Street Fighter X Tekken/Hwoarang

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Street Fighter X Tekken#CharactersStreet Fighter X Tekken/Character HealthStreet Fighter X Tekken/Basic ElementsStreet Fighter X Tekken/MovementStreet Fighter X Tekken/Solo OffenseStreet Fighter X Tekken/Capcom Juggle SystemSFxTHeaderButtons.png

Hwoarang

Sfxt hwoarang face.jpg

Ideal Team Position: TBW


TBW

Strengths Weaknesses

{{{5}}}

{{{6}}}


Moves

Normal Attacks

Name
Command
Notes
Standing Light Punch
lp
low
speccancel
Standing Medium Punch
mp
Standing Hard Punch
hp
Standing Light Kick
lk
speccancel
Standing Medium Kick
mk
speccancel
Standing Hard Kick
hk
speccancel
Crouching Light Punch
d + lp
low
speccancel
Crouching Medium Punch
d + mp
low
speccancel
Crouching Hard Punch
d + hp
knockdown
Crouching Light Kick
d + lk
low
speccancel
Crouching Medium Kick
d + mk
speccancel
Crouching Hard Kick
d + hk
low
hardknockdown
speccancel
Jump Light Punch
ub / u / uf + lp
high
Jump Medium Punch
ub / u / uf + mp
high
crossup
Jump Hard Punch
ub / u / uf + hp
high
Jump Light Kick
ub / u / uf + lk
high
Jump Medium Kick
ub / u / uf + mk
high
Jump Hard Kick
ub / u / uf + hk
high
crossup

Unique Attacks

Name
Command
Notes
Spinning Trip Kick
db + lk
low
speccancel
knockdown vs airborne
Tsunami Kick
f + mk
high
knockdown vs airborne
    Flamingo Stance
Tsunami Kick --- f
Iron Heel
f + hk
high
groundbounce
knockdown vs airborne
Fade-Away Kick
b + mk
speccancel
knockdown vs airborne
Reverse Kick
mp --- mp
speccancel on 2nd hit
knockdown vs airborne on 2nd hit
Chainsaw Kick
mp --- lp
high on 2nd hit
groundbounce on 2nd hit
knockdown vs airborne on 2nd hit
Flashing Trident
air lp --- mp
knockdown vs airborne on 2nd hit
Middle Kick Combo
mk --- mk --- mk
knockdown vs airborne on 3rd hit
    Flamingo Stance
Middle Trident Kick --- f
High Kick Combo
mk --- mk --- hk
speccancel on 3rd hit
knockdown vs airborne on 3rd hit
    Flamingo Stance
 High Kick Combo --- f
Low Kick Combo
mk --- mk ---
d + lk
knockdown vs airborne on 3rd hit
Low & High
Kick Combo
mk --- mk ---
d + lk --- hk
spec cancel on 4th hit
knockdown vs airborne on
3rd and 4th hit
    Flamingo Stance
 Low & High Kick
Combo --- f
Low & High
Smash Kick Combo
lk --- mk
knockdown vs airborne on 2nd hit
Quick Kick Combo
(Flamingo Stance)
mp --- mp
knockdown on 3rd hit
Flamingo Kick Combo
(Flamingo Stance)
lk --- mk
speccancel on 2nd hit
knockdown vs airborne on 2nd hit
Fire Storm
(Flamingo Stance)
mk --- lk
speccancel on 2nd hit
knockdown vs airborne on 2nd hit
Motion Switch
3k
enters / exits
Flamingo stance

Throws

Name
Command
Notes
Falcon Dice Kick
f or n + lp + lk
throw
Bring It On
b + lp + lk
throw

Special Moves

Name
Command
Notes
Special Step
dp + p
ex
   Sky Rocket
Special Step --- k
ex
knockdown
Sky Rocket
dp + k
ex
knockdown
Hunting Hawk
qcb + k
ex
knockdown vs airborne
wallbounce on ex
Air Raid
hcf + k
ex
knockdown vs airborne
knockdown on ex
Air Raid Special
air hcf + k
ex
knockdown vs airborne
Dynamite Heel
hcb + p
ex chrg
knockdown vs airborne
groundbounce on ex 2nd hit

Super Combo

Name
Command
Notes
Heel Explosion Combo
hcb + 3p


Move Analysis

Normal Moves

N/A


Unique Attacks

N/A


Normal Throws

N/A


Special Moves

N/A


Super Combos

N/A


The Basics

  • Flamingo Stance can be exited by using crouch, any jump, or any dash, as well as using the {{#motion: 3k }} motion.

Advanced Strategy

Defense

Traditional crouch tech (db+LP+LK) doesn't work well with Hwoarang because he has a db+LK command normal which is very slow and easily frame-trapped. You can avoid this by inputting db+LP+KKK, which will cause Hwoarang to enter Flamingo stance and immediately cancel it. (Hwoarang's default LP+HK quick combo does not activate because it cannot be used while crouching.) He is vulnerable for the 1f of startup but can block again immediately afterwards. This technique, nicknamed the "Teabag OS", makes it nearly impossible to punish Hwoarang for teching. It is a bit difficult to press all 4 buttons on the same frame, but it's worth learning. Alternatively, if you have an 8 button stick, you can map your two extra buttons to LP and KKK to make this very easy.

Pressure

  • For basic pressure, use a light attack chained into st.MK > MK > HK. If it hits, cancel into Heavy or EX Hunting Hawk (qcb+K). On block, cancel to Special Step (dp+HP) quickly canceled into Dynamite Heel (hcb+LP) to move forward and end at +1 advantage.
  • st.MK > MK can also be confirmed into FLA (f), MP-HK xx qcb+KK for extra damage. This requires a 1-frame link.
  • On block, st.MK > MK can transition into FLA (f) for +1 advantage. Frame trap with FLA LK > MK xx dp+HP xx hcb+LP to end at +1 advantage in FLA stance. (This sequence also works on hit, for 227 damage.) This makes FLA LP, a 3f normal, available for frame traps. FLA LP is 0 on block and has no safe chains out of it (except BC xx dp+PP xx hcb+LP). FLA LK > MK > etc. pressure can be looped just like cr.LK-st.MK > etc. pressure.
  • f+MK doubles as a mix-up and pressure tool. If it hits, it can be linked into cr.LK for a combo. If it is blocked, it has +2 advantage regardless of whether you choose to transition to FLA (f), allowing you to follow up with a variety of frame traps.

Anti-backdash option-select

Every time you initiate one of Hwoarang's safe blockstrings, you can use an OS to punish most characters' backdashes with cr.HK. This does not work with strings initiated from st.LP.

How to use the OS

  1. {{#motion: d + lk or d + lp or n + lk}}
  2. {{#motion: n + mk }}
    • If st.LK was used in step 1, this must be inputted almost immediately afterwards. This is to make the game only register the input for a boost combo into st.MK and not Hwoarang's st.LK > MK string, which can come out on whiff.
  3. {{#motion: d + mk + hk }} when the whiffed light attack would recover, which is just before the st.MK would hit.
    • This can be plinked with {{#motion: lp or mp }} to help with timing.

If this OS is used starting at +1 frame advantage:

  • Does not work on: Kazuya, Ogre, Steve
  • 1f timing on: Cammy, Chun-Li, Poison, Vega
  • 2f timing on: Zangief, King
  • Corner only: Dhalsim, Ibuki, Nina, Xiaoyu, Asuka, Hwoarang, Law, Julia, Marduk

Okizeme Setups

After HK Hunting Hawk (qcb+HK) in the corner: Jump forward into the corner, and upon landing, immediately jump again. Very early in the second jump, input Air Raid Special (hcf+K) to dive back to the ground. You can mix up the direction of the second jump and the version of Air Raid Special to control which side Hwoarang lands on. (On average-sized characters, Hwoarang can still cross up if his second jump is towards the corner. However, on larger characters, he cannot.) The only way for the opponent to avoid this mix-up is by rolling into the corner, forcing Hwoarang outside of the corner. In any case, you will always be right in front of the opponent with enough frame advantage to pressure as usual.

Combos

Note: cr.LK is used as an example starter for confirms, but other light attacks work as well.

Bread and Butters

  • (air-to-air counterhit), cr.MP xx qcb+HK
  • (tag in), st.HK xx qcb+HK

Hit Confirm Combos

  • cr.LK-st.MK > MK > HK xx qcb+HK (252)
  • cr.LK-st.MK > MK > MK-st.HP-HP+HK (218) - hits can be omitted depending on damage output of incoming character
  • cr.LK-st.MK > MK > HK xx qcb+KK, j.HK, cr.MP xx qcb+HK (377; 1 bar)
  • f+MK, cr.LK-st.MK > MK > HK xx qcb+HK (277)
  • f+MK, cr.LK-st.MP > MP xx qcb+KK, j.HK, cr.MP xx qcb+HK (388; 1 bar)

Advanced Combos

  • cr.LK-st.MK > MK > f, MP-HK-HP+HK (267) - HK can be omitted depending on damage output of incoming character
  • cr.LK-st.MK > MK > df, cr.LP-st.MP > LP, st.MK (whiff) > MK > f (215, reset)
  • cr.LK-st.MK > MK > f, MP-HK xx qcb+KK, j.HK, cr.MP xx qcb+HK (410; 1 bar)
  • f+HK, st.MK (whiff) > MK > f (130, reset)
  • FLA MP > MP > f, HK xx qcb+HK (347)
  • FLA MP-HK xx qcb+KK, j.HK, cr.MP xx qcb+HK (492)
  • FLA MK > LK > df, cr.LK-st.MP > LP, st.MK (whiff) > MK > f (243, reset)

Combos Into Supers

  • N/A