___ ____ ____ ___ ___ __ | |____\ \/ /_/ /_ / \| |_| |_____ __ ____| / /\_/| _ __|____/ /__\ \___| _\ _ ||_|_| |__|__ / ____ __| |___| | _ | /_ /____\ \_| ______________ _____|______|____ / /_|_/_/ _________ / / _______/ \___ __/ ____/ // / //_/__/ ____/ _ \ / / /_____ / /_ ____/ _ \/ _ \ _ ____/ / \ \/ / _ \ / / /_____/_/ \_\_/ \_\/_____/_/ __\__/____/ \ / /_/ | /\ / |____ / _____ / / |________/ \/ \____/ / /_/ / \__________/ Hwoarang Version 1.0 Credit: Really, this was written by Board user Stomski. He’s just too lazy to post it as an FAQ. This is an incredible resource for Hwoarang wannabes, and it belongs on the FAQ page. Hwoarang: Second best character on Tekken 3. Completely owned the Tekken Force. Beat the crap out of Jin. Then got a massive drop in ability in Tekken 4. Thankfully, the blood hawk has been launched back up to top tier status for Tekken 5, and although some of his moves have been toned down a bit, he’s still every bit as lethal as he used to be. Hwoarang’s Outfit: 1_2: White gi with black outline and a red hawk on it. 3_4: Orange and black vest with jeans (Tekken 3 outfit). Entrance Poses: These are totally random entrance poses or sayings. Every character has them, and these are Hwoa’s. ?: Does a punch, then takes a bow ?: Does a punch, then two kicks ?: Scracthes head and says "Yeah yeah. Shut up already." Victory Poses: To get a specific victory pose, hold down the relevant button while the Replay occurs after winning a battle. Getting the ? poses is random. 1: Roundhouse right kick, then 3 more kicks 2: 2 high kicks, then Air Raid Combo (u/f+4,4,4) 3: Says "That's it? That's all you've got?" 4: Back Turn, Arm Cross, Totem Pole ?: Jabs, Arm Cross, Right Arm Extended ?: Kneels by opponent and says "Not too fast, are you?" ?: Sits on opponent's back and says "Don't you have any special moves or something?" Commands 1 - left punch (square) 2 - right punch (triangle) 3 - left kick (X) 4 - right kick (circle) f - tap forward F - hold forward d - tap down D - hold down b - tap back B - hold back u - tap up U - hold up d/f - tap down forward D/F - hold down forward d/b - tap down back D/B - hold down back u/f - tap up forward U/F - hold up forward u/b - tap up back U/B - hold up back qcf - quarter circle forward (d, d/f, f) qcb - quarter circle back (d, d/b, b) hcf - half circle forward hcb - half circle back Notations FC - fully crouching WS - while standing up N - joystick in neutral WR - while running SS - side step SSL - side step to the left SSR - side step to the right , - followed by ~ - IMMEDIATELY followed by < - delay, then followed by + - at the same time _ - either/or ° - push and hold button (buffer) : - just frame input Grounded Positions PLD - play dead position (face up & feet away) KND - knockdown position (face up & feet towards) SLD - slide position (face down & feet away) FCD - face down position (face down & feet towards) Move Properties BT your back turned to the opponent JG juggle starter CH requires a counter hit TC technically crouching during the move TJ technically jumping during the move Extra Combo Conventions cc - crouch cancel (tap u or f,f while crouching) cd - crouch dash (f,N,d,d/f) iWS - instant while standing (d,d/b,N_d,d/f,N) big - only works on big characters (e.g. Jack-5) ( ) - hit will miss, but is required for next hit to combo ECD - electric crouch dash (f,N,d~d/f)* Stances LFF left foot forward RFF right foot forward LFS left flamingo stance RFS right flamingo stance The basics: Stance: Hwoarang’s moveset depends on which foot he has forward. If he’s on the left side of the screen, he’ll have his left foot forward by default. If he’s on the right, he’ll have his right foot forward. Hitting 3+4 will make him switch stances. Be aware that if you move at all in with the wrong foot forward (IE: Right foot forward when you’re on the left) you will revert to having the correct foot forward. If you’re knocked down, or launched, you’ll revert to having the correct foot forward. Hwoarang can however, dash forwards (f~f) or backwards (b~b) and stay in the opposite stance. Flamingo: The Flamingo Feint is one of Hwoarang’s inherited moves from Baek, but works a little differently than Baek’s. To enter a Flaming Feint, press F+3 or F+4. Depending on which foot you have forward, Hwoarang will perform a kick before entering the Flamingo stance. Hwoarang can not block at all when in a Flamingo. The Moves: df+2 safe launcher on regular hit, tracks ssl. Fairly standard but something totally unlike anything he's had before. df+1 annoyance mid. +1 on block. 1,2 0 on block. +3(?) on hit. tracks ssl. Good spacing, experiment with bd, ss and jab on block, throw and mid on hit. f,n,df:4 Just Frame SkyRocket. totally safe on block. Leads to combos of up to 70% on open ground. Goes under highs at certain points in its animation. Big range. However, not incredibly fast and does not track at all. Still too good. b+3 punishes a whole bunch of stuff on block for great juggle damage. Not safe at all. Don't use it unless you are very sure it will connect. Hits grounded. ws+44 super safe mid, Mid ws move. On hit, f+3 into LFS mixups_ cd~ws+44_iws+44_ cd throw covers most bases. On block, he's in RFF afterwards so holding B will make him move far back. RFF b+4 will avoid linear attacks and RFF b+3_23 will CH slow ones but BE CAREFUL. Secondary moves, ones which didn't quite make the cut: df+4. 12 frames mid (uninterruptable by 10 framers after 1,2 hit), huge range. weak damage though ff+3 huge spinning axekick. Reasonable frames on block (+3 or so). Leaves in RFF. Hits grounded if very deep. Very useful, but linear and slow, use mainly in oki. db+3 safe, high crush low. Somewhat slow and easy to see on reaction, weak frame adv. Mix up FC 4, ws+44 and f+throw on hit. b+4 12 frame high with slight ssl. Very good damage, punishes some useful moves on block. Weakened on CH from earlier iterations as of time of writing, holding B gets them out of all side turned followups: WEAK. Leaves in RFF. u+3+4 high crush jugglestarter. Not amazingly fast, but forces crouch on block (meaning you can backdash ws moves and punish or go for a straight mixup). f+1+2 15 frame double palm push thingy. Use mainly in wakeups as the mixup to throws because it hits lower than df+2 and has better frames on hit. d/f3<4 this is a great, mid-hitting move that's guaranteed on ch, and can be delayed. i don't think a delayed hit is guaranteed on ch though. d/f+3,3 this is an alright string, but the last hit can be ducked, so meh. however, it's guaranteed on ch and launches. Pick your poison on this one. i wouldn't use it unless i knew i was going to get a ch. b+2 this move (raised palm backhand thing) ssls reasonably well, ssl,b+2 does a kind of double sidestep, against linear moves this often gets you to their back where you can mix up df+2 and u+3+4 (vs duck jab). On CH you get db+4~f blah combos, but the ssl means you will generally be unable to get the full HH 3~4. jumping double kick Safe mid, travels far, good damage. not incredibly fast, tracking suspect, and midair. On block you will have to deal with throw_low_mid mixups. uf+3,4,3 hunting hawk (3 improbably mid air kicks). Toned down AGAIN. Somewhat slow mid, low crush move that gives good frames (+6 or so) on block for f+1+2_throw. tracking suspect, 2nd hit whiffs a LOT in this game (is still safe but you are at negative frames). does not seem to have guard stun any more AT ALL, hence is near totally useless now. RFF (Right Foot Forward). General stuff: Hwoarang can dash forwards and backwards in RFF but cannot walk (F_B). Doing this puts him in LFF (pressing B in RFF covers lots of distance and is very safe). He cannot low parry in RFF. :( This means you MUST crush safe lows. Many useful LFF moves are possible in RFF inc. df+2, df+1, df+3,crouchdash, db+4, db+3,u+3+4 etc. JFSR does NOT work in RFF, although he can do the cd+4 regular "terrible recovery" skyrocket. RFF moves: 2_23_24_24>4_24~f RFF jab is super good at 10 frames and a whopping +4 on block. Repeated RFF jab= very annoying. RFF 2,3 is somewhat guaranteed on CH (2nd hit can be ducked but not blocked) and does good damage. RFF 24>4 are less useful, mainly for CHing ws attacks of ducked RFF 2. RFF 24~f_u_d goes into RFS (SLOWLY) after the 4 if you wish to riskily continue pressure. RFF 4>4~f iterations possible on their own. General strats, mix RFF 2_23_f+3_iws+44_df+4~f_cd mixups on block. iws+44 not really a new move, but iws+44 comes out MUCH faster in RFF than LFF. Very good. RFF 3,4. New move. RFF 3 hits grounded and recovers well on block in LFF. The 4 is high and can be ducked on hit/block but transfers into RFS for pressure. General strats on block: RFF 3, df+2_throw_jab_bd mixed in with continuing the string when they try to poke you after blocking. RFF 3~4(~f) BACKLASH: spinning roundhouse. Most damaging non-unblockable in the game AFAIK. Slow and high, but deceptive in some ways. Recovers very fast (even on whiff) in LFF. On block turns opp to the side. Sadly, you no longer seem to get anything good after RFF 3~4 is blocked a la Tag, 3 or 4, and once knocked down by 3~4, the opp can tech or backroll, meaning you have no guaranteed ground hits afterwards. New addition is ability to go into RFS quickly by holding F afterwards, this is good for scaring people out of attacking you if you with it, by causing them to walk into stuff like RFF 3~4~f(whiff), f+4. BE WARNED: the RFS cancel Backlash does approximately half the damage of the regular one! RFF f+3 high but very fast and quite damaging. Goes into LFS VERY fast afterwards for (lame) LFS mixups. On CH LFS f+3_1_df+3 (I think) are guaranteed. If ducked you can often mash f+3 again and beat out ws moves. RFF ff+3 big jumping spinning axekick. Crushes lows, db+4~f etc juggle on hit. Hits grounded. NOT SAFE (at least vs chars with 11 frame ws, untested against others). Mainly use as juggle ender, backroll catch or guaranteed ground hit. Leaves in LFF. RFF b+4 spinning jump kick. sidesteps right, avoids many linear moves. Changed so that it is mid, but unsafe on block. Crushes lows? Guaranteed RFF ff+3 on hit. df+4~f. Fast mid that goes into RFS for pressure. Decent. On CH RFS df+4_b+3 MAY be guaranteed (untested as no-one ever gets CH by the damn move for some reason). RFF f+4~4 hmm. Like a short ranged, non-ground hitting (safer on block?) version of LFF b+3.The fact that you have to be in RFF to do it means you really won't connect with it that often, but very good damage if you do. Average but sometimes usable. RFF b+3. Much like LFF b+4 but has a backstagger on CH- this means that if they do not hold D to escape the stagger,you can hit ff+4, then df+2_u+3+4 in their back. Untested, but I am reasonably sure that CH RFF b+3, b+3, b+4,244 is an inescapable (near death) combo if the opps back is to the wall. Again, RFF requirement means this is unlikely to hit often. Fun though. Anyways, on to RFS (Right Flamingo Stance) Ways to get into it: 24_124 (most practical) db+4~f (risky but fast) f+4 (ass... slow and high AND slow transition) 444~f (ass) d+3,4_LFS d+3,4 (toned down) RFF f+4 (useful for fakeouts) LFF fn+4 (kinda slow) RFF df+4~f (good, seems a little slower to transition than T4) RFF 4~f_24~f (slow... use the delayed 4 if you must) LFF 3+4 RFF 3~4~f (best on whiff, on block do the regular backlash) General Flamingo notes: In either flamingo stance, he can hop back and forward or sidestep. None of these cover particularly great range (unlike BEAK's Fla SS). If you stand there in Flamingo he will put his raised foot down and return to the corresponding stance (RFS->RFF, LFS->LFF). This "step" actually counts as a forward input, so pressing f+X after the step will result in ff+X moves, ff+X for fff+X etc). He cannot block in any shape or form in Flamingo. RFS Moves. RFS 2 fast and great frames on block/hit but high. Can go into the same 23_24~f_244 iterations as RFF. Leaves in RFF. RFS df+4 frames on block, db+4 blah juggle on hit, mid, awesome move. Leaves in LFF. basically those two should make up 90% of your RFS game. His other notables are: RFS 3+4 stance transition to LFF, pretty basic. RFS b+4 essentially RFF b+4 with the same strengths and weaknesses. RFS f+4 8 frame double kick, very useful for beating out ws moves or high pokes. High so vulnerable to high crush and duckable,also very bad on block. BE CAREFUL. LFS (Left Flamingo Stance): basically LFS has the same moves as RFF except using the opposite foot and going into the corresponding stance (RFS 2= LFS 1, RFS 2 goes to RFF, LFS 1 goes to LFF), with some slight differences (LFS 1 cannot chain into followups as RFS 2 can) Notable moves which are different from RFS: df+3 looks much like RFF df+4 but is very different: Leaves in RFF, frames on hit, slight negative frames on block (although you can avoid much with holding B), floors on CH for guaranteed RFF ff+3, on duck gives guaranteed f+3_b+3 (f+3 more reliable). on block mix up hold B_RFF 2_iws+44, on hit f+3_cdws+44_dash throw etc. d+3,4 low,high string. 2nd hit is blocked if first connects. Leaves in RFS. The RFS transition is slower than it was, so you must be more cautious with your followups, but this is still his only real mixup out of flamingo, and with the beefing of LFS df+3 on crouch, less people are inclined to duck this. followups on hit include: RFS 2_f+4 for jabbers, RFS df+4 for duckers, RFS b+4_bb,df+4 for duck jab and 3+4 into LFS mixups for those too scared to do anything. Followups on block include: eating a ws launcher and dying. Note: this move also works in LFF, but in LFF you have throws, so there is no reason to use it. LFS 3>4 basically LFF df+3,4 out of flamingo, still really good. You can also "mix" this up with... LFS 33~F which does 2 left kicks, but cancels the 2nd into LFS. Although the transition is somewhat slow, you can use the LFS 3>4 delay to make people scared of pressing buttons into it. Fun stuff, esp for those who still like to play rushdown. LFS 2_RFS 1 spinning punch, much like LFF f+2. Hits lower on the ground (knocks Ling out of AOP) than LFF f+2, and has slight tech crouch abilities. Low damage and not blindingly fast, unfortunately. LFS 223_RFS 123 Strange move. Somewhat crappy. Anyway, Hwo does the first three hits of his tenstring and ends up backturned. All 3 are guaranteed on hit. On side hit it sends them spinning to the ground for a BT 3_DF,ws+44 mixup. Here's the lame mixups after these moves. level 1: opp has never seen these moves before. you=continue tenstring (4,3,4,4,4,4,3). level 2: opp thinks you will continue tenstring and ducks after 3rd hit. you = BT 3 for launch and combo level 3: opp knows that you will try for BT 3 so waits until the point when it will come out. You: BT 1+3_2+4 level 4: opp is sick of this lame mixup and presses buttons immediately after the 3rd hit. You = continue tenstring :P Unfortunately it's all a bit neutered when they realize they can just duck the 3rd hit on block (much like Ling's u+4*duck here*12 tenstring mixups) and backdash on hit (I think) but it's kind of funny when they don't know how to get out. LFS d+4_RFS d+3 SLOW AS HELL sweep. In T5 this move finally hits grounded (thank god) and as such is your only ground-hitting option in flamingo. If you are lucky to get a standing hit with this, ff,db+4~f, juggles are yours for the taking. Juggles: df+2 242,f+3~uf+343 (staple. uf+343 notated as HH for hunting hawk now) 24,23,df+3+4 23,33~f,33~f,1,ff+4 (quite hard) 23,33~f,1,242,ff+3 (HARD) 231,242,ff+3 (blah) 241,233~f,4 b+3 any df+2 juggle 3~4,df+3+4 (staple) 3~4, 242, ff+3 3~4, 231, ff+4 (quite hard) 3~4, 231, cd~ws+44 uf+4~f,2,f+3~HH f+4,2,f+3~HH (most damage prolly...unreliable) Off short launches, including: -4,4,4,3 -u+3+4 -SLD+3 -RFS d/f+4 -RFF f,f+3 -RFS d+3 (ff afterwards) -LFS d+4 (ff afterwards) -CH RFS 4 -CH d/b+4 -CH SS+4 -CH f+1+2 (ff) -CH b+2 (unreliable due to axis) -FD/FT 3 (crouch cancel with u) db+4~f,2,f+3~HH db+4~f,2,ff, 343 JFSR f+3+4,3~4 (staple. lame) f+3+4,3~4~f,2,f+3~HH (most damage? hard, IMO) f+4,2,3~4~f,3 (super hard on regular chars, easy on big) RFF f+4~4 f+3,3+4,2,f+3~HH (staple) f+3,3+4,23,df+3+4 (must be close) f+3,3+4,23,234 CH d+44 242,3~4~f,3 242,3~4~f,2,ff+3 Throws: (f+)2+4 the f version has slightly longer range but slower execution speed. This is Hwoarang's most popular throw. However, the wakeups afterwards are not AS good as most people think, b+3 is NOT guaranteed as it can be siderolled, backrolled or u+2222 stood up out of. To remedy these, you can mix up with db+4~f for a small juggle (eg db+4~f,1,db+4~f,3 or db+4~f,df+4,b+3) or ground hit. Another solution is to dash repeatedly up to the other person during side or back roll and b+3, timed right this will juggle them in the back (123,1,df+3+4 or 124,23). You can also throw quick standers (qcb+3 and ddb+1+3 recommended) (f+)1+3 the other basic throw, this is way weaker. basically you don't have much frames to work with at all, ff+3 is a reasonable option for standers, f+3+4,f+3 is good for backroll and staydown, other than that just dash into standard oki mixups. His weakest overall throw, but the range and 1 break mean you will use it quite a lot. Also good if you are weak on a particular side of the arcade, just do this throw and regardless of whether it's broken or not, you end up on the other side. f+2+3 human cannonball. The godly range of this throw has been toned down, but it's still has decent range and is very useful for the very simplicity of it's command and the 1+2 break. Another useful factor is that you can buffer the throw by holding 2 and then doing running_dashing_cding,f+3. oki options are minor, but one particularly irritating trick is to do f+2+3, buffer the 2 then run/wd up to the other person and f+2+3 them again as they stand up. Other good options are ff+3 or standard oki mixup after you run up to them. In a change from previous tekkens, this throw DOES work in RFF, but the range is awful (almost Law f+2+3 bad). Swaps side on a successful throw. qcb+3 his strongest throw in terms of damage, you get guaranteed db+4 afterwards to make it that bit better. Other setups untested ATM. Throwing the other person as they stand up after this throw is always good though :). ff+2 Useful dash throw with a 2 break. Stronger than his standard throws, use this if you are playing Leedy, then slap him upside the head for being a freak and trying to break it on reaction, because Hwo actually does the 1+3 animation. Handy. The best oki seems to be BT 4 if they backroll, or DF,ws+44 if they stand up, sideroll or lay there. You can also go into BT foxstep stuff if you are a showoff. ddb+1+3 similar damage to the human cannonball, but better oki setups, db+4 seems guaranteed, ff+3 works if they twitch. The somewhat annoying command means that you don't get this much in open play, but it's useful in wakeup and after certain moves like ss+4. The RFF grab in RFF both standard throws are replaced by the RFF grab, where he picks them up with his foot and slams them over his head. The throw itself is quite slow, but has very good range, decent damage and a 1+2 break. Don't overuse, but looks quite cool. Ground games afterwards are limited, similar to 1+3 or f+2+3. df+3+4 Air throw, ok juggle ender WALLS: Hwo's wall game isn't exactly Bryan's, but he can still do decent damage. Mainly you want to hit people with RFF_RFS 244_243. LFF 3~4 or RFF 3~4 near the wall guarantee 3+4,3~4 (do not hold forward, you will lessen your damage. It IS possible to hit 2 backlashes~f,RFS 244 but it's really dependent on where you are. Not recommended). df+2, LFF b+3, CH df+33(?) all cause high wall splat and guarantee b+4,244_243 near the wall. RFF f+44: 3~4 (?) Basically, other than that you just want to carry them to the wall with jabs: launch, 231, 1242 (hits wall) dash 244 or launch 1 (hits wall) 24,243 JFSR, RFF 3~4~f,2, ffn2 (hits wall) 244 etc. It's pretty situational, obviously, so make up your combos on the fly. RFF_RFS 23 is also useful as a juggle ender near walls as it sends them a long way, if you can't jab them to the wall this is a great option. Also, with correct spacing you can hit combos like launch, 24,23,(wall hit) b+4,244 for insane damage. From a distance, my preferred combo/setup is RFF 23 (wall hit), ff+3, RFF 3. I don't know if the RFF 3 is guaranteed, but it's safe and hits grounded. If it isn't guaranteed I'm sure you can mix it up with a throw. When you've knocked someone down near the wall, be very careful as they can techroll around many of your moves (ff+3 will miss a lot). One of my random setups is just to crouch near the wall and wait: if I see them stay down, I do ws+44 (on connection RFF 3_ff+3_throw them as they stand up_crouch again), if I see them techroll I wait for them to finish it then mix up ws+44 and f+throw if your back is to the wall, ff+2,df~ws+44 seems to be guaranteed. Thanks: Stomski; Writing practically all of this. GameFAQS; The best games website. Evar. Tekken Zaibatsu; The best Tekken Forum. Evar. And Jon Bentley; He let me test out these moves on his pitiful Steve. :-P About the author: First FAQ. That’s all. Questions can be shot at Darkravenx(AT)gmail.com, but if I think you’re a jackass I may not reply. Things I’ll reply to: “You’re guide rocks!1” “You missed a move” “How do I…” “Enlarge your…” Things I won’t reply to: “You’re guide suxxorz!1” “Lol, I’m better than joo!” “You owe me money” As you may have guessed, I’m a Hwoarang user. And for the record, Hwoa > Jin. "Now you know. And knowing is half the battle"...