block and +6 frames on hit. It also leaves him Right Foot Forward allowing you to continue pressuring your opponent with various options. On counter hit it has a guaranteed follow up in RFF D+4 | RFF FF+3 | FF+3 | B3 | DB+4 | RFF DB+3 and out of all the options cancelling out of Right Foot Forward Stance to Left Foot Forward Stance to do either FF+3 or B3 is best.
Number 09: F1+2
The fact that this move slightly crushes highs is all you need to know. Beautiful counter hit launcher that will usually net 70+ combo damage. It is completely safe at -9 on block just don’t move or else you’ll get hit.
Number 10: UF+2
This move is a slow but damaging jump punch. It give Hwoarang tremendous frame advantage on block and gives free follows on counter hit (CH UF+2 to FF+3/B+3). The only issue is that you can be floated out of this move easily.
Number 11: B1/B2/UB+4/F+3~N+3/B1+2
Defense is a major problem for Hwoarang and that’s what these move attempt to remedy but they don’t do a great job. It is on you the player to make the right read with any of the mentioned moves here in number eleven. You can choose to go unsafe with great evasive properties towards the right with B+1 and F,N+[3,3]. You may opt to remain safe towards the left and backwards with B+2 and UB+4. If you have the right read and know your opponent will use a punch go make use of Hwoarang’s punch parry.
Number 12: 1/11/12/12F+3/2F+3/12F+4/2F+4
You might have gotten tired of seeing yet another generic tool in this list but it is what it is. Hwoarang needs these tools most especially in neutral. Each of these jabs has been properly explained in the stances section so I will not go over them anymore over here. Just know that these are your important jabs and jab strings that keep space between you and your opponent.
These moves aren’t necessarily better that other moves in Hwoarang’s move list but can easily be applied in numerous situations. The unnamed ones that aren’t mentioned here shouldn’t discourage you from using them in matches. Go over the move-list and see how it can be applied to your gameplay with the Top Moves mentioned in this guide.
E. RAGE ABILITY
If Hwoarang is already in contention for being called the Powercrush King, he is also in the race for best Rage Capabilities. His Rage Art can only be accessed from his Flamingo Stance (Left Flamingo Stance & Right Flamingo Stance) and his Rage Drives can be accessed from both Left Foot Forward and Right Foot Forward.
Rage Art: FLA (LFS & RFS) D3+4
Hwoarang is part of the safe rage art squad (Namely: Alisa, Anna, Geese, Jin, Hwoarang, & Steve) the only difference between him and those who are in it is that his Rage Art is a mid compared to their Rage Arts which are Highs. The catch is that it can only be done from either Left Flamingo Stance or Right Flamingo Stance. This means he can’t use his Rage Art for interrupting an opponent’s attack or punishing it. Instead it is mainly used for okizeme situations such as catching an opponent pressing a get up attack to hit Hwoarang out of Flamingo Stance. It can be used as a whiff punisher but this is seldom seen as entering Flamingo takes up 13 start up frames, the opponent may have recovered already when Hwoarang enters his Flamingo Stance. One practical use of this Rage Art as a punisher is in Geese’s strings. It is known that you can F+3 in between before the last hit (mid or low) and launch with LFS UF+4 but you can replace that with LFS D3+4 if you are in rage. Side note this Rage Art has been nerfed in Season 2 removing the free B+3 hit in open a small price to pay for the D+3,4 buff.
Rage Drive 01: D3+4,4
In Season 1 this rage drive only knocks down on hit and flips the opponent if used at the end of a combo. In Season 2 it has received a significant buff as it a class A launcher should the 3rd hit connects and spikes the opponent post combo for a guaranteed RFF DF+3, LFF F+3~N+3, RFF FF+3, and CD+3. The first two hits of this move is a natural combo but the third hit isn’t part of that which means the third hit can still be blocked even if you get hit by the first two. This is because if it was this Rage Drive would be instantly broken as it is already on par with Ling Xiaoyu’s Rage Drive in terms of speed for a low move. This Rage Drive starts up at 12 frames and is +6~8 on block giving Hwoarang the freedom to attack his opponent at will. Unfortunately, there is no true option to go to right after this move gets blocked despite the +6~8 advantage. RFF B+2 and RFF DF+4,F the popular choices to use can be sidestepped easily. Backlash or any High Option from both Left Foot Forward & Right Foot Forward will be beaten by a simple down jab. D+3,4 or any low option from Left Foot Forward & Right Foot Forward will be beaten by a low crushing move. RFF2+4 or any other throw will be beaten by high crushing move or solid throw breaks.
Rage Drive 02: UF+3,4,3+4
This is a move Ogre and True Ogre had since Tekken 3, Tekken Tag 1, & Tekken Tag 2. Now Hwoarang 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 by 4 frames after the last hit in Season 2. There isn’t much reason to use this move on its own even if you are able to whiff punish an opponent successfully with this move as the combos from this launcher aren’t the prettiest. This move is best suited for extending combos to get the wall, get close enough to the wall to do UF3+4 to wall splat the opponent to the wall, or high wall splat 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 has received a slight nerf in Season 2 but can be easily remedied by making use of the additional combo buffs he got. Let’s take a look at the moves that are essential to Hwoarang’s combos
LAUNCHERS
Safe Natural Hit Launchers
– LFF DF+2 (Mid, -5 on Block, Does not launch crouching opponents)
– UB+3,3 (Mid-High, +3 on Block, Tailspins on hit, Transition to Left Flamingo Stance,
Duckable on reaction)
– LFF/LFS UF+3,4 (Mid-High, -8 on Block, Slow)
– LFF U+3 (High, +3 on Block, Transitions to Left Flamingo Stance)
– LFF U3+4 (Mid, -7 on Block, Can be floated out off)
– RFF 3~4 [Backlash] (High, +4 on Block, Powercrush, Homing, Punishable by experienced
players, Transitions Hwoarang to Left Foot Forward)
Unsafe Natural Launchers
– CD+4 (Mid, -18 on Block)
– JFSR (Mid, -10 on Block, Just Frame, Punishable by Gigas, Jack, Marduk, Nina, & Brayn
in open, Punishable to the rest of the cast by the wall)
– B+3 (Mid, -19 on Block)
– LFS UF+4 (Mid, -14 on Block, Transitions Hwoarang to Left Foot Forward)
– LFS 3,3 (Mid-Mid, -14 on Block, Only with Rage D3+4,4 at Forgotten Realm, Only with
Rage D3+4 near walls, Transitions Hwoarang to Left Foot Forward)
– RFS B+3 (Mid, -10 on Block, Transitions Hwoarang to Left Foot Forward)
– LFF D+4 (Low, -28 on Block, Slow but High Crushes, Transitions Hwoarang to Left Foot
Forward)
– RFF D+3 (Low, -28 on Block, Slow but High Crushes, Transitions Hwoarang to Left Foot
Forward)
– RFF DF+3 (Mid, -11 on Block, Only at the wall at a specific angle, Transitions Hwoarang
to Left Foot Forward)
– RFF F+[4,4] (Mid, -13 on Block, Keeps Hwoarang in Right Foot Forward)
– BT LFF 4 (Mid, -13 on Block, Transitions Hwoarang to Right Foot Forward)
– BT RFF 3 (Mid, -13 on Block, Transitions Hwoarang to Left Foot Forward)
Counter Hit Launchers
– LFF F1+2 (Mid, -9 on Block)
– LFF B+4 (High, -9 on Block, Moves slightly to his right, Transitions to Right Foot
Forward)
– LFF D+4,4 (Low-High, -8 on Block, Duckable on reaction)
– LFF B+1 (Mid, -13 on Block, Only at the wall at a specific angle)
– SS3,3 (Mid-High, +3 on Block, Duckable on reaction, Transitions Hwoarang to Left
Flamingo Stance)
– LFS F+3 (Mid, +3 on Block, Keeps Hwoarang in Left Flamingo Stance)
– LFS B+4 (Mid, -8 on Block, Transitions Hwoarang to Right Foot Forward)
– LFS 3,4 (Mid-High, +8 on Block, Only the second kick nets a free launch in RFS B+3,
Transitions Hwoarang to Right Foot Forward)
– RFS F+4,4 (High-High, -6 on Block, Transition Hwoarang to Right Foot Forward)
– RFS DF+4 (Mid, +1 on Block, Transitions Hwoarang to Left Foot Forward)
– RFF 44 (High-High, -5 on Block, Does not jail on block, Transitions Hwoarang to Left
Foot Forward)
– RFF 244 (High-High-High, -5 on Block, Does not jail on block, Transitions Hwoarang to
Left Foot Forward)
– RFF DB+3,3 (Low-High, -2 on Block, Can be ducked on reaction, Transitions Hwoarang
to Left Foot Forward)
– RFF B+3 (High, -9 on Block, Transitions Hwoarang to Left Foot Forward)
Wall Bounce
– CD+3 (Mid, +3 on Block, Transitions Hwoarang to Left Foot Forward)
TAILSPIN MOVES
Tailspin Moves in Left Foot Forward
– 12F+4 | 2f+4 (High-High-High, Hwoarang stays in Left Foot Forward)
– DF+4 (Mid, Transitions Hwoarang to Right Foot Forward)
– DB+4,4 (Low-High, Keeps Hwoarang in Left Foot Forward)
– UB+3,3 (Mid-High, Tailspins on hit, Transition to Left Flamingo Stance)
Tailspin Moves in Left Flamingo Stance
– LFS B+3 (Mid, Homing, Powercrush, Transitions Hwoarang to Right Foot Forward)
Tailspin Moves in Right Flamingo Stance
– RFS B+4 (Mid, Homing, Powercrush, Transitions Hwoarang to Left Foot Forward)
Tailspin Moves in Right Foot Forward
– RFF 44 (High-High, Transitions Hwoarang to Left Foot Forward)
– RFF 244 (High-High-High, Transitions Hwoarang to Left Foot Forward)
– RFF DF+3 (Mid, -11 on Block, Only at the wall at a specific angle, Transitions Hwoarang
to Left Foot Forward)
– RFF 3~4 [Backlash] (High, Transitions Hwoarang to Left Foot Forward)
– RFF DB+3,3 (Low-High, Transitions Hwoarang to Left Foot Forward)
– RFF B+4 (High, Transitions Hwoarang to Left Foot Forward)
– RFF 2,B+4 (High-High, Transitions Hwoarang to Left Foot Forward)
WALL CARRY MOVES (POST TAILSPIN)
– LFF 3~4 (Common Wall Carry Option used in tandem with Season 2 BnB Combo)
– LFF/LFS UF3+4,(4) (The most common Wall Carry Option, only use full string if you feel
you won’t make it)
– RFF F+3 to LFS UF3+4 or LFS B+3 (Seen in multiple combo videos and used by Hwoarang
players who have learned how to connect RFF F+3 to any of the options post tailspin)
– LFS F+4,3 (Best used with less hits in combo)
– RFS F+3,4 (Best used with less hits in combo)
– RFF 4,4 (Best used with less hits in combo)
– LFS 3,F (Should be used if player decided to stay in Left Flamingo Stance)
– LFF/LFS D+3,4 (In Season 1 its range was much farther, but now in Season 2 it has been
slightly nerfed)
MOVES THAT SPIKE
Feet Facing You | Head Facing 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 | RFF 43 |
LFF/LFS B+1 | RFF 243 |
RFS DF+4 | Has guaranteed option in B+3 |
MOVES FOR REPSPLAT
Poor Wall Splat | Good Wall Splat | Great Wall Splat |
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 | RFF 44 |
UF+3,4 | ||
LFS F+4,3 | ||
RFS F+3,4 |
MOVES THAT BREAK WALLS (Howard Estate, Jungle Outpost, G-Corp Helipad Day and Night, Duomo Di Sirio & Twilight Conflict)
Starter Only | Combos Only |
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 (Backlash) |
MOVES THAT BREAK FLOORS (Forgotten Realm)
Starter Only | Both |
2+4 | UF+3,4,3 |
F2+3 |
Combo Only | ||
443 | U3+4 | UF+2 |
DB3+4 | FF+3 | iWR+3 |
B+1 | WS+4,4 | LFS DB+4 |
RFS DF+4 | RFF 243 | RFF 43 |
RFF D+4 | RFF B+2 | RFF FF+3 |
Now that you know which moves do what in combos come inside for combo staples in open, with wall, wall breaks, floor breaks, etc.
BREAD AND BUTTER (BNB) JUGGLES (DF+2 | B+3 | JFSR | Backlash | LFS D+4 / RFS D+3 | Low Parry)
LAUNCHER: DF+2
1.) DF+2 F+2 RFF34 RFS B+4 S! RFF F+3 UF+343 = 59 DMG (Easy)
2.) DF+2 U+3 LFS B+3 S! FF+4 RFF34 RFS B+4 = 62 DMG (Easy)
3.) DF+2 F4 RFS2 RFF34 RFS B+4 S! RFF F+3 LFS UF3+4 = 57 DMG (Medium)
4.) DF+2 FF4 RFF34 RFS B+4 S! RFF F+3 UF343 = 64 DMG (Medium)
5.) DF2 F4 RFS B+3 FF+4 RFF34 RFS B+4 S! RFF F+3 LFS B+3 = 70 DMG (Hard)
LAUNCHER: B+3
1.) B+3 F+2 RFF34 RFS B+4 S! RFF F+3 UF+343 = 63 DMG (Easy)
2.) B+3 U+3 LFS B+3 S! FF+4 RFF34 RFS B+4 = 66 DMG (Easy)
3.) B+3 F4 RFS2 RFF34 RFS B+4 S! RFF F+3 LFS B+3 = 61 DMG (Medium)
4.) B+3 FF4 RFF34 RFS B+4 S! RFF F+3 UF343 = 68 DMG (Medium)
5.) B+3 F4 RFS B+3 FF+4 RFF34 RFS B+4 S! RFF F+3 LFS B+3 = 74 DMG (Hard)
LAUNCHER: JFSR
1.) JFSR Backlash S! FF+4 RFF34 RFS B+3 = 68 DMG (Easy)
2.) JFSR Backlash S! FF+4 RFF34 RFS B+4 = 68 DMG (Easy)
3.) JFSR Backlash S! RFF F+3 LFS 3F LFS 3F LFS F+3 = 65 DMG (Medium)
4.) JFSR Backlash S! RFF F+3 LFS+2 RFF F+3 LFS UF+343 = 76 DMG (Medium)
5.) JFSR F4 RFS B+3 FF+4 RFF34 RFS B+4 S! RFF F+3 LFS B+3 = 75 DMG (Hard)
LAUNCHER: Backlash
1.) Backlash S! FF+4 RFF34 RFS F+3,4 = 74 DMG (Easy)
2.) Backlash S! FF+4 RFF34 RFS B+4 = 68 DMG (Easy)
3.) Backlash S! FF+4 RFF3 123 LFS F+3 = 67 DMG (Medium)
4.) Backlash S! RFF F+3 LFS+2 RFF F+3 LFS UF3+4 DF3+4 = 80 DMG (Medium)
5.) Backlash S! U+3 LFS+2 RFF F+3 LFS UF3+4 DF3+4 = 83 DMG (Hard)
LAUNCHER: LFS D+4 / RFS D+3 (Snake Edge)
1.) Snake Edge U+4 RFS 4 = 39 DMG (Easy)
2.) Snake Edge CC DB+4,4 S! iWR+4 = 41 DMG (Medium)
3.) Snake Edge CC D+3,4 RFS B+4 S! D+3,4 RFS B+4 = 42 DMG (Medium)
4.) Snake Edge CC DF+4 S! U+3 LFS 3F LFS 3F LFS F+3 = 51 DMG (Hard)
5.) Snake Edge CC FF+4 RFF34 RFS B+4 = 45 DMG (Hard)
LAUNCHER: Low Parry
1.) Low Parry DF+1 D+3,4 RFS B+4 S! DF+3,4 = 30 DMG (Easy)
2.) Low Parry D+3,4 RFS B+4 S! UF+343 = 34 DMG (Easy)
3.) Low Parry FF+4 RFF34 RFS B+4 S! RFF F+3 LFS UF+343 = 51 DMG (Medium)
4.) Low Parry FF+4 RFF3 23 LFS1 123 LFS F+3 = 37 DMG (Medium)
5.) Low Parry F4 RFS B+3 FF+4 RFF34 RFS B+4 S! RFF F+3 LFS B+3 = 57 DMG (Hard)
Moving onwards to what Hwoarang is really known for during the arcade update…
WALL COMBO ENDERS
Tekken 7 Vanilla Enders
– 1 DF+1 D2 WS+4,4
The 1 Jab can be removed if you think it will not connect or if there are too many hits, Great Okizeme as Hwoarang transitions to Right Foot Forward. WS+4,4 to RFF3 used to be guaranteed in the Vanilla version.
– D+3,4 RFS DF+4 B+3
Only Stand Up Tech will avoid B+3 but the rest will lose to B+3 from RFS DF+4 spike and good okizeme but opponent may flip towards the left or right on occasion removing their backs from the wall just a little bit.
Tekken 7 Fated Retribution Season 1 Enders
– RFF F+3 LFS F+3 LFS 3F+4
This is the Tekken 7 Fated Retribution BnB you see from most Hwoarang players and did a ton of damage until Season 2 nerfed the moves. It is still the go to wall combo as it still consistent with most combos.
Tekken 7 Season 2 Enders
– SS+3,3 LFS F+3
This is the easiest version of the three to get and does good damage for combos with many hits.
– SS+3,3 LFS 3F+4
This is a slightly difficult version of the three to input and does beautiful damage as it also breaks walls.
– SS+3,3 LFS 3F LFS 3F+4
The most damaging Wall Combo ender Hwoarang has in his arsenal and the hardest to input.
WALL SPLAT COMBOS
Low Wall Splat Combos
Majority of the time this may happen from low wall carries
– B+3
If the wall splat was too low, it’s best to go for B+3 to flip the opponent for okizeme
– D+2 WS+4,4
The D+2 may not hit at times depending on how slump the opponent is to the wall. In the event that D+2 may not hit just go for WS+4,4 for safety you will still get a favorable okizeme situation.
– FF+3
Just like B+3 but transitioning to Right Foot Forward for okizeme and higher damage.
Regular Wall Splat Combos
This when you launch your opponent to the wall with DF+2 or RFS B+3 that is the general distance to take note of.
– RFF F+3 LFS F+3 LFS 3F+4
It is still the go to wall splat combo as it still 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 Left Flamingo Stance.
– F+4 RFS2 RFF DF+3
This is another version that does more damage than the one above it and keeps Hwoarang in Left Foot Forward.
– 4F4 RFF F+3 LFS F+3 LFS 3F+4
Season 2 brought this wall splat combo to life as it is three points stronger than the BnB and works on the whole cast.
High Wall Splat Combos
This when you launch your opponent to the wall with B+3 or LFS UF+4 that is the general distance to take note of.
– RFF F+3 LFS F+3 LFS 3F+4
It is still the go to wall splat combo as it still 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 this keeps you in a straight axis afterwards.
– B+4 RFF F+3 LFS F+3 LFS 3F+4
This does the same amount of damage as DF+4 without rage but as we know B+4 make Hwoarang move slightly to the left which will not leave you in a straight axis afterwards.
– F+4 RFS2 RFF F+3 LFS F+3 LFS 3F+4
This is the go to combo against males excluding Lee and Noctis. This does more damage than the BnB and breaks walls.
– 4F4 RFF F+3 LFS F+3 LFS 3F+4
Season 2 brought this wall splat combo to life as it is three points stronger than the BnB and works on the whole cast.
– 444F RFF F+3 LFS F+3 LFS 3F+4
Season 2 brought this wall splat combo to life and is seven whole points stronger than the 4F4 version and works on the whole cast.
WALL BOUNCE COMBOS
LAUNCHER: CD+3
1.) CD+3 WB! LFS F+3 LFS F+3 LFS 3F+4 = 68 DMG (Point Blank Distance: Easy)
2.) CD+3 WB! LFS F+4,3 RFF F+3 LFS F+3 LFS 3F+4 = 76 DMG (Works from all
distances: Easy)
3.) CD+3 WB! LFSF+4,3 RFF3~4 B+3 = 73 DMG (Medium)
4.) CD+3 WB! LFSF+4,3 RFF F+3 LFS1 F+{3,3} = 75 DMG (Medium)
5.) CD+3 WB! LFS 3+4 RFS/RFF244 RFF F+3 LFS F+3 LFS 3F+4 S! = 69 DMG (Long
Distance from the wall: Hard)
BACKTURN COMBOS
From a Launch (e.g B+3)
LAUNCHER: B+3
1.) B+3 F+4 RFS B+4 S! U3+4 B+3 = 67 DMG (Easy)
2.) B+3 F+4 RFS B+4 S! UF+343 = 59 DMG (Easy)
3.) B+3 D+3,4 RFS B+4 S! RFF F+3 LFS1 FF+4 = 50 DMG (Medium)
4.) B+3 F4 RFS B+4 S! U+3 LFS 3F LFS F+3 = 61 DMG (Medium)
5.) B+3 F4 RFS B+3 FF+4 DB+4,4 S! FF+4 = 64 DMG (Hard)
From a Standing Move (e.g D+3,4)
LAUNCHER: D+3,4
1.) D+3,4 RFS B+4 S! U3+4 B+3 = 63 DMG (Easy)
2.) D+3,4 RFS/RFF 24,F RFS B+4 S! U3+4 B+3 = 62 DMG (Easy)
3.) D+3,4 RFS/RFF 24,F RFS B+4 S! RFF F+3 LFS1 FF+4 = 53 DMG (Medium)
4.) D+3,4 RFS2 RFF F+3 LFS B+3 S! WR+3 = 52 DMG (Medium)
5.) D+3,4 RFS2 RFF34 RFS B+4 S! RFF F+3 LFS1 FF+4 = 56 DMG (Hard)
FORGOTTEN REALM COMBOS
The general rule in Floor Break combos is to use a move that floor breaks and puts your opponent head down facing you for maximum combo damage. The number of hits is heavily concerned and positioning is key as well. I will list five combos with the same launcher that break the floor for you to get a feel of what to do as you research more about this combo situation.
LAUNCHER: UF+343
1.) UF+343 F! DF+4 S! RFF FF+4,3 = 43 DMG (Easy)
2.) UF+343 12F+4 S! FF+4 = 47 DMG (Easy)
3.) UF+34 1 FF+4 RFF34 RFS B+4 S! F+3 LFS DB+4 F! DF3+4 = 60 DMG (Medium)
4.) UF+34 2F4 S! RFF43 F! B+4 W! RFF F+3 LFS F+3 = 58 DMG (Medium)
5.) UF+34 24 RFS B+4 S! RFF F+3 LFS 3F LFS 3F LFS UF3+4 W! RFF 43 F! B4 W!
WS+4,4 = 70 DMG (Hard)
BALCONY BREAK COMBOS
The general rule in Balcony Break combos is to make use of a move that breaks walls. The number of hits is heavily concerned and positioning is key as well. Key point to take note of is that you don’t always have to do DF3+4 after breaking the balcony it is highly recommended to only do it after a full combo before breaking the balcony. I will list five combos with the same launcher/break move for you to get a feel of what to do as you research more about this combo situation.
LAUNCHER: B3 | LFS3F+4
1.) B3 W! RFF F+3 LFS 3F+4 B! DF+4 S! RFF3 UF3+4 WS+4,4 = 60 DMG (Easy)
2.) B3 W! 33,F LFS3F+4 B! DF3+4 = 71 DMG (Easy)
3.) B3 FF+4 RFF34 RFS B+4 S! RFF F+3 LFS UF3+4 W! CD+3 B! DF3+4 = 92 DMG
(Medium)
4.) B+3 W! F+ RFS2 RFF F+3 LFS 3F+4 B! DF3+4 = 73 DMG (Medium)
5.) B+3 W! LFS3F+4 B! 24 RFS B+4 RFF F+3 LFS UF3+4 W! D+2 WS+4,4 = 62 DMG
(Hard)
WALL BREAK COMBOS
The general rule in Wall Break combos is to make use of a move that breaks walls. The number of hits is heavily concerned and positioning is key as well. I will list five combos with the same launcher/break move for you to get a feel of what to do as you research more about this combo situation.
LAUNCHER: RFS B+3 | F1+2
1.) RFS B+3 F+4 RFS+4 S! F1+2 B! DF3+4 = 62 DMG (Easy)
2.) RFS B+3 W! 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 DMG
(Medium)
3.) RFS B+3 FF+4 RFF34 RFS B+4 S! RFF F+3 LFS UF3+4 W! F1+2 B! DF3+4 = 80 DMG (Medium)
4.) RFS B+3 W! F1+2 B! 24 RFS B+4 S! RFF F+3 LFS 3F LFS UF3+4 W! DF3+4 = 63 DMG (Medium)
5.) RFS B+3 W! F1+2 B! FF+4 RFF3 123 LFS B+3 S! WR+3 = 61 DMG (Medium)
MINI COMBOS
Free damage is good damage and it is something Hwoarang needs to level the playing field against his opponent. Never forget the follow ups to each of these moves.
WS+3 to FF+3/B+3
CH B+2 to FF+3/B+3
333 to F+3~N+3 | FF+4 | or if you have rage D3+4,4
LFS 3,3 to F+3~N+3 | FF+4 | or if you have rage D3+4,4
CH DB+4,4 to FF+3/B+3
443 to RFF FF+3
LFS F+4,3 to F+{3,3} | FF+4 | or if you have rage D3+4,4
RFS F+3,4 to F+{3,3} | FF+4 | or if you have rage D3+4,4
CH LFS DB+4 to FF+3 | B+3 | RFF FF+3 | DB+4
RFF 243 to RFF FF+3
RFF 43 to RFF FF+3
RFF B+2 to FF+3 | B+3 | RFF FF+3 | DB+4
LFS 3,3 to D3+4,4 RFF DF+3
3,3,3 to D3+4,4 RFF DF+3
G. PUNISHMENT
Hwoarang’s punishment game has received a huge buff in Tekken 7 Fated Retribution as the developers added UB+3,3 which is a move that instantly tail spins opponents on hit. Making it the easy mode launch punish Hwoarang has always lacked from crouching. In previous installments, players were forced to do a Crouch Cancel which can be quite difficult to do in a real match setting. Hwoarang’s punishment kit isn’t that amazing when compared to other characters but is still decent enough.
Standing Punishment
-10: 1 | 11 | 123 | 124 | 2 | 23 | 24
Hwoarang’s 10 frame punishers allows him to go to either Flamingo Stance at huge plus frames (+11g on Hit) or remain in Left Foot Forward with lesser damage and lesser plus frames (11 is +6 on hit | 1 is + 8 on hit).
-11~12: 4 | 43 | 43,F | 44 | 4F4
This is more often than not Hwoarang’s go to punisher for moves that are -11 to -14. The rewards that you reap from 43, 43F, 44, and 4F4 are great as you transition to Left Foot Forward, Left Flamingo Stance, Right Flamingo Stance or Right Foot Forward with tremendous plus frames as compared to the 13 and 14 frame punishers available to Hwoarang.
-12: D3+4,4 (Need Rage)
This is Hwoarang’s only move that starts up at 12 frames and is only available when you are at low health. Its best not to use this as a punisher as Hwoarang’s 11 frame punisher sets up the rage drive perfectly. It should only be reserved for moves like M.Raven’s QCF+4 as it punishes it cleanly giving you a free launch.
-13: DF+1 | DF+1,3 | DF1+2 | B+4 | B+2
These are quite inferior to the 11 frame punishers Hwoarang has. The only time you would have to make use of these punishers is when the 11 frame punisher won’t connect due to range or if you want to stay in Left Foot Forward with +8 frame advantage or +2 frame advantage in Right Foot Forward.
-14: UF3+4,4
Previously this move was only reserved for punishing moves with pushback but now thanks to the damage buff in season 2 there are more reasons to make use of this punisher even if you’ll end up in Left Foot Forward at +1 frame advantage.
-15: DF+2
Hwoarang’s 15 frame punisher has a tricky range and will not launch opponents who recover in crouch so make use of the 14 frame punisher or 11 frame punisher in those situations.
-16: B+3 | UB+3,3
The faithful plasma blade will make opponents pay for using a launch punishable move against Hwoarang.
-18: JFSR
This is the fastest JFSR can be inputted so if you want to feel like a mishima by punishing moves with an electric this is your chance to do it with JFSR and feel powerful as you juggle your opponent straight to the wall.
Crouching Punishment
-10: WS+1 | FC+1
Unlike the rest of the cast Hwoarang’s WS+1 starts up at 10 frames making it a legitimate punisher from crouching and is far better than the generic option as it leaves you at +7 frame advantage.
-11~13: WS+4,4
Hwoarang’s Tsunami Kicks is the go to punishers against most lows. It transitions Hwoarang to Right Foot Forward and leaves him at a +5 frame advantage.
-14~15: WS+3
Hwoarang’s 14 frame punisher is a knockdown mid which has a guaranteed follow up in FF+3 just like in previous installments of the game.
-15: WS+2
Just like most character Hwoarang has an uppercut punch from crouching but does not launch on natural hit. It makes up for it by leaving you at a +4 frame advantage and launching on counter hit.
-16: UB+3,3
This is the huge buff Hwoarang got in the arcade update of Tekken 7 Fated Retribution allowing him to have an easy access launch punisher from crouching. It is no longer making it a pain to players to constantly crouch cancel to get damage.
-17: CC B+3
This is still the far superior launch punisher for Hwoarang in crouching. UB+3,3 is a beautiful edition but can’t really rack up the damage needed to scare an opponent for throwing out their predictable hell sweeps.
-19: CC JFSR
Simple, you want to style on them just know this is very difficult to pull off in both practice mode and real matches.
WHIFF PUNISHMENT
Range 1: 43 | DF+2 | 123 | 124
These three moves are the best options to punish an opponent from this distance. DF+2 make not hit at times so going for plus frames with 43 and remaining in Left Foot Forward always sounds like a good idea.
Range 1.5-2: DF+3,4 | UF3+4,4 | B+3 | JFSR
The four moves listed under this range do the best damage to your opponent for whiffing at this distance. UF3+4 is the most consistent out of the four.
Range 2- 4: FF+4
This is the only move that is consistent enough to make opponents pay for whiffing from long ranges.
RELIABLE MOVES THAT HIT LOW STANCES/GROUNDED
Left Foot Forward
FF+3
B+3
DB+4
DB+3
Left Flamingo Stance
LFS D+3
LFS DB+4
Right Foot Forward
RFF FF+3
RFF D+4
Right Flamingo Stance
RFS D+4
H. ROUNDUP
The mixup juggernaut is the persona Hwoarang has earned throughout his stay in the Tekken franchise. Hwoarang is a machine gun when it comes to pumping out bulldog pressure and staying in an opponent’s face for long periods of time. Tekken 7 Vanilla Hwoarang was already better than his previous versions aside from the D+3,4 nerf. But ever since Season 3 had dropped this is the strongest version Hwoarang has ever been in his history of Tekken.
Due to a large movelist, difficult gameplay, reliance of stances for offence, and zero elbows/knees make Hwoarang extremely difficult to play. Every win is something to pat yourself on the back for especially if you were dealing with a detrimental matchup (Xiaoyu, Eddy, Asuka, Kazumi to name a few). Players who will main Hwoarang will be very unique and not share the same style as others.
Hwoarang lacks a reliable defensive option despite the availability of moves like B+1, B+2, B+4, 2F+4, UB+4, F+3~N+3, and B1+2 in Left Foot Forward which are highly situational. Hwoarang is still weak in the tracking department as most of his moves can be easily stepped even on hit (See WS+4,4 on hit situation). This puts him right in the neutral offensive game with beautiful frame data (F+2 -2 block and +9 on hit) and inbuilt side steps in F+3 (Transitions to Left Flamingo Stance) and F,N+4 (Transitions to Right Flamingo Stance) to evade strings and startup his own mix-ups and chip at their life bar at a very fast pace. Having arguably the best powercrush in Backlash to keep out opponents and having a new powercrush (DF+3,F) which makes approaching the opponent so much easier keeping opponents hesitant to attack Hwoarang at any distance. Don’t forget his rage capabilities most especially the D3+4,4 buff for juicy combo damage.
Overall, Hwoarang will definitely kill players who have little to zero matchup knowledge, but will need to work hard against players who have a firm understanding of the holes in his strings and his overall gameplan.
Difficulty: Advanced
I. ANTI-STRATS
1. High Crush
Majority of the time Hwoarang players will make use of 123 or 124 to establish their flamingo mix-ups even when in Flamingo Stance the best options to go to are highs (LFS+1 / RFS+2). Frustrate the Hwoarang with moves that High Crush so they will lose one of the safest ways to establish their offense. Characters like Ling Xiaoyu, Eddy Gordo, and Lei Wulong do really well against Hwoarang.
2. Low Parry
Just as Hwoarang’s best options are highs they are also lows so don’t be afraid to low parry when the leg is raised in Flamingo Stance. This should shutdown that D+3,4 threat that’s been bugging you the entire time.
3. Make use of Parries/Reversals/Etc
Hwoarang has virtually zero knees and elbow with majority of the move set being punches and kicks making him highly susceptible to parries and reversals. Anyone with this in their arsenal should use it against Hwoarang. Characters like Asuka, Geese, Noctis, King, and Law are great for this reason.
4. Backdash
When being pressured, generally your best bet in terms of risk and reward is to simply backdash and look for a whiff. After D+3,4 this isn’t really possible for the first few options used for mix-ups. It works best against LFS 3,4 | RFS DF+4 | RFF 2F+4 most of the time. His strongest low does not hit you from range 1.5 and the rest aren’t as great to set up anything. Therefore he can be punished with backdashes and reactionary low parries.
5. Sidestep/Sidewalk
Hwoarang’s moves don’t really track well so do sidestep to his weak side and make him pay for attempting to string you to death. Once you make the Hwoarang use his homing moves which are slower seize the opportunity to get in his face and bait out the weak defensive options such as B+1 and punish accordingly.
6. Pressure
Hwoarang may be great at giving pressure but he isn’t good at defending against it. Go ham at him and don’t let him go or else he’ll have time to breathe and space you out with Backlash, F+2, etc.
7. Be patient
If you so happen to find yourself in the blender against Hwoarang be patient because there will always be a hole in Hwoarang’s string. You just have to wait it out and you’ll be rewarded for as long as you lab him.
8. Test the Hwoarang’s Punishment
This isn’t really an anti-strat but it can be if the Hwoarang you are playing against has weak punishment. If they always punish -14 moves with 123/4 you can continue to gamble using your -13 move as the consequence isn’t that huge assuming your defense is good against the Flamingo Mix ups. If they always punish -28 lows with WS+3 to FF+3 that isn’t much of a big deal compared to getting launch punished for it. If the Hwoarang you are playing has solid punishment then make use of the seven anti strats to bring the game to your advantage.
J. LEGEND
LFS | “Left Flamingo Stance”, done by Hwoarang. (LFF f+3) |
RFS | “Right Flamingo Stance”, done by Hwoarang. (RFF f+4) |
LFF | “Left Foot Forward”, refers to Hwoarang’s Orthodox (Regular) Stance. This is his stance from the start of the match. (you can switch stances by inputting 3+4) |
RFF | “Right Foot Forward”, refers to Hwoarang’s Southpaw (Lefty) Stance. (you can switch stances by inputting 3+4) |
FOXSTEP | a move that can be done both when you’re facing an opponent or when your back is facing your opponent |
JFSR | “Just Frame Sky Rocket”, a move done by Hwoarang (f~n~df: 4) |
CROUCH CANCEL | “Crouch Cancel”, done by doing ff when on crouch status to be able to do normal moves quicker. Very useful in juggles. |
TAILSPIN | Short for ‘Screw’ attacks in Tekken 7 which are the combo extender mechanics usually used in the middle of a combo. The opponent spins in the air after eating these attacks. Also nicknamed ‘Tailspins.’ |
COUNTER HIT (CH) | A abbreviation for “Counter Hit” [see counter/counterhit] |
HIT CONFIRM | The art of doing the guaranteed followup of a string DURING the time of first part of the string hits. |
BLOCK STUN | refers to your character staggering after blocking a opponent’s attack. The staggering character can’t do anything on the block stun animation, making any move he does next to be slower. |
FRAMES | a unit of time used for accurately measuring tekken-related speeds; it is important to note that tekken currently runs on 60 frames per second |
PITBULL | a way of playing tekken that uses offensive tactics to the extreme |
TURTLE | a way of playing tekken that uses defensive tactics to the extreme |
“BOB” | “boy on bike”, a nickname for Hwoarang before T6. |
© http://www.tekkenzaibatsu.com/wiki/Tekken_Jargon |
K. REFERENCES
Tekken Jargon. (n.d.). Retrieved September 12, 2017, from http://www.tekkenzaibatsu.com/wiki/Tekken_Jargon
Hwoarang T7 Frames. (n.d.). Retrieved September 12, 2017, from http://rbnorway.org/hwoarang-t7-frames/
Hwoarang’s Tekken 7 tier match ups. (n.d.). Retrieved from https://www.eventhubs.com/tiers/tekken7/character/hwoarang/
Hwoarang Guide Tekken 7 FR • r/Tekken. (n.d.). Retrieved from https://www.reddit.com/r/Tekken/comments/6qqn9y/hwoarang_guide_tekken_7_fr/
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