Difference between revisions of "Street Fighter X Tekken/Hwoarang"

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(Combos)
(Normal Attacks)
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{{SFxTMoveListRow | Standing Medium Punch | mp |  }}
 
{{SFxTMoveListRow | Standing Medium Punch | mp |  }}
 
{{SFxTMoveListRow | Standing Hard Punch | hp |  }}
 
{{SFxTMoveListRow | Standing Hard Punch | hp |  }}
{{SFxTMoveListRow | Standing Light Kick | lk | }}
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{{SFxTMoveListRow | Standing Light Kick | lk | speccancel }}
{{SFxTMoveListRow | Standing Medium Kick | mk | }}
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{{SFxTMoveListRow | Standing Medium Kick | mk | speccancel }}
 
{{SFxTMoveListRow | Standing Hard Kick | hk | speccancel }}
 
{{SFxTMoveListRow | Standing Hard Kick | hk | speccancel }}
 
{{SFxTMoveListRow | Crouching Light Punch | d + lp | low <br> speccancel }}
 
{{SFxTMoveListRow | Crouching Light Punch | d + lp | low <br> speccancel }}
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{{SFxTMoveListRow | Jump Hard Kick | ub / u / uf + hk | high <br> crossup}}
 
{{SFxTMoveListRow | Jump Hard Kick | ub / u / uf + hk | high <br> crossup}}
 
{{MoveListFooter}}
 
{{MoveListFooter}}
 
  
 
==== Unique Attacks ====
 
==== Unique Attacks ====

Revision as of 00:58, 10 July 2012

Street Fighter X TekkenSFxTLogo.png
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

TBW


In a nutshell


TBW


Moves

Normal Attacks

Name
Command
Notes
Standing Light Punch
Lp.png
Low.png
Speccancel.png
Standing Medium Punch
Mp.png
Standing Hard Punch
Hp.png
Standing Light Kick
Lk.png
Speccancel.png
Standing Medium Kick
Mk.png
Speccancel.png
Standing Hard Kick
Hk.png
Speccancel.png
Crouching Light Punch
D.png + Lp.png
Low.png
Speccancel.png
Crouching Medium Punch
D.png + Mp.png
Low.png
Speccancel.png
Crouching Hard Punch
D.png + Hp.png
Knockdown.png
Crouching Light Kick
D.png + Lk.png
Low.png
Speccancel.png
Crouching Medium Kick
D.png + Mk.png
Speccancel.png
Crouching Hard Kick
D.png + Hk.png
Low.png
Hardknockdown.png
Speccancel.png
Jump Light Punch
Ub.png / U.png / Uf.png + Lp.png
High.png
Jump Medium Punch
Ub.png / U.png / Uf.png + Mp.png
High.png
crossup
Jump Hard Punch
Ub.png / U.png / Uf.png + Hp.png
High.png
Jump Light Kick
Ub.png / U.png / Uf.png + Lk.png
High.png
Jump Medium Kick
Ub.png / U.png / Uf.png + Mk.png
High.png
Jump Hard Kick
Ub.png / U.png / Uf.png + Hk.png
High.png
crossup

Unique Attacks

Name
Command
Notes
Spinning Trip Kick
Db.png + Lk.png
Low.png
Speccancel.png
Knockdown.png vs airborne
Tsunami Kick
F.png + Mk.png
High.png
Knockdown.png vs airborne
    Flamingo Stance
Tsunami Kick ---.png F.png
Iron Heel
F.png + Hk.png
High.png
Groundbounce.png
Knockdown.png vs airborne
Fade-Away Kick
B.png + Mk.png
Speccancel.png
Knockdown.png vs airborne
Reverse Kick
Mp.png ---.png Mp.png
Speccancel.png on 2nd hit
Knockdown.png vs airborne on 2nd hit
Chainsaw Kick
Mp.png ---.png Lp.png
High.png on 2nd hit
Groundbounce.png on 2nd hit
Knockdown.png vs airborne on 2nd hit
Flashing Trident
air Lp.png ---.png Mp.png
Knockdown.png vs airborne on 2nd hit
Middle Kick Combo
Mk.png ---.png Mk.png ---.png Mk.png
Knockdown.png vs airborne on 3rd hit
    Flamingo Stance
Middle Trident Kick ---.png F.png
High Kick Combo
Mk.png ---.png Mk.png ---.png Hk.png
Speccancel.png on 3rd hit
Knockdown.png vs airborne on 3rd hit
    Flamingo Stance
 High Kick Combo ---.png F.png
Low Kick Combo
Mk.png ---.png Mk.png ---.png
D.png + Lk.png
Knockdown.png vs airborne on 3rd hit
Low & High
Kick Combo
Mk.png ---.png Mk.png ---.png
D.png + Lk.png ---.png Hk.png
spec Cancel.png on 4th hit
Knockdown.png vs airborne on
3rd and 4th hit
    Flamingo Stance
 Low & High Kick
Combo ---.png F.png
Low & High
Smash Kick Combo
Lk.png ---.png Mk.png
Knockdown.png vs airborne on 2nd hit
Quick Kick Combo
(Flamingo Stance)
Mp.png ---.png Mp.png
Knockdown.png on 3rd hit
Flamingo Kick Combo
(Flamingo Stance)
Lk.png ---.png Mk.png
Speccancel.png on 2nd hit
Knockdown.png vs airborne on 2nd hit
Fire Storm
(Flamingo Stance)
Mk.png ---.png Lk.png
Speccancel.png on 2nd hit
Knockdown.png vs airborne on 2nd hit
Motion Switch
3k.png
enters / exits
Flamingo stance

Throws

Name
Command
Notes
Falcon Dice Kick
F.png or N.png + Lp.png + Lk.png
Throw.png
Bring It On
B.png + Lp.png + Lk.png
Throw.png

Special Moves

Name
Command
Notes
Special Step
Dp.png + P.png
Ex.png
   Sky Rocket
Special Step ---.png K.png
Ex.png
Knockdown.png
Sky Rocket
Dp.png + K.png
Ex.png
Knockdown.png
Hunting Hawk
Qcb.png + K.png
Ex.png
Knockdown.png vs airborne
Wallbounce.png on Ex.png
Air Raid
Hcf.png + K.png
Ex.png
Knockdown.png vs airborne
Knockdown.png on Ex.png
Air Raid Special
air Hcf.png + K.png
Ex.png
Knockdown.png vs airborne
Dynamite Heel
Hcb.png + P.png
Ex.png Chrg.png
Knockdown.png vs airborne
Groundbounce.png on Ex.png 2nd hit

Super Combo

Name
Command
Notes
Heel Explosion Combo
Hcb.png + 3p.png


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 3k.png 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. D.png + Lk.png or D.png + Lp.png or N.png + Lk.png
  2. N.png + Mk.png
    • 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. D.png + Mk.png + Hk.png when the whiffed light attack would recover, which is just before the st.MK would hit.
    • This can be plinked with Lp.png or Mp.png 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