Version 1. 0 24 / 9 / 99 Cypress Presents ______________________The Hwoarang Equations___________________________ Note that this guide requires an intermediate or above understanding of the character Hwoarang ( aka Bob ) and the game Tekken Tag Tournament ( TTT ). Many movelists are available within GameFaqs. com so you probably need to get familiar with them before wanting to bother with my shit. Disclaimer: This document is Copyright (c) 1999 Cypress Ink, all rights reserved. This document may not be altered in any way, and may only be redistributed in its original electronic form. This document is not to be used for promotional and/or profitable purposes. Any information used from this document must be given proper acknowledgement. All aspects of Tekken 3 and Tekken Tag Tournament used in this document are Copyright (c) 1999 Namco Limited. All rights reserved. Enter ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ My initial ideas for Hwoarang stem from the fact that he seems to be a very pattern based character. His offense often relies on the strength of his changeable kick chains setting up ( high ) right foot forward and flamingo stance attacks. An opponent who learns to predict and duck Bob's high gaps ( during the attack ) will soon become your best challenge. This is why its important to train your opponent to stand with a heavy offense of mid attacks before trying any of Hwoarang's stronger but risky highs. Bob's staple mids include: { df+1+2 } { 3, 3, 3, 4, 4 } { f+3~3 } { df+3, 4 } { f, d,df+4 } { uf+3, 4, 3 } { f, f+3, from a distance } { f+4~4, in right foot } { f, f+4, in right foot } { df+4 in right ( a new one!) }. Ranges:( concept from the "Tekken 3, Ultimate Guide" ) range 0 = nose to nose, throw range for all characters range 1 = begins at the end of range 0 and ends at the edge of your left jab range 2 = starts from the edge of your jab to the edge of your power strikes range 3 = anything beyond range 2 Ranges 0 and 1 Spacing laws ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ First up is the control of space ( spacing ). To maintain a strong offensive Hwoarang must first force his opponent into range 2 ( his strongest range ). To do so he has a number of moves that achieve this end. Key: * = or / = pause between attacks 1 * 1, 1 / df+1+2 : This establishes an attack and sends your opponent from range 0 into range 1( when blocked ) or ranges 1 then 2 ( when it connects ). 1, 1, 3, 3, : This is a low follow through to be mixed up with the above chain. 1, 1 / df+2 * f+2: Mix-ups designed to add some fresh options. A connecting f+2 acts as a excellent transition to right foot forward ( simply hold forward to stay in left ). df+3, 4 ( Public Enemy ): Can follow the 1, 1 or df+1+2 when blocked or otherwise and is usable on its own. Note that under certain conditions the final 4 will miss. An opponent in a backwards shuffle ( caused when holding back to block ) will sometimes cause the kick to miss. Also, a follow through from the df+1+2 ( when it connects ) causes the 4 to miss when the 3 kick also connects. As a result try to follow through with both kicks when the Public Enemy is blocked and a single kick when it is not. Ideally its best to connect with both kicks of the df+3, 4 on counter so that you can immediately follow up with the chain links 3, 3, 3, 4 / 2 or f+4 / 2. Follow up occasionally with the f+3~3 or a second df+3, 4 to stop opponents attacking under the initial high ( Dragon Uppercut, Blonde Bomb and Dragon Storm territory ). The Public Enemy is also a great round opener. 1, 2, 3: This short and sweet combo is designed to push your opponent out of close range and into ranges 2 or 3 ( approx ). The only advantage given is one of distance. For example; a 1, 2, 3 that connects gives Hwoarang the space to execute strong but slow attacks like 3, 3, 3 etc * f, f+3 * uf+3, 4, 3 * 3+4 ( stance change ) * d+4~4 ( not recommended ) and crouch dash attacks. The 1, 2, 3 variants serve as follows: { 2, 3: as above. { 1, 2, 4: primarily in juggles. { 2, 4: in close as the 4 is guaranteed on counter. 3, 3, 3, 3: Mix this one up with the 3, 3, 4, 4 to ensure its safe execution and you' ll find that the final 3 serves as a great spacing tool ( when blocked ) and a juggle starter ( on a hit ). Right Foot Fury ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Hwoarang's new combo options from right foot forward now serve as an excellent addition to his arsenal. The 2, 1, 1 jabs can now lead to a series of much more deadly attacks. For example 2, 3: Replaces the second high 1 jab with a mid kick. 2, 4, 4: Adds two kicks identical to the right foot 4, 4. 2, b+4: 2 jab into a Halfmoon ( should have similar properties discussed under "The Backlash Fake" below ). 2, 4, F: Right flamingo ender ( plenty of options from here ). Offense Versus Offense ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Establishing range in Tekken 3 tends to be considerably more difficult than closing the gap e. g. a forward dash covers much more ground than a retreating one. A good Hwoarang player likes to maintain a healthy distance but always remembers how to counter an opponent who gets too close. Law ( as an example ) is particularly dangerous in ranges 0 and 1. Jabbing against Law is mainly ineffective as Hwoarang tends to have much less priority in the fist department. To cut short his flurry of jab attacks use f+3~3. This move quickly sidesteps the current attack and slams a boot into the maestro of cheeze. If you initiate the jab attack with, for example 1, 1 / df+1+2 the answering jabs again will be countered by f+3~3. A completed and blocked 3, 3, 3, 4, 4 chain actually places Hwoarang at an excellent range to continue his offense. Most players attempt to attack immediately after so follow up with a 2 jab, 4~4 kicks or f+4 to any right flamingo attack. A Halfmoon ( b+4 ) may also be used. Note; f+4 is a left sidestep, b+4 is a right sidestep so you have a 50/50 chance to make the right choice ( barring anti sidestep moves ). Of course any opponent who decides not to attack gives you the freedom to follow up with some strong right foot forward attacks ( e. g. f, f+4, 3 ). The triple sidestep ( right ss / f+3 / right ss ) is another effective technique to stop players who like to mix it up in close. Ensure that you time your initial sidestep carefully or you will still get nailed by incoming jabs. A successful triple sidestep will leave Hwoarang facing the back of his opponent and this invites primarily the 3, 3, 4, 4 combo. Finally there is of course the ever faithful low left jab ( d+1 ). Use this attack when all else fails and try retaining the offense with the following: d+1 / ws+4~4 / 2, 1, 1 * d+1 / ws+4 / b+4 / 2 * d+1 / ws+4 / df+1+2 / df+3, 4. The Torpedo Combo ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Hwoarang's standing df+2 uppercut can combo very effectively with the Torpedo Kick ( f, f+4 ). Execute the kick as your opponent staggers back and you will end up facing his/her back within range 2. Follow up with a Firecracker ( d+4~4 ), Public Enemy ( df+3, 4 ) or 3, 3, 3 kick chains. This is one of the few ( 4 at the most ) worthwhile uses of the Firecracker. Note: An opponent who holds down after the uppercut connects can avoid this combo. Range 2 The Total Menace Chain: left foot to right foot forward e. g. ( left foot ) 3, 3, 3, 4 / 2 ( right foot ) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The 3, 3, 3, 4, 4 combo link can create an incredible offense because you can easily begin healthy mix-ups from two separate points with- in the link e. g. 3, 3, 4, / 2 or 3, 3, 3, 4 / 2. On occasion replace the high 2 jab with a delayed and final mid 4 kick ( crumple stuns on counter and follow up with the db+3+4 ). Characters with reversals present a problem that is remedied by sometimes following through with the entire 3, 3, 3, 4, 4 combo link ( only the first 4 is reversable so mix-up with 3, 3, 4, 4 ). Players who also like to duck under the first and high 4 kick will get nailed by the final 4. Be careful with this one against Ling Xiaoyu as the high 4 often misses even while she is standing ( she's so damn short! ). The following ideas are based primarily on two things; range and speed. Each move after the chain starter keeps you in touch with your opponent as well as creating speed for a viable mix-up. Key: * = or / = pause between attacks 3, 3, 3, 4 ( right flamingo )/ db+3 * db+4 3, 3, 3, 4 / b+3 ( somersault juggles. b+4 in left fla ) 3, 3, 3, 4 / b+4 3, 3, 3, 4 / 4 ( ends in left fla and nails jab attempts ) 3, 3, d+3, 4 / 2 3, 3, 3, 4 / 2 / Throw ( F, throw; to catch opponent in backwards shuffle ) 3, 3, 3, 4 / 2 / f+3, d+4 * f+3, d+3 * f+3, b+3 * f+3, 3, 3 etc ( f+3, 4 tends to be less useful than f+3, d+4 ) 3, 3, 3, 4 / 2 / f+3 / 4, 4 * 4, f+4 * 4, 1 * 4, 2 3, 3, 3, 4 / 2 / u+3 / 3, 3, 3 etc * 4, 4 * 4, f+4 * 4, 1 * 4, 2 3, 3, 3, 4 / 2 / 4~4 * 4, F+4 * 4, F, 4 * ( use 4~3 rarely because of bad recovery ) 3, 3, 3, 4 / 2 / b+4 * f+4~4 * f+4, 4 * f+4, b+4 * f+4, db+4 3, 3, 3, 4 / 2 / f+4, db+3 / ws 4~4 3, 3, 3, 4 / 2 / b+3 ( left foot ) / Throw * df+3, 4 * f+4, f+4 * f+4, 3 3, 3, 3, 4 / 2 / b+3 ( " ) / f+4, 3 / 3, 3, 3, etc * 4, 4 * 4, f+4 * 4, 1 * 4, 2 3, 3, 3, 4 / 2 / b+3 ( " ) / 4, 3 ( right foot ) * f+4~4 ( r. f ) * f+4, b+4 ( r. f ) * 4, f+4 ( r. f ) * b+4 ( r. f ) * f+4, 2 ( r. f ) 3, 3, 3, 4 / 2 / 3 / 3~4 * f+4~4 * f+3, 3, 3 etc 3, 3, 3, 4 / 2 / uf+4 ( left foot ) / 3~4 * f, d,df+4 * uf+3, 4, 3 3, 3, 3, 4 / 2 / df+1+2 ( " ) / df+3, 4 etc ( as above ) 3, 3, 3, 4 / 2 / df+1+2 ( " ) / u+3 / 3, 3, 3, etc * 4, 4 etc 3, 3, 3, 4 / 2 / df+1+2 ( " ) / 4, 3 ( right foot ) etc 3, 3, 3, 4 / 2 / df+1+2 * 0 / db+4 * uf +3, 4, 3 3, 3, 3, 4 / 2 / f+3, 1 ( left foot ) / 1, 1 etc * df+1+2 etc 3, 3, 3, 4 / 2 / f+3~3 / f+3, d+4 etc ( f+3 will not catch backwards shuffle ) * u+3 etc * 4~4 etc * b+4 etc * b+3 etc * 2 etc 3, 3, 3, 4 / 2 / df+2 3, 3, 3, 4 / 2 / 2, 1, 1 * 1, 1 d+3, 4 ( right flamingo, d+3 is SM ) / etc ( mix with d+3, 4, 4 ) f+4 / as above f,N, 4 / as above Offense Versus Defence ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Characters with strong defensive abilities ( like King, Nina and Jin ) force Hwoarang to adopt a much more cautious offensive strategy. A re-reversal is not always the answer as King's kick reversals are un counterable and the re-reversal motion itself stops the flow of Hwoarang's attacks. To work around this a heavy amount of mix-ups are required and fortunately Bob is a mix-up king. Key: ^ = most commonly reversed move 3, 3, 3, 4^ * 3, 3, 3, 4 / 2^ * 4, 4, 4, 4^ 3, 3, 3, 4: To use this, mix-up with 3, 3, d+3, 4 or 3, 3, 4. 3, 3, 3, 4 / 2: Mix-up with b+4 , db+3( 4 ) or draw the reversal with a flamingo sidestep to 4 kick. 4, 4, 4, 4: Alternate between 4, f+4 ( ends in right foot ) 4, 4, 4 ( ends in right flamingo ) and 4, 4, 4, 3. Tenstring Offense ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Bob's tenstring ( while not that effective in itself ) can be used as a great offensive tool. The fifth hit can switch up between most right foot attacks in right foot forward and the df+3, 4. The Total Menace Chain often uses both of the flamingo stances and the tenstring can be executed from either left or right. Remember that each flamingo stance has a different tenstring starter ( left flamingo; f+3, 2, 2, 3 right flamingo; f+4, 1, 2, 3 ). 3, 3, 3, 4 / 1, 2, 3, 4, 4~4 3, 3, 4 / 2 / f+3 / 2, 2, 3, 4, 4, F+4 3, 3, 3, 4 / 1, 2, 3, 4, 3, 4 ( beginning of the full tenstring ) A strong continous offense can be created by using this technique, for example: 3, 3, 4 / 2 / f+3 / 2, 2, 3, 4, 4, F / 2 / f+3, 3, 3, 4 / 2 / f+4~4 The Backlash Fake ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The single most damaging move Hwoarang has is the Backlash ( 3~4 in right foot forward ). Combined with the 3, 3 in right foot an interesting mix-up is discovered. After connecting with the 3 in right foot forward, keep in touch with your opponent by following up with the Backlash. Players who try to attack inbetween both moves will eat the second kick of the 3, 3 on their next attempt. Be warned that both final kicks are high so be prepared to also use the f+4~4 as shown below. ( In right foot forward ) 3 / 3~4 ( " ) 3, 3 ( " ) 3 / f+4~4 Its crucial to note that if the Backlash, the second kick of the 3, 3 and the Halfmoon ( b+4 in right foot and right flamingo ) is blocked your opponent is spun sideways by the force of the blow. Backlash = opponent is spun 90 degrees ( approx ) to his left. Second 3 = opponent is spun 90 degrees ( approx ) to his right. Halfmoon = opponent is spun 90 degrees ( approx ) to his right ( is high and Hwoarang also sidesteps to his right ). To successfully follow up on a blocked Backlash ( its nearly impossible to force a block with the second 3 ) you must execute it within range 0 ( e. g. not possible after 3 / 3~4 ). An idea to enable you to do so is: f, f+4, 3 in right foot / f, f / 3~4 ( train your opponent to allow this with the Blood Talon Trap listed below ) Follow up the blocked Backlash immediately with: 3, 3, 3, 3 / df+3, 4 or just 3, 3, 3, 4, 4 for a ducking opponent. Follow up a blocked Halfmoon immediately with: df+1+2 / df+3 and mix - up with; 3, 3 * f+3~3 * f+3 / 3, 3, 4, 4 / f+4~4 / f+3, b+3 Note: A blocked f, f+3 in right foot has similar ( less advantagous ) properties to the Halfmoon, a left flamingo Halfmoon ( b+3 in left fla ) does not. The Blood Talon Trap ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This technique centres around the strength of the Screw Kick ( f, f+4, 3 in right foot forward ). When blocked the guard stun caused by this kick enables two very strong follow ups: the f, f+2 throw and the f+4~4 launcher. To execute the f, f+4, 3 safely you need to be in range 2 or beyond. Ensure that you at least force your opponent to block or you will suffer big damage. Once your opponent is stunned follow through with the f, f+2 until he or she learns that you can only be stopped with a duck or jab. When this happens execute the Screw Kick again then use the f+4~4. Any jabbing or ducking opponent will be served up into a huge juggle combo ( preferably f+3, 1 / 3~4 ). Listed below are some ways to effectively continue using this technique. f, f+2 ( throw ) / 1+2 ( disrespect to right foot forward ) / f, f+4, 3 ( wait for rollers ) * f+4~4 ( for forward rollers and rising kicks )* 4, 3 ( for those who stay on the ground ) f, f+4, 3 / f, f+2 / 1+2 / f, f+4, 3 / f, f+2 / 1+2 etc f, f+4, 3 / f, f+2 / 1+2 / f, f / b+4 f, f+4, 3 / f, f+3 Cheap Finishers ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Hwoarang has a wide range of moves that cause guard stun. The Hunting Hawk ( uf+3, 4, 3 ), Repeater ( db+4~4 ), Screw Kick ( f, f+4, 3 ) and the Spinal Tap ( f, f+3 in left foot ) all fit the bill. The effects created by the Screw Kick listed above are still not as nasty however as those created by the Hunting Hawk. If the first two hits are blocked within range 1 you can quite simply get a free Nose Bleeder ( b+4 in left ). The df+3 is also free if you execute the Hunting Hawk beyond range 1. The Repeater and Spinal Tap have largely ineffective guard stuns ( Repeater = no advantage, Spinal Tap = split second advantage ). Follow the db+4~4 with: uf+3, 4, 3 * f+3~3, Crouch Dash or nothing at all. The f, f+3 ends in right foot forward so use: uf+3, 4, 3 * f+4~4 * f,f+4, 3, Crouch Dash or nothing. Hunting For A Counter ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This is primarily the domain of the Firecracker or the 2, 4 combo. Range dictates which move to use; for example the Firecracker is too slow when closer than range 2 and the 2, 4 has a very limited reach. Both moves however score shitloads of damage on a counter. In order to hunt for a counter with these attacks you need to read your opponent through pressure tactics. A smooth and constant attack should force a foe to become predictable in the times he/she chooses to attack. Try and use this knowledge to counter an opponent within certain ranges ( as above ). For example, a blocked 3, 3, 3, 3 pushes an opponent out to a range whereby they will try to close the gap with not so fast but long reaching move. Scoop them up with d+4~4. The 2, 4 combo works in a similar fashion except attacks like 1, 1 1, 2, 3 and 2, 3 operate as the set-up. Any opponent dashing in from range 2 or beyond also serves as a good indication when a counterable attack is coming your way. The Left Flamingo Surprise ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Its widely known that moves executed with a double tap forward motion ( f, f+3 ) can be added to the arsenal of the crouch dash ( f, d,df ) by tapping forward only once ( f+3 ). Interestingly enough Hwoarang's left flamingo stance has similiar properties. Once in left flamingo you can wait until Bob begins to put his leg back down then execute any double tap motion with a single tap a split second before his foot touches ground. For example: f+3 ( wait ) / f+3 * f+2 * f+4 A Spinal Tap executed in this fashion is much faster than normal if you can avoid being nailed in flamingo stance. Range 3 Firecracker use No 4 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ If you manage to get this far away from an opponent ( and still be standing ) try using the Supercharger ( 1+2+3+4 ) then attacking with the Firecracker to gain a free counter hit. A supercharged Flying Eagle ( 3~4 in left foot ) works as a mix-up against opponents who run in from range 3 distance but is ineffective within range 2 ( the second kick whiffs on a hit, counter or not ). Note: The Flying Eagle is still a great distance attack in its own right because it has very defensible lags when blocked. Learn Disrespect ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Executed by pressing 1+2 the disrespect stance not only acts as an effective taunt it also contains some great offensive and defensive options. In short this is Bob's quick method to end in backturned. From a distance ( e. g. range 3 ) try using the disrespect then either hold back to step back into right foot forward or sidestep right into left foot. this technique has the potential to sucker any foolhardy player into attacking, missing then leaving themselves wide open. Try it, you'll like it. The right foot forward f+4~4 can now also be executed in disrespect by tapping 3~3 or 4~4 ( depends on initial stance ) e. g. In left foot / 1+2 / 3~3 In right foot / 1+2 / 4~4 This move launches in exactly the same fashion as the f+4~4 and is very useful in more impromptu situations ( such as being nailed by a move that spins you around ). Okizeme "Wake Up, Time To Die" ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ When an opponent hits the deck its essential in Tekken 3 to continue the attack. For Hwoarang moves like the Repeater and Spinal Tap come into their own during the wake up game. A Spinal Tap executed over an opponent rolling forwards or back will nail them back to the floor ( large characters like Kuma etc get tagged even when they lie still ). The Repeater ( db+4~4 ) combined with the Crippler ( db+4 ) provides another deadly attack. Kick an opponent who likes to stay on the ground with the Crippler so when they try to rise follow up with the Repeater. The initial animation of the db+4~4 is identical to the db+4 so a rising opponent will be fooled into blocking low as a huge mid comes crashing down onto their heads. The Firecracker also serves in a similar fashion to the Spinal Tap, but is much more ideal when used to pick up forward rollers whereas the Tap works best chasing a backwards roll. lastly, the flamingo stance is another more risky but viable option. If you move close to a grounded opponent then slip into flamingo the temptation is there for them to use a quick rising kick as they know you can't block. At your disposal however are three incredibly quick kicks hitting low, mid and high respectively. ( in left fla ) d+3 = low * 3, 3, etc = mid * 4 = high. Use any of these kicks to nail an opponent who begins a rising attack. Use the low to end forward rolls and the left fla Spinal Tap ( as above ) against back rolls. An opponent who simply stands should have to pick the low or mid and you need to sidestep around any side rollers. You of course have a limited time in flamingo so a smart opponent will begin to wait until you move into then out of flamingo then decide what action to take ( this is the risky part ). The Juggles I Like To Use ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ f+4~4 launcher into: f+3, 1 / 3~4. d+4~4 on counter into: u+3, 1 / f+3~3. f, d,df+4 into: 3+4 / 3~4. df+2 on counter or ws 2 into: 3, 3, 3, 4, 3. b+4 in left fla to: Will add when I know. b+3 in right fla to: " ______________________________________________________________________ Final Notes: Chicken with f+1+3 for the df+1+2 and f+2+4 for the f, f +4, 3 ( in right foot ) plus don't forget the low thrust block ( gives you a free Sky Rocket = f, d,df+4 ). The new 3, 4 kick in right flamingo seems to currently work best as a juggler ( not sure if more damage is involved ). Will add a team section at a later date. Thanks to: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Stormbringer and Gargoyle Sox for their excellent Hwoarang faqs ( Stormbringers is a little hard to read ). The Two Jasons and Graham Wolfe for the "Tekken 3, Ultimate Guide". Opponents; Birch, Alex, Craig, Derek, Sports Pimp and the Wellington crew. email critique to Birch@anet.co.nz