Hwoarang movelist

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Heat

Can use powered up versions of certain attacks during Right Flamingo (H.RFS.d+4,3,4 & H.RFS.f+4,4)
All kick attacks in Right Flamingo Stance cause increased chip damage, compared to other attacks
Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Heat Burst
  • RFF.2+3
  • LFS.2+3

2+3

m
[12;12]
+1
+2c
i16
pc7~16
t92 r30
Heat Burst
  • 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.
Trinity Claymore
  • H.RFF.2+3
  • H.LFS.2+3

H.2+3

m,​(t),​m,​h
13,​(14,​24),​ 12,​25
+11
+13d / +35d (+14)
i17~18, i18~19, i29
js55
r35? RFS
Heat Smash
Balcony Break
  • Jails
  • Transition to +13d attack throw on hit
  • 5 chip damage on block
  • Also possible during RFF and LFS
  • Transition to RFS
Ignition Barrage
RFF.df+3+4
40

df+3+4

m,​h,​m
7,​4,​17
-14
+4c
i13,i14,i24~25
r35
Heat Engager
Heat Dash +5, +43d (+35)
  • Jails
  • 5 chip damage on block
  • Also possible during RFF
Peacekeeper
RFF.f,F+4
60

f,F+4

m
22
4?
4?
-7
+19a (+10)
i17~18
t46 r28 RFF
Heat Engager
Heat Dash +5, +36a (+26)
Balcony Break
  • Also possible during RFF
  • Transition to RFF (does not transition on Heat activation or when using Heat Dash)
Black Kite
93

RFF.df+3

m
21
+1
+6
i22~24
js9~
r35? RFF
Homing
Heat Engager
Heat Dash +5, +43d (+35)
Balcony Break
  • Remains in RFF (transitions to LFF on Heat activation or when using Heat Dash)
Flamingo Rocket
113

LFS.f+3

m
23
+4
+26a
i19~20
r18? LFS
Balcony Break
Heat Engager
Heat Dash +5, +36a (+26)
  • Remains in LFS (does not transition on Heat activation or when using Heat Dash)
Left Heel Lance
136

RFS.b+3

m
21
-9
+7
i16~17
r31
Heat Engager
Heat Dash +5, +42a (+27)
  • Increased chip damage scaling on block during heat
    • 6 chip damage on block in heat
Double Phalanx

RFS.4,3

m,​m
17,​21
+4
+25a (+16)
,i23~24
r18? LFS
Tornado
Balcony Break
  • 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

h,​h
8,​10
+0
+5
i8, i10
r19? RFS
  • Jail from 1st block
  • Remains in RFS
  • 2 chip damage on block
Right Viper Combo > Right Sword

H.RFS.f+4,4

h,​h,​h
8,​10,​9
-6
+75a (+59)
i23
r29? RFF
Tornado
  • 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
Sometimes written Flappy Kicks

H.RFS.d+4

L
15
-23
+7c
i20~21
r32 RFF
  • 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

L,​h
15,​12 (8)
-9
-1 / +20a (+13)
i25
r31
  • 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
Predator Bardiche
135

H.RFS.d+4,​3,4

L,​h,​h
15,​12 (8),​30 (15)
-9
+28a (+2) / +10a (+9)
i27~28
js22~
r36
Balcony Break
  • 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

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Jab

1

h
5
+1
+8
i10
t29 r19
Recovers 2f faster on hit or block (t27 r17)

1,1

h,​h
5,​8
-3
+8
i12
r22
  • Jail from 1st block
  • Combo from 1st hit

1,​1,3

h,​h,​L
5,​8,​10
-12
-1
i21
  • Combo from 2nd CH
Home Surgery
13

1,​1,​3,3

h,​h,​L,​h
5,​8,​10,​14
-14
+4
i20
r33
  • Combo from 3rd hit with 1F delay
  • Move can be delayed by 10F
Left Right Combo

1,2

h,​h
5,​10
-3
+6
i10
r22
  • 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)
Rejector
15

1,​2,f+3

h,​h,​m
5,​10,​14
-8
+9
i21
Wall Crush +21g on hit
  • Combo from 2nd CH with 4F delay
Rejection
16

1,​2,f+4

h,​h,​h
5,​10,​20
-2
+35d (+27)
i24~25
js14~
r29
Balcony Break
  • Combo from 2nd CH with 3F delay
  • Move can be delayed by 4F
Right Jab
17

2

h
9
+0
+8
+9
i10
t29 r19
  • 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
Right Jab Side Kick
18

2,f+3

h,​m
9,​14
-8
+9
i21
Wall Crush +21g on hit
  • Combo from 1st hit with 1F delay
  • Combo from 1st CH with 4F delay
Right Jab > Spinning Back Kick
19

2,f+4

h,​h
9,​20
-2
+35d (+27)
i24~25
js14~
r29
Balcony Break
  • Combo from 1st CH with 3F delay

3

h
15
-7
+4
i14
r26

3,3

h,​m
15,​12
-13
-7
-2
i18
r32
  • Jail from 1st block
  • Combo from 1st CH
  • -7c on crouching hit
  • Transition to r17 LFS with F (+2/+8/+13)
Siege Mortar Combo
20

3,​3,2

h,​m,​M
15,​12,​20
-11
+1c
i21~22
  • Combo from 2nd CH with 8F delay
  • Move can be delayed by 10F
Left Kicks
21

3,​3,3

h,​m,​m
15,​12,​15
-14
+32d (+24)
i21
Balcony Break
  • Combo from 2nd CH with 8F delay
  • Move can be delayed by 10F
Left Kicks > Right Hook Kick
22

3,​3,4

h,​m,​h
15,​12,​15
+8
+19g
+19
i21~23
r9? RFS
  • Transition to RFS
  • Combo from 2nd CH with 8F delay
  • Move can be delayed by 10F
Left Kicks > Backlash
23

3,​3,f+4

h,​m,​h
15,​12,​20
-1
+40a (+14)
i21~27
r23
Balcony Break
  • -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
Flying Eagle

3~4

m,​m
11,​21
-3
+26a (+16)
i22,i7
js16~
Balcony Break
  • Input 4 the following frame after 3 to power up
    • 37dmg, +1 oB, +42a (+16) oH

4

h
14
-6
+5
i11~12
r24
Right Left Kick Combo
25

4,3

h,​m
14,​16
-6
+5
+20a (+11)
i22
r25
Balcony Break
on CH
  • Combo from 1st hit
  • +5c on crouching hit
  • Cancel the second hit and transition to r8 LFS with F (-6/+5)

4,4

h,​h
14,​13
-1
+10g
+10
i16
r20? RFS
  • Jail from 1st block
  • Combo from 1st hit
  • Transition to RFS
Right Kicks > Chainsaw Heel
26

4,​4,3

h,​h,​M
14,​13,​20
-14c
+14d
i25~31
RFF
  • Transition to RFF
  • Combo from 2nd CH

4,​4,4

h,​h,​h
14,​13,​17
-2
+8
i25~26
js19~
r27? RFF
  • 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
Right Kicks > Raptor Combo
RFS.u+4,4
27

4,​4,​4,4

h,​h,​h,​h
14,​13,​17,​20
+0
+10c
i31~32
js20~
r37
Balcony Break
Tornado
  • 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
Disrespect
RFF.1+2

1+2

r7 BT
  • Transition to BT
Motion Switch

3+4

r10 RFF
  • Transition to RFF
  • Transition to r13? standing block with B

f

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Rusty Knife
30

f+2

m
15
-2
+9
i16
t37? r21? RFF
  • Transition to RFF
Left Flamingo Feint

f+3

t31 r13 LFS
  • 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
Cheap Shot Snap Kick
32

f+3~3

m
25
-16
+7a (-2)
i20
Balcony Break
  • Sidesteps to the right
Right Hook Kick
33

f+4

h
21
+7~+13
+18g~+24g
+18~+24
i17~23
r9? RFS
  • +10~+16 guaranteed on CH depending on frame advantage
  • Transition to RFS
Right Flamingo Feint

f,n,4

t31 r15 RFS
  • 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
Push Hands
RFF.f+1+2
35

f+1+2

m
17
-9
+2
+14
i15
r28
  • Also possible during RFF

df

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
RFF.df+1

df+1

m
10
-1
+6
i13~14
t33 r19
  • Also possible during RFF
Left Uppercut & Middle Kick
RFF.df+1,3
36

df+1,3

m,​m
10,​15
-2
+6
i22~23
t78? r20? LFS
  • Combo from 1st hit
  • Transition to LFS
Right Uppercut
RFF.df+2
37

df+2

m
13
-7
+34a (+24)
i15~16
t41 r25
  • +4s on crouching normal hit
  • Also possible during RFF

df+3

m
12
-14~-13
-4~-3
i22~23
pc7~21
t58 r35
  • Cancel and transition to r1 LFS with F_U_D at frame 20 of move startup
  • Power up if an attack is absorbed
Reversal Break
    • 2 chip damage on block
    • -9 on block
Double Claymore

df+3,4

m,​m
12,​20
-14
+4a
i24~25
t84 r35
  • 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
Reversal Break
?
    • 4 chip damage on block
    • -9 on block
Middle Claymore
39

df+4

m
20
-8~-7
+8~+9
+18a (+9)
i16~17
r26 RFF
Homing
Balcony Break
on CH
  • Transition to RFF
  • Wall splats
Ignition Barrage
RFF.df+3+4
40

df+3+4

m,​h,​m
7,​4,​17
-14
+4c
i13,i14,i24~25
r35
Heat Engager
Heat Dash +5, +43d (+35)
  • Jails
  • 5 chip damage on block
  • Also possible during RFF

d

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Crouch Jab
  • db+1
  • hFC.1
  • RFF.d+1
  • RFF.db+1

d+1

sl
5
-5
+6
i10
cs4~
t34 r24 FC
  • Transition to Standing with f
  • +6c on crouching hit
Crouch Straight
  • db+2
  • hFC.2
  • RFF.d+2
  • RFF.db+2

d+2

sl
8
-4
+7
i11
cs4~
t34 r23 FC
  • +7c on crouching hit

d+3

l
7
-13
-2
i17
-2c on crouching hit
Smash Low Right
41

d+3,4

l,​h
7,​13
+8g~+10g
+14g~+16g
+19~+21
i21~23
r9? RFS
  • Transition to RFS
  • Combo from 1st hit
RFF.d+4

d+4

l
7
-17
-6
+4s
i19
cs6~55
FC
  • Also possible during RFF
Firecracker
RFF.d+4,4
42

d+4,4

l,​h
7,​22
-13
+69a (+53)
i20
r35
Tornado
  • Jail from 1st normal hit
  • Combo from 1st CH
  • Also possible during RFF
Dark Halberd
db+3+4

d+3+4

L
18
-14
+6 LFS
i21~22
cs6~54
r32 FC
Homing
  • Transition to LFS on hit

db

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Sweep Kick
RFF.db+3
43

db+3

L
12
-13
-1
+17g
i19
cs6~51
r32 FC
  • Also possible during RFF
RFF.db+4

db+4

L
14
-12
-8
-1
i16
r31
  • Transition to r20 RFS with F (-1/+3/+10)
  • Also possible during RFF
Ankle Biter > Crescent Kick
RFF.db+4,4
44

db+4,4

L,​h
14,​21
-1~+1
+24a~+26a
i17~19
r27
  • Combo from 1st CH

b

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Stealth Needle

b+1

m
15
-15
-1
i15
r36
  • Sidesteps to the right
Right Back Elbow

b+2

h
18
-4
+6
+14c
i14
r33
Elbow
  • Good right sidestep tracking
Left Plasma Blade

b+3

M
17
-19
+35a (+25)
i16~17
r34
Tornado
Nose Bleeder

b+4

h
17
-10
+1
+50a
i13~14
r28 RFF
  • Transition to RFF

u

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Fade-Away Kick
RFF.ub+4
50

ub+4

m
18
-8
+10
i17~20
js5~17
  • Opponent recovers non-guarding on hit (situational guaranteed follow-up)
  • Also possible during RFF
Knife Hand Strike
  • ub+2
  • RFF.u+2
  • RFF.ub+2

u+2

h
18
-9
+15
i13~15
r26
Balcony Break
Homing
  • Also possible during RFF
  • Sidesteps to the left
  • Wall splats
Jump Kick
  • ub+3
  • RFF.u+3
  • RFF.ub+3
51

u+3

h
25
+5
+44a (+38)
i20
js9~
r16? LFS
  • Also possible during RFF
  • Transition to LFS
Scorpion Side Kick
RFF.u+4
52

u+4

m
18
+3
+11g
+11
i16~18
js9~
r17? RFS
  • Also possible during RFF
  • Transition to RFS
Bloody Guillotine
RFF.u+3+4
53

u+3+4

m
20
-7
+24a
i25~26
js8~
r25
  • Also possible during RFF
Bone Stinger
RFF.uf+2
54

uf+2

m
22
+5c
+6c
+28d
i26
js13~
r26
  • Also possible during RFF
RFF.uf+3

uf+3

m
11
-6
-7
i28~29
js9~
t65 r36
  • Also possible during RFF
RFF.uf+3,4

uf+3,4

m,​m
11,​12
+2
+13
i20~21
fs1~
r17 RFS
  • Available on hit or block only
  • Jail from 1st block
  • Combo from 1st hit
  • Also possible during RFF
  • Transition to RFS
Hunting Hawk
RFF.uf+3,4,3
55

uf+3,​4,3

m,​m,​m
11,​12,​20
-14
+0c
i27~28
fs1~
r33
  • Combo from 1st hit
  • Also possible during RFF
RFF.uf+4

uf+4

h
12
-2
+4
i22~23
js10~
RFS
  • Also possible during RFF
  • Transition to RFS
RFF.uf+4,4

uf+4,4

h,​m
12,​12
+0
+6
i11~12
js2?~
RFS
  • Combo from 1st hit
  • Also possible during RFF
  • Transition to RFS
Air Raid
RFF.uf+4,4,4
56

uf+4,​4,4

h,​m,​L
12,​12,​12
+1
+7
i9~10
RFS
  • 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.
RFF.uf+3+4

uf+3+4

m,​h
10,​8
-10
+1
i14,i9
js9~
r29
  • Jail from 1st block
  • Also possible during RFF
  • Transition to LFS with F (-2/+9)
Flashing Trident
RFF.uf+3+4,4
57

uf+3+4,4

m,​h,​m
10,​8,​13
-10
+7
i14~15
js1~
RFF
  • Combo from 1st hit
  • Also possible during RFF
  • Transition to RFF
Delayed Rising Toe Kick
RFF.uf,n,4
58

uf,n,4

m
20
-13
+32a (+22)
i23~25
js
  • Also possible during RFF

Motion Input

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Spinning Axe Kick
59

f,F+3

M
24
+6
+6c
i20~24
t46 r22 RFF
  • Transition to RFF
Peacekeeper
RFF.f,F+4
60

f,F+4

m
22
4?
4?
-7
+19a (+10)
i17~18
t46 r28 RFF
Heat Engager
Heat Dash +5, +36a (+26)
Balcony Break
  • Also possible during RFF
  • Transition to RFF (does not transition on Heat activation or when using Heat Dash)
Dynamite Heel
45

b,B+2+3

m!
40
+17a
i61~62
  • Also possible during RFF
  • Cancel and transition to r24? LFS at frame 25? with b,b
Flying Nerichagi
RFF.f,f,F+3
61

f,f,F+3

m
30
+6
+23a
i22~24
js3~
t49 r25
Balcony Break
  • 9 chip damage on block
  • Also possible during RFF
Torpedo Kick
RFF.f,f,F+4
62

f,f,F+4

h
28
+5
+8
i18~19
js15~
t50? r31? BT
  • 11 chip damage on block
  • Also possible during RFF
  • Sideswaps and leaves opponent backturned on hit
  • Transition to BT on block

Crouch

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Crouch Spin Kick

hFC.3

L
10
-17
-6
i16
cs1~
t52 r36 FC
  • -6c on crouching hit
Crouch Shin Kick

hFC.4

l
6
-15
-4
i12
cs1~
t46 r34 FC
  • -4c on crouching hit

WS

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
CD.1

ws1

m
12
-3
+8
i12~13
t34 r21
Twin Mustang
CD.1,4
70

ws1,4

m,​m
12,​18
+0
+8
i22~23
r18? RFS
  • Combo from 1st hit
  • Transition to RFS
CD.2

ws2

m
12
-7
+4s
i15~16
r25
Chonsan Spin
f,n,d,df,2,3
68

ws2,3

m,​h
12,​10 (15)
+3
+72a (+56) / +10
i23~25
js17~
r23? LFS
Tornado
  • Combo from 1st hit
    • +72a (+56) from 1st hit
Balcony Break
from 1st hit
  • Transition to LFS
Iron Heel
69

ws3

m
22
-12
+14c
i14~16
r30

ws4

m
12
-3
+8
i11~12
t33 r21
Tsunami Kick
70

ws4,4

m,​M
12,​13
-9
+4c
i15~19
t55? r24 RFF
  • Jail from 1st block
  • Combo from 1st hit
  • Recovers 3 frames faster on hit (r21 t52)
  • Transition to RFF

ws3+4

m
16
-9
+2
i20~21
BT
  • Alternate input: f,n,d,df+3+4 (CD.3+4)
  • Transition to BT
Spinning Scythe > Axe Heel
71

ws3+4,3

m,​M
16,​20
-6
+5c~+10c
+29d
i21~26
  • Combo from 1st hit with 7F delay
  • Input can be delayed by 7F
  • Move cannot be delayed

CD (Shark Step)

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Shark Step
64

f,n,d,df

t20 r3?
  • 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
Phalanx
RFF.CD+3
65

CD.3

m
27
+4
+25a (+16)
+57a (+10)
i18~19
r18? LFS
Tornado
Balcony Break
  • 8 chip damage on block
  • Also possible during RFF
  • Transition to LFS
Sky Rocket
RFF.CD+4
66

CD.4

m
18
-18
+53a (+43)
i16
t53 r37
Tornado
  • Also possible during RFF
Lethal Sky Rocket
RFF.f,n,df+4
67

f,n,df#4

m
18
-8
+59a (+49)
i16
t47 r31
Tornado
  • 3 chip damage on block
  • Also possible during RFF.
  • The 4 input can be delayed up to 10 frames after df input during RFF.
Sometimes written JFSR

BT (Backturn Stance)

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Disrespect
RFF.1+2

1+2

r7 BT
  • Transition to BT
Left Plasma Blade

BT.3

M
20
-13
+38a (+28)
i14~16
r46
Plasma Blade

BT.4

M
20
-13
+40a (+30)
i14~16
r44 RFF
  • Transition to RFF
Spinning Low Kick
76

BT.d+3

L
20
-13
-2
+31a
i18~19
cs4~50
FC

RFF (Right Stance)

Unless otherwise specified, all moves return Hwoarang to standing/Left Stance.
Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Motion Switch

3+4

r10 RFF
  • Transition to RFF
  • Transition to r13? standing block with B
Flamingo Switch > Left Flamingo
130

RFF.3+4

  • Transition to LFF

RFF.1

h
10
+0
+6
i10
r19? RFF
  • Remains in RFF
Migraine
78

RFF.1,1

h,​m
10,​12
-8
+3
i19
  • Combo from 1st hit with 4F delay
  • Input can be delayed by 4F
  • Move can be delayed by 3F

RFF.2

h
6
+2
+8
i10
r17? RFF
  • Remains in RFF

RFF.2,1

h,​h
6,​10
+0
+6
i10
r19 RFF
  • Jail from 1st block with 2F delay
  • Combo from 1st hit with 2F delay
  • Remains in RFF
Big Fists
79

RFF.2,​1,1

h,​h,​m
6,​10,​12
-8
+3
i19
  • Combo from 1st hit with 4F delay
  • Input can be delayed by 4F
  • Move can be delayed by 3F
Hawk Strike
80

RFF.2,3

h,​h
6,​24
-9
+20g
i19~20
js13~
r29
Balcony Break
Tornado
  • Forces crouch on hit
  • Combo from 1st hit with 2F delay
  • Input can be delayed by 2F
  • Move cannot be delayed

RFF.2,4

h,​h
6,​9
-8
+3g
+3
i12
r27 RFF
  • 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
Chainsaw Kick Combo
81

RFF.2,​4,3

h,​h,​M
6,​9,​20
-14c
+14d
i25~31
RFF
  • Combo from 2nd CH with 2F delay
  • Move can be delayed by 10F
  • Remains in RFF
Right Reverse Kick Combo
82

RFF.2,​4,4

h,​h,​h
6,​9,​23
-5
+41a
i18~19
r25
Balcony Break
  • 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

m
13
-4
+7
i16
Volcannon
83

RFF.3,4

m,​h
13,​16
+10g~+11g
+21g~+22g
+11~+12
i27~28
r9? RFS
  • Combo from 1st hit
  • Transition to RFS
  • Cancel and transition to r8? RFS with F (-12/-1)
Backlash
84

RFF.3~4

h
27
+4~+7
+46a~+49
i27~30
pc8~26
r18
Strong Aerial Tailspin
Homing
Balcony Break
  • Clean hit, 35dmg
  • 10 chip damage on block

RFF.4

h
9
-8
+3
i12
r27 RFF
  • Remains in RFF
  • Transition to RFS with F_B_D_U (+4/+16g/+16)
    • i13 RFS followups guaranteed on CH?
Chainsaw Kick
85

RFF.4,3

h,​M
9,​20
-14c
+14d
i25~31
RFF
  • Remains in RFF
  • Combo from 1st CH with 2F delay
  • Move can be delayed by 10F
Right Reverse Kick
86

RFF.4,4

h,​h
9,​23
-5
+41a
i18~19
r25
Balcony Break
  • Jail from 1st block with no delay
  • Combo from 1st CH with 9F delay
  • Move can be delayed by 10F

RFF.f+1

h
5
+1
+8
i10
r19
Left Right Combo

RFF.f+1,2

h,​h
5,​10
-3
+6
i10
r22
  • Jail from 1st block with 4F delay
  • Combo from 1st hit with 4F delay
Cheap Shot
90

RFF.f+3

h
21
+12~+15
+23~+26
i14~17
r4? LFS
  • Transition to LFS
  • Transition to r44? BT with B (-11~-8/+0~+3)
Right Flamingo Feint

RFF.f+4

r18 RFS
  • Transition to RFS
Plasma Blade

RFF.f+4~4

M
20
-13
+41a (+31)
i18~20
RFF
Tornado
  • Remains in RFF
Black Kite
93

RFF.df+3

m
21
+1
+6
i22~24
js9~
r35? RFF
Homing
Heat Engager
Heat Dash +5, +43d (+35)
Balcony Break
  • Remains in RFF (transitions to LFF on Heat activation or when using Heat Dash)
Right Sidekick
94

RFF.df+4

m
12
-7
+1g
+1
i13
r26? RFF
  • Remains in RFF
  • Transition to RFS with F_B_D_U (+4/+13g/+13)

RFF.df+2+3

m
12
-14
-4
i22~23
pc7~
r35?
  • Power up if an attack is absorbed
Reversal Break
    • 2 chip damage on block
    • -9 on block
  • Cancel and transition to r1 LFS with F_U_D at frame 20 of move startup
Double Claymore

RFF.df+2+3,4

m,​m
12,​20
-14
+7
i24~25
r35?
  • Power up if an attack is absorbed by previous hit
Reversal Break
?
    • 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

L
10
-11
+0
i18
BT
  • Transition to BT
  • +0c on crouching hit
Triumph Low Right
96

RFF.d+3,4

L,​h
10,​13
+8g~+10g
+14g~+16g
+19~+21
i21~23
r9? RFS
  • Combo from 1st hit
  • Transition to RFS
Heel Screw
97

RFF.d+3+4

L
19
-11
+5
+15g
i19
RFF
  • Remains in RFF
Left Back Elbow

RFF.b+1

h
18
-4
+6
+14c
i14
r33 RFF
Elbow
  • Has good left sidestep tracking
Blast Fist
98

RFF.b+2

m
17
+4~+5
+6c~+7c
+25d~+26d
i16~17
RFF
  • 5 chip damage on block
  • Remains in RFF
Nose Bleeder

RFF.b+3

h
17
-10
+1
+50a
i13~14
t42 r28
  • Sidesteps to the right
Spin Kick
100

RFF.b+4

h
21
-9
+12g
+13c
i18~19
cs6~17
t49 r30
Balcony Break
Hunting Heel
101

RFF.f,F+3

M
22
-7
+19d
i22~25
js3~

LFS (Left Flamingo)

Unless otherwise specified, all moves return Hwoarang to standing/Left Stance.
Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Left Flamingo Feint

f+3

t31 r13 LFS
  • 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
Flamingo Switch > Right Flamingo
111

LFS.3+4

r15 RFS
  • Transition to RFS
Left Flamingo > Back Hand
103

LFS.1

h
6
+5
+7
i13
r14?
Right Backhand
104

LFS.2

m
15
-2
+9
i16
r21? RFF
  • Transition to RFF
  • Links to 10-hit string

LFS.3

m
10
-13
-7
-2
i14
  • Transition to r17 LFS with F (+2/+8/+13)
  • -7c on crouching hit
Flamingo Siege Combo
105

LFS.3,2

m,​M
10,​20
-11
+1c
i21~22
  • Combo from 1st CH with 9?F delay
  • Move can be delayed by 10F
Flamingo Kick Combo Middle
106

LFS.3,3

m,​m
10,​15
-14
+32d (+24)
i21
Balcony Break
  • Combo from 1st CH with 9?F delay
  • Move can be delayed by 10F
Flamingo Side Kick > Right Hook Kick
107

LFS.3,4

m,​h
10,​15
+8
+19g
+19
i21~23
r9? RFS
  • Transition to RFS
  • Combo from 1st CH with 9?F delay
  • Move can be delayed by 10F
Flamingo Side Kick > Backlash
108

LFS.3,f+4

m,​h
10,​20
-1
+40a (+14)
i21~27
r23?
Balcony Break
  • Combo from 1st CH with 6?F delay
  • -1 on block on average. Frame advantage may range from -4~+2 on block
Right Step Kick
109

LFS.4

h
24
+4
+27a (+18)
i14~16
  • js8~27
  • fs28~30
r21? RFS
Balcony Break
  • Transition to RFS
Lightning Halberd
110

LFS.4~3

h,​h
17,​26
+6
+24a (+14)
i15~16, i8~9
js12~
t56? r30?
Balcony Break
  • 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
Spinning Axe Combo

LFS.1+2,4

m,​m
13,​16
-13
+5c
+28d
i23~27
Spike
  • Combos from 1st hit
Power Blast
112

LFS.1+4

m!
80
-2a~+1a
i66~69
js55~
r38
  • Cancel with b,b
Flamingo Rocket
113

LFS.f+3

m
23
+4
+26a
i19~20
r18? LFS
Balcony Break
Heat Engager
Heat Dash +5, +36a (+26)
  • Remains in LFS (does not transition on Heat activation or when using Heat Dash)
Spinning Hook Kick
114

LFS.f+4

m
18
-10
+6
+16a (+7)
i17~18
r28
Homing
Balcony Break
on CH

LFS.df+3

m
12
-14
-4
i22~23
pc7~21
r35?
  • Cancel and transition to r1 LFS with F_U_D at frame 20 of move startup
  • Power up if an attack is absorbed
Reversal Break
    • 2 chip damage on block
    • -9 on block
Flamingo Double Claymore
115

LFS.df+3,4

m,​m
12,​20
-14
+7
i24~25
r35?
  • 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
Reversal Break
?
    • 4 chip damage on block
    • -9 on block

LFS.d+3

L
7
-17
-6
i16
  • -6c on crouching hit
Flamingo Low Right
116

LFS.d+3,4

L,​h
7,​13
+8g~+10g
+14g~+16g
+19~+21
i21~23
r9? RFS
  • Combo from 1st hit with 1F delay
  • Move cannot be delayed
  • Input can be delayed by 1F
  • Transition to RFS
Combat Low
LFS.db+4
117

LFS.d+4

L
17
-12
+4
+14d
i20~21
r30 RFF
  • Transition to RFF
Stealth Needle

LFS.b+1

m
15
-14
-1
i15
r36
  • Sidesteps to the right
Left Thunderbolt
119

LFS.b+3

m
23
-12
+14
i20~22
pc8~19
r27 RFF
Balcony Break
  • Power up if an attack is absorbed
Reversal Break
    • 9 chip damage on block
    • -8 on block
  • Transition to RFF

LFS.b+4

m
15
-8
+0
i16~17
RFF
  • Transition to RFF
Flamingo Screw Kick
120

LFS.b+4,3

m,​h
15,​20
+0
+20a (+11)
i16~19
js5~
r27 RFF
Balcony Break
  • Combo from 1st CH
  • Jail from 1st block
  • 6 chip damage on block
  • Transition to RFF

LFS.uf+3

m
11
-6
-7
i28~29
js9~
t65 r36

LFS.uf+3,4

m,​m
11,​12
+2
+13
i20~21
fs1~
r17 RFS
  • Available on hit or block only
  • Jail from 1st block
  • Combo from 1st hit
  • Transition to RFS
Flamingo Hunting Hawk
121

LFS.uf+3,​4,3

m,​m,​m
11,​12,​20
-14
+0c
i27~28
fs1~
r33
Combo from 1st hit
Switch Plasma Blade
122

LFS.uf+4

M
20
-14
+32a (+22)
i19~20
js6~18
r37
Tornado

LFS.uf+3+4

m,​h
10,​8
-10
+1
i14, i9
js9~
r29
  • Jails from 1st block
  • Transition to LFS with F (-2/+9)
Flamingo Flashing Trident
123

LFS.uf+3+4,4

m,​h,​m
10,​8,​13
-10
+7
i14~15
js1~
RFF
  • Combo from 1st hit
  • Transition to RFF

RFS (Right Flamingo)

Unless otherwise specified, all moves return Hwoarang to standing/Left Stance.
Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Right Flamingo Feint

f,n,4

t31 r15 RFS
  • 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
Flamingo Switch > Left Flamingo

RFS.3+4

r15 LFS
  • Transition to LFS
Left Punch
126

RFS.1

m
15
-2
+9
i16
r21?
  • Links to 10-hit string
Right Flamingo > Back Hand
127

RFS.2

h
6
+5
+7
i13
r14? RFF
  • Transition to RFF
  • Links to RFF.2 extensions
Left Step Kick
128

RFS.3

h
24
+4
+27a (+18)
i14~16
js8~
r21? LFS
Balcony Break
  • Transition to LFS
  • Sidesteps to the left
  • Increased chip damage scaling on block during heat
    • 7 chip damage on block in heat
Flying Eagle

RFS.3~4

m,​m
11,​21
-3
+26 (+16)
i16,i7
js16~
Balcony Break
  • 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
Right Kick
129

RFS.4

m
17
-9
+3
i14
RFF
  • Transition to RFF
  • Increased chip damage scaling on block during heat
    • 5 chip damage on block in heat
Double Phalanx

RFS.4,3

m,​m
17,​21
+4
+25a (+16)
,i23~24
r18? LFS
Tornado
Balcony Break
  • 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
Screw Kick
131

RFS.f+3

m
18
-10
+5
+15a (+6)
i20~21
Homing
  • Increased chip damage scaling on block during heat
    • 5 chip damage on block in heat

RFS.f+4

h,​h
8,​8
+0
+2
+5
i8, i10
r19? RFS
  • Jail from 1st block
  • +6 on 2nd CH
  • Remains in RFS
  • Power up during Heat
Right Viper Combo > Right Sword

RFS.f+4,4

h,​h,​h
8,​8,​9
-6
+75a (+59)
i23
r29? RFF
Tornado
  • Combo from 1st or 2nd CH
  • Transition to RFF
Sometimes written Flappy Kicks
Snap Kick
133

RFS.df+4

m
17
+1
+8c
+26a
i17~19
r22?
  • Increased chip damage scaling on block during heat
    • 4 chip damage on block in heat

RFS.d+3

L
13
-13
-5
+2
i15
cs10~25
r32? RFF
  • 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
Teaser
134

RFS.d+3,3

L,​h
13,​28
-2
+34a (+8)
i25~27
r30
Balcony Break
  • 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

L
15
-23
+7c
i20~21
r32 RFF
  • Transition to RFF

RFS.d+4,3

L,​h
15,​12 (8)
-9
-1 / +20a (+13)
i25
r31
  • Combo from 1st hit
  • Airborne combo from 1st CH
    • 8 dmg, +20a (+13) on hit
    • 26 total dmg from 1st CH
Predator Bardiche
135

RFS.d+4,​3,4

L,​h,​h
15,​12 (8),​20 (10)
-9
+28a (+2) / +10a (+9)
i27~28
js22~
r36
Balcony Break
  • 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
Left Heel Lance
136

RFS.b+3

m
21
-9
+7
i16~17
r31
Heat Engager
Heat Dash +5, +42a (+27)
  • Increased chip damage scaling on block during heat
    • 6 chip damage on block in heat
Right Thunderbolt
137

RFS.b+4

m
23
-12
+14g
i20~22
pc8~19
r27
Balcony Break
  • Power up if an attack is absorbed
Reversal Break
    • 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
Raptor Claw
138

RFS.u+4

h
17
-2
+8
i25~26
js19~
r27 RFF
Homing
  • 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
Flamingo Hunting Heel
139

RFS.uf+3

M
22
-7
+19d
i24~27
js9~
r32
  • Increased chip damage scaling on block during heat
    • 6 chip damage on block in heat
Air Blade
140

RFS.uf+4

m
20
-13
+30a (+20)
i17~18
js11~33
RFF r33?
Tornado
  • Transition to RFF
  • Increased chip damage scaling on block during heat
    • 6 chip damage on block in heat

H.RFS.f+4

h,​h
8,​10
+0
+5
i8, i10
r19? RFS
  • Jail from 1st block
  • Remains in RFS
  • 2 chip damage on block
Right Viper Combo > Right Sword

H.RFS.f+4,4

h,​h,​h
8,​10,​9
-6
+75a (+59)
i23
r29? RFF
Tornado
  • 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
Sometimes written Flappy Kicks

H.RFS.d+4

L
15
-23
+7c
i20~21
r32 RFF
  • 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

L,​h
15,​12 (8)
-9
-1 / +20a (+13)
i25
r31
  • 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
Predator Bardiche
135

H.RFS.d+4,​3,4

L,​h,​h
15,​12 (8),​30 (15)
-9
+28a (+2) / +10a (+9)
i27~28
js22~
r36
Balcony Break
  • 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

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Sky Burial
  • R.RFF.df+1+2
  • R.LFS.df+1+2
  • R.RFS.df+1+2

R.df+1+2

m,​t
55+
-18
+0d
i20
pc8~
r39
Rage Art
Removes Recoverable Health
Reversal Break
  • 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

m
13
-12
-1
+5s
i18~19
Eruption
72

SS.3,3

m,​h
13,​16
+3
+14
i9~10
LFS
  • Jail from 1st block
  • Combo from 1st hit
  • +34a (+27) on 1st CH
  • Transition to LFS
Spinning Trip Kick
73

SS.4

l
18
-13
+5c
+31a
i19~20
RFF
  • Transition to RFF
Parry
b+2+4

b+1+3

+9
ps5~12?
  • Parries high and mid punches. Pressing 4 on successful parry gives Shotgun Shuffle
Shotgun Shuffle
b+2+4,P.4

b+1+3,P.4

m,​h,​h
10,​8,​10
+17a (+8)
i15,i8,i9
Balcony Break
  • Pressing 4 after successful parry

(Back to wall).b,​b,​UB

m
21
+0c
+8a
i36~38
  • js14?~32?
t68? r30?

Throws

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Pickpocket
143

1+3

th(h)
35
-3
-5d
i12~14
t45 r31
  • Break: 1 or 2
  • Opponent recovery on hit: FDFT
  • Sideswap on break
Falcon Dice Kick
144

2+4

th(h)
25
-6
-2d
i12~14
t45 r31
Floor Break
  • Break: 1 or 2
  • Opponent recovery on hit: FDFT off-axis to the left, sideswap
Bring It On
145

Left throw

th(h)
45
-3
-1d
i12~14
  • Break: 1
  • Opponent recovery on hit: FUFT off-axis to the left
  • Also possible during RFF
Dead-End
146

Right throw

th(h)
44
-3
+8d
i12~14
  • Break: 2
  • Opponent recovery on hit: FDFT off-axis to the right
  • Also possible during RFF
Slaughterhouse
147

Back throw

th(h)
60
+1d
i12~14
  • Break: none
  • Opponent recovery on hit: FUFA
  • Also possible during RFF
Roll and Choke
148

2+4,B

th(h)
40
-2
-6d
i12~14
t45 r31
  • Break: 2
  • Opponent recovery on hit: FUFA, sideswap
  • Transition to BT on hit
Human Cannonball
  • RFF.f+2+3
  • LFS.f+2+3
  • RFS.f+2+3
149

f+2+3

th(h)
35
5?
7?
+0
+1d
i12
t39 r27
  • Break: 1+2
  • Opponent recovery on hit: FUFA, sideswap
  • Sideswap on break
  • Possible in RFF, LFS and RFS
Leg Hook Throw
RFF.uf+1+2
150

uf+1+2

th(h)
40
5?
7?
-6
-5d
i12
t39 r27
  • Break: 1+2
  • Opponent recovery on hit: FUFA
  • Also possible during RFF
Door Mat
RFF.qcb+3
151

qcb+3

th(h)
45
6?
6?
-2
-5d
i11
t39 r28
Floor Break
  • Break: 1
  • Opponent recovery on hit: FUFA, sideswap
Sometimes written d,db,b+3
Overhead Kick
AIR.RFF.ub+3+4
152

AIR.ub+3+4

th(m)
26
+10d
i15~16
  • Break: none
  • Opponent recovery on hit: FUFA, sideswap
  • Also possible during RFF
Jackknife
RFF.2+4
153

RFF.1+3

th(h)
45
-6
-5d
i12
t39 r27
  • Break: 1+2
  • Opponent recovery on hit: FUFA, sideswap

10 Strings

1st Hit
RFS.1
104

LFS.2

m
15
-2
+9
i16
r21? RFF
  • Transition to RFF
  • Links to 10-hit string
2nd Hit
RFS.1,2

LFS.2,2

m,​h
15,​7
+0
+4
+9
,i20
r19 RFF
Combo from 1st hit
3rd Hit
RFS.1,2,3

LFS.2,​2,3

m,​h,​h
15,​7,​10
-6~-3
-3~+0
,i14~17
r32 BT
  • Combo from 2nd hit (1st active frame only)
  • Combo from 2nd CH
  • Interrupt from 2nd block with i3
4th Hit
RFS.1,2,3,4

LFS.2,​2,​3,4

m,​h,​h,​L
15,​7,​10,​7
-14
-3
,i22
5th Hit
RFS.1,2,3,4,3

LFS.2,​2,​3,​4,3

m,​h,​h,​L,​m
15,​7,​10,​7,​7
-9
-9
,i31
  • Interrupt from 4th block with i13
6th Hit
RFS.1,2,3,4,3,4

LFS.2,​2,​3,​4,​3,4

m,​h,​h,​L,​m,​m
15,​7,​10,​7,​7,​8
-21
-10
,i22~24
  • Combo from 5th hit
7th Hit
RFS.1,2,3,4,3,4,4

LFS.2,​2,​3,​4,​3,​4,4

m,​h,​h,​L,​m,​m,​l
15,​7,​10,​7,​7,​8,​7
-27
-16
,i19
FC
  • Interrupt from 6th block with i18
  • Can be sidestepped
8th Hit
RFS.1,2,3,4,3,4,4,4

LFS.2,​2,​3,​4,​3,​4,​4,4

m,​h,​h,​L,​m,​m,​l,​h
15,​7,​10,​7,​7,​8,​7,​10
-28
+23a (+13)
,i23
r47?
  • Interrupt from 7th block with i3
9th Hit
RFS.1,2,3,4,3,4,4,4,4

LFS.2,​2,​3,​4,​3,​4,​4,​4,4

m,​h,​h,​L,​m,​m,​l,​h,​m
15,​7,​10,​7,​7,​8,​7,​10,​21 (14)
-18
-16
,i22
  • Airborne combo from 8th hit
  • Interrupt from 8th block with i33
  • Can be sidestepped
10th Hit
RFS.1,2,3,4,3,4,4,4,4,3

LFS.2,​2,​3,​4,​3,​4,​4,​4,​4,3

m,​h,​h,​L,​m,​m,​l,​h,​m,​h
15,​7,​10,​7,​7,​8,​7,​10,​21 (14),​42 (21)
+3
+4a (-6)
,i16~19
js5~
r43? RFF
Balcony Break
  • Airborne combo from 8th hit
  • Combo from 9th hit
  • Jail from 9th block

External Links