_ _ _ _ _ _ / \ / \ / \ / \ / \ / \ ( L | I | Q | U | I | D ) \_/ \_/ \_/ \_/ \_/ \_/ _ _ | | | |_ _____ __ _ _ __ __ _ _ __ __ _ | |_| \ \ /\ / / _ \ / _` | '__/ _` | '_ \ / _` | | _ |\ V V / (_) | (_| | | | (_| | | | | (_| | |_| |_| \_/\_/ \___/ \__,_|_| \__,_|_| |_|\__, | |___/ ============================================================================== TEKKEN 4: Hwoarang FAQ, Liquid Style ============================================================================== v. 0.90 | 2002.08.29 by Triple Lei, deftones14, Hwoarang Forum Community formats: PlayStation2, Arcade This document / FAQ _may_ be reproduced electronically, as long as it remains in its unaltered form. You may also print it, but, of course, you _may not_ make money off of this - even if you _do_ give credit! That doesn't make it any more moral (or legal), folks! I want to take this time to humiliate EGM and Game Cave once more: "This means you!" This document Copyright 2001 deftones14, Triple Lei (et al). This is dedicated to Kao Megura, who, after 5 Megs or so of FAQs, has retired from FAQ writing. I can't blame him, though... certain magazines and mail order stores are making blood money off his fine work, and he always gets the short end of the stick. Current versions of this FAQ can be found at: - http://www.tekkenzaibatsu.com - http://tekken.underactive.net How the version number is calculated: - Minor editing at one point in time . . . . . . . . . . . . . . . . + x.x1 - One or many subsections added: . . . . . . . . . . . . . . . . . . + x.10 - FAQ overhaul or new section(s) added: . . . . . . . . . . . . . . + 1.00 (reset to whole numbers) ================= TABLE OF CONTENTS ================= 1. INTRODUCTION 2. MOVELIST - 2.1 Grappling Arts - 2.2 Special Arts - 2.3 Left Foot Forward Arts (LFF) - 2.4 Right Foot Forward Arts (RFF) - 2.5 Left Flamingo Arts (LFS) - 2.6 Right Flamingo Arts (RFS) - 2.7 Unblockable Arts - 2.8 String Hit Arts 3. MOVE ANALYSIS - 3.1 Grappling Arts - 3.2 Basic Standing Arts - 3.3 Special Arts - 3.4 Left Foot Forward Arts (LFF) - 3.5 Right Foot Forward Arts (RFF) - 3.6 Left Flamingo Arts (LFS) - 3.7 Right Flamingo Arts (RFS) 4. MOVEMENT AND BUFFERING - 4.1 Basic Movement - 4.2 Advanced Movement - 4.3 More Stuff by deftones14 5. GUARANTEED HITS AND COMBOS - 5.1 Guaranteed Hits - 5.2 Juggles - 5.3 Wall Stun Combos 6. FLAMINGO - 6.1 Basic Idea / Philosophies - 6.2 Flamingo Flow - 6.3 True Flamingo Cancels - 6.4 Flamingo Cancels - 6.5 The Idea of Strings - 6.6 Juggles of Flamingo - 6.7 Sidewalking out of Flamingo (coming soon) 7. VS STRATEGIES (coming soon) 8. LEXICON 9. CONCLUSION 10. MISCELLANEOUS - 10.1 Things to do - 10.2 Rantings 11. LINKS 12. THANKS 13. REVISION HISTORY Using the "Find" function: Hit Ctrl+F and just copy the line from the Table of Contents. Space between each letter. Ex: "2. MOVELIST" becomes "2. M O V E L I S T" Updates: To see what I'm working on, just go here: http://underactive.net/~jsison/tekken/faqs/_update-liquidhwoarang.txt This will make it easier for you to send in strats and crap. ============================================================================== 1. I N T R O D U C T I O N ============================================================================== [3XL] "A good Hwoarang is a stylish Hwoarang." This was definitely true in previous Tekkens; those who played Hwoarang already knew he had quick, flashy, and powerful moves, but above all, he had the most movement options available outside of Xiaoyu. But it was always an uphill battle. There were no safe, damaging, abusable launchers Hwoarang had. Many power moves hit high or had bad recovery. Given the amount of stuns induced from counterhits, one might say he needed them as much as Bruce did, only the pay-offs weren't quite that big. Hwoarang players had to take advantage of every opportunity, often baiting and creating their own. Thus mind reading played a more crucial role than that of the Mishima players. All this changed in Tekken 4. In the early days of playing, one might have noticed how the "accepted" style of Hwoarang changed from "movement, counter- hits and planning" to "juggles, bulldogging, and guessing." Properties for many moves that gave guaranteed damage (namely 4, RFF 4~f CH, b+4, d+3,4,b+3) were either watered down or eliminated completely. Triple sidesteps weren't nearly as effective. Even the command low parry was gone! Fast forward a few months and it becomes apparent that the boring DoA-style string-based gameplay becomes the new, wildly popular, and (unfortunately) only style of gameplay. Creativity with Hwoarang is effectively shunned upon as the only moves one really needs to remember are the Flamingo mix-ups, b+3, and d/b+4,4, with other moves and juggle starters thrown in "for variety." It is here that the two "factions" of Hwoarang players were established: one was for dumbed-downed bulldogging like the more popular Baek style (apropos, I play Baek in TTT as well and I don't play like this), and the other was for the old school, thinking man's Hwoarang. There were vids here and there only showing the visually boring Hwoarang, but the Japanese "nachi" vids were the nail in the coffin for movement-based Hwoarangs, now the dissenters. This FAQ aims to correct this by putting Hwoarang in a new light. Usage of moves and movement will be shown in several ways, as well as including a very general style of gameplay for beginners, culminating in a style that is known as "Liquid." [D14] Hwoarang is one of the few characters that give you multiple ways of using him. He has pokes, strings, juggles, advanced movements , cancels, a shitty JF( well at least compared to other JF’s), good okizeme, excellent throw game. I believe that the key to using everything effectively, is to use it in balance. When I see people just using pokes/strings they tend to do the same things over and over, which is fine, but your Hwoarang will be stuck on the same level after a while. When I use too much movement and try to use a Fox Step at predictable moments, I begin to get punished. Different juggles have their own time and place in his game, but if you try to juggle all the time you become predictable. Throws can somewhat be overused, but getting predictable with them wont help you out. When everything is used in conjunction, different things start to have their time and place and Hwoarang not only becomes a stronger character, but a fun character to play as. [3XL] * The term "Liquid" comes from WCMaxi (then "Jarney"). The general idea is to attack instead of block, and when you can't, dodge instead of block. In fact, here's an email from about 3 years ago (1999), back when I was still learning Tekken 3 stuff beyond the Versus Books guide: "Well my fighting style has changed dramatically since the book, to say the least. Everyone fights annoyance/poking style now. So I created the counter style known as "Liquid". And Ling, King, Hwoa, and Nina a slick as oil when it come to the flow. I'll explain "Liquid" sometime but to be brief it is a style based on constant offensive motions... even the defense is offense based. Every motion is with a purpose and the purpose is to break down your defense. Poking is like that but they do it though attacking... since I am in motion I can not be poked. The first time you fight it you will be a bit shocked... it is weird but when I played Ling I DO NOT block, EVER. I don't need to, if I can't beat it I will dodge it." Since the release of Soul Calibur, however, WCMaxi has turned into such an unbelievable bastard. Just ask anyone except tragic, Castel, Srayer, and RedfooT! And if WCMaxi or one of his SC cohorts is reading this, then I'm sorry, but you shouldn't have turned into such an unbelievable bastard. I say this with the utmost respect of course; one does not become a Tekken Zaibatsu administrator without holding at least a little bit of clout in the community. And of course he makes great Skill Project videos. Throughout this FAQ you will see comments from both myself and deftones14. This approach has been proven with Dayful's & ILuvMomo's TTT Julia FAQ. A character like Hwoarang allows for myriad fighting styles, so different commentaries can only help. Triple Lei = [3XL] deftones14 = [D14] * If, by the end of the FAQ, the style doesn't turn out to be truly Liquid (according to Nuts' standards), then... bleh. I was just trying to make the most complete Hwoarang FAQ, along the lines of Red King's quality work. ============================================================================== 2. M O V E L I S T ============================================================================== This movelist is taken from Tekken Zaibatsu, but the formatting is exclusive to this FAQ. For example, the Damage column has been removed in all sections to faciliate formatting and printing. All move stats (damage, frame data, etc) are included in the Move Analysis page. (Hint: use the "Find" function, done with Ctrl+F) Don't steal this, lest you be flamed to hell and back by the growing number of Hwoarang players. You can ask, though. The Stance Column indicates which Stance Hwoarang is in after a move. No entry in the Stance Column equals LFF, Hwoarang's default Stance. Double check the Legend for Stance abbreviations. ---------------------------------------------------------------------------- :: 2.1 Grappling Arts ::::::::::::::::::::::::::::::::::::::::::::::::::::: ---------------------------------------------------------------------------- Can be done from LFF or RFF unless indicated otherwise Command Place Name Stance Escape ------- ----- ---- ------ ------ LFF 2+4 front Falcon Dive Kick 2 LFF F+2+4 front Pick Pocket 2 RFF (1+3_2+4) front Anti Sub Rocket RFF 1+2 f,f+2 front Roll & Choke 2 qcb+3 front Door Mat 1 d,D/B+1+3 front Leg Hook 1+2 f+2+3 front Human Cannonball 1+2 LFF 1+3+(u_d_b_f) any Position Change 1 (F+2+4_2+4) left Dead End 1 (F+2+4_2+4) right Neck Snapper 2 (F+2+4_2+4) back Slaughter House -- ---------------------------------------------------------------------------- :: 2.2 Special Arts ::::::::::::::::::::::::::::::::::::::::::::::::::::::: ---------------------------------------------------------------------------- Starting from LFF and RFF - Hwoarang will automatically switch from RFF to LFF Command Name Stance Range Properties ------- ---- ------ ----- ---------- 1+2 Disrespect -- BT 3+4 Stance Change -- #1 d/f+1+2 Body Blow m f,N,d,d/f+2 Lifting Uppercut m JGc d/f+2 Uppercut m JGc u/f+2 Bone Stinger h KSc GB f,N,d,d/f+3~3 Ecoli m u+3 Flamingo Kick LFS h WS+3 Windmill Kick h GB d/f+3<4 Public Enemy m,m d+3,4 Knee Buster RFS Smh - Dodge Lift u/f+3,4,3 Hunting Hawk mmh #2 GB f,N,d,d/f+4 Sky Rocket m f,N,d/f+4 Talon Sky Rocket m #3 JG d+4,4 Fire Cracker lh JG d/b+4,4 Crippler - Fear Kick Lh OSB u/b+4 Chicken Kick m u/f+4 Rejection h WS+4,4 Tsunami Kick RFF mM #1 Switch between LFF and RFF. #2 When the 2nd hit is blocked, the 3rd hit will be cancelled. #3 Recovers 5 frames faster. ---------------------------------------------------------------------------- :: 2.3 Left Foot Forward Arts (LFF) ::::::::::::::::::::::::::::::::::::::: ---------------------------------------------------------------------------- Moves starting from Left Foot Forward only Command Name Stance Range Properties ------- ---- ------ ----- ---------- 1,2 Double Punch hh = 3 = Left Flamingo LFS -- = 4 = Right Flamingo RFS -- = f+3 = Rejected m = f+4 = Rejection h f+1+2 Icicle Crusher m GS b+2 Bolt Cut h KNDc 2 Right Jab h = 3 = Left Flamingo LFS -- = 4 = Right Flamingo RFS -- = f+3 = Rejected m = f+4 = Rejection h 1,1,3,3 Home Surgery hhlh f+2 Rusty Knife - Righty RFF m F+2 Rusty Knife - Lefty m f+3 Left Flamingo Stance LFS -- f+3~3 Ecoli m KNDc f,f+3 Spiral Trap RFF m GB b+3 Grand Theft m JG (WR_f,f,f)+3 Leaping Slash Kick m GB 3~4 Flying Eagle mh 3,3,d+3 Menace hml 3,3,d+3,4 [F] Menace to Society [LFF] RFS hmlh 3,3,d+3,4,4 Double Menace to RFF hmlhm Society 3,3,4 [F] Disorderly Conduct RFS hmh [LFF] 3,3,4,4 Bad Menace RFF hmhm 3,3,3<4 [F] Party Hearthy [LFF] RFS hmmh 3,3,3<4,4 Total Outrage RFF hmmhm 3,3,3<3 Machine Gun Kicks hmmh GB BT 4 Plasma Blade m JG f+4 Doggie Lift RFS h f,N+4 Right Flamingo Feint RFS -- b+4 Nose Bleeder RFF h OS f+4,4 Short Outrage RFF hm f,f+4 Torpedo Kick h BT OB #1 4,3 Axe Murderer - Righty RFF hm 4,f+3 Axe Murderer - Lefty hm 4,4 Rude Boy - Lefty hh 4,f+4 Rude Boy - Righty RFF hh 4,4,4 Toe Jam - Flamingo RFS hhh 4,4,f+4 Toe Jam - Righty RFF hhh 4,4,b+4 Toe Jam - Lefty hhh 4,4,4,3 Blizzard Kicks hhhl RCj 4,4,4,4 Hot Feet RFF hhhm #1 Hwoarang is Back Turned when the move is blocked. On a hit the opponent will be Back Turned. ---------------------------------------------------------------------------- :: 2.4 Right Foot Forward Arts (RFF) :::::::::::::::::::::::::::::::::::::: ---------------------------------------------------------------------------- Moves starting from Right Foot Forward only Command Name Stance Range Properties ------- ---- ------ ----- ---------- u/b RFF Cancel -- 3+4 Lefty -- (F_B) Lefty -- 1,1 Migrane hm 2,1,1 Big Fists hhm 2,3 PK Combo hh 2,4~f Jab - Chainsaw Flamingo RFS hh 2,4,3 Jab - Chainsaw Kick RFF hhM 2,4<4 Jab - Double Hook hhh 2,b+4 Jab - Spin Kick RFF hh 3 Teaser Trip RFF l 3,3 Teaser Trip - Wild lh OSB Roundhouse 3~4 Backlash h OSB f+3 Cheap Shot LFS h = ~b = Retreat -- BT = 4 = Teaser Trip L BT 3 Plasma Blade m JG f,f+3 Ripoff RFF h OSB b+3 Misdemeanor h OSc b+4 Snap Spin Kick RFF h 4,3 Chainsaw Kick RFF hM 4(~f_~u_~d) Chainsaw Flamingo RFS h JGc 4<4 Double Hook hh f+4 Right Flamingo Stance RFS -- d/f+4 [~F] Right Side Kick [RFS] RFF m f+4~4 Grand Theft RFF m JG f,f+4 Pirouette Kick m f,f+4~3 Screw Pirouette Kick RFF mh GB (d/f,N_d/b,N) RFF Cancel -- #1 #1 Recovers Crouching initially and you can go directly in WS moves after the cancel. ---------------------------------------------------------------------------- :: 2.5 Left Flamingo Arts (LFS) ::::::::::::::::::::::::::::::::::::::::::: ---------------------------------------------------------------------------- Moves starting from Left Flamingo Stance only Command Name Stance Range Properties ------- ---- ------ ----- ---------- N Lefty -- (u_d) Side Step LFS -- f Flamingo Steppin' LFS -- b Flamingo Back Dash LFS -- 3+4 Flamingo Switch RFS -- 1 Left Jab h 2 Right Back Hand RFF m f+3 Parabellum Kick LFS hh d/f+3 Left Snap Kick RFF m b+3 Snap Spin Kick h OSB (d_d/b)+3,4 Chin Buster - Dodge RFS lh Lift 3,3<3 Machine Gun Kicks mmh JG GB 3,3,4 Menace to Society RFS mmh 3,3,4,4 Bad Menace RFF mmhm 3<4 Public Enemy mm 4 Famingo Hop Kick RFS h b+4 Right Heel Lance RFF m JG (d_d/b)+4 Teaser Trip L BS RC ---------------------------------------------------------------------------- :: 2.6 Right Flamingo Arts (RFS) :::::::::::::::::::::::::::::::::::::::::: ---------------------------------------------------------------------------- Moves starting from Right Flamingo Stance only Command Name Stance Range Properties ------- ---- ------ ----- ---------- N Righty RFF -- (u_d) Side Step RFS -- f Flamingo Steppin' RFS -- b Flamingo Back Dash RFS -- 3+4 Flamingo Switch LFS -- 1 Spin Back Fist m 2 Right Jab RFF h 3 Flamingo Hop Kick LFS h b+3 Left Heel Lance m JG (d_d/b)+3 Teaser Trip L BS RC 4 Super Right RFF m FSc f+4 Parabellum Kick RFS hh d/f+4 Right Snap Kick m GC JG b+4 Snap Spin Kick RFF h (d_d/b)+4 Right Cutter L ---------------------------------------------------------------------------- :: 2.7 Unblockable Arts ::::::::::::::::::::::::::::::::::::::::::::::::::: ---------------------------------------------------------------------------- Command Name Stance Range Properties ------- ---- ------ ----- ---------- d/b+3+4 Dynamite Heel {!} = b,b = Cancel LFS -- LFS 1+4 Power Blast ! = b,b = Cancel -- ---------------------------------------------------------------------------- :: 2.8 String Hit Arts :::::::::::::::::::::::::::::::::::::::::::::::::::: ---------------------------------------------------------------------------- Command Hits Range ------- ---- ------ LFS 2,2,3,4,3,4,4,4,4,3 10 mhh"Lm"ml"hmh RFS 1,2,3,4,3,4,4,4,4,3 10 mhh"Lm"ml"hmh ============================================================================== 3. M O V E A N A L Y S I S ============================================================================== ---------------------------------------------------------------------------- :: 3.1 Grappling Arts ::::::::::::::::::::::::::::::::::::::::::::::::::::: ---------------------------------------------------------------------------- [3XL] Hwoarang has a great throw game. I personally like using them when I can; they're damaging and easy to mix-up, especially considering the variety of movements Hwoarang already has. The fact that they're the best looking in the game is just an added bonus! [D14] I have to agree completely. Besides having fancy throws Hwoarang has great Okizeme opportunities after some of them. His throws also have a great reach and different escape buttons to make the guessing game even greater. I consider his throws to be his best low attacks and sometimes even interruptors. Ducking an attack and then retaliating with a throw gives you the breathing space and time that you may need at the moment. ---------------------------------------------------------------------------- Command Place Name Stance Escape ------- ----- ---- ------ ------ LFF 2+4 front Falcon Dive Kick 2 Damage: 20,10 F Hit: 12 Advantage After Escape: 0 Your opponent ends in FCD. [3XL] This throw is very nice in that you have a high chance of tacking on more damage - you can do b+3 if they lie still. However the "stun" you give when this move hits is NOT the same as it was in TTT, where you had (I think) a free U,(land)+3. That kick isn't in Tekken 4 anyway. An old TTT trick was to SS (I forget which way) and you can do the d/b+3+4 unblockable. It was supposed to be inescapable, but it was escapable by simply rolling (passing through the leg); I never bothered with this. One more use for this throw is by doing it BT. The same 2+4 throw comes out if you're BT LFF or BT RFF. This trick may have been around since Tekken 3, but I think the potential was fully realized in Tekken 4 (or Tag), with Fox Steps (explained later) and BT launcher mix-ups. Credit for that, though indirectly, goes to deftones14. [D14] Even though getting out of this throw is easier than others it is still one of his best. db+4/b+3/another throw are Okizeme follow-ups. In order to get out of db+4 follow-up they have to roll to the side right away, however it takes practice to do so and would rarely happen in a heated battle. B+3 is a tad slower than db+4(escaping this is easier also), however if they screw up and roll forward or backward they should be kissing the sky at this point. A throw is for those who stand up and like to block your oki moves. B+3/a throw is a very good combination in this situation. Your opponent can't interrupt db+4/ B+3 after this throw! ---------------------------------------------------------------------------- Command Place Name Stance Escape ------- ----- ---- ------ ------ LFF F+2+4 front Pick Pocket 2 Damage: 20,10 F Hit: 12 Advantage After Escape: 0 Your opponent ends in FCD. [3XL] Well, it's a throw, with the same damage as the other one. Doing d/b+4,4 -immediately- may yield some success, as it did on a "Guard All" opponent. Walls can only help! [D14] I am no frame expert, but it seems that this throw has less of an escape window than 2+4. No Oki follow-ups unless the opponent is next to a wall. You can execute this throw by pressing 2+4~f. ---------------------------------------------------------------------------- Command Place Name Stance Escape ------- ----- ---- ------ ------ RFF (1+3_2+4) front Anti Sub Rocket RFF 17 Damage: 40 F Hit: 17 Advantage After Escape: 0 Your opponent ends in PLD. [3XL] Also known as the "Ass Lock" (or "Ass Rock," depending on the trans- lation), this is a good throw in that it's 40 damage and a double punch escape, but it's a RFF-only throw, so you'll have to be a bit creative if you don't want it escaped. It's also a bit slower at 17 frames. It is not the only throw from RFF (RFF f,f+2 still does the regular f,f+2), and the other command throws come out the same, so now you have something to look forward to when mixing up. Hwoarang literally throws his opponent with the left leg to the other side. You end in RFF, but the distance is too wide to matter... unless done opposite a wall. Either way, this has got to be the sweetest throw in the game. (Jin's u/f+1+2 was cool for about two seconds, and then it just became overused and expected) [D14] This throw is Excellent in terms of damage, escape buttons and looks, but very slow. Uninterruptable after rff 2 hits, but this tactic alone won't get you far. A nice little trick that I came across is 3+4~2. A RFF throw out of LFF. This version of the throw is more than 17 frames and should only be used for style points. ---------------------------------------------------------------------------- Command Place Name Stance Escape ------- ----- ---- ------ ------ f,f+2 front Roll & Choke 2 Damage: 30 F Hit: 12 Advantage After Escape: 0 Your opponent ends in PLD; you end in BT. [3XL] This is easily the most versatile throw Hwoarang has. The "f,f" command means it's delayable. And that means you have a throw that has great distance, though the dash forward might be a clue that a throw is coming up, and that its escape is 2. I don't think it's a big problem if you can mix it up. Ways you can mix it up are: f+3+4,f+2 - Quick stance switch into f,f+2 f+3+4,F, 2 - Delayed stance switch into f,f+2 f,N,d,d/f, f+2 - Crouchdash into f,f+2 The last one is two separate commands (hence the space), not one rolling motion. It might be a bit confusing when snakedashing (explained later), but if it's confusing to you, it's definitely even more confusing to your opponent! All this plus the fact that you switch sides and stand up BT means you can Shadow Step and Fox Step, pretty much with impunity! And yes, those will be explained later. [D14] Triple Lei pretty much explained everything, but I would like to add Okizeme strategy. Even though we are encouraging creativity and style in this faq sometimes you just need that tiny bit of health to win. 1. Turn around(F) and d+4,4. This will get the rollers as well as those who stand up. This will yield a juggling opportunity unless they roll to the side, interrupt, or lie there. If they roll to the side they still get hit with d+4, but if they lie there they will avoid it( That is when you should use b+3 or db+4). In order to interrupt , they have to do the rising kick as fast as possible. Db+4,4 will take care of those that do. Overall the best mix-up is between d+4,4 and db+4,4. ---------------------------------------------------------------------------- Command Place Name Stance Escape ------- ----- ---- ------ ------ qcb+3 front Door Mat 1 Damage: 40 F Hit: 11 Advantage After Escape: 0 Your opponent ends in PLD. [3XL] Due to its command, it's not a throw you can just... well, throw out, but you should always keep it as an option. The escape is 1, the damage is 40, and you might be able to add a d/b+4 (which is great), but the command isn't as easy as Paul's Deathfist. In fact, it's -very- easy to mess up. You can make this easier on yourself by holding 1 so that it's qcb+1+3. Even if you mess up, you'll get another throw, which is excellent in itself with a double punch escape. It comes out in 11 frames instead of the usual 12, but the command makes it pretty much impossible to take advantage of that fact. It's a very pretty throw, though. [D14] Damn, this throw has a lot of sparks. A good throw for mix-up , but yields very little oki in your favor. Anything you throw out can be escaped by rolling back. If they don't you can add damage with db+4 and B+3. Nonetheless, one of his best! ---------------------------------------------------------------------------- Command Place Name Stance Escape ------- ----- ---- ------ ------ d,D/B+1+3 front Leg Hook 1+2 Damage: 30 F Hit: 12 Advantage After Escape: -6 Your opponent ends in PLD. [3XL] Well, that "Advantage After Escape" had to be for -something-, and here it is... a whopping -6. Honestly, it wasn't ever a problem for me, since the double punch escape made escapes much less frequent, and pretty much no one knows it's -6 (I know I didn't until I started writing this FAQ!), so forget about it. It's a weird command, but it's worth it. Your opponent also ends up in a very dangerous situation. Anyone who played Jin in Tekken 3 (and who didn't!) knew the joys of landing a single Hell Sweep, what with d+1 (OB), WS+2 madness. Try a whiffed d/f+1+2, and then interrupt a PLD 3 with your d+3,4, b+3; a combo that's all guaranteed. [D14] db+4 is guaranteed after to make this throw 42 points of damage!!! ---------------------------------------------------------------------------- Command Place Name Stance Escape ------- ----- ---- ------ ------ f+2+3 front Human Cannonball 1+2 Damage: 30 F Hit: 12 Advantage After Escape: 0 Your opponent ends in PLD. [3XL] This is a fine, fine throw; a throw which I should use more often. It's another double punch escape, and it has some buffer ability. The fact that it requires a f and 2 motion may hinder your ability to perform it, since f,f+2 is the command for another throw. When buffering, be sure to hold 2 and press 3, -and not the other way around.- (hold 2), f,f+3 (hold 2), f,N,d,d/f, f+3 [D14] To all the people that customize the R1,R2,L1,L2 buttons that 2+3 is not one of the commands you can perform this throw by pressing F+ 2+4 or 1+2 while buffering 3.You can do this throw without buffering by pressing F~3~2+4/1+2 NOTE: You will not be able to do things that Triple Lei mentions above with this method. ------------------------------------------------------------------------------ :: 3.2 Basic Standing Arts :::::::::::::::::::::::::::::::::::::::::::::::::: ------------------------------------------------------------------------------ Command Name Stance Range Properties ------- ---- ------ ----- ---------- 1 h Damage: 5 H Adv: +9 F Hit: 10 Hc Adv: x B Adv: +1 CH Adv: +9 [3XL] You don't want to just do this move by itself. As a quick poke, he has the much better RFF 2. And don't even think about doing multiple left jabs in juggles like Jin or Bryan... the recovery is pretty poor. If you must, you can chain into the 1,2,3 and 1,2,4 strings, but even still, you'd be better off starting with 2,3 or 2,4. [D14] Against 10 framers on block, this can be used as a set-up for CH 2,f+4. But considering that all of the moves are high, this should be used VERY rarely. Also the tactic above is interruptable by anyone's low punch. ---------------------------------------------------------------------------- Command Name Stance Range Properties ------- ---- ------ ----- ---------- 2 h Damage: 12 H Adv: +8 F Hit: 10 Hc Adv: x B Adv: 0 CH Adv: +9 [3XL] It's the better of the LFF jabs, if you're into that sort of thing. The opponent has a much harder time seeing the 1,2,3 and 1,2,4 strings from just 2, so stuff like 2,3, f+3 and 2,4, 2 makes for a quick offense. [D14] CH 2,f+4(2,f+3 if it is not CH and they duck) can come out of this. ---------------------------------------------------------------------------- Command Name Stance Range Properties ------- ---- ------ ----- ---------- d/b+1 Ducking Jab Sm Damage: 5 H Adv: +9 F Hit: 8 Hc Adv:+9 B Adv: -2 CH Adv:+9 [3XL] It's a move Hwoarang needs, especially against bulldoggers. After it hits you can go into WS+4,4, mixing up with other low moves and basic throws. But you probably don't need -me- to tell you this. u/b+4 can be a nice move to throw out as well... and you don't even have to crouch cancel! [D14] The fastest jab that Hwoarang has. A universal interruptor that will get you out of very tight situations. Can be low parried if used in a predictable manor. You can mix up between D/B+4,WS+4,4 and even a throw after the jab hits. Even though this move has 0% flash, it is a must sometimes. ---------------------------------------------------------------------------- Command Name Stance Range Properties ------- ---- ------ ----- ---------- 3 h Damage: 15 H Adv: +7 F Hit: 14 Hc Adv: x B Adv: -7 CH Adv: +7 [3XL] No, you definitely don't want to do this move by itself. It's high and slow, but you might have some success stringing the rest of the attacks. 3,3,3,3, however, just tells everyone that your level of scrubbery is coming along nicely... Honestly, I don't even know why I'm putting this down... [D14] Don't use this move by itself. ---------------------------------------------------------------------------- Command Name Stance Range Properties ------- ---- ------ ----- ---------- 4 h Damage: 14 H Adv: +7 F Hit: 11 Hc Adv: x B Adv: -4 CH Adv: +7 [3XL] Sadly, this move doesn't give you that catch combo on CH... you know, 4 CH, f,f+4, d/f+2, etc. No stagger or anything. You'd be better off stringing and mixing up the full attack, though 4,4,f+4 does pretty good damage for juggles. [D14] By itself, a bad move. ---------------------------------------------------------------------------- Command Name Stance Range Properties ------- ---- ------ ----- ---------- f+1 h Damage: 6 H Adv: +6 F Hit: 10 Hc Adv: x B Adv: [data missing?] CH Adv: +6 [3XL] It's just as crappy as the standard 1 (maybe even worse, looking at the frame data), but it does one more point of damage. You don't even get any special, magical properties... [D14] Hwoarang dashes in a little more to get that 1 point of damage he desperately needs. ---------------------------------------------------------------------------- :: 3.3 Special Arts ::::::::::::::::::::::::::::::::::::::::::::::::::::::: ---------------------------------------------------------------------------- [3XL] Not much to say here... these are pretty much all great moves since you can do them from either LFF or RFF. Great for having an offensive flow, but the Liquid Style frowns on using these moves exclusively. [D14] Exactly, using these moves without using spacing, movement and style in NOT what this Faq is about. The funny thing is some of these moves never get used while you are in RFF. When was the last time you did a Sky Rocket or The Hunting Hawk out of RFF? ---------------------------------------------------------------------------- Command Name Stance Range Properties ------- ---- ------ ----- ---------- 1+2 Disrespect -- BT Damage: -- H Adv: -- F Hit: -- Hc Adv: -- B Adv: -- CH Adv: -- [3XL] By itself it's not much, but you can definitely go for a psychological game here. Hwoarang has a quick launcher from LFF 1+2 with 3 (4 from RFF 1+2 which launches unlike in TTT). A BT 2+4 throw comes out very quick, with very surprising range. Last but not least, you can start the Jinguu style Fox Step, where you can start the whole mind game over again. Don't forget that you can SS from this; deftones14 cover this later. There was also the idea of 1+2~B into RFF 3~4, but meh... Hwoarang turns around two different ways, and only one of the ways disguises the Backlash. Eh... [D14] Love this move due to the opportunity of a FOX STEP. The above mentioned tactics by Triple Lei also apply. If you want a flashy non-sense combination from this that get's you nowhere press 1+2(wait for the animation to finish) 1+3. Hwoarang is definetely the best dancer in T4!!! ---------------------------------------------------------------------------- Command Name Stance Range Properties ------- ---- ------ ----- ---------- 3+4 Stance Change -- #1 #1 Switch between LFF and RFF. Damage: -- H Adv: -- F Hit: -- Hc Adv: -- B Adv: -- CH Adv: -- [3XL] Oh, you all know what this is. But no one just uses 3+4 alone. The most frequent use of 3+4, besides Crazy Legs (explained later), is with a buffered dash. f+3+4,f b+3+4,b The former allows for a dash RFF attack, and the latter is most often used to make attacks whiff for a free RFF 3~4. As far as stance switches go, sidesteps serve that purpose (RFF to LFF) even better. That's not even getting into the u/b RFF cancel... [D14] I second that :) ---------------------------------------------------------------------------- Command Name Stance Range Properties ------- ---- ------ ----- ---------- d/f+1+2 Body Blow m Damage: 10 H Adv: +6 F Hit: 13 Hc Adv: +6 B Adv: 0 CH Adv: +6 [3XL] Personally, I don't use this move that much. That's not to say it's a bad move. In fact, it's just as good as Paul's d/f+1 (having the same animation and all) - maybe even moreso for Hwoarang, since it is, after all, a mid punch. On a hit, it's a great set up for throws. qcb+3 may work well for you here. [D14] A far reaching body blow. f+2 is uninterruptable by a standing jab after df+1+2 is blocked(Credit goes indirectly to Tbuxton ) I like df+1 over this, due to +1 on block. ---------------------------------------------------------------------------- Command Name Stance Range Properties ------- ---- ------ ----- ---------- f,N,d,d/f+2 Lifting uppercut m JGc Damage: 15 H Adv: +4 F Hit: 14 Hc Adv: +4 B Adv: -7 CH Adv: KD [3XL] So it juggles on CH. Big freakin deal. It's not a WGF by any means; it's just a WS+2 from a crouch dash. It doesn't have the range, power, or overall priority of the Sky Rocket, which is only one frame more. And since it's only good on CH, you could have done something really good, something spectacular... something marvelous... but if you use this move, it shall never be. [D14] This move will go under high jabs(and juggle on CH) if timed right due to the crouch dashing motion as well as the jab avoidance on certain frames of d/f+2. In all honesty I'd rather do f,N,d,d/f+4 over this, because of the greater damage potential. In order for this move to make contact you only need to reach the extended limb of the other character. A pretty good move overall. ---------------------------------------------------------------------------- Command Name Stance Range Properties ------- ---- ------ ----- ---------- d/f+2 Uppercut m JGc Damage: 15 H Adv: +4 F Hit: 14 Hc Adv: +4 B Adv: -7 CH Adv: KD [3XL] I like this better than that crouch dash uppercut. If you're close to your opponent and -not- in Flamingo, you can try this move in hopes that it will duck jabs, hit on CH, and launch. [D14] This is one of Hwoarang's better defensive moves. The animation is the same as the version above, but without the crouch dash motion. This move is used for defense, unlike the crouch dashing version which is primarily used for offense. This move will override certain jab combinations done consecutively. Just a few examples where this move becomes a useful tool. Jin's 2,1, 2,1 (d/f+2 will interrupt in-between) Laws's 1,2,3, 1,2,3 (d/f+2 w.i.i.) ---------------------------------------------------------------------------- Command Name Stance Range Properties ------- ---- ------ ----- ---------- u/f+2 Bone Stinger h KSc GB Damage: 22 H Adv: +6 F Hit: 25 Hc Adv: x B Adv: +7 CH Adv: +1 [3XL] Hwoarang jumps and does a high overhead attack. Really, there is always a better move for each time this could ever hit. f,N,d,d/f+4, u/f+2 - b+3 is NOT guaranteed if this hits. Besides, 3+4, 3~4 does more damage. 3+4, 3~4 (wall), u/f+2 - Same thing. Jumping over low attacks and grounded attacks - This will hit stuff like Paul's d+4,2, but if you anticipated it in the first place, u/f+3,4,3 could have done much more. The surprise from the move being thrown out in the first place could have been worth something, but it's not quick enough for stuff like baiting and parrying KND 3s, like Kazuya's f+4. Pass... [D14] I really haven't seen too many people use this move as their primary strategy, although the frame advantage is enough for anyone to start some form of offensive. It comes out very slow, doesn't do too much damage and also can be ducked; but for a surprise tactic can be used to some effect. ---------------------------------------------------------------------------- Command Name Stance Range Properties ------- ---- ------ ----- ---------- f,N,d,d/f+3~3 Ecoli LFF m also: f+3~3 Damage: 22 H Adv: -5 F Hit: 20 Hc Adv: -5 B Adv: -21 CH Adv: KD [3XL] Although this move has range, it's best when you anticipate something so you can do this move out of a SSR and hit the side. Your opponent will go flying! It also seems that this move's hit range is different, depending on if your opponent is close or far (kinda like Kuma's f+1+2). But you shouldn't have to worry about this. [D14] This move along with f+2 are the best jab interceptors. This move will beat out any jab string just outside the 1st jabs reach. This move becomes even more effective when a SSR proceeds it. It will give you the breathing space that you sometimes desperately need and put you back on offensive. On CH/sideturned/backturned you will get a knockdown along with space. On a regular hit you only get space. On block however you are a sitting duck for just about any power shot that has range. Use this move at the right time and place and you won't be faced with too many situations where you are a sitting duck. ---------------------------------------------------------------------------- Command Name Stance Range Properties ------- ---- ------ ----- ---------- u+3 Flamingo Kick LFS h Damage: 20 H Adv: KD F Hit: 20 Hc Adv: KD B Adv: +3 CH Adv: KD [3XL] This jumping kick knocks down and puts you in Flamingo, but it's not all that safe or flashy... or damaging. If you are feeling cocky you can hop over your opponent's KND 3. But I like doing u/b+4 in that case, and it'll hit. [D14] This can be used as part of the wake-up game , but shouldn't be used for primary offense. It's both slow and hits high, you definitely have better options. Parabellum Kicks(PBK(LFS f+3)) are uninterruptable after this on block and on a laying opponent a whiffed U+3, LFS d+3,4 can be used. Probably one of Hwoarang's worst moves in terms of set-ups. This move creates a minor wall stun. ---------------------------------------------------------------------------- Command Name Stance Range Properties ------- ---- ------ ----- ---------- WS+3 Windmill Kick h GB Damage: 28 H Adv: KD F Hit: 14 Hc Adv: x B Adv: -2 CH Adv: KD [3XL] This move looks good on paper, but most of the time it won't hit. This has a tendency to whiff, even when it shouldn't. It's damaging and knocks down, but it's a bit slower to execute. To give you an example of how slow this move executes (or how fast RFF 3~4 recovers), let me say that in a Hwoarang VS Hwoarang match, I ducked a RFF 3~4, hoping for a free WS+3. This happened twice, and both times, he was able to duck! Now, it may be guaranteed, but as far as reaction time goes, just settle for WS+4,4. Far out applications of this move include CD cancels into WS+3 and juggle enders. But WS+4,4 better here, too. [D14] Even though WS+4,4 gives you better results this is still a good move if you ducked a high attack. If you the reaction skills to pull this move out at the earliest possible frame of animation you can punish everyone's 1,2 and even interrupt some jab strings. Paul's 1,2,3 (very hard) Heihachi's and Kazuya's 1,2,2 , 1,2,4 (medium) Unlike WS+4,4 however this gives you a Knockdown and space, the trade-off is extra 3 frames of animation. ---------------------------------------------------------------------------- Command Name Stance Range Properties ------- ---- ------ ----- ---------- d/f+3<4 Public Enemy mm Damage: 17,21 H Adv: -3 0 F Hit: 14 Hc Adv: -3 0 B Adv: -14 -11 CH Adv: -3 0 [3XL] Two kicks; delayable, damaging kicks that hit mid, are guaranteed CH... and are boring. This kills your momentum, but I think it works surprisingly well from LFS, such as mixing up d+3,4 with 3,4. [D14] It's a safe, powerful, mid hitting, delayable move. On CH both kicks connect and give you great damage. Personally I rarely throw this one out, because it doesn't have good reach; it's very easy to whiff the first kick and finding yourself eating a CH power shot. Overall a good move, but this will slow your momentum down a lot. ---------------------------------------------------------------------------- Command Name Stance Range Properties ------- ---- ------ ----- ---------- d+3,4 Knee Buster, RFS Smh Doggie Lift Damage: 12,13 H Adv: -2 +20 F Hit: 17 Hc Adv: -2 x B Adv: -13 +6 CH Adv: -2 +8 [3XL] Low (looking) kick, high kick. This TTT move strings d+3 and f+4. Unless you know you're going to hit and interrupt a BT opponent (like when interrupting PLD 3 for a free d+3,4, b+3 combo), don't just throw this out. What you want is to do this move from LFS so the first kick hits low instead of special mid. The fastest, easiest way to do this is with 2,3, but that may be a sign that you're going to do this. Well, you all know how to mix up, right? [D14] This shouldn't be used to start your offense. The two main uses of this not so good move is either to pick up your opponent from the ground when they roll or to hit them from the side or the back. If you manage to connect this from the side or the back I recommend following this move with RFS b+3 and a juggle. You can press F after this move to end it quickly in LFF and block a rising attack if the opponent ducks the move. ---------------------------------------------------------------------------- Command Name Stance Range Properties ------- ---- ------ ----- ---------- u/f+3,4,3 Hunting Hawk mmh GB Damage: 15,14,25 H Adv: KD KD KD F Hit: 28 Hc Adv: KD KD KD B Adv: -5 +7 x CH Adv: KD KD KD [3XL] Baek's signature kick (well, IMO). This jumps over low attacks and delivers three guaranteed, damaging kicks, but this move has poor recovery on whiff, and has no tracking ability at all! You can even be jabbed out of this for a juggle. While this is safe on block, the poor tracking ability can sometimes throw you off course if this was blocked off axis. (it happens). And NO, that JF u/f+3:4:3 thing is in Tekken 3 only!!!! (...I think.) [D14] Although this move is slow it has very good range. This is definitely one of Hwoarang's flashier moves as the two kicks hit in the air and the third smacks the opponent on the ground like a baseball bat. If the first two kicks are blocked you gain good advantage to start a strong offensive, however it's very easy to sidestep the first kick. Never use this on top of the wall, because the third hit always misses for some reason. If you do manage to pull this off, your Okizeme consists of b+3 or f+any throw. If they roll back sometimes B+3 will miss, but f,f+3 will work in those rare situations. Even though the numbers above look pretty good, don't forget about the damage formula in a juggle. (100%,80%,40%...) In reality this move does 36 points of damage. ---------------------------------------------------------------------------- Command Name Stance Range Properties ------- ---- ------ ----- ---------- f,N,d,d/f+4 Sky Rocket m f,N,d/f+4 (JF) Sky Talon Rocket m recovers in 12 frames Damage: 23 H Adv: KD F Hit: 16 Hc Adv: KD B Adv: -17 (-12 JF) CH Adv: KD [3XL] One of the few Class 1 launchers in the game. 3+4, 3~4 is the most reliable juggle ender, and it's still one of the most damaging. Overused, but what can you do. Something I found out in Tekken 3 that is infinitely more useful in Tekken 4 is this little doozy: f,N,d,d/f+4, f,f,f+4, 2 (© 2002 Triple Lei) f,f,f+4 is really a dash f+4. By the time the RFS 2 hits, you switch sides. If you do this when your back is against against a wall, you can pull off a RFF f,f+3 just as the guy's front hits the wall! I have yet to do this in an actual match, but hey... it's supremely awesome by itself. Oh yes, the move's only bad point is its recovery, since on block you can eat pretty much any quick power strike. Luckly the JF version is completely safe on block, and on my stick, at home, on the 1P side, I don't think it's TOO hard! [D14] This is Hwoarang's second best juggle starter. The combos out of this move do the most damage. The only weakness that the Sky Rocket has is the recovery time. Paul's Deathfist along with the Mach Breaker will be flying your way, unless... ... you can do the JF version. In that case you have a retaliation-proof launcher. ---------------------------------------------------------------------------- Command Name Stance Range Properties ------- ---- ------ ----- ---------- d+4,4 Fire Cracker lh JG Damage: 7,22 H Adv: -6 KD F Hit: 19 Hc Adv: -6 KD B Adv: -17 -8 CH Adv: -6 KD [3XL] Hits low and then high for a juggle. But if you don't do this on CH, go buy yourself a nice Vanilla Coke and reward your curiosity, since it's Game Over. By now everyone knows to duck the second hit. And no, you can't just throw out the first hit; by itself it has crappy execution AND recovery time. The juggles from this move aren't as good as a regular b+3. d/b+4,4 is just quicker, safer, and more rewarding for a low kick guaranteed on CH. [D14] This move is not that good in terms of actually getting both hits to connect. Not only is this slow, but the second kick is ducked on reaction by most and you are at -6 even if the first kick hits. If your opponent doesn't give you breathing space, forget you even have this move at your disposal. However with a little distance and CH hunting this can used to some effect. The first kick does have a long reach. ---------------------------------------------------------------------------- Command Name Stance Range Properties ------- ---- ------ ----- ---------- d/b+4,4 Crippler - Fear Kick Lh OSB Damage: 12,19 H Adv: -5 KD F Hit: 16 Hc Adv: -5 x B Adv: -16 -3 CH Adv: 0 KD [3XL] This move replaces the crappy d/b+4,4 from previous games with a double kick! The first kick is the same animation wise, but it doesn't turn the opponent sideways anymore for that somewhat-guaranteed f+3~3... but hell, d/b+4,4 is guaranteed by itself on CH (and b+3 after that)! On block it turns opponents sideways and I'm sure there is some good stuff there, but if you only use this move the way you're supposed to (that is, on CH only!), you shouldn't have to worry. The 2nd kick is high, not mid, so again... CH ONLY! [D14] This is one of Hwoarang's best weapons at a medium distance. It's fast for a low attack and the damage is also pretty good. You can follow this up with B+3 to make this combo 53 points of damage on CH. If they block the second kick they are side turned so you can continue with your offense. The first kick hits grounded and if they are trying to roll the second will hit as well. The second kick tracks side-steppers very nicely. The only downside of this move is that if the opponent ducks the 1st kick and you continue with the 2nd kick, you will be eating a rising attack. When this is thrown out when anticipated by the other player, even if the 1st kick hits, the 2nd will get ducked. Don't overuse this and this will be a terrific weapon at a medium distance. ---------------------------------------------------------------------------- Command Name Stance Range Properties ------- ---- ------ ----- ---------- u/b+4 Chicken Kick m Damage: H Adv: +1 F Hit: 17 Hc Adv: +1 B Adv: -17 CH Adv: +1 [3XL] I know I'm in the minority, but I absolutely love this new move. When I thought about what this move really is - an attack that retreats and attacks at the same time - I started using this move a lot more. And at least against WeaponX, it connected a LOT, most often on CH for that nice blue sparkle of pure Hwoarang ass-kicking power. Baiting is easy... when your opponent starts bulldogging, you do this move! It's not invincible; the move has poor recovery (poorer than you think), and if anticipated, your opponent can just jab and you'll pop up for a juggle. However it's that property that allows you to escape Jin's quick JFLS on hit using this move! (I don't know who to credit for that) [D14] Hwoarang jumps back and does a roundhouse kick. This is a purely defensive move, but doesn't have that many uses. On block you are screwed, but you are more likely to whiff this than get it blocked. This is not the fastest attack that he has, so anticipation is needed to use this move effectively. This works effectively against wave dashers before they get into your range to do an attack. As a surprise attack this move is alright, as an overused move (I've never met anyone who overuses this) this will get you into trouble. Using this effectively is hard, because the kick itself has very little priority, so you are more likely to get hit in the process than actually land this attack. ---------------------------------------------------------------------------- Command Name Stance Range Properties ------- ---- ------ ----- ---------- u/f+4 Rejection h Damage: 25 H Adv: +1 F Hit: 17 Hc Adv: +1 B Adv: -17 CH Adv: +1 [3XL] Hwoarang always has a better move for every situation you would ever want to use this move. Like practically every other move in the game. However I did find out that from a blocked RFF 3~4, u/f+4 turns them around (!) if they neutral blocked (which avoids b+3 if they active block). That doesn't happen if they're anywhere near walls for some reason. [D14] Personally I never use this, because Hwoarang has way better options. The kick is high and once ducked you are screwed. You do get a good amount of frames on block, but nothing guaranteed due to the distance that is created. By the walls however, this can have some use. This will turn your opponent backwards if they block while side-turned (credit indirectly goes to Triple Lei). I don't recommend this version of the move. If you are by the wall a d/b+1 is guaranteed, if you can pull it off. ---------------------------------------------------------------------------- Command Name Stance Range Properties ------- ---- ------ ----- ---------- WS+4,4 Tsunami kicks RFF mM Damage: 13,15 H Adv: +8 +7 F Hit: 11 Hc Adv: +8 +8 B Adv: -3 -4 CH Adv: +8 +7 [3XL] Double axe kicks that hit mid (the 2nd one also hitting grounded). It doesn't have the meaty damage of Heihachi's WS+4,4, nor does it knock down, but it's quicker than WS+3 - quick enough to interrupt - and it puts you in RFF. Crouch dash cancelling into WS+4,4 is still just as good as ever; truly the lost Tekken 4 art. However, this move has absolutely no tracking. If your opponent techrolled, that would be a sufficient SS in itself. Despite that, it's been a staple of Hwoarang players since Tekken 3, because the move is just really good! [D14] This is one of the better moves in the game. Not only does Hwoarang have the best version of the Tsunami kicks, it also puts him in his better stance (RFF). This you best interrupter/punisher after ducking a high attack or after blocking a low attack. It's extremely easy to interrupt jab strings with this move after ducking the high punches(well at least a lot easier than with WS+3).This move can be done without ducking by inputting d~d/f(d/b)~N,4,4. A lot of times this will be one of the few moves that you will be able to use if you are under pressure. You can buffer this move out of just about anything Hwoarang has. If you hold D/B before Hwoarang finishes the proceeding move and release D/B and press 4,4 right as you see him duck a little you should get his fastest version of the Tsunami Kicks. This is faster than IWS (Instant While Standing), because you skip not only the d,d/f,N motion, but also frames of ducking animation. The interesting thing about this way of doing the move, is that you control how much you want Hwoarang to duck, before releasing the tsunami kicks. If you want to do this move with the above method by itself, you will have to duck a bit more than if you would have done it after a move. So I recommend the IWS method if you want to do the tsunami kicks from a standing position. This move is a must in your play. ---------------------------------------------------------------------------- :: 3.4 Left Foot Forward Arts (LFF) ::::::::::::::::::::::::::::::::::::::: ---------------------------------------------------------------------------- This is Hwoarang’s stance that gets used the most. There are a lot of powerful weapons in this stance, but your movement is limited. ---------------------------------------------------------------------------- Command Name Stance Range Properties ------- ---- ------ ----- ---------- 1,2,(3_4) Double punch, Flamingo (LFS_RFS) hhx 2,(3_4) Right Jab, Flamingo (LFS_RFS) hx Damage: 5,10 H Adv: +9 +8 (+12) F Hit: 10 Hc Adv: x x B Adv: +1 0 (+4) CH Adv: +9 +8 (+13) Damage: 12 H Adv: +8 (+12) F Hit: 10 Hc Adv: x B Adv: +1 0 (+4) CH Adv: +9 (+13) [3XL] Simply put, you'd only really want to use 1,2,(3_4) in juggles, or on absoltely petrified opponents. 2,(3_4) is always the better choice for a close assault, since people can now expect that you do 2,3, d+3,4. [D14] The most often used Flamingo starter. Some people like using one punch to give the opponent less time to react, others( like me ;) like to do 2 to tell the opponent that a mix-up is coming. On hit the mix up from flamingo is much more effective than on block. 1,2 has more range than 2 and looks a bit flashier, but IMO 2 is still a better starter for a surprise. 1,2,3 b+4 is guaranteed from the back. By itself 1,2,3,N can be used to create Fl.cancels. A great new addition to Hwoarang's jab game that is being overused by a lot of Hwoarang players. ---------------------------------------------------------------------------- Command Name Stance Range Properties ------- ---- ------ ----- ---------- 1,2,f+3 Rejected hhm 2,f+3 Damage: 5,10,16 H Adv: +3 F Hit: 10 Hc Adv: +3 B Adv: -8 CH Adv: +3 [3XL] Even if these moves -are- safe (and I'm sure they are), your flow stops here. Whether for CH hunting or juggle fillers, there is always something better. [D14] A good move. Not as useful as it was in TTT, because now Hwoarang can get into flamingo from the punches. The last hit which is Mid is uninterrupt- able after 1,2/(2) is blocked. It's a safe move, but you can loose your momentum is it's blocked. ---------------------------------------------------------------------------- Command Name Stance Range Properties ------- ---- ------ ----- ---------- 1,2,f+4 Rejection hhh 2,f+4 Damage: 5,10,25 H Adv: KD F Hit: 10 Hc Adv: x x x B Adv: -11 CH Adv: KD [3XL] These moves are still pretty good. In TTT these were the equivalent the "I can't stop to think so I'll just do this move for good damage" juggle enders, but now you have plenty more options. You can get 1,2,f+4 with this: RFF d/f+4~f CH, b+3, 2,3, 1, f,f, 1,2,f+4 Which, as far as I know, is the most "fulfilling" juggle ender in that case (unless you're near a wall). And of course 2,f+4 (formerly TTT's 2,4) is still great on CH for a meaty two-hit knockdown. It may be a little harder to do, but it's not EWGF hard or anything. But if you're not absolutely, positively, 100% sure it WILL hit on CH, 2,3, f+3 or 2,4, f+4 would be best. [D14] Same as above, only this move does more damage and can be ducked.2,f+4 is guaranteed on CH and will do somewhere from 56 points to 60 (if you CH an unblockable). Other than that, it shouldn't be used at all. ---------------------------------------------------------------------------- Command Name Stance Range Properties ------- ---- ------ ----- ---------- f+1+2 Icicle Crusher m Damage: 21 H Adv: +10 F Hit: 15 Hc Adv: +10 B Adv: -10 CH Adv: +10 Chicken with f+1+3. [3XL] This is a fun move that, IMO, is rarely seen. It's sort of slow, but it's nice, pretty powerful, and if it happens to hit, your opponent is at your mercy. To top it off it hits mid and is a punch attack! It's nice for that surprise factor... and the move is actually good! [D14] A nice addition to Hwoarang's game. Forget the 15 frames that this move takes. Look at the 10 frames that you get if you hit someone with this move. A pure mix-up is possible after a hit. F+2+3,F+2+4, CD+b+Qcb+3, CD+F+2 or B+3,f+1+2,CD+4-interruptable If they block standing, throw them. If they backdash or duck use a medium attack mentioned above. If this move is blocked, the worst thing that can happen to you is a 3 hit strings starting with an 8 frame jab. Personally I never worry about this move being blocked. ---------------------------------------------------------------------------- Command Name Stance Range Properties ------- ---- ------ ----- ---------- b+3 Grand Theft M JG Damage: H Adv: KD F Hit: 17 Hc Adv: KD B Adv: -15 CH Adv: KD [3XL] Let's face it: Hwoarang would have been that much better in past games if he had aquick, mid juggle launcher that DIDN'T require a CH. The answer to this isa LFF version of his RFF f+4~4 kick! It's 100% guaranteed after parrying low kicks (giving you a small opportunity for a side wall stun), and it hits grounded, off-axis or not! However it's extremely punishable when blocked, so please don't just throw this out like an EWGF. If you can interrupt with this, then great; otherwise just make this your secret weapon or something. (Well -that- is not exactly true; you -will- use this move a lot) [D14] The best new addition to Hwoarang's punishing game. Can be used for Okizeme in certain situations (when you have enough time to use it). Can be used after low-parrying a kick attack. A rather slow kick with tremendous range. Moves that can be punished with b+3: Paul:qcf+2(only if blocked at close to medium distance),ws+2,d+1+2,1,2,3 Jin:d+3+4 Lee:1,3,3,3(JF) ---------------------------------------------------------------------------- Command Name Stance Range Properties ------- ---- ------ ----- ---------- 1,1,3,3 Home Surgery hhlh Damage: 5,8,10,18 H Adv: +9 +9 -1 -4 F Hit: 10 Hc Adv: x x +1 x B Adv: +1 -2 -10 -15 CH Adv: +9 +9 -1 -4 [3XL] Ugh. Two jabs, low kick, high kick... I've always found that 1,1 by itself was the best part. In fact one of the things I used to do was this: 1,1, d/f+1, d/f+1+2 - It was easy to chicken, so hey. However with the new 1,2 into Flamingo, I don't know why anyone would want to do this move. I'm sure at some point in the string, the rest is guaranteed, but who the hell cares. You certainly shouldn't. It might have limited success with walls if it wasn't so predictable... [D14] An ugly ass move. Not effective by itself, because everyone and their grandma knows when to parry the low kick. Quite effective when a mix-up is introduced. 1,1,3,3-for those who will interrupt, or are introduced to the mix-up. 1,1,d/f+1- for those that will duck/low parry/block. d/f+1 gives you +1 on block, so a d/b+1 in uninterruptable (once again mix up d/b+1 with a mid attack if your opponent has caught on and keeps parrying you). 1,1, any throw- for those who use the d/f~n method (the df~n method is used to catch low attacks, or escape certain mid/low mix-ups.) ---------------------------------------------------------------------------- Command Name Stance Range Properties ------- ---- ------ ----- ---------- f+2 Rusty Knife - Righty RFF m F+2 Rusty Knife - Lefty LFF m Damage: 15 H Adv: +5 F Hit: 15 Hc Adv: +5 B Adv: -6 CH Adv: +5 Damage: 15 H Adv: -1 F Hit: 15 Hc Adv: -1 B Adv: -12 CH Adv: -1 [3XL] This move may have had its uses in previous Tekkens, but I don't care for it. It's fairly safe, and theoretically, you can mix up those RFF attacks... but I always prefer iWS+4,4 of cd~b+4,4. As a fast mid attack, I always prefer d/f+1, especially against walls. No one really uses this, so no one really sees this, which means it's great for variety. Ok, so I lied. If you're feeling confident, you can do this move after a RFF f+4~4. Just try RFF f+4~4, u/b, f+2. If the built-in mini SS from RFF f+4~4 was big enough, f+2 would send your opponent spinning to the side. Tech roll trap? You'd better belive it. So why would anyone ever want to do F+2 to recover in LFF? I'm still working on that one myself... [D14] Excellent move! Paul's cheesy ass 1,1,1,1 crap is stopped by this. This move ducks the jab's at certain frames of animation that leads to a hit. I would say great against Jabs if you are at -1 on block. Against jabbers this is one of the 4 moves that can help you out tremedously. On hit rff 2 is uninterruptable and rff df+4 seems to tie with an 8 frame jab (In a heated battle you have an advantage, because you know what you are going to do, while they have to think about their action first). "Last i forgot to mention d/f+2 or f+2 interrupting lees ss+2~f+1,2,44 after the ss+2." ---------------------------------------------------------------------------- Command Name Stance Range Properties ------- ---- ------ ----- ---------- f+3 LFS x Damage: x H Adv: x F Hit: x Hc Adv: x B Adv: x CH Adv: x [3XL] Double sidestep or something. Try some PB Kicks in the middle. [D14] A great avoider of linear moves at close range. You can 2X ss from this move or start fl. mix-ups. ---------------------------------------------------------------------------- Command Name Stance Range Properties ------- ---- ------ ----- ---------- f,f+3 Spiral Tap RFF m GB Damage: 30 H Adv: +4 F Hit: 22 Hc Adv: +5 B Adv: +5 CH Adv: +4 [3XL] A downward axe kick that puts you in RFF. In past Tekkens, as much as we wanted it to, it didn't hit grounded opponents lying absolutely still (it got everyone if they flinch). Now in Tekken 4, it hits Kuma and Marduk lying still (though I wouldn't call Marduk a "biggie"), and it gets everyone if they are on a slope, or at least on raised ground! Experiment with those bumpy windows on Building C. But honestly, you probably won't get to see that happening to much. f,f+3 used to be almost guaranteed after a blocked RFF 3~4, but there are better mix-ups in Tekken 4 in this situation. Hrmm... tensaikun likes to catch techrollers on the rise with a f,f+3 from a crouch dash... it doesn't work all the time, but hey. [D14] This is more of a variety attack rather than something used very often. You get good frame advantage on block and you can buffer then f+2+3 out of this. This move catches those who twitch on the ground and can be used as Okizeme. Somewhat easily avoided if expected and rather slow. It is up to you where to use this move, because it doesn't have that much priority. ---------------------------------------------------------------------------- Command Name Stance Range Properties ------- ---- ------ ----- ---------- 3~4 Flying Eagle mh Damage: H Adv: KD F Hit: 21 Hc Adv: KD B Adv: -5 CH Adv: KD [3XL] A damaging, probably physically impossible, mid-hitting double kick. Don't worry about the chicken command (according to tragic's Tekken 3 Manual Act. 1, both kicks needed two separate chicken commands), since it's hard and weird to reverse in the first place. And it's usally the first kick (3) that would get reversed. Anyway, this is a great juggle filler or ender. Since you jump a little before you start kicking, be careful not to get jabbed since that's a free floater right there. That also means it's best when used at a distance... which is why I like doing this after Fox Steps. If you're lucky enough to connect with this against walls, a Backlash is guaranteed. [D14] This is a pretty good move for Hwoarang in this Tekken. In juggles it can be used either as the 2nd and the 3rd hit(B+3,cd+4,BT4/3,rff f+4~4) or the juggle finisher. Both hits are mid and nothing is guarateed on block for your opponent. However at 21 frames, this move comes out fairly slow. The trick to this move is that the starting animation makes the opponent block rather than interrupt. If you do get interrupted with a jab, get ready for a floating combo. This move creates a Wall stun, so you can quickly switch stances and do a backlash(3+4,3~4). ---------------------------------------------------------------------------- Command Name Stance Range Properties ------- ---- ------ ----- ---------- 3,3,3,3 Machine Gun Kicks and hmmh variations 3,3,3,4,4 RFS,RFF hmmhm 3,3,d+3,4,4 RFS,RFF hmlhm 3,3,4,4 RFS,RFF hmhm Damage: varies H Adv: varies F Hit: 14 Hc Adv: varies B Adv: varies CH Adv: varies [3XL] One of two mashable kick strings. Thankfully they pretty much suck. I won't bother going into detail (since I'm sure deftones14 will do that, and better), but you can try to make your opponent stand up backwards after a baited PLD 3 from d,D/B+1+3 with (3,3),d+3,4, b+3. You could return to LFF after certain right kicks in these strings, but who cares. [D14] 3,3,3<3-This version is excellent when you have your opponent against the wall with their back to you(This string is un-techable and does a tremendous amount of damage). It can be used in regular combos for minimal damage, but by itself do not use this. The only thing you can do with this is delay the last kick to catch impatient players. However everyone knows that they can duck the last hit. 3,3,3<4,4-End this on the first 4 and you are in RFS, end this on the second 4 and you are in RFF. A lot safer than the above string, but doesn’t get you anywhere unless they interrupt in-between or you end this at an unexpected point. They can still duck the 1st 4 and interrupt you with a WS(very hard in a heated battle)or a d/b+1(easy). 3,3,d+3,4,4-If the 3rd hit connect so does the 4th.You can start an insane mix-up from RFS(end the string at the 4th hit),because you get an insane frame advantage(+21).This string and the one above can’t be used as a true mix-up because the df~n method works against both strings. 3,3,4,4-This version is used if your opponent reverses the above strings at the 4th hit. Honestly, I rarely use the above strings as part of my main offense. They are all somewhat safe, but at the end they don’t get you very far in terms of damage/set-ups and flow. The more you use these, the crappier your Hwoarang looks. ---------------------------------------------------------------------------- Command Name Stance Range Properties ------- ---- ------ ----- ---------- BT 4 Plasma Blade RFF m JG Damage: 20 H Adv: KD F Hit: 14 Hc Adv: KD B Adv: -13 CH Adv: KD [3XL] One of the two RFF f+4~4 look-alike BT launchers. Unlike in TTT, this launches, and without a tag! (hold for applause... 3... 2...) This can sorta be used as a surprise, but probably only once, if that. Good after Fox Stepping, but try not to make it obvious. [D14] The best version of Grand Theft that he has. At 14 frames this move is a killer for it’s range. I mostly use this move when I start messing with my opponent in the mind-game department.1+2,(BT)3 will get those who impatiently for the trick. The main use for this is after a successful Fox Step(when they whiffed a move).Doesn’t cover as much ground as it’s LFF cousin, but still more then it’s RFF Cousin. ---------------------------------------------------------------------------- Command Name Stance Range Properties ------- ---- ------ ----- ---------- b+4 Nose Bleeder RFF h OSc Damage: 28 H Adv: +4 F Hit: 12 Hc Adv: x B Adv: -7 CH Adv: +3 [3XL] Although it's powerful and kinda quick, there are only two place where you'd want to use this over any other move. The first is after a wall push (medium / far). The second is to try for some nasty crap if b+4 hits on CH. I don't want to make deftones14 sound like a broken record, so I'll just let him explain. [D14] The only bad thing about this move is that it hits high. 28 points of damage, comes out in 12 frames and side-turns the opponent on CH are it’s good points. The fact that you SS left within the animation is also a plus. Some consider it a must in their play, but I hardly use this move. Still one of Hwoarang’s best. By the wall, a CH b+4,2,f+4~4,3~4 is almost guaranteed unless they duck. In case that use CH b+4,f+4~4,3~4. (credit indirectly goes to Tensaikun) ---------------------------------------------------------------------------- Command Name Stance Range Properties ------- ---- ------ ----- ---------- f+4,4 Short Outrage RFS hm Damage: 20,15 H Adv: +20 +2 F Hit: 17 Hc Adv: x x B Adv: +7 -7 CH Adv: +8 KD [3XL] Ok, there is absolutely no time you'd want to do a full f+4,4 string unless your opponent hasn't seen it in over two years and you want to go for the surprise K.O. And f+4 by itself is ok since it's sorta safe, but then again it's not the fastest move. A note on the properties here: the 2nd hit only knocks down if f+4 whiffed! So (f+4),4 CH probably won't happen in THIS lifetime. [D14] Some people like to use the first part of the string to get into RFS. On block you get +7, so a lot of things are possible. If you choose to use the whole strings you are safe on block, but loose your momentum. Never really use this. ---------------------------------------------------------------------------- Command Name Stance Range Properties ------- ---- ------ ----- ---------- f,f+4 Torpedo Kick h OB / BT Damage: 30 H Adv: +8 F Hit: 18 Hc Adv: x B Adv: -13 CH Adv: +8 [3XL] f,f+4 soars over floored opponents, and since you would normally end BT, you would now face forward after body crossing. In my experience, I've done this move after knocking down someone (buffered from a crouch dash). When he wanted to hit me with a KND 4, he stood up backwards, and I had enough time for a back throw (though d+3,4, b+3 + combo would be better). The fact that it has zero tracking can be a good thing or a bad thing. Just remember that you buffer this from a crouch dash with f,N,d,d/f, N, f+4. It's also a stylish juggle ender, and if you're close enough, you can try a Reverse Fox Step so when they tech, you're in prime throwing postion from BT. And who suspects that?? [D14] Considered crap by many I actually like to use this move. If you are within range(after this hits) and they don’t react fast enough d+3,4,b+3 is possible from the back. A good combo ended as well as a Wall Combo-ender. I sometimes use this as part of my Oki strategy. At close range this will go over them and they might rise with a kicking attack in the wrong direction. ---------------------------------------------------------------------------- Command Name Stance Range Properties ------- ---- ------ ----- ---------- 4,4,4,4 Right Kick Combo and hhhm variations 4,4,4,3 hhhl 4,4,f+4 RFF hhh 4,4,b+4 LFF hhh 4,4,4 RFS hhh 4,f+4 RFF hh 4,3 RFF hm 4,f+3 LFF hm Damage: varies H Adv: varies F Hit: 11 Hc Adv: varies B Adv: varies CH Adv: varies [3XL] The only other mashable kick string. Oh no! 4,4,4,(3_4) - Equivalent to Jun's 1+4,2,(4_d+4) string mix-up, only it's not quite as fast. I'm surprised at how people don't expect a low kick, and the payoff is great! (free d/b+4,4). Once your opponent expects this, try to go for 4,4,4,4 against walls. The last hit gives a wall stun and puts you in RFF for your free RFF 3~4. Only 4,4,4,3 is punishable on block. 4,4,(b+4_4_f+4) - 4,4,b+4 puts you in LFF. Nice to know I suppose, and in TTT there was a NICE combo on Jacks using this (RFF f+4~4 CH, u/b, 4,4,b+4, f,f+4 if you must know), but there aren't times Tekken 4 where is supremely advantageous (I hope I'm wrong). 4,4,4... you might as well do a full mix-up with 4,4,4,4 or 4,4,4,3. 4,4,f+4 does nice damage; HHH's combo video has RFS d/f+4, 4,4,f+4 on Xiaoyu. You shouldn't really care about the rest... [D14] 4,4,4,4/4,4,4,3- If the opponent blocks the 1st 3 hits of either string a mix-up is possible. The last 4 is mid(1st string) and the last 3 is low(2nd string). If you trip them(3) d/b+4,4 is guaranteed. If you get the 4,4,4,3 string on CH or by the wall,IWS+4,4(My method) is possible. If the opponent block the 4, you are at a safe disadvantage, if he/she blocks the 3, you are eating a WS attack. 4,4,f+4/4,4,b+4- The 1st string ends in RFF, the 2nd one in LFF. Use these strings as a set-up for wall juggles and your overall wall game. In juggles the 3 kicks do a good amount of damage, but by themselves their use should be minimal. 4,4,4- This strings ends in RFS. A good version of the string that can create a confusion as you enter Flamingo. On block you are at –1 as you enter flamingo, but no one should interrupt(unless you get predictable), because they might be expecting you to finish the string. 4,f+4- This string end in RFF.The only use for this that I can think of is using this if your opponent ducks the initial kick. 4,3/4,f+3- The 1st string is better than the 2nd one, because you get more frame advantage on hit and less disadvantage on block. Both variations hit h,m so this is move is perfect for those that duck/SS the initial kick. On block you can Isw(Instant Side Walk(D/U)to escape a linear retaliation attempt. ---------------------------------------------------------------------------- :: 3.5 Right Foot Forward Arts (RFF) :::::::::::::::::::::::::::::::::::::: ---------------------------------------------------------------------------- This is Hwoarang’s better stance. You have more movement options, and your right jab dominates just about anything. In this stance if you press and hold B or F you will return to LFF. So the only way basic movement you have is the dash(b,b f,f). ---------------------------------------------------------------------------- Command Name Stance Range Properties ------- ---- ------ ----- ---------- 1,1 Migrane hm Damage: 10,12 H Adv: +9 +4 F Hit: 10 Hc Adv: x +4 B Adv: +1 -7 CH Adv: +7 +4 [3XL] You know, sometimes I think Namco just makes moves just so something happens when you press those buttons. This is one of them. [D14] I don’t know why you would use the whole string? The first punch gives you frame advantage, but RFF 2 gives you a lot more. ---------------------------------------------------------------------------- Command Name Stance Range Properties ------- ---- ------ ----- ---------- 2,1,1 Big Fists hhm Damage: 6,10,12 H Adv: +15 +12 +4 F Hit: 10 Hc Adv: x x +4 B Adv: +4 +1 -7 CH Adv: +15 +9 +4 [3XL] RFF 2,1 would be the equivalent of everyone else's 1,2 punch (more on that later), but what you really want to pay attention to is just the RFF 2. Frame advantage on everything = totally, unquestionably safe! In previous Tekkens, f,f,N, 2 was the combo filler for the more stylish juggles, but once again, 1,2,(3_4) makes this quite unnecessary. Back to RFF 2,1. Well, since RFF 2,1 is like everyone's 1,2, and after a while, people tire of your jab annoyance and start ducking, this is a great set up for RFF f+4~4! Stuff like RFF 2~1, 2, f+4~4, etc. [D14] The first hit itself will give you great frame advantage on block. Continuing the string won’t get you too far. Most people including myself rarely do the 1st 2 hits. A good string, but you definitely waste an RFF opportunity after you finish the string, because it is most likely to get blocked. ---------------------------------------------------------------------------- Command Name Stance Range Properties ------- ---- ------ ----- ---------- 2,3 PK combo hh Damage: 6,25 H Adv: +15 +4 F Hit: 10 Hc Adv: x x B Adv: +4 -7 CH Adv: +15 +3 [3XL] Well, if you're in RFF and you think you're going to CH something, it might not be a bad idea. But as a juggle ender from LFS b+4... I still say cancelling with u/b, then doing 2,4, 2, f,f, 3~4 [wall] would be better. [D14] This is our good friend from RFF. On CH the opponent can duck the 2nd hit (very unlikely, unless conditioned), but CAN’T block it. So basically 2,3 is like LFF 2,f+4 , but better. You are safe on block, if you do miscalculate the mind games. In other words, this should be used when you think the opponent will interrupt. What makes this a good choice for interruption is the insane frame advantage you get after RFF 2 on block. This move is really useful in combos. Any time you launch with the right heel lance (LFS b+4), do this and your opponent’s back is to you. If your opponent happens to be by the wall, a properly timed 3,3,3<3 will take off a half of his/her life. ---------------------------------------------------------------------------- Command Name Stance Range Properties ------- ---- ------ ----- ---------- 2,4,3 Jab, Chainsaw Kick hhM 2,4<4 Jab, Double Hook hhh Damage: 6,15,20 H Adv: +15 +3 KD F Hit: 10 Hc Adv: x x KD B Adv: +4 -8 -21 CH Adv: +15 KD KD Damage: 6,15,27 H Adv: +15 +3 KD F Hit: 10 Hc Adv: x x KD B Adv: +4 -8 -9 CH Adv: +15 KD KD [3XL] RFF 2,4,(3_4) string together the RFF 2 jab into the respective RFF 4 chains. RFF 2,4,3 was an ok juggle ender in TTT (IMO ugly and not damaging enough), and I can't imagine RFF 2,4,4 ever hitting, since you can just duck until you see the RFF 4,3 string, in which case you block high. RFF 2,4,3 might be the best option as a juggle ender if you think your opponent might wall tech before you're able to finish the juggle for Tony - T's patented wall catch. [D14] These strings can be used in juggles, but they give you minimal damage. The 2,4,3 version can be used for Oki (if someone blocks the last hit, you shall see a deathfist coming your way). The last kick hits grounded for 20 points of damage. The 2,4<4 string has a delayable last kick, which will get impatient people. Some people like to enter flamingo after 2,4,(2,4~F,U,D,B) although the frame advantage on this Flamingo entrance is definitely working against you. 2,4<4 creates a major wall stun if you get the last kick to connect. I use these strings sometimes to create a variety of moves that I use. If not overused, these can have some value. ---------------------------------------------------------------------------- Command Name Stance Range Properties ------- ---- ------ ----- ---------- 2,b+4 Jab, Spin Kick RFF hh Damage: 10,32 H Adv: +15 KD F Hit: 10 Hc Adv: x x B Adv: +4 +1 CH Adv: +15 KD [3XL] The only, only application where this move is clearly the best option is in this combo, courtesy of HHH's combo vid: RFF 4~SSL CH, 2, f,f,N, 2,b+4 [D14] This move is for the people that like to attack after you finish your jabs (2). Since your next jab (2) is uninterruptable, this move looses it’s value. This version of the b+4 has an automatic SS built in, so in case you whiff with your jab, you are likely to connect the kick, if they throw a linear attack. I use this in juggles to add flash, but that’s about it. ---------------------------------------------------------------------------- Command Name Stance Range Properties ------- ---- ------ ----- ---------- 3,3 Teaser Tip, lh OSB Wild Roundhouse Damage: 15,40 H Adv: -2 KD F Hit: 17 Hc Adv: -2 x B Adv: -13 -2 CH Adv: -2 KD [3XL] Generally, when people see you stay in RFF, they expect some RFF 2 jab annoyance, or they stay cautious, not wanting to be juggled off a CH RFF 4, or they prepare for a double punch throw escape. (RFF 3~4s should be thrown out instantaneously). RFF 3,3 is a slow, stupid low kick, followed by a damaging high kick that telegraphs itself all over, has bad recovery, and is in no way guaranteed. Obviously you should use just the first kick, but very, very sparingly, and as a round finisher at that. If you know exactly how your opponent is going to block, then you can have a crappy mix-up of RFF 3 and RFF f+4,4. The thought of it never occurs to me in matches because neither of those moves has decent recovery. Perhaps the 2nd hit of RFF 3,3 may be "uninterruptible" if the first RFF 3 hit near a wall for a stun, but meh. [D14] A lot of people say that they can see the first 3 coming. I think if you don’t overuse this, no one will see it. Sadly, the 2nd kick is interruptable even after the 1st one hits. What does that mean? Only use one kick. For a low attack this has a good reach, but you are at a disadvatange after the first kick hits. IMO, still a good move, it just doesn’t have ABUSABLE written all over it. ---------------------------------------------------------------------------- Command Name Stance Range Properties ------- ---- ------ ----- ---------- 3~4 Backlash h OSB Damage: 36 (54 clean, 64 CH) H Adv: KD F Hit: 25 Hc Adv: x B Adv: +4 CH Adv: KD [3XL] For Hwoarang, this is -the- damaging move you look forward to after meticulous planning, be it juggles or just punishing whiffed moves. On block, it can be just as good, as there is an evil mind game you can try: .------------------------------------._.------------------------------------. | Active Guard |_| b+3 | |------------------------------------|_|------------------------------------| | Neutral Guard |_| f,N,d,d/f+4 | | |_| u/f+4 | |------------------------------------|_|------------------------------------| | u/b~N, Active Guard |_| f,f, b+3 | `------------------------------------' `------------------------------------' Credit for most of this goes to deftones14 (I think; it was in a PM). I'm sure he'll just cover this many times over, but I think this is important, and I like tables. Don't worry about the move hitting high; it has surprisingly good recovery. Besides, if you're using it correctly - this is DEFINITELY not a move you can just throw out - you shouldn't worry about that anyway. [D14] Even though the damage got toned down, you can now run in and B+3 to add extra damage. The main use for this move is in the cd+4 juggle (cd+4,3+4, 3~4). It will give you the same 66 points of damage from earlier games. The other use for this move is when it gets blocked up-close. The correct way of getting out of this mix-up is ub~B. However most people press B to block. In this case do b+3, it will launch them and give you a free juggle. Some people like to leave the character in neutral to block b+3, in that case do a really fast cd+4. However you can be interrupted by a back kick from your opponent. In that case you have to wait for them to finish the kick and then juggle them. The mix-up is not as Hwoarang-friendly as I once thought it was, nonetheless things still work in your favor. This move also creates a Major Wall Stun. You can do two of these in a row to get around 110 points of damage. If the wall is on your right side, it is more likely you will get a wall stun , because the move knocks you in that direction. A lot of times you can be about 2-3 characters away and still get a wall stun. This move, being one of the slowest kicks Hwoarang posses recovers on a whiff like no other. A lot of times you can block whatever your opponent throws out after a whiff and punish them (depending on the move they throw out). Also the animation while this move can hit is very large, sometimes ducking impatient players will try to do a rising attack before the animation is finished, only to find themselves being knocked very, very far. ---------------------------------------------------------------------------- Command Name Stance Range Properties ------- ---- ------ ----- ---------- f+3 Cheap Shot LFS h Damage: 25 H Adv: +23 F Hit: 14 Hc Adv: x B Adv: +12 CH Adv: +23 [3XL] Really good due to its frame godliness. If your opponent is afraid of ducking for some reason, you can try f+4, 2, f+3, 1, d/f+1... I'm quite sure this is uninterruptible. I'd like to stress the fact that this can be done almost instantly in LFF! I got the idea from Tekken Zone's Hwoarang Act. 6 (TTT). Here it is: F+3+4, 3 This isn't a 100% accurate notation (but heck, Zaibatsu's notation isn't either), so I'll just explain. You have to HOLD FORWARD the whole time, and then quickly press 3+4, then 3. Sounds simple enough, but of course the part that requires some hand dexterity is the follow-ups. f+3, 1 f+3, 3,4 f+3, d/f+3 f+3, 3+4, d/f+4 f+3, d+3,4 f+3, f+3 I have to say, the instant RFF f+3, d+3,4, f+4 is my signature string, so don't be stealing. :D [D14] Check out the frame advantage on hit.;) A very good way to get into LFS , even on block. You can practically do any more you want without being interrupted. That gives you the freedom to create a mix-up from the moves that you want to use. On CH PBK are guaranteed if done really fast. After this move you can press ~B to retreat and create a little bit of space. This is one Hwoarang’s best, besides the fact that it hits high. ---------------------------------------------------------------------------- Command Name Stance Range Properties ------- ---- ------ ----- ---------- BT 3 Plasma Blade RFF m JG Damage: 20 H Adv: KND F Hit: 14 Hc Adv: KND B Adv: -13 CH Adv: KND [3XL] Though I'm sure you can sorta set it up with 1+2 alone, this is neat to do after a Fox Step. deftones14 covers this pretty well later on. [D14] This I use after a successful Fox Step. The range is terrific and this move executes in 14 frames. Punches are still guaranteed in blocked up-close. ---------------------------------------------------------------------------- Command Name Stance Range Properties ------- ---- ------ ----- ---------- f,f+3 Rip-off RFF h OSB Damage: 25 H Adv: KD F Hit: 28 Hc Adv: KD B Adv: 0 CH Adv: KD [3XL] I think this is more useful on block. It's slow, hits high, and has obvious wind-up, but at least he jumps. On block, your opponent turns to the side. At this point you can expect a d+1 or some sort of retaliation. It'll whiff entirely when you do a RFF b+4, which is -the- perfect follow-up. I don't consciously do this move, but when I throw it out (and it's blocked), I'm happy I did it. There may be some nasty wall crap due to the way the opponent flies, but... [D14] This kick has range and a side turn. You have the initiative ,because they are off-axis. By the wall if you CH someone, you get a Major Wall Stun. Has some uses, but not too many. ---------------------------------------------------------------------------- Command Name Stance Range Properties ------- ---- ------ ----- ---------- b+3 Misdemeanor h OSc Damage: 28 H Adv: +4 F Hit: 12 Hc Adv: x B Adv: -7 CH Adv: +4 [3XL] Eh... so many good things from RFF. Why have hamburger when you can have steak? LFF b+4 is great because it gets you into RFF and it has great follow-ups on CH. RFF b+3 gets you into LFF (like pretty much any other move), and if there's a nasty follow-up, I haven't heard about it. [D14] Umm, this is not as good as it’s brother, because you end up in LFF where you don’t have punches that give you frame advantage. A good move, but I think RFF 2,3 is better. ---------------------------------------------------------------------------- Command Name Stance Range Properties ------- ---- ------ ----- ---------- b+4 Snap Spin Kick RFF h Damage: 27 H Adv: KD F Hit: 27 Hc Adv: x B Adv: -1 CH Adv: KD [3XL] Too good after a blocked RFF f,f+3! Can also be used for oki, if you are feeling confident. [D14] This move avoids linear attacks very well. It can be used after a RFF back step or just when you think they will jab you. Too bad it hits high, which makes this a dangerous attack to use if anticipated. ---------------------------------------------------------------------------- Command Name Stance Range Properties ------- ---- ------ ----- ---------- 4,3 Chainsaw Kick RFF hM 4,4 Double Hook hh Damage: 15,20 H Adv: +3 KD F Hit: 12 Hc Adv: x B Adv: -8 -21 CH Adv: +9 Damage: 15,27 H Adv: +3 KD F Hit: 12 Hc Adv: x B Adv: -8 -9 CH Adv: +9 [3XL] I'm not too fond of either move. I'm going to skip RFF 4,3 entirely, and I'll just say that you have to delay the RFF 4,4 if you want both kicks to hit on CH. [D14] Remember the 2,4,3 and 2,4<4 strings?? Take away the punch and this is what you get. The only difference that’s worth noting is that after you get into Flamingo (4~F,U,D,B) you are at 0 frame advantage. This means that in a heated battle your PBK(4~f,f+4) are most likely to hit someone who decides to interrupt. ---------------------------------------------------------------------------- Command Name Stance Range Properties ------- ---- ------ ----- ---------- d/f+4(~F,B,U,D) Right Side Kick RFS m Damage: 12 H Adv: +4 (+17) F Hit: 13 Hc Adv: +4 (+18) B Adv: -7 (+7) CH Adv: +4 (+17) [3XL] This is one of the better new Tekken 4 moves. deftones14 can explain it better... but you have to have good sticks! Otherwise you'll just get a LFF d/f+4. Ew... [D14] This is the move of the Gods. After this always enter Flamingo. You have so many options, even on block. On CH and if you are close enough RFS b+3,d/f+4 are guaranteed (credit goes indirectly to Tensaikun). Hits mid, gives you advantage no matter what, guaranteed damage on CH, you couldn’t ask for more. ---------------------------------------------------------------------------- Command Name Stance Range Properties ------- ---- ------ ----- ---------- f+4~4 Grand Theft RFF m JG Damage: 20 H Adv: KD F Hit: 17 Hc Adv: KD B Adv: -12 CH Adv: KD [3XL] RFF 3~4 can now hit from this launcher on off axis / fully side-turned opponents, and directly on certain characters (King, Steve), and on everyone against walls, so that's a plus. I know deftones14 has written plenty on this, but I'll just say that besides the RFF jab annoyance mentioned in the RFF 2,1,1 comments, this is part of a new, sorta-guaranteed CH catch combo (by walls, anyway) by tensaikun. :/ b+4 CH, 2, f+4~4, 3~4 [D14] This move is really good. After a successful RFF back-step you can throws this one out. I even think it avoids certain moves on certain frames. You are not safe on block, so certain characters can squeeze in a jab string (though you have to be fast). However, you shouldn’t have this blocked too often, and if you are... you are not using this at the right moments. ---------------------------------------------------------------------------- Command Name Stance Range Properties ------- ---- ------ ----- ---------- f,f+4~3 Screw Pirrouette Kick RFF mh GB Damage: 18,20 H Adv: -8 KD F Hit: 22 Hc Adv: -6 KD B Adv: -17 +14 CH Adv: -6 KD [3XL] On CH, both hits connect... otherwise I don't see much use for this. It's duckable otherwise, and the first kick by itself has unbelievably poor recovery, so I pass. [D14] The only move that Hwoarang has that gives you guaranteed RFF f+3 and RFF b+3. Too bad almost everyone ducks the last kick, even on hit. On CH , both kicks connect, but this move is easy to see coming. If you do use this, use only the first kick and start using the second when they begin to punish you after the first kick. It also gives you a Major Wall Stun. ---------------------------------------------------------------------------- :: 3.6 Left Flamingo Arts (LFS) ::::::::::::::::::::::::::::::::::::::::::: ---------------------------------------------------------------------------- [3XL] This is probably the most used Flamingo stance. Not only because it's so easy to get into: triple sidesteps, quick interrupting attacks, and the ever-popular LFS d+3,4 (the first hit being low, not special mid) are also available. [D14] Considered by many the better of the two stances, I think I have to agree. The mix-up in this stance is very effective, but other than that the two stances remain similar. The main difference between this stance and RFS is the addition of d+3,4 and the lack of a juggling Axe-kick(d/f+4). This stance is somewhat more string-based. ---------------------------------------------------------------------------- Command Name Stance Range Properties ------- ---- ------ ----- ---------- N Lefty -- Damage: -- H Adv: -- F Hit: -- Hc Adv: -- B Adv: -- CH Adv: -- [3XL] You can do f,f moves from this! ...ok, this isn't -that- great. jjt / KOFTEKKEN's "Advanced TTT Techniques" FAQ said to do f+3, and then when his foot touches the ground, you press f+[button]. There is perhaps only one good use for this, and it's one of those things where you have to rely on the surprise factor for something that will probably work once on the same person (credit: Jinguu): f+3, N, f+4 = f,f+4. I actually did this at SHGL - Southern Hills Golfland, home of the fiercest SoCal comp - and it hit (surprise!) WeaponX. And what a surprise it was... it got "ooh's" and "ah's" from TieTYT and / or White Rob! :) [D14] By doing this you can do Fl.cancels. However, only after certain ways of getting into flamingo. ---------------------------------------------------------------------------- Command Name Stance Range Properties ------- ---- ------ ----- ---------- (u_d) Side Step LFS -- Damage: -- H Adv: -- F Hit: -- Hc Adv: -- B Adv: -- CH Adv: -- [3XL] Yeah, um... I suppose you can feign weakness for an opportunity to interrupt with PB Kicks... but I've never needed to go beyond Yomi Level 3. [D14] You can still SS moves at close range, but the usefulness of this move has been killed in this installment. ---------------------------------------------------------------------------- Command Name Stance Range Properties ------- ---- ------ ----- ---------- f Flamingo Steppin' LFS Damage: -- H Adv: -- F Hit: -- Hc Adv: -- B Adv: -- CH Adv: -- [3XL] Yeah, um... I suppose you can feign weakness for an opportunity to interrupt with PB Kicks... but I've never needed to go beyond Yomi Level 3. (and yes I typed this out again, I didn't just copy and paste) [D14] I don’t know why you would do this. ---------------------------------------------------------------------------- Command Name Stance Range Properties ------- ---- ------ ----- ---------- 3+4 Flamingo Switch RFS -- Damage: -- H Adv: -- F Hit: -- Hc Adv: -- B Adv: -- CH Adv: -- [3XL] The more obvious use of this is for flashy combos (most often starting with RFF f+4~4, f+3). The latent abilities are confusion and feigning attack recovery to punish with Parabellum Kicks. More on that later (by deftones14). [D14] Use this to switch stances, create confusion, add flash or cover ground. ---------------------------------------------------------------------------- Command Name Stance Range Properties ------- ---- ------ ----- ---------- 1 Left Jab LFF h Damage: 7 H Adv: +7 F Hit: 13 Hc Adv: x B Adv: +5 CH Adv: +7 [3XL] This quick jab is the easiest way to get out of Flamingo, with nice frame stats to boot. [D14] A great move to get frame advantage. ---------------------------------------------------------------------------- Command Name Stance Range Properties ------- ---- ------ ----- ---------- 2 Right Back Hand RFF m Damage: 12 H Adv: +7 F Hit: 16 Hc Adv: +7 B Adv: -4 CH Adv: +7 [3XL] It's the old f+2. Since it's from LFS, you can do the 10-string. It's not totally useless from the side; a good part of the 10-string will juggle! Credit goes to chittan for his TTT combo vid, and HoustonHardHitt for his (unfortunately titled) T4 combo movie. This is his combo: LFS 2,2,3,4,3,4,3 [D14] It’s the rusty knife out of Flamingo. A good, safe mid move that covers ground better than a punch. End a juggle with this before the opponent hits the wall and tech-rolls. You are now in RFF and your good friends, the backlash(3~4) and Grand Theft(f+4~4) can be used to create some Wall Okizeme ( credit goes to Smaksu) ---------------------------------------------------------------------------- Command Name Stance Range Properties ------- ---- ------ ----- ---------- f+3 Parabellum Kick LFS hh aka PB Kick(s), PBK Damage: 8,10 H Adv: +8 F Hit: 8 Hc Adv: x B Adv: -3 CH Adv: +8 [3XL] Yes, well, I have a little history with this move. Long believed to be useless, I had posted in a thread titled "Frame Data can suck a fat one!" saying that it's not amazingly good because it hits high. Against the CPU at least, I was punished every time. But then I decided to use it because, heck, since the move "sucked," it would be flashy to use it. However, in the back of my mind, those kicks were always fun to do for some reason, and they were always great juggle enders against walls. I guess I just hated the move since abuse of it commits yourself to that boring, string-based style I hate even more. So after a brief hiatus, WeaponX came over and I started using it, and I started testing. I then realized three things: 1) People, by default, block high. That means you don't have to fear that match-ending WS+2 from Kazuya. That is -the- WS move you have to worry about, but it's the slowest. Even if Kazuya ducks the PB Kicks, chances are your opponent doesn't know how fast it recovers, so unless he does that WS+2 AS SOON AS the exact attack frames of your PB Kick are over, you'll interrupt it with another PB Kick. 2) People don't realize how fast this move is, both execution and recovery. That means you not only can, but -will- interrupt a standing or ducking jab with those kicks if done consecutively - at least for a little while. One time I did it three times and interrupted twice, because my opponent thought it had crappy recovery. His clearly audible, frustated grunt made it all worthwhile. (my opponent was of course WeaponX, so ha ha :p ha ha omg he got hit by the same thing three times in a row rotflmao!) 3) This move strengthens the LFS mix-ups. Now your opponent can't expect to stop your Flamingo flow with a jab. This is in contrast to #2; you also inspire fear in addition to baiting to interrupt, all of which add to your opponent's frustation, which I find incredibly humorous. Among other uses, it stops people trying to sidewalk out of Flamingo strings (and you can, but only a certain way, so it's still 50 / 50). If blocked, and you anticipate a jab (it happens), a LFS b+4 will duck and juggle at the same time. This excellent strat was brought up by some guy in the strat thread. I'd take the time to search the thread and find his name to credit him, if he wasn't such an unbelievable asshole (to me, of all people!) later in the thread. deftones14 will cover this move later in the Flamingo section. >>> *UPDATE* - the asshole has a name: it's bazooie. Basically, as long as it wasn't ducked to begin with, you have the advantage. So use this move, but know what you're doing! You can't just throw it out, hoping it's the end-all, be-all solution to your problems like Kazuya's ewgf. The payoff is good but it's not game-breakingly good. Special thanks to SMAKSU for quoting me in the strat thread, making me look like the bad guy. He's now my #1 forum enemy. (so if you're reading this right now you can take that smile off your face) [D14] The fastest kick in the game that is mostly used to stop interruptors and keep the Flamingo flow alive. On block this still gives you plenty of options to keep your offensive. These are great when you are juggling right on top of the wall. For a last hit they do about 30 points. ---------------------------------------------------------------------------- Command Name Stance Range Properties ------- ---- ------ ----- ---------- d/f+3 Left Snap Kick RFF m Damage: 18 H Adv: +6 F Hit: 17 Hc Adv: +6 B Adv: -5 CH Adv: +6 [3XL] Compared to the other mid-hitting juggle starter from LFS (LFS b+4), this one's a lot safer. However it's not as good as RFS d/f+4; the best you can do from this is d/b+4,4. I've seen people do an iWS+4,4 for more ground options, but meh. [D14] A good move, but not as good as it’s RFS counterpart. It’s safe on block; I still think that there are better(yet more dangerous options). Pretty good for creating a mix up between it and LFS d+3,4. Get this blocked and your flow is gone. ---------------------------------------------------------------------------- Command Name Stance Range Properties ------- ---- ------ ----- ---------- b+3 Snap Spin Kick h OSB Damage: 27 H Adv: KD F Hit: 27 Hc Adv: KD B Adv: -5 CH Adv: KD [3XL] Ew... yuck... it's stupidly powerful, telegraphs like crazy, and hits high, but it doesn't avoid stuff. I suppose you can do this combo for fun: RFF f+4~4, f+3, b+3 - but meh. [D14] Can be used in juggles for flash. Turns the opponent around on block and any retaliation attempt from them will be off-axis. The only thing they can do is throw you to actually realign themselves and interrupt anything you throw out that is linear. In that case you can duck and retaliate. Unlike it’s RFF brother, this doesn’t avoid linear attacks. ---------------------------------------------------------------------------- Command Name Stance Range Properties ------- ---- ------ ----- ---------- (d_d/b)+3,4 Chin Buster - Dodge Lift RFS Lh Damage: 8,10 H Adv: -11 +17 F Hit: 14 Hc Adv: -11 x B Adv: -22 +7 CH Adv: -11 +17 [3XL] This is -the- most overused move by people who dedicate themselves to that unbeLIEVEeably boring style of LFS d+3,4, 3+4, d+3,4, 3+4, d+3,4, b+3. That's effective... unless you know how to sidewalk. Anyhoo you only want to do this move from LFS since -this- version hits low (and grounded)! And of course both of those kicks are guaranteed on hit. Use it but don't trap yourself. [D14] This move introduced a whole new concept to the Flamingo strings. If this hits you get an insane amount of frames to do a lot of things. The first kick hits grounded and if you are by the wall you can LFS d+3,4,d+4 for about 20 Oki points. Probably the best new addition to Hwoarang. ---------------------------------------------------------------------------- Command Name Stance Range Properties ------- ---- ------ ----- ---------- 3,3<3 Machine Gun Kicks mmh JG GB Damage: 12,10,25 H Adv: -4 -3 KD F Hit: 14 Hc Adv: -4 -3 KD B Adv: -15 -14 -2 CH Adv: -4 -3 KD [3XL] Umm... HHH did this in his combo vid: LFS b+4, f+3, 1, 2,3, 3,3,3 [wall] But I'm sure this was back in the days when no one realized there was such a back tech roll, and as such this is probably totally techable. Thanks anyway, HHH! [D14] This is the same as the LFF 3,3,3,3 string, just without the 1st hit. Don’t use this unless you want to chain this out of 1,2,3 (on a back-turned opponent by the wall)or you want to show off your button pressing skills ;) ---------------------------------------------------------------------------- Command Name Stance Range Properties ------- ---- ------ ----- ---------- 3,3,4 Menace to Society RFS mmh Damage: 12,10,20 H Adv: -4 -3 +21 F Hit: 14 Hc Adv: -4 -3 x B Adv: -15 -14 +8 CH Adv: -4 -3 +8 [3XL] Ugh, you're in LFS, remember! Don't do this! At all! [D14] I rarely use this. It’s just not my style. If you do overuse this, the last hit is going to get ducked and a WS attack will be eaten. ---------------------------------------------------------------------------- Command Name Stance Range Properties ------- ---- ------ ----- ---------- 3,3,4,4 Bad Menace RFF mmhm Damage: 12,10,20,15 H Adv: -4 -3 +21 +2 F Hit: 14 Hc Adv: -4 -3 x +2 B Adv: -15 -14 +8 -7 CH Adv: -4 -3 +8 KD [3XL] More crap moves. [D14] I might as well pick Steve and 1,2,1 over and over. ---------------------------------------------------------------------------- Command Name Stance Range Properties ------- ---- ------ ----- ---------- 3<4 Public Enemy mm Damage: 12,21 H Adv: -4 0 F Hit: 14 Hc Adv: -4 0 B Adv: -15 -11 CH Adv: -4 0 [3XL] It's part 2 of the safe mix-up of that instant RFF f+3 stuff. RFF f+3, d+3,4 RFF f+3, 3,4 [D14] A safe move that will connect both hits if on CH. Flamingo offers better options IMO. Also once you do this and your opponent blocks it, your flow is gone. ---------------------------------------------------------------------------- Command Name Stance Range Properties ------- ---- ------ ----- ---------- 4 Famingo Hop Kick RFS h Damage: 28 H Adv: KD F Hit: 14 Hc Adv: x B Adv: -2 CH Adv: KD [3XL] Given the amount of awesome moves from LFS alone, ranging from major damage to flow, this is really only used for juggle enders. Remember this? b+3, 3~4, 1,2,3, 4 [D14] Deals out good damage at the ends of long combos. Catches those who SS your Flamingo attacks. Not a bad move, but very limited use outside of juggles, because it hit’s high. Th