Main Combos
| Launcher(s) | Follow-Ups | Simple Version |
|---|---|---|
| N/A | ||
| (whiff LFS 1) | N/A | |
| N/A | ||
| N/A | ||
| N/A | ||
| N/A | ||
| N/A | ||
| LFS | N/A | |
| N/A | ||
| N/A | ||
| N/A | ||
| RFF | N/A | |
| LFS | N/A |

| Launcher(s) | Follow-Ups | Simple Version |
|---|---|---|
| N/A | ||
| (whiff LFS 1) | N/A | |
| N/A | ||
| N/A | ||
| N/A | ||
| N/A | ||
| N/A | ||
| LFS | N/A | |
| N/A | ||
| N/A | ||
| N/A | ||
| RFF | N/A | |
| LFS | N/A |
| for dmg | RFF |
| wall carry | |
| wall break | |
| floor break | |
LFS | |
Wavu reference snapshot. Individual source pages have different revision dates; this supplement is not a blanket verification for the current patch.
Damage: 53
Damage: 49
Damage: 52
ws1 only works at -10 if the opponent is very close and slightly to Hwoarang's left, since the first active frame has a very short hitbox.
Just Frame Sky Rocket (JSFR) is Hwoarang's F,N,DF+4. It's a fast, safe, mid launcher that gives a huge combo and is critical for doing scary mixups with Hwoarang.; If there is any directional input after the N except DF (e.g. N,F,DF or N,D,DF), then you don't get it.; From RFF, the DF and 4 don't need to be on the same frame. The DF can be held for up to 10 frames before the 4 and it'll still work.; It can't be done from a dash or crouch dash, so to do wave dash into JSFR you need to cancel the dash with a sidestep first.
209 moves
Damage: [12;12] · m
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.
Damage: 13,(14,24), 12,25 · m,(t),m,h
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
Damage: 8,10 · h,h
Jail from 1st block; Remains in RFS; 2 chip damage on block
Damage: 8,8,9 · h,h,h
Tornado; Combo from 1st or 2nd hit; Transition to RFF; Consumes 300F of remaining Heat time; Interrupt with i3 from 1st block; 2 chip damage on block
Damage: 15,12 (8) · L,h
Consumes 600F of remaining Heat time; Airborne combo from 1st hit in heat (+20a (+13)); 3 chip damage on block in heat
Damage: 15,12 (8),25 (12) · L,h,h
Balcony break; Combo from 2nd hit; Airborne combo from 1st hit (+10a (+9)); Interrupt with i4 from 2nd block; 9 chip damage on block in heat
Damage: 5 · h
Recovers 2f faster on hit or block (t27 r17)
Damage: 5,8 · h,h
Jail from 1st block; Combo from 1st hit
Damage: 5,8,10 · h,h,L
Combo from 2nd CH
Damage: 5,8,10,14 · h,h,L,h
Combo from 3rd hit with 1F delay; Move can be delayed by 10F
Damage: 5,10 · h,h
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)
Damage: 5,10,14 · h,h,m
+21g on hit; Combo from 2nd CH with 4F delay
Damage: 5,10,20 · h,h,h
Balcony break; Combo from 2nd CH with 3F delay; Move can be delayed by 4F
Damage: 9 · h
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
Damage: 9,14 · h,m
+21g on hit; Combo from 1st hit with 1F delay; Combo from 1st CH with 4F delay
Damage: 9,20 · h,h
Balcony break; Combo from 1st CH with 3F delay
Damage: 15 · h
Damage: 15,12 · h,m
Jail from 1st block; Combo from 1st CH; -7c on crouching hit; Transition to r17 LFS with F (+2/+8/+13)
Damage: 15,12,20 · h,m,M
Combo from 2nd CH with 8F delay; Move can be delayed by 10F
Damage: 15,12,15 · h,m,m
Balcony break; Combo from 2nd CH with 8F delay; Move can be delayed by 10F
Damage: 15,12,15 · h,m,h
Transition to RFS; Combo from 2nd CH with 8F delay; Move can be delayed by 10F
Damage: 15,12,20 · h,m,h
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
Damage: 11,21 · m,m
Balcony break; Input 4 on frames 1 to 5; Input 4 on frame 1 to power up; 37dmg, +1 oB, +42a (+16) oH
Damage: 14 · h
Damage: 14,16 · h,m
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)
Damage: 14,13 · h,h
Jail from 1st block; Combo from 1st hit; Transition to RFS
Damage: 14,13,20 · h,h,M
Transition to RFF; Combo from 2nd CH
Damage: 14,13,17 · h,h,h
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
Damage: 14,13,17,20 · h,h,h,h
Balcony break; Tornado; Combo from 3rd hit with 3F delay; Input can be delayed by 3F; Move cannot be delayed; 6 chip damage on block; Forces tech back roll on hit; Alternate input:(RFS.u+4),4
Transition to BT
Transition to RFF; Transition to r13? standing block with B
Damage: 15 · m
Transition to RFF
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
Damage: 25 · m
Balcony break; Sidesteps to the right
Damage: 21 · h
+11~+17 guaranteed on CH depending on frame advantage; Transition to 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
Damage: 17 · m
Also possible during RFF
Damage: 10 · m
Also possible during RFF
Damage: 10,15 · m,m
Combo from 1st hit; Transition to LFS
Damage: 13 · m
+4s on crouching normal hit; Also possible during RFF
Damage: 12 · m
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
Damage: 12,20 · m,m
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
Damage: 20 · m
Homing; Balcony break on CH; Transition to RFF; Wall splats
Damage: 7,4,17 · m,h,m
Heat engager; Heat dash +5, +43d (+35); Jails; 5 chip damage on block; Also possible during RFF
Damage: 5 · sl
Transition to standing r24 with f at frame 25; +6c on crouching hit
Damage: 8 · sl
+7c on crouching hit
Damage: 7 · l
-2c on crouching hit
Damage: 7,13 · l,h
Transition to RFS; Combo from 1st hit
Damage: 7 · l
Also possible during RFF
Damage: 7,22 · l,h
Tornado; Jail from 1st normal hit; Combo from 1st CH; Also possible during RFF
Damage: 18 · L
Homing; Transition to LFS on hit
Damage: 12 · L
Also possible during RFF
Damage: 14 · L
Transition to r20 RFS with F (-1/+3/+10); Also possible during RFF
Damage: 14,21 · L,h
Combo from 1st CH
Damage: 15 · m
Spike; Sidesteps to the right
Damage: 18 · h
Good right sidestep tracking
Damage: 17 · M
Tornado
Damage: 17 · h
Transition to RFF
Damage: 18 · m
Opponent recovers non-guarding on hit (situational guaranteed follow-up); Also possible during RFF
Damage: 18 · h
Balcony break; Homing; Also possible during RFF; Sidesteps to the left; Wall splats
Damage: 25 · h
Also possible during RFF; Transition to LFS
Damage: 18 · m
Also possible during RFF; Transition to RFS
Damage: 20 · m
Also possible during RFF
Damage: 22 · m
Also possible during RFF
Damage: 11 · m
Also possible during RFF
Damage: 11,12 · m,m
Available on hit or block only; Jail from 1st block; Combo from 1st hit; Also possible during RFF; Transition to RFS
Damage: 11,12,20 · m,m,m
Combo from 1st hit; Also possible during RFF
Damage: 12 · h
Also possible during RFF; Transition to RFS
Damage: 12,12 · h,m
Combo from 1st hit; Also possible during RFF; Transition to RFS
Damage: 12,12,12 · h,m,L
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.
Damage: 10,8 · m,h
Jail from 1st block; Also possible during RFF; Transition to LFS with F (-2/+9)
Damage: 10,8,13 · m,h,m
Combo from 1st hit; Also possible during RFF; Transition to RFF
Damage: 20 · m
Also possible during RFF
Damage: 24 · M
Transition to RFF
Damage: 22 · m
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)
Damage: 40 · m!
Also possible during RFF; Cancel and transition to r24? LFS at frame 25? with b,b
Damage: 30 · m
Balcony break; 9 chip damage on block; Also possible during RFF
Damage: 28 · h
11 chip damage on block; Also possible during RFF; Sideswaps and leaves opponent backturned on hit; Transition to BT on block
Damage: 10 · L
-6c on crouching hit
Damage: 6 · l
-4c on crouching hit
Damage: 12 · m
Damage: 12,18 · m,m
Combo from 1st hit; Transition to RFS
Damage: 12 · m
Damage: 12,10 (15) · m,h
Tornado; Combo from 1st hit; +72a (+56) from 1st hit; Balcony break from 1st hit; Transition to LFS
Damage: 22 · m
Damage: 12 · m
Damage: 12,13 · m,M
Jail from 1st block; Combo from 1st hit; Recovers 3 frames faster on hit (r21 t52); Transition to RFF
Damage: 16 · m
Alternate input: f,n,d,df+3+4 (CD.3+4); Transition to BT
Damage: 16,20 · m,M
Combo from 1st hit with 7F delay; Input can be delayed by 7F; Move cannot be delayed
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
Damage: 27 · m
Tornado; Balcony break; 8 chip damage on block; Also possible during RFF; Transition to LFS
Damage: 18 · m
Tornado; Also possible during RFF
Damage: 18 · m
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. The colon marks a just-frame input.
Damage: 20 · M
Damage: 20 · M
Transition to RFF
Damage: 20 · L
Transition to LFF
Damage: 10 · h
Remains in RFF
Damage: 10,12 · h,m
Combo from 1st hit with 4F delay; Input can be delayed by 4F; Move can be delayed by 3F
Damage: 6 · h
Remains in RFF
Damage: 6,10 · h,h
Jail from 1st block with 2F delay; Combo from 1st hit with 2F delay; Remains in RFF
Damage: 6,10,12 · h,h,m
Combo from 1st hit with 4F delay; Input can be delayed by 4F; Move can be delayed by 3F
Damage: 6,24 · h,h
Balcony break; Tornado; Forces crouch on hit; Combo from 1st hit with 2F delay; Input can be delayed by 2F; Move cannot be delayed
Damage: 6,9 · h,h
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
Damage: 6,9,20 · h,h,M
Combo from 2nd CH with 2F delay; Move can be delayed by 10F; Remains in RFF
Damage: 6,9,23 · h,h,h
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
Damage: 13 · m
Damage: 13,16 · m,h
Combo from 1st hit; Transition to RFS; Cancel and transition to r8? RFS with F (-12/-1)
Damage: 27 · h
Strong aerial tailspin; Homing; Balcony break; Clean hit, 35dmg; Input 4 on frames 1~4; 10 chip damage on block
Damage: 9 · h
Remains in RFF; Transition to RFS with F_B_D_U (+4/+16g/+16); i13 RFS followups guaranteed on CH?
Damage: 9,20 · h,M
Remains in RFF; Combo from 1st CH with 2F delay; Move can be delayed by 10F
Damage: 9,23 · h,h
Balcony break; Jail from 1st block with no delay; Combo from 1st CH with 9F delay; Move can be delayed by 10F
Damage: 5 · h
Damage: 5,10 · h,h
Jail from 1st block with 4F delay; Combo from 1st hit with 4F delay
Damage: 21 · h
Transition to LFS; Transition to r44? BT with B (-11~-8/+0~+3)
Transition to RFS
Damage: 20 · M
Tornado; Remains in RFF
Damage: 21 · m
Homing; Heat engager; Heat dash +5, +43d (+35); Balcony break; Remains in RFF (transitions to LFF on Heat activation or when using Heat Dash)
Damage: 12 · m
Remains in RFF; Transition to RFS with F_B_D_U (+4/+13g/+13)
Damage: 12 · m
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
Damage: 12,20 · m,m
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
Damage: 10 · L
Transition to BT; +0c on crouching hit
Damage: 10,13 · L,h
Combo from 1st hit; Transition to RFS
Damage: 19 · L
Remains in RFF
Damage: 18 · h
Has good left sidestep tracking
Damage: 17 · m
5 chip damage on block; Remains in RFF
Damage: 17 · h
Sidesteps to the right
Damage: 21 · h
Balcony break
Damage: 22 · M
Transition to RFS
Damage: 6 · h
Damage: 15 · m
Transition to RFF; Links to 10-hit string
Damage: 10 · m
Transition to r17 LFS with F (+2/+8/+13); -7c on crouching hit
Damage: 10,20 · m,M
Combo from 1st CH with 9?F delay; Move can be delayed by 10F
Damage: 10,15 · m,m
Balcony break; Combo from 1st CH with 9?F delay; Move can be delayed by 10F
Damage: 10,15 · m,h
Transition to RFS; Combo from 1st CH with 9?F delay; Move can be delayed by 10F
Damage: 10,20 · m,h
Balcony break; Combo from 1st CH with 6?F delay; -1 on block on average. Frame advantage may range from -4~+2 on block
Damage: 24 · h
Balcony break; Transition to RFS
Damage: 17,26 · h,h
Balcony break; 7 chip damage on block; Jail from 1st block; i20 actual startup: cancel takes 5f; Input 4 on frame 1 to power up; 45dmg on hit, 8 chip damage on block
Damage: 13 · m
Damage: 13,16 · m,m
Spike; Combos from 1st hit
Damage: 80 · m!
Cancel with b,b
Damage: 23 · m
Balcony break; Heat engager; Heat dash +5, +36a (+26); Remains in LFS (does not transition on Heat activation or when using Heat Dash)
Damage: 18 · m
Homing; Balcony break on CH
Damage: 12 · m
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
Damage: 12,20 · m,m
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
Damage: 7 · L
-6c on crouching hit
Damage: 7,13 · L,h
Combo from 1st hit with 1F delay; Move cannot be delayed; Input can be delayed by 1F; Transition to RFS
Damage: 17 · L
Transition to RFF
Damage: 15 · m
Sidesteps to the right
Damage: 23 · m
Balcony break; Power up if an attack is absorbed; Reversal break; 9 chip damage on block; -8 on block; Transition to RFF
Damage: 15 · m
Transition to RFF
Damage: 15,20 · m,h
Balcony break; Combo from 1st CH; Jail from 1st block; 6 chip damage on block; Transition to RFF
Damage: 11 · m
Damage: 11,12 · m,m
Available on hit or block only; Jail from 1st block; Combo from 1st hit; Transition to RFS
Damage: 11,12,20 · m,m,m
Combo from 1st hit
Damage: 20 · M
Tornado
Damage: 10,8 · m,h
Jails from 1st block; Transition to LFS with F (-2/+9)
Damage: 10,8,13 · m,h,m
Combo from 1st hit; Transition to RFF
Transition to LFS; r24 LFS when canceling to movement in LFS
Damage: 15 · m
Links to 10-hit string
Damage: 6 · h
Transition to RFF; Links to RFF.2 extensions
Damage: 24 · h
Balcony break; Transition to LFS; Sidesteps to the left; 7 chip damage on block in heat
Damage: 11,21 · m,m
Balcony break; Jail from 1st block; 9 chip damage on block in heat; Input 4 on frames 1 to 7; Input 4 on frame 1 to power up; 37dmg on hit, +1 on block; 14 chip damage on block in heat; +26a (+16) on 2nd hit
Damage: 17 · m
Transition to RFF; 5 chip damage on block in heat
Damage: 17,21 · m,m
Tornado; Balcony break; Transition to LFS; Combo from 1st CH with 1F delay; Combo from 1st hit during heat; Does not combo when 3 is input on frame 14 or 15 (bug); Move cannot be interrupted; Move cannot be delayed; Input can be delayed by 1F; 4 chip damage on block in heat; Consumes 180F of remaining Heat time
Damage: 18 · m
Homing; 5 chip damage on block in heat
Damage: 8,8 · h,h
Jail from 1st block; +6 on 2nd CH; Remains in RFS; Power up during Heat (Loses CH launch property); t40 r22 when canceling to movement in RFS
Damage: 8,8,9 · h,h,h
Tornado; Combo from 1st or 2nd CH; +39a on hit during heat; Interrupt with i3 from 1st block; Transition to RFF; 2 chip damage on block during Heat
Damage: 17 · m
4 chip damage on block in heat
Damage: 13 · L
Transition to RFF; 3 chip damage on block in heat; cs10~19 crush state when canceled into followup
Damage: 13,28 · L,h
Balcony break; Combo from 1st CH with 4F delay; Opponent can buffer crouch assist on 1st normal hit (Input moves with df_d_db inputs); Interrupt with i9 from 1st block; Whiffs vs SSR from 1st block; Move cannot be delayed; Input can be delayed by 4F; 11 chip damage on block; 14 chip damage on block in heat
Damage: 15 · L
Transition to RFF; Stagger low; 4 chip damage on block during Heat
Damage: 15,12 (8) · L,h
Combo from 1st hit; Airborne combo from 1st CH or 1st normal hit during Heat (+20a (+13)); 3 chip damage on block during Heat
Damage: 15,12 (8),20 (10) · L,h,h
Balcony break; Combo from 2nd CH; Airborne combo from 1st CH (+10a (+9)); Interrupt with i4 from 2nd block; Power up in Heat: 25dmg and 7 chip damage on block
Damage: 21 · m
Heat engager; Heat dash +42a (+27); 6 chip damage on block in heat; Recovers 6F faster on hit (t42 r25)
Damage: 23 · m
Balcony break; -8 block advantage and 9 chip damage on block after attack absorption; 6 chip damage on block in heat; Recovers 5F slower on block (t54 r32)
Damage: 17 · h
Homing; Transition to RFF; Link to LFF.(4,4,4),4 extension; 5 chip damage on block in heat
Damage: 14,13,17,20 · h,h,h,h
Balcony break; Tornado; Combo from 3rd hit with 3F delay; Input can be delayed by 3F; Move cannot be delayed; 6 chip damage on block; Forces tech back roll on hit; Alternate input:(RFS.u+4),4
Damage: 22 · M
6 chip damage on block in heat
Damage: 20 · m
Tornado; Transition to RFF; 6 chip damage on block in heat
Damage: 55+ · m,t
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
Damage: 13 · m
Damage: 13,16 · m,h
Jail from 1st block; Combo from 1st hit; +34a (+27) on 1st CH; Transition to LFS
Damage: 18 · l
Transition to RFF
Parries high and mid punches. Pressing 4 on successful parry gives Shotgun Shuffle
Damage: 10,8,10 · m,h,h
Balcony break; Pressing 4 after successful parry
Damage: 21 · m
Damage: 35 · th(h)
Homing; Break: 1 or 2; Opponent recovery on hit: FDFT; Sideswap on break
Damage: 25 · th(h)
Floor break; Homing; Break: 1 or 2; Opponent recovery on hit: FDFT off-axis to the left, sideswap
Damage: 45 · th(h)
Break: 1; Opponent recovery on hit: FUFT off-axis to the left; Also possible during RFF
Damage: 44 · th(h)
Break: 2; Opponent recovery on hit: FDFT off-axis to the right; Also possible during RFF
Damage: 60 · th(h)
Break: none; Opponent recovery on hit: FUFA; Also possible during RFF
Damage: 40 · th(h)
Homing; Break: 2; Opponent recovery on hit: FUFA, sideswap; Transition to BT on hit
Damage: 35 · th(h)
Break: 1+2; Opponent recovery on hit: FUFA, sideswap; Sideswap on break; Possible in RFF, LFS and RFS
Damage: 40 · th(h)
Break: 1+2; Opponent recovery on hit: FUFA; Also possible during RFF
Damage: 45 · th(h)
Floor break; Break: 1; Opponent recovery on hit: FUFA, sideswap
Damage: 26 · th(m)
Break: none; Opponent recovery on hit: FUFA, sideswap; Also possible during RFF
Damage: 45 · th(h)
Break: 1+2; Opponent recovery on hit: FUFA, sideswap
Damage: 15,7 · m,h
Combo from 1st hit
Damage: 15,7,10 · m,h,h
Combo from 2nd hit (1st active frame only); Combo from 2nd CH; Interrupt from 2nd block with i3
Damage: 15,7,10,7 · m,h,h,L
Damage: 15,7,10,7,7 · m,h,h,L,m
Interrupt from 4th block with i13
Damage: 15,7,10,7,7,8 · m,h,h,L,m,m
Combo from 5th hit
Damage: 15,7,10,7,7,8,7 · m,h,h,L,m,m,l
Interrupt from 6th block with i18; Can be sidestepped
Damage: 15,7,10,7,7,8,7,10 · m,h,h,L,m,m,l,h
Interrupt from 7th block with i3
Damage: 15,7,10,7,7,8,7,10,21 (14) · m,h,h,L,m,m,l,h,m
Airborne combo from 8th hit; Interrupt from 8th block with i33; Can be sidestepped
Damage: 15,7,10,7,7,8,7,10,21 (14),42 (21) · m,h,h,L,m,m,l,h,m,h
Balcony break; Airborne combo from 8th hit; Combo from 9th hit; Jail from 9th block