| Hwoarang |
|---|
| Movelist & frame data (Tekken 8) |
|---|
Heat
Input
- RFF.2+3
- LFS.2+3
2+3
- Cancel to r45 with b,b on frame 42
- 2 chip damage on block
- 12 chip damage on hit
- Only deals recoverable damage
- Cannot cause a K.O.
- H.RFF.2+3
- H.LFS.2+3
H.2+3
- Jails
- Transition to +13d attack throw on hit
- 5 chip damage on block
- Also possible during RFF and LFS
- Transition to RFS
df+3+4
- Jails
- 5 chip damage on block
- Also possible during RFF
f,F+4
- Also possible during RFF
- Transition to RFF (does not transition on Heat activation or when using Heat Dash)
RFF.df+3
- Remains in RFF (transitions to LFF on Heat activation or when using Heat Dash)
LFS.f+3
- Remains in LFS (does not transition on Heat activation or when using Heat Dash)
RFS.b+3
- Increased chip damage scaling on block during heat
- 6 chip damage on block in heat
RFS.4,3
- Transition to LFS
- Combo from 1st CH
- Combo from 1st hit during heat
- Increased chip damage scaling on block during heat
- 4 chip damage on block in heat
H.RFS.f+4
- Jail from 1st block
- Remains in RFS
- 2 chip damage on block
H.RFS.f+4,4
- Combo from 1st or 2nd hit
- Transition to RFF
- Partially uses remaining Heat time
- Increased chip damage scaling on block during heat
- 2 chip damage on block
H.RFS.d+4
- Transition to RFF
- Partially uses remaining Heat time
- RFS.d+4,3,4 airborne combo guaranteed on normal hit
- Increased chip damage scaling on block during heat
- 4 chip damage on block in heat
H.RFS.d+4,3
- Combo from 1st hit
- Airborne combo from 1st hit in heat
- 8 dmg, +20a (+13) on hit
- 23 total dmg from 1st hit
- Increased chip damage scaling on block during heat
- 3 chip damage on block in heat
H.RFS.d+4,3,4
- Combo from 2nd hit
- Airborne combo from 1st hit
- +10a (+9) on hit
- 15 dmg, 38 total dmg from 1st hit
- Increased chip damage scaling on block during heat
- 9 chip damage on block in heat
n
Input
1,1,3,3
- Combo from 3rd hit with 1F delay
- Move can be delayed by 10F
1,2
- Jail from 1st block with 4F delay
- Combo from 1st hit with 4F delay
- Transition to LFS with 3 (+3/+12g?/+12)
- Transition to RFS with 4 (+3/+12g?/+12)
1,2,f+4
- Combo from 2nd CH with 3F delay
- Move can be delayed by 4F
2
- Transition to LFS with 3 (+3/+11g/+12)
- Transition to RFS with 4 (+3/+11g/+12)
- +19, +27, +28 in framedata display (bug?)
- 70% scaling on next hit
2,f+3
- Combo from 1st hit with 1F delay
- Combo from 1st CH with 4F delay
2,f+4
- Combo from 1st CH with 3F delay
3,3
- Jail from 1st block
- Combo from 1st CH
- -7c on crouching hit
- Transition to r17 LFS with F (+2/+8/+13)
3,3,2
- Combo from 2nd CH with 8F delay
- Move can be delayed by 10F
3,3,3
- Combo from 2nd CH with 8F delay
- Move can be delayed by 10F
3,3,4
- Transition to RFS
- Combo from 2nd CH with 8F delay
- Move can be delayed by 10F
3,3,f+4
- -1 on block on average. Frame advantage may range from -4~+2 on block
- Combo from 2nd CH with 5F delay
- Move can be delayed by 10F
3~4
- Input 4 the following frame after 3 to power up
- 37dmg, +1 oB, +42a (+16) oH
4,3
- Combo from 1st hit
- +5c on crouching hit
- Cancel the second hit and transition to r8 LFS with F (-6/+5)
4,4
- Jail from 1st block
- Combo from 1st hit
- Transition to RFS
4,4,3
- Transition to RFF
- Combo from 2nd CH
4,4,4
- Transition to RFF
- Combo from 2nd CH with 1F delay
- Cancel and transition to r15 RFS with F (-17/-6)
- Input can be delayed by 1F
- Move cannot be delayed
4,4,4,4
- Combo from 3rd hit with 4F delay
- Input can be delayed by 4F
- Move cannot be delayed
- 6 chip damage on block
- Forces backroll on hit (opponent recovers crouching)
- Alternate input:(RFS.u+4),4
f
Input
f+3
- Transition to LFS
- Sidesteps to the right
- Can move forwards and backwards with F and B
- Can sidestep with U and D
- Cannot block or crouch in stance
f+4
- +10~+16 guaranteed on CH depending on frame advantage
- Transition to RFS
f,n,4
- Transition to RFS
- Sidesteps to the left
- Can move forwards and backwards with F and B
- Can sidestep with U and D
- Cannot block or crouch in stance
df
Input
df+1,3
- Combo from 1st hit
- Transition to LFS
df+2
- +4s on crouching normal hit
- Also possible during RFF
df+3
- Cancel and transition to r1 LFS with F_U_D at frame 20 of move startup
- Power up if an attack is absorbed
- 2 chip damage on block
- -9 on block
df+3,4
- Combo from 1st hit with 7F delay
- Move can be delayed by 5F
- Input can be delayed by 7F
- Power up if an attack is absorbed by previous hit
- 4 chip damage on block
- -9 on block
df+4
- Transition to RFF
- Wall splats
df+3+4
- Jails
- 5 chip damage on block
- Also possible during RFF
d
Input
- db+1
- hFC.1
- RFF.d+1
- RFF.db+1
d+1
- Transition to Standing with f
- +6c on crouching hit
- db+2
- hFC.2
- RFF.d+2
- RFF.db+2
d+2
- +7c on crouching hit
d+3,4
- Transition to RFS
- Combo from 1st hit
d+4,4
- Jail from 1st normal hit
- Combo from 1st CH
- Also possible during RFF
d+3+4
- Transition to LFS on hit
db
Input
db+3
- Also possible during RFF
db+4
- Transition to r20 RFS with F (-1/+3/+10)
- Also possible during RFF
db+4,4
- Combo from 1st CH
b
Input
u
Input
ub+4
- Opponent recovers non-guarding on hit (situational guaranteed follow-up)
- Also possible during RFF
- ub+2
- RFF.u+2
- RFF.ub+2
u+2
- Also possible during RFF
- Sidesteps to the left
- Wall splats
- ub+3
- RFF.u+3
- RFF.ub+3
u+3
- Also possible during RFF
- Transition to LFS
u+4
- Also possible during RFF
- Transition to RFS
u+3+4
- Also possible during RFF
uf+3,4
- Available on hit or block only
- Jail from 1st block
- Combo from 1st hit
- Also possible during RFF
- Transition to RFS
uf+3,4,3
- Combo from 1st hit
- Also possible during RFF
uf+4,4
- Combo from 1st hit
- Also possible during RFF
- Transition to RFS
uf+4,4,4
- Combo from 2nd CH
- Also possible during RFF
- Transition to RFS
- Third hit is not low parryable if the first two hits connect. Parryable if the first two hits whiff.
uf+3+4
- Jail from 1st block
- Also possible during RFF
- Transition to LFS with F (-2/+9)
uf+3+4,4
- Combo from 1st hit
- Also possible during RFF
- Transition to RFF
uf,n,4
- Also possible during RFF
Motion Input
Input
f,F+4
- Also possible during RFF
- Transition to RFF (does not transition on Heat activation or when using Heat Dash)
b,B+2+3
- Also possible during RFF
- Cancel and transition to r24? LFS at frame 25? with b,b
f,f,F+3
- 9 chip damage on block
- Also possible during RFF
f,f,F+4
- 11 chip damage on block
- Also possible during RFF
- Sideswaps and leaves opponent backturned on hit
- Transition to BT on block
Crouch
Input
WS
Input
ws1,4
- Combo from 1st hit
- Transition to RFS
ws2,3
- Combo from 1st hit
- +72a (+56) from 1st hit
- Transition to LFS
ws4,4
- Jail from 1st block
- Combo from 1st hit
- Recovers 3 frames faster on hit (r21 t52)
- Transition to RFF
ws3+4,3
- Combo from 1st hit with 7F delay
- Input can be delayed by 7F
- Move cannot be delayed
CD (Shark Step)
Input
f,n,d,df
- Cannot be buffered
- Stance moves can be buffered out of heat dash
- Recovers in FC at frame 20
- Cancel to sidestep with u
- Cancel to block with b
CD.3
- 8 chip damage on block
- Also possible during RFF
- Transition to LFS
f,n,df#4
- 3 chip damage on block
- Also possible during RFF.
- The 4 input can be delayed up to 10 frames after df input during RFF.
BT (Backturn Stance)
Input
RFF (Right Stance)
Input
RFF.1,1
- Combo from 1st hit with 4F delay
- Input can be delayed by 4F
- Move can be delayed by 3F
RFF.2,1
- Jail from 1st block with 2F delay
- Combo from 1st hit with 2F delay
- Remains in RFF
RFF.2,1,1
- Combo from 1st hit with 4F delay
- Input can be delayed by 4F
- Move can be delayed by 3F
RFF.2,3
- Forces crouch on hit
- Combo from 1st hit with 2F delay
- Input can be delayed by 2F
- Move cannot be delayed
RFF.2,4
- Jail from 1st block with 2F delay
- Combo from 1st hit with 2F delay
- Input can be delayed by 2F
- Move cannot be delayed
- Remains in RFF
- Transition to RFS with F_B_D_U (+4/+16g/+16)
- i14 RFS? guaranteed on CH
RFF.2,4,3
- Combo from 2nd CH with 2F delay
- Move can be delayed by 10F
- Remains in RFF
RFF.2,4,4
- Jail from 2nd block with no delay
- Does not jail from 2nd hit
- Combo from 2nd CH with 9F delay
- Move can be delayed by 10F
RFF.3,4
- Combo from 1st hit
- Transition to RFS
- Cancel and transition to r8? RFS with F (-12/-1)
RFF.3~4
- Clean hit, 35dmg
- 10 chip damage on block
RFF.4
- Remains in RFF
- Transition to RFS with F_B_D_U (+4/+16g/+16)
- i13 RFS followups guaranteed on CH?
RFF.4,3
- Remains in RFF
- Combo from 1st CH with 2F delay
- Move can be delayed by 10F
RFF.4,4
- Jail from 1st block with no delay
- Combo from 1st CH with 9F delay
- Move can be delayed by 10F
RFF.f+1,2
- Jail from 1st block with 4F delay
- Combo from 1st hit with 4F delay
RFF.f+3
- Transition to LFS
- Transition to r44? BT with B (-11~-8/+0~+3)
RFF.df+3
- Remains in RFF (transitions to LFF on Heat activation or when using Heat Dash)
RFF.df+4
- Remains in RFF
- Transition to RFS with F_B_D_U (+4/+13g/+13)
RFF.df+2+3
- Power up if an attack is absorbed
- 2 chip damage on block
- -9 on block
- Cancel and transition to r1 LFS with F_U_D at frame 20 of move startup
RFF.df+2+3,4
- Power up if an attack is absorbed by previous hit
- 4 chip damage on block
- -9 on block
- Combo from 1st hit with 7F delay
- Move can be delayed by 5F
- Input can be delayed by 7F
RFF.d+3,4
- Combo from 1st hit
- Transition to RFS
RFF.b+1
- Has good left sidestep tracking
RFF.b+2
- 5 chip damage on block
- Remains in RFF
LFS (Left Flamingo)
Input
f+3
- Transition to LFS
- Sidesteps to the right
- Can move forwards and backwards with F and B
- Can sidestep with U and D
- Cannot block or crouch in stance
LFS.2
- Transition to RFF
- Links to 10-hit string
LFS.3
- Transition to r17 LFS with F (+2/+8/+13)
- -7c on crouching hit
LFS.3,2
- Combo from 1st CH with 9?F delay
- Move can be delayed by 10F
LFS.3,3
- Combo from 1st CH with 9?F delay
- Move can be delayed by 10F
LFS.3,4
- Transition to RFS
- Combo from 1st CH with 9?F delay
- Move can be delayed by 10F
LFS.3,f+4
- Combo from 1st CH with 6?F delay
- -1 on block on average. Frame advantage may range from -4~+2 on block
LFS.4
- js8~27
- fs28~30
- Transition to RFS
LFS.4~3
- 7 chip damage on block
- Jail from 1st block
- Input 4 the following frame after 3 to power up
- 45dmg on hit, 8 chip damage on block
LFS.1+2,4
- Combos from 1st hit
LFS.f+3
- Remains in LFS (does not transition on Heat activation or when using Heat Dash)
LFS.df+3
- Cancel and transition to r1 LFS with F_U_D at frame 20 of move startup
- Power up if an attack is absorbed
- 2 chip damage on block
- -9 on block
LFS.df+3,4
- Combo from 1st hit with 7F delay
- Move can be delayed by 5F
- Input can be delayed by 7F
- Power up if an attack is absorbed by previous hit
- 4 chip damage on block
- -9 on block
LFS.d+3,4
- Combo from 1st hit with 1F delay
- Move cannot be delayed
- Input can be delayed by 1F
- Transition to RFS
LFS.b+3
- Power up if an attack is absorbed
- 9 chip damage on block
- -8 on block
- Transition to RFF
LFS.b+4,3
- Combo from 1st CH
- Jail from 1st block
- 6 chip damage on block
- Transition to RFF
LFS.uf+3,4
- Available on hit or block only
- Jail from 1st block
- Combo from 1st hit
- Transition to RFS
LFS.uf+3,4,3
LFS.uf+3+4
- Jails from 1st block
- Transition to LFS with F (-2/+9)
LFS.uf+3+4,4
- Combo from 1st hit
- Transition to RFF
RFS (Right Flamingo)
Input
f,n,4
- Transition to RFS
- Sidesteps to the left
- Can move forwards and backwards with F and B
- Can sidestep with U and D
- Cannot block or crouch in stance
RFS.2
- Transition to RFF
- Links to RFF.2 extensions
RFS.3
- Transition to LFS
- Sidesteps to the left
- Increased chip damage scaling on block during heat
- 7 chip damage on block in heat
RFS.3~4
- Jail from 1st block
- Increased chip damage scaling on block during heat
- 9 chip damage on block in heat
- Input 4 the following frame after 3 to power up
- 37dmg on hit, +1 on block
- 14 chip damage on block in heat
RFS.4
- Transition to RFF
- Increased chip damage scaling on block during heat
- 5 chip damage on block in heat
RFS.4,3
- Transition to LFS
- Combo from 1st CH
- Combo from 1st hit during heat
- Increased chip damage scaling on block during heat
- 4 chip damage on block in heat
RFS.f+3
- Increased chip damage scaling on block during heat
- 5 chip damage on block in heat
RFS.f+4
- Jail from 1st block
- +6 on 2nd CH
- Remains in RFS
- Power up during Heat
RFS.f+4,4
- Combo from 1st or 2nd CH
- Transition to RFF
RFS.df+4
- Increased chip damage scaling on block during heat
- 4 chip damage on block in heat
RFS.d+3
- Transition to RFF
- Increased chip damage scaling on block during heat
- 3 chip damage on block in heat
- cs10~19 crush state when canceled into followup
RFS.d+3,3
- Combo from 1st CH with 4F delay
- Move cannot be delayed
- Input can be delayed by 4F
- 11 chip damage on block
- Increased chip damage scaling on block during heat
- 14 chip damage on block in heat
RFS.d+4,3
- Combo from 1st hit
- Airborne combo from 1st CH
- 8 dmg, +20a (+13) on hit
- 26 total dmg from 1st CH
RFS.d+4,3,4
- Power up in Heat: 30dmg and increased chip damage on block
- Combo from 2nd CH
- Airborne combo from 1st CH
- +10a (+9) on hit
- 10 dmg, 36 total dmg from 1st CH
RFS.b+3
- Increased chip damage scaling on block during heat
- 6 chip damage on block in heat
RFS.b+4
- Power up if an attack is absorbed
- 9 chip damage on block
- -8 on block
- Increased chip damage scaling on block during heat
- 6 chip damage on block in heat
- 9 chip damage on block after absorbing an attack
RFS.u+4
- Transition to RFF
- Link to LFF.(4,4,4),4 extension
- Combo from 1st hit with 4F input delay
- Extension cannot be delayed
- Increased chip damage scaling on block during heat
- 5 chip damage on block in heat
RFS.uf+3
- Increased chip damage scaling on block during heat
- 6 chip damage on block in heat
RFS.uf+4
- Transition to RFF
- Increased chip damage scaling on block during heat
- 6 chip damage on block in heat
H.RFS.f+4
- Jail from 1st block
- Remains in RFS
- 2 chip damage on block
H.RFS.f+4,4
- Combo from 1st or 2nd hit
- Transition to RFF
- Partially uses remaining Heat time
- Increased chip damage scaling on block during heat
- 2 chip damage on block
H.RFS.d+4
- Transition to RFF
- Partially uses remaining Heat time
- RFS.d+4,3,4 airborne combo guaranteed on normal hit
- Increased chip damage scaling on block during heat
- 4 chip damage on block in heat
H.RFS.d+4,3
- Combo from 1st hit
- Airborne combo from 1st hit in heat
- 8 dmg, +20a (+13) on hit
- 23 total dmg from 1st hit
- Increased chip damage scaling on block during heat
- 3 chip damage on block in heat
H.RFS.d+4,3,4
- Combo from 2nd hit
- Airborne combo from 1st hit
- +10a (+9) on hit
- 15 dmg, 38 total dmg from 1st hit
- Increased chip damage scaling on block during heat
- 9 chip damage on block in heat
Others
Input
- R.RFF.df+1+2
- R.LFS.df+1+2
- R.RFS.df+1+2
R.df+1+2
- Damage increases with lower health, maximum 82
- Freezes match timer on activation and on hit
- Restores recoverable health on hit
- Transition to attack throw on hit
- Consumes Rage
- Possible during RFF, LFS and RFS
SS.3,3
- Jail from 1st block
- Combo from 1st hit
- +34a (+27) on 1st CH
- Transition to LFS
b+1+3
- Parries high and mid punches. Pressing 4 on successful parry gives Shotgun Shuffle
b+1+3,P.4
- Pressing 4 after successful parry
(Back to wall).b,b,UB
- js14?~32?
Throws
Input
1+3
- Break: 1 or 2
- Opponent recovery on hit: FDFT
- Sideswap on break
2+4
- Break: 1 or 2
- Opponent recovery on hit: FDFT off-axis to the left, sideswap
Left throw
- Break: 1
- Opponent recovery on hit: FUFT off-axis to the left
- Also possible during RFF
Right throw
- Break: 2
- Opponent recovery on hit: FDFT off-axis to the right
- Also possible during RFF
Back throw
- Break: none
- Opponent recovery on hit: FUFA
- Also possible during RFF
2+4,B
- Break: 2
- Opponent recovery on hit: FUFA, sideswap
- Transition to BT on hit
- RFF.f+2+3
- LFS.f+2+3
- RFS.f+2+3
f+2+3
- Break: 1+2
- Opponent recovery on hit: FUFA, sideswap
- Sideswap on break
- Possible in RFF, LFS and RFS
uf+1+2
- Break: 1+2
- Opponent recovery on hit: FUFA
- Also possible during RFF
qcb+3
- Break: 1
- Opponent recovery on hit: FUFA, sideswap
AIR.ub+3+4
- Break: none
- Opponent recovery on hit: FUFA, sideswap
- Also possible during RFF
RFF.1+3
- Break: 1+2
- Opponent recovery on hit: FUFA, sideswap
10 Strings
LFS.2
- Transition to RFF
- Links to 10-hit string
LFS.2,2,3
- Combo from 2nd hit (1st active frame only)
- Combo from 2nd CH
- Interrupt from 2nd block with i3
LFS.2,2,3,4,3
- Interrupt from 4th block with i13
LFS.2,2,3,4,3,4
- Combo from 5th hit
LFS.2,2,3,4,3,4,4
- Interrupt from 6th block with i18
- Can be sidestepped
LFS.2,2,3,4,3,4,4,4
- Interrupt from 7th block with i3
LFS.2,2,3,4,3,4,4,4,4
- Airborne combo from 8th hit
- Interrupt from 8th block with i33
- Can be sidestepped
LFS.2,2,3,4,3,4,4,4,4,3
- Airborne combo from 8th hit
- Combo from 9th hit
- Jail from 9th block