Hwoarang

Tekken 8

Hwoarang

154 moves · frame data from wavu.wiki

Also in Tekken 3, Tekken Tag Tournament, Tekken 4, Tekken 5, Tekken 6, Tekken Tag Tournament 2, Tekken 7

Throws 13

  • Pickpocket

    Front 35 break 1 or 2
    or
    start
    i12~14
    block
    -3
    hit
    -5d

    Homing • Break: 1 or 2 • Opponent recovery on hit: FDFT • Sideswap on break

  • Falcon Dice Kick

    Front 25 break 1 or 2
    or
    start
    i12~14
    block
    -6
    hit
    -2d

    Floor Break • Homing • Break: 1 or 2 • Opponent recovery on hit: FDFT off-axis to the left, sideswap

  • Bring It On

    Left 45 break 1
    or
    start
    i12~14
    block
    -3
    hit
    -1d

    Break: 1 • Opponent recovery on hit: FUFT off-axis to the left • Also possible during RFF

  • Dead-End

    Right 44 break 2
    or
    start
    i12~14
    block
    -3
    hit
    +8d

    Break: 2 • Opponent recovery on hit: FDFT off-axis to the right • Also possible during RFF

  • Slaughterhouse

    Back 60
    or
    start
    i12~14
    hit
    +1d

    Break: none • Opponent recovery on hit: FUFA • Also possible during RFF

  • Roll and Choke

    Front 40 break 2
    start
    i12~14
    block
    -2
    hit
    -6d

    Homing • Break: 2 • Opponent recovery on hit: FUFA, sideswap • Transition to BT on hit

  • Human Cannonball

    Front 35 break 1+2
    start
    i12
    block
    +0
    hit
    +1d

    Break: 1+2 • Opponent recovery on hit: FUFA, sideswap • Sideswap on break • Possible in RFF, LFS and RFS

  • Leg Hook Throw

    Front 40 break 1+2
  • Door Mat

    Front 45 break 1
  • Overhead Kick

    Air Throw 26
    Opponentintheair
  • Jackknife

    Front 25 break 1+2
    DuringRightStance or
    start
    i12~14
    block
    -6
    hit
    -2d

    Floor Break • Homing • Break: 1 or 2 • Opponent recovery on hit: FDFT off-axis to the left, sideswap

  • Parry

    Parry
    Synchrowiththeopponent'spunch
  • Shotgun Shuffle

    Mid, high, high 28
    Aftersuccessfulparry

During Left Stance 68

  • Sky Burial

    M 55
    DuringRageduringFlamingo
  • Home Surgery

    HHLH 37
    start
    i20
    block
    -14
    hit
    +4

    Combo from 3rd hit with 1F delay • Move can be delayed by 10F

  • Left Right Combo

    HH 15
    start
    i10
    block
    -3
    hit
    +6

    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

    HHM 29
    start
    i21
    block
    -8
    hit
    +9

    Wall Crush +21g on hit • Combo from 2nd CH with 4F delay

  • Rejection

    HHH 35
    start
    i24~25
    block
    -2
    hit
    +35d (+27)

    Balcony Break • Combo from 2nd CH with 3F delay • Move can be delayed by 4F

  • Right Punch

    H 9
    start
    i10
    block
    +0
    hit
    +8
    ch
    +9

    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

    HM 23
    start
    i21
    block
    -8
    hit
    +9

    Wall Crush +21g on hit • Combo from 1st hit with 1F delay • Combo from 1st CH with 4F delay

  • Right Jab to Spinning Back Kick

    HH 29
    start
    i24~25
    block
    -2
    hit
    +35d (+27)

    Balcony Break • Combo from 1st CH with 3F delay

  • Siege Mortar Combo

    HMM 47
    start
    i21~22
    block
    -11
    hit
    +1c

    Combo from 2nd CH with 8F delay • Move can be delayed by 10F

  • Left Kicks

    HMM 42
    start
    i21
    block
    -14
    hit
    +32d (+24)

    Balcony Break • Combo from 2nd CH with 8F delay • Move can be delayed by 10F

  • Left Kicks to Right Hook Kick

    HMH 42
    start
    i21~23
    block
    +8
    hit
    +19g
    ch
    +19

    Transition to RFS • Combo from 2nd CH with 8F delay • Move can be delayed by 10F

  • Left Kicks to Backlash

    HMM 47
    start
    i21~27
    block
    -1
    hit
    +40a (+14)

    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

    MM 32
    start
    i22,i7
    block
    -3
    hit
    +26a (+16)

    Balcony Break • Input 4 on frames 1 to 5 • Input 4 on frame 1 to power up • * 37dmg, +1 oB, +42a (+16) oH

  • Right Left Kick Combo

    HM 30
    start
    i22
    block
    -6
    hit
    +5
    ch
    +20a (+11)

    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)

  • Right Kicks to Chainsaw Heel

    HHM 44
    start
    i25~26
    block
    -2
    hit
    +8

    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 to Raptor Combo

    HHHH 64
    start
    i31~32
    block
    +0
    hit
    +10c

    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

  • Motion Switch

  • Ki Charge

  • Rusty Knife

    M 15
    start
    i16
    block
    -2
    hit
    +9

    Transition to RFF

  • Left Flamingo Feint

  • Cheap Shot Snap Kick

    M 25
    start
    i20
    block
    -16
    hit
    +7a (-2)

    Balcony Break • Sidesteps to the right

  • Right Hook Kick

    H 21
    start
    i17~23
    block
    +7~+13
    hit
    +18g~+24g
    ch
    +18~+24

    +11~+17 guaranteed on CH depending on frame advantage • Transition to RFS

  • Right Flamingo Feint

  • Push Hands

    M 17
    start
    i15
    block
    -9
    hit
    +2
    ch
    +14

    Also possible during RFF

  • Left Uppercut & Middle Kick

    MM 25
    start
    i22~23
    block
    -2
    hit
    +6

    Combo from 1st hit • Transition to LFS

  • Right Uppercut

    M 13
    start
    i15~16
    block
    -7
    hit
    +34a (+24)

    +4s on crouching normal hit • Also possible during RFF

  • Double Claymore

    MM 32
    start
    i24~25
    block
    -14
    hit
    +4a

    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

    M 20
    start
    i16~17
    block
    -8~-7
    hit
    +8~+9
    ch
    +18a (+9)

    Homing • Balcony Break on CH • Transition to RFF • Wall splats

  • Ignition Barrage

    MHM 28
    start
    i13,i14,i24~25
    block
    -14
    hit
    +4c

    Heat Engager • Heat Dash +5, +43d (+35) • Jails • 5 chip damage on block • Also possible during RFF

  • Smash Low Right

    LH 20
    start
    i21~23
    block
    +8g~+10g
    hit
    +14g~+16g
    ch
    +19~+21

    Transition to RFS • Combo from 1st hit

  • Firecracker

    LH 29
    start
    i20
    block
    -13
    hit
    +69a (+53)

    Tornado • Jail from 1st normal hit • Combo from 1st CH • Also possible during RFF

  • Dark Halberd

    L 18
    start
    i21~22
    block
    -14
    hit
    +6 LFS

    Homing • Transition to LFS on hit

  • Sweep Kick

    L 12
    start
    i19
    block
    -13
    hit
    -1
    ch
    +17g

    Also possible during RFF

  • Ankle Biter to Crescent Kick

    LH 35
    start
    i17~19
    block
    -1~+1
    hit
    +24a~+26a

    Combo from 1st CH

  • Dynamite Heel

    ! 40
    tocancel
  • Stealth Needle

    M 15
    start
    i15
    block
    -15
    hit
    -1

    Sidesteps to the right

  • Right Back Elbow

    H 18
    start
    i14
    block
    -4
    hit
    +6
    ch
    +14c

    Elbow • Good right sidestep tracking

  • Bolt Cut

    H 18
    start
    i14
    block
    -4
    hit
    +6
    ch
    +14c

    Elbow • Good right sidestep tracking

  • Left Plasma Blade

    M 17
    start
    i16~17
    block
    -19
    hit
    +35a (+25)

    Tornado

  • Nose Bleeder

    H 17
    start
    i13~14
    block
    -10
    hit
    +1
    ch
    +50a

    Transition to RFF

  • Fade-Away Kick

    M 18
    start
    i17~20
    block
    -8
    hit
    +10

    Opponent recovers non-guarding on hit (situational guaranteed follow-up) • Also possible during RFF

  • Jump Kick

    H 25
    or
    start
    i20
    block
    +5
    hit
    +44a (+38)

    Also possible during RFF • Transition to LFS

  • Scorpion Side Kick

    M 18
    start
    i16~18
    block
    +3
    hit
    +11g
    ch
    +11

    Also possible during RFF • Transition to RFS

  • Bloody Guillotine

    M 20
    start
    i25~26
    block
    -7
    hit
    +24a

    Also possible during RFF

  • Bone Stinger

    M 22
    start
    i26
    block
    +5c
    hit
    +6c
    ch
    +28d

    Also possible during RFF

  • Hunting Hawk

    MMH 43
    start
    i27~28
    block
    -14
    hit
    +0c

    Combo from 1st hit • Also possible during RFF

  • Air Raid

    HML 36
    start
    i9~10
    block
    +1
    hit
    +7

    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.

  • Flashing Trident

    MHM 31
    start
    i14~15
    block
    -10
    hit
    +7

    Combo from 1st hit • Also possible during RFF • Transition to RFF

  • Delayed Rising Toe Kick

    M 20
    start
    i23~25
    block
    -13
    hit
    +32a (+22)

    Also possible during RFF

  • Spinning Axe Kick

    M 24
    start
    i20~24
    block
    +6
    hit
    +6c

    Transition to RFF

  • Peacekeeper

    M 22
    start
    i17~18
    block
    -7
    hit
    +19a (+10)

    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)

  • Flying Nerichagi

    M 30
    start
    i22~24
    block
    +6
    hit
    +23a

    Balcony Break • 9 chip damage on block • Also possible during RFF

  • Torpedo Kick

    H 28
    start
    i18~19
    block
    +5
    hit
    +8

    11 chip damage on block • Also possible during RFF • Sideswaps and leaves opponent backturned on hit • Transition to BT on block

  • Shark Step

  • Phalanx

    M 27
  • Sky Rocket

    M 18
  • Lethal Sky Rocket

    M 18
    presssimultaneously
  • Twin Mustang

    MM 30
    WS
  • Chonsan Spin

    MH 18
    WS
  • Iron Heel

    M 20
    WS
  • Tsunami Kick

    MM 28
    WS
  • Spinning Scythe to Axe Heel

    MM 36
    WS
  • Eruption

    MH 29
    SS
  • Spinning Trip Kick

    L 18
    SS
  • Left Plasma Blade

    M 20
    LeftStance,backtotheopponent
  • Plasma Blade

    M 20
    LeftStance,backtotheopponent
  • Spinning Low Kick

    L 20
    LeftStance,backtotheopponent

During Right Stance 23

  • Disrespect

  • Motion Switch

  • Migraine

    HM 13
    start
    i12
    block
    -3
    hit
    +8

    Jail from 1st block • Combo from 1st hit

  • Big Fists

    HHM 28
  • Hawk Strike

    HH 30
  • Chainsaw Kick Combo

    HHM 38
  • Right Reverse Kick Combo

    HHH 41
  • Volcannon

    MH 29
  • Backlash

    H 32
    start
    i22,i7
    block
    -3
    hit
    +26a (+16)

    Balcony Break • Input 4 on frames 1 to 5 • Input 4 on frame 1 to power up • * 37dmg, +1 oB, +42a (+16) oH

  • Chainsaw Kick

    HM 30
    start
    i22
    block
    -6
    hit
    +5
    ch
    +20a (+11)

    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)

  • Right Reverse Kick

    HH 27
    start
    i16
    block
    -1
    hit
    +10g
    ch
    +10

    Jail from 1st block • Combo from 1st hit • Transition to RFS

  • Cheap Shot

    H 21
  • Right Flamingo Feint

    21
    start
    i17~23
    block
    +7~+13
    hit
    +18g~+24g
    ch
    +18~+24

    +11~+17 guaranteed on CH depending on frame advantage • Transition to RFS

  • Plasma Blade

    M 20
  • Black Kite

    M 12
    start
    i22~23
    block
    -14~-13
    hit
    -4~-3

    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

  • Right Sidekick

    M 20
    start
    i16~17
    block
    -8~-7
    hit
    +8~+9
    ch
    +18a (+9)

    Homing • Balcony Break on CH • Transition to RFF • Wall splats

  • Triumph Low Right

    LH 20
    start
    i21~23
    block
    +8g~+10g
    hit
    +14g~+16g
    ch
    +19~+21

    Transition to RFS • Combo from 1st hit

  • Heel Screw

    L 18
    start
    i21~22
    block
    -14
    hit
    +6 LFS

    Homing • Transition to LFS on hit

  • Left Back Elbow

    H 15
    start
    i15
    block
    -15
    hit
    -1

    Sidesteps to the right

  • Blast Fist

    M 18
    start
    i14
    block
    -4
    hit
    +6
    ch
    +14c

    Elbow • Good right sidestep tracking

  • Nose Bleeder

    H 17
    start
    i16~17
    block
    -19
    hit
    +35a (+25)

    Tornado

  • Spin Kick

    H 17
    start
    i13~14
    block
    -10
    hit
    +1
    ch
    +50a

    Transition to RFF

  • Hunting Heel

    M 24
    start
    i20~24
    block
    +6
    hit
    +6c

    Transition to RFF

During Left Flamingo 23

  • Left Flamingo Back Hand

    H 7
    DuringLeftFlamingo
  • Right Backhand

    M 15
    DuringLeftFlamingo
  • Flamingo Side Kick

    M 10
    DuringLeftFlamingo
  • Flamingo Siege Combo

    MM 30
    DuringLeftFlamingo
  • Flamingo Kick Combo Middle

    MM 25
    DuringLeftFlamingo
  • Flamingo Side Kick to Right Hook Kick

    MH 25
    DuringLeftFlamingo
  • Flamingo Side Kick to Backlash

    MH 30
    DuringLeftFlamingo
  • Step Kick

    H 24
    DuringLeftFlamingo
  • Lightning Halberd

    HH 43
    DuringLeftFlamingo
  • Flamingo Switch to Right Flamingo

    DuringLeftFlamingo
  • Power Blast

    ! 80
    DuringLeftFlamingo tocancel
  • Flamingo Rocket

    M 23
    DuringLeftFlamingo
  • Spinning Hook Kick

    M 18
    DuringLeftFlamingo
  • Flamingo Double Claymore

    MM 32
    DuringLeftFlamingo
  • Flamingo Low Right

    LH 20
    DuringLeftFlamingo
  • Combat Low

    L 17
    DuringLeftFlamingo
  • Stealth Needle

    M 15
    DuringLeftFlamingo
  • Left Thunderbolt

    M 23
    DuringLeftFlamingo
  • Combat Middle

    M 15
    DuringLeftFlamingo
  • Flamingo Screw Kick

    MH 35
    DuringLeftFlamingo
  • Flamingo Hunting Hawk

    MMH 43
    DuringLeftFlamingo
  • Switch Plasma Blade

    M 20
    DuringLeftFlamingo
  • Flamingo Flashing Trident

    MHM 31
    DuringLeftFlamingo

During Right Flamingo 18

  • Left Punch

    M 15
    DuringRightFlamingo
  • Right Flamingo Back Hand

    H 7
    DuringRightFlamingo
  • Left Step Kick

    H 24
    DuringRightFlamingo
  • Double Phalanx

    MM 38
    DuringRightFlamingo
  • Right Kick

    M 20
    DuringRightFlamingo
  • Flamingo Switch to Left Flamingo

    DuringRightFlamingo
  • Screw Kick

    M
    DuringRightFlamingo
  • Right Viper Combo to Right Sword

    HHH 25
    DuringRightFlamingo
  • Snap Kick

    M 17
    DuringRightFlamingo
  • Cutter Left

    L 13
    DuringRightFlamingo
  • Teaser

    LH 41
    DuringRightFlamingo
  • Predator Bardiche

    LHH 47
    DuringRightFlamingo
  • Left Heel Lance

    M 21
    DuringRightFlamingo
  • Right Thunderbolt

    M 23
    DuringRightFlamingo
  • Raptor Claw

    H 17
    DuringRightFlamingo
  • Flamingo Hunting Heel

    M 22
    DuringRightFlamingo
  • Air Blade

    M 20
    DuringRightFlamingo
  • Flying Eagle

    MM 32
    DuringRightFlamingo

During Heat 7

  • Heat Burst

    M 15
    WhenHeatactivationisavailable
  • Ignition Barrage

    MHM 28
    start
    i13,i14,i24~25
    block
    -14
    hit
    +4c

    Heat Engager • Heat Dash +5, +43d (+35) • Jails • 5 chip damage on block • Also possible during RFF

  • Peacekeeper

    M 22
    start
    i17~18
    block
    -7
    hit
    +19a (+10)

    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

    M 25
    DuringRightStance
  • Flamingo Rocket

    M 23
    DuringLeftFlamingo
  • Left Heel Lance

    M 21
    DuringRightFlamingo
  • Trinity Claymore

    MT 88
    DuringHeat
    start
    i17~18, i18~19, i29
    block
    +11
    hit
    +13d / +35d (+14)

    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

10 Hit Combo 2

  • MHHLMMLHMH 106
    DuringLeftFlamingo
  • MHHLMMLHMH 106
    DuringRightFlamingo

Hwoarang's Tekken 8 movelist from the Tekken Wiki, frame data from wavu.wiki.