Introduction
To come.
Gameplay Overview
To come.
Move List
Normal Moves
Input | Damage | Startup | Block | Hit | Cancel | Guard | Description |
far A | 5 | 3 | +6 | +6 | Yes | Mid | Jab, cancels into itself as well |
far B | 7 | 4 | 0 | 0 | Yes | Mid | Mid Kick |
far C | 14 | 12 | -10 | -10 | Yes | Mid | 45*angle spin kick, cancellable during startup frames or on block only |
far D | 14 | 13 | -1 | -1 | No | Mid | Spinning mid kick |
close A | 4 | 3 | +6 | +6 | Yes | Mid | Jab |
close B | 6 | 4 | +4 | +4 | Yes | Mid | Ankle Kick |
close C | 6,6=11 | 5 | -5 | -5 | Yes | Mid, Mid | Verticle Kick, Cancel on first hit only unless first hit whiffs, then second hit is cancelable |
close B | 6,6=11 | 4 | -6 | -6 | Yes | Mid, Mid | Mid-High Double Kick, Cancel on first hit only unless first hit whiffs, then second hit is cancelable |
A+B | 10 | 25 | +5 | -1 | No | Overhead | Jumping Axe Kick, Evades lows |
C+D | 10,3,3, 3,3=20 | 8 | -9 | KDN | No | Mid-All Hits | Spinning Drop Kick. Damage and input only when in TOP |
c.A | 4 | 5 | +2 | +2 | No | Low | Low Kick |
c.B | 6 | 4 | +6 | +6 | Yes | Low | Low Kick |
c.C | 10 | 5 | +4 | +4 | Yes | Mid | Crouching Mid Kick |
c.D | 10 | 7 | -8 | KDN | No | Low | Sweep |
c.A+B | 10 | 10 | +4 | -1 | Yes | Mid | Spinning Mid Kick, Evades Upper level attacks |
j.A | 5 | ||||||
j.B | 6 | ||||||
j.C | 9 | ||||||
j.D | 9 |
- Strange math is due to damage scaling in combos
Command Normal Moves
"Super Jump"
d, N, any jump
"Air Throw"
close f+C in the air
"Wall Jump"
in the air near a corner, j opposite direction
"Aerial Back Kick"
in the air, b+C
Special Command Moves
Thunderbird Slash
qcb K (overhead kick)
*Sandblast Bash (Break Move)
dp P (has auto-counter property)
Flying Kick
in the air, d K
Purple Hazer
qcf B (hits low and stuns opponent)
qcf D (hits low and launches opponent)
Leg Smack
hcb C
Super Moves
Super Dong Hwan Kick
during j, qcf x2 P
Thunderbird Blast
qcf x2 K (can hold D version)
**Immortal Egoist Kick (Hidden Super)
qcf x3 P
Attributes
To come.
Frame Data
To come.
Attack Notes
To come.
Combos
The design of Dong Hwan makes him shy away from the run of the mill 'normal cancelled into special' combos. However he has some that could be called bread'n'butter but he needs at least one full meter to execute them. As this is a detailed breakdown, scroll down to the bottom of this section if you just want full fledged examples.
Bread'n'Butter
Crouching B OR Standing A-->Crouching C-->QCFx2+B
This his main damage dealer. Trying to land this is a general strategy for Dong.
Other Combos
Anywhere:
1) QCF+B-->HCB+C
2) QCF+B-->Standing B-->TOP Attack
3) QCF+K-->QCFx2+P in the air OR QCFx3+C
4) QCF+D-->QCFx2+B
5) Jumping D-->Crouching C-->QCFx2+B OR QCFx3+C
Corner only:
6) Jumping D OR QCF+B-->Crouching B, Crouching C-->QCFx2+B
7) Jumping D OR QCF+B-->Standing BxxF, D, DF+C, Break-->QCFx3+C
8) QCF+D-->QCFx2+A in the air-->QCFx2+A in the air-->F, D, DF+C
*Timed correctly this combo gives you 18 hits total
9) Jumping D OR QCF+B-->Standing D (1 hit)xxQCB+B
Chains and Links
Normals that chain or link together.
- j.B j.C
- j.A j.C
The following link or chain as long as they can still reach the opponent.
- Far A
- Far A
- Far B
- c.A
- c.B
- Close A
- Close A
- Close B
- Close C
- Close D
- c.A
- c.B
- c.C
- Far A
- Far B
- Close B
- Far A
- c.B
- Close A
- Close B
- Close C
- c.A
- c.B
- c.C
- Far A
- Far B
- c.A
- c.A
The Good Stuff
Here's where the juicy combos lie.
Main Jump Ins
Best way to jump in and start a combo. All of his jump in can cancel into j.d+K or j.qcfx2+P and will combo if they hit.
- j.B
- j.D
- j.AC air chain
Normal Cancels
Special cancelled normals that combo.
- A c.C qcfx2+B bread 'n' butter
- close D qcb+B only way to combo qcb+B on normal hit
- close D hcb+C good punisher
- c.B hcb+C risky low combo
- c.B c.B C+D easier to land low combo, no need for meter
- close C dp+P obvious
Others
- qcf+B
- c.C
- close D
- qcfx3+C
- qcf+D
- dp+C if you dont have any meter
- hcb+C silly
- C+D more silliness
- qcfx2+B use the most, big damage
- j.qcfx2+P stylin' use it instead of qcfx2+B if you have two meters or are near a wall.
- Basically all supers and specials
- j.qcfx2+A
- j.qcfx2+A
- dp+C near a wall
- j.qcrx2+A dp+C Dong's Signature Combo
Counterhit
Combos and juggles that need to start with a counterhit.
Grounded
- CH c.A+B best way to land a grounded CH
- canceled into qcf+D
- canceled into qcb+D
Air
- CH dp+P (braked) launches even if it hits a grounded opponent
- dp+P
- qcfx3+C
- j.qcfx2+P
Other launchers on air counter hit. The above work for these starters too
- qcb+K one hit only
- j.d+K one hit only
- hcb+C last hit only
A Braked dp+P can be added after any will combo in to the above as well.Thus the famous...
- CH dp+P (braked) dp+P (braked) qcfx3+C
Basically if you land an air counter, if the move has time to hit, it will.
Special
qcf+D and j.A have some interesting combos.
- CH qcf+D
- Any low air CH combo
- qcf+D Relaunch, baby!
- close D d+A+C c.C d+A+C j.A qcfx2+P Ground to air combo, semi famous. Very flashy.
Examples
j.D c.B c.C qcfx2+B bread 'n' butter, yo
j.B c.B hcb+C good damge for no meter
j.A j.C close D d+A+C j.A j.d+K up and down
c.B C+D great for cross ups
close D d+A+C close D d+A+C c.C qcfx2+B
dp+P (braked) qcfx3+P no need for a ch!
CH c.A+B qcf+D dp+C
CH qcf+D qcf+D qcfx2+B QCF!
CH dp+P (braked) dp+P (braked) j.qcfx2+A j.qcfx2+A dp+C The For Real Deal
Tips
Help for executing these.
j.qcfx2+P
Sometimes referred to as 'tiger knee-ing' from the execution of Sagat's move. Instead of jumping then inputting, buffer the qcf with the jump. Thus-d,d/f,f,uf.
Specifically d,d/f,f,uf,d,d/f,f+P. Or if you need to cancel off of j.A. Do-d,d/f,f,u/f+A,d,d/f,f+A.
Another method is to rotate 1 and 1/4 circle starting with down. This method is much slower, but may help. However it can be more quick if done on a joystick.
dp+P
The input to brake this move is immediate. So do dp+P A+B in quick succession. For using this in juggles, the first hit (his knee) needs to connect. Waiting until the last moment is key for combos like-CH dp+P (braked) dp+p (braked) j.qcfx2+A j.qcfx2+A dp+C. Especially if you want all the hits to connect and maximize damage.
When feinting generally stick to d+A+C instead of f+A+C as the pushback is much less.
T.O.P. Notes
8 frame startup. KDN on hit. -9 on block. 5 hits-21 damage total with TOP 1/3.
Normally Dong needs meter to do any decent combo easily as hcb+C and qcb+B only combo when cancelled off of a close move or on CH. His TOP move lets him combo more easily as it has decent range and speed. It's not too safe, but it's easy to use when you know it'll hit.
Combos off all cancelable moves except far C (only cancels on block anyway).
Example Combos...
j.b+C C+D Easy combo for cross up kick
j.D c.C C+D Big damage.
c.A+B C+D Increase evade move damage.
c.B c.B C+D Low and hit confirmable.
short jump+C c.B C+D Quick mixups.
You still have to be fairly close for these to land. Max range c.C and c.A+B canceled into C+D will not work.
Its range allows you to catch back dashers and cross up techrollers. It's meatiness, input (C and D), and air properties help it beat throws.
Example setups...
c.D or Throw-run up, opponent techs, run past C+D. This works well as you can stay close while they tech to make in ambiguous plus it works nice against throws. Or you can run kinda far and make them think it's safe.
uf+A C (air chain while ascending), then C+D as you land.
Since it moves horizontally, use it on the ground for GCLing instead of with an anti air GCL.
Overall Strategy
To come.
Matchup Notes
To come.
Advanced Tactics
To come.