Varo can u tell me in general what do I do with Hwoarang? I think he has got a good overhead/low kick game but not really familiar with how to play the character Always playing Ryu or Kazuya as a main is pretty boring...
Yup, that's right, his overhead/low game is really sick! Actually, my whole game with Hwo is get the first knockdown and win His cr.HK is the best sweep in the game. Great range, and it's also special cancellable. If it gets blocked and you're near the enemy, use Dynamite Heel. It's safe on block (remember that King/Hei can still punish you with st.LK with the right timing, and just like every safe move in the game, it can be countered by Super/Cross art). Otherwise, you can use Air Raid to escape or to add more pressure, but I never use it. BUT if you hit the enemy, cancel if into Special Step, and enjoy the pressure you can get! The best option after getting a knockdown is using Iron Heel as meaty. Why?: -The opponent jumps? GROUND BOUNCE! -The opponent crouches? GROUND BOUNCE! -The opponent uses SRK? You get hit, but it's still a GROUND BOUNCE! And so on... Air Raid is very safe on block, so I always use it to engage close battle at the start. His Super isn't very strong, but remember that it can be used as anti-air, even if the opponent isn't using an attack while airborne, and the best thing is that his Cross does the same! Yup, with the right timing you can hit the enemy while airborne. His SRK is a bit different. It has better range than Ryu's, but worse priority, so don't go too deffensive. But it's also one of the few attacks that can counter "safe" attacks like Chun's cr.HP and her Hazanshu. Corner pressure is his best weapon though. Most of his attacks do ground bounce, so you know, corner pressure=killer! And remember that you can use Air Raid while in mid-air! It isn't like Yun's dive kick though because it has worse startup. IMO Hwo is one of the best rushdown characters in the game. Shoto character without fireballs, but remember that he counter fireballs with any damn move! Air Raid gives you enough speed to counter an upcoming Ryu's fireball, you can go through them with Special Step, Hunting Hawk, EX Hunting Hawk and EX Dynamite Heel. Oh, and I think that Special Step gives you also invenc. against Hugo's special throws, but I'm not sure. It's still worse than Kaz's Mist Step, but well... And... I'm really tired of writing... I hope this will be helpful for every player that reads this!
Oh, forgot about flamingo... Well, let's say that that thing gives you access to the coolest combos, the most damaging ones and some secrets Some pages back I posted some Hwo combos.
Love it Kazuya kicks ass! But who are the 2 question mark boxes?? N put vega from streetfighter and yoshimitsu from tekken in this!!
Flamingo is cool, stance changing and gives u extra normals! Problem is I dunno when and how to use it properly... And also the timing between combos during Flamingo seems weird
It's mostly for combos. The main problem is that here (mobile version), Flamingo's PP is a bit awkward. In mid-screen you can combo it into Hunting Hawk (first hit will whiff), but you can also use Special Step to be able to combo into cr.MP and then Hunting Hawk, but you'll be facing the opposite direction. You can also CADC after Flamingo's PP to combo into cr.MP and such, but without facing the wrong direction. With the right timing you can access cool combos into Chainsaw Kick and other attacks, even another Flamingo combo (I was able to do Flamingo's PP, CADC, Flamingo's KK), which isn't possible with Special Step. Then, Flamingo's PK is way better than PPP: better damage and it doesn't decrease the damage scaling a lot. Use it before using a launcher to do max damage. Remember that this attack has less range than normal PPP chain combo, and that Flamingo's HK doesn't hit crouching opponents, just like first P in the normal chain combo, and you'll be VERY vulnerable. Oh, and Flamingo's KK is just for some special combos. It does less damage and decreases damage scaling, but it has cool range. Finally, only use cancel into Flamingo to improve frame advantage. You can do KK, Flamingo, PK xx Dynamite Heel, Super (one of the most damaging combos for mid-screen), but it needs perfect timing and right distance between the characters.
I tried, that combo looks really cool! Like Hwo is flying around then kicking, Dragon ball style combos lol!!!
Lol KK flamingo KK flamingo PPP xx special step crMP xx Hunting Hawk special step xx sky rocket 12 hits, not a ton of damage becoz of scaling, but pushes opponent from 1 end to almost the other corner
I'm sure Paul also had a combo that did the same... Cool thing to start corner pressure without problems. Oh, and why did you say that Kaz/Ryu is boring? Mastering EWGF takes some time, and both characters have lots of combos with CADC. I think that Hugo is WAY more boring.
EWGF? what is that?? They aren't that boring but I have been playing ONLY them as my main for quite a while and would like to change. I think Ryu lacks mix ups, unlike Kazuya or Hwo he doesn't have much overhead/low mixes. I feel bad for Paul, no1 picks him as a main... FOREVER SUB
(Electric) Wind God Fist (forward, neutral, down, forward+down + P). Better version of his EX Rising Uppercut without using meter, but its input is a bit difficult (it needs perfect timing and lagless matches). It can also reflect projectiles. Ryu has over the top air priority, lots of cool combos in corner and many uses for CADC, so giving him high/low mixes would make him even more OP IMO. Just remember that here SRK and FB have high recovery. I used to main Paul when I was using Hwo/Paul, Paul/Hwo. People think that he kinda sucks as main, but in close combat he beats anyone. The main problem is that he was REALLY nerfed in last update. His most powerful combo, as far as I know (2 bars) only deals 600 damage, and here you can't do st.MK, cr.HP xx Shredder.
This game was da shizz when it came out....I upgraded to the vita version and I got to say this version is still fun. They are both equality fun...I might start to play this version again once yoshi gets in.
Oh the second move in his 8th Combo Trial? I can't tell how to differentiate EWGF and Mist step -> rising upper in terms of input... When I wanna do an EWGF a step->upper seems to come out... If u want me to reflect a projectile with EWGF I can only succeed like 10% of the time However if I m doing it after rising upper I can get it most of the time, so the 8th trial is not difficult for me. I guess it is easier to time after a previous move?
Yup, that's EWGF. EWGF: forward, neutral, down, down-forward + P. Rising Uppercut: forward, neutral, down, down-forward, P. You can also press down-forward twice for Mist Step, but that trick won't work with EWGF. It seems easier because you're already buffering the forward command while doing Rising Uppercut, st.HP and such (of course, you can also buffer forward in the recovery frames of any attack), but actually is just the same. The only difference is that the game goes slower while linking attacks, so for EWGF without previous attack you need a fast input. Try Demon God Fist (CH), EWGF, cr.HP xx EWGF, cr.HP, Super.
WOOOOHOOOO! Just found another use for Hwo's KK frame advantage with Flamingo Cancel. Now I can do, for example, KK, Flamingo Cancel, cr.MP xx Hunting Hawk, Special Step, Sky Rocket. It only does 296 though... But it's still very cool! I never thought about using it for combos.