Hwoarang, official Tekken 8 character render
Render: Bandai Namco Entertainment
Tekken 8 frame data · character

Hwoarang

133 moves you can start on your own, 77 follow-ups inside strings, and 12 stances they come out of. Ask the table a question rather than reading it top to bottom.

Moves
133
Launchers
54
Fastest
i10
Safe
127
Lows
21
Mids
100
Highs
84
Homing
4
Tornado
2
Heat engagers
5
Fastest move
1

You blocked it. What does Hwoarang get?

Pick how minus they were.

Blocked standing

Anything Hwoarang can start from neutral inside the window.

  • Back throw Slaughterhouse throw i12 60
  • qcb+3 Door Mat throw i11 45
  • Left throw Bring It On throw i12 45
  • Right throw Dead-End throw i12 44
  • 4 i11 14
  • 2 Right Jab i10 9
  • d+2 Crouch Straight i11 8
  • 1 Jab i10 5
  • d+1 Crouch Jab i10 5

Blocked a low

You are crouching, so the punish comes out while you rise — the ws moves.

  • ws4 i11 12
  • ws1 i12 12

Sorted by damage, highest first, and the top one at each window is marked. Frames are necessary and not sufficient: pushback is not in the source, so a move listed here can still whiff at the distance the blocked attack left you at.

133 of 210 rows
Input Name Level Startup Block Hit CH Damage
H.RFS.f+4H.RFS — Jail from 1st block h,h i8, i10 0 5 — 8,10
RFS.f+4RFS — Jail from 1st block h,h i8, i10 0 2 5 8,8
1 Jab Recovers 2f faster on hit or block (t27 r17) h i10 1 8 — 5
2 Right Jab Transition to LFS with 3 (+3/+11g/+12) h i10 0 8 9 9
d+1 Crouch Jab Transition to standing r24 with f sl i10 -5 6 — 5
RFF.1RFF — Remains in RFF h i10 0 6 — 10
RFF.2RFF — Remains in RFF h i10 2 8 — 6
RFF.f+1RFF — h i10 1 8 — 5
4 — h i11~12 -6 5 — 14
d+2 Crouch Straight +7c on crouching hit sl i11 -4 7 — 8
qcb+3 Door Mat Floor Break th(h) i11 -2 -5d — 45
ws4 — m i11~12 -3 8 — 12
1+3 Pickpocket Homing th(h) i12~14 -3 -5d — 35
2+4 Falcon Dice Kick Floor Break th(h) i12~14 -6 -2d — 25
2+4,B Roll and Choke Homing th(h) i12~14 -2 -6d — 40
Back throw Slaughterhouse Break: none th(h) i12~14 — +1d — 60
f+2+3 Human Cannonball Break: 1+2 th(h) i12 0 +1d — 35
hFC.4hFC Crouch Shin Kick -4c on crouching hit l i12 -15 -4 — 6
Left throw Bring It On Break: 1 th(h) i12~14 -3 -1d — 45
RFF.1+3RFF Jackknife Break: 1+2 th(h) i12 -6 -5d — 45
RFF.4RFF — Remains in RFF h i12 -8 3 — 9
Right throw Dead-End Break: 2 th(h) i12~14 -3 +8d — 44
uf+1+2 Leg Hook Throw Break: 1+2 th(h) i12 -6 -5d — 40
ws1 — m i12~13 -3 8 — 12
b+4 Nose Bleeder Transition to RFF h i13~14 -10 1 +50a 17
df+1 — Also possible during RFF m i13~14 -1 6 — 10
df+3+4 Ignition Barrage Heat Engager m,h,m i13,i14,i24~25 -14 +4c — 7,4,17
LFS.1LFS Left Flamingo > Back Hand h i13 5 7 — 6
RFF.b+3RFF Nose Bleeder Sidesteps to the right h i13~14 -10 1 +50a 17
RFF.df+4RFF Right Sidekick Remains in RFF m i13 -7 +1g 1 12
RFS.2RFS Right Flamingo > Back Hand Transition to RFF h i13 5 7 — 6
u+2 Knife Hand Strike Balcony Break h i13~15 -9 +15g — 18
3 — h i14 -7 4 — 15
b+2 Right Back Elbow Elbow h i14 -4 6 +14c 18
BT.3BT Left Plasma Blade M i14~16 -13 +38a (+28) — 20
BT.4BT Plasma Blade Transition to RFF M i14~16 -13 +40a (+30) — 20
LFS.3LFS — Transition to r17 LFS with F (+2/+8/+13) m i14 -13 -7 -2 10
LFS.4LFS Right Step Kick Balcony Break h i14~16 4 +27a (+18) — 24
LFS.uf+3+4LFS — Jails from 1st block m,h i14, i9 -10 1 — 10,8
RFF.b+1RFF Left Back Elbow Elbow h i14 -4 6 +14c 18
RFF.f+3RFF Cheap Shot Transition to LFS h i14~17 +12~+15 +23~+26 — 21
RFS.3RFS Left Step Kick Balcony Break h i14~16 4 +27a (+18) — 24
RFS.4RFS Right Kick Transition to RFF m i14 -9 3 — 17
uf+3+4 — Jail from 1st block m,h i14,i9 -10 1 — 10,8
ws3 Iron Heel m i14~16 -12 +14c — 22
AIR.ub+3+4AIR Overhead Kick Break: none th(m) i15~16 — +10d — 26
b+1 Stealth Needle Spike m i15 -15 -1 — 15
df+2 Right Uppercut +4s on crouching normal hit m i15~16 -7 +34a (+24) — 13
f+1+2 Push Hands Also possible during RFF m i15 -9 2 14 17
LFS.1+2LFS — m i15~16 -10 +4c — 13
LFS.4~3LFS Lightning Halberd Balcony Break h,h i15~16 (i20~21), i8~9 6 +24a (+14) — 17,26
LFS.b+1LFS Stealth Needle Sidesteps to the right m i15 -15 -1 — 15
RFS.d+3RFS — Transition to RFF L i15 -13 -5 2 13
ws2 — m i15~16 -7 +4s — 12
2+3 Heat Burst Heat Burst m i16 1 +2c — [12;12]
b+3 Left Plasma Blade Tornado M i16~17 -19 +35a (+25) — 17
CD.4CD Sky Rocket Tornado m i16 -18 +53a (+43) — 18
db+4 — Transition to r20 RFS with F (-1/+3/+10) L i16 -12 -8 -1 14
df+4 Middle Claymore Homing m i16~17 -8~-7 +8~+9 +18a (+9) 20
f,n,df#4 Lethal Sky Rocket Tornado m i16 -8 +59a (+49) — 18
f+2 Rusty Knife Transition to RFF m i16 -2 9 — 15
hFC.3hFC Crouch Spin Kick -6c on crouching hit L i16 -17 -6 — 10
LFS.2LFS Right Backhand Transition to RFF m i16 -2 9 — 15
LFS.b+4LFS Combat Middle Transition to RFF m i16~17 -8 0 — 15
LFS.d+3LFS — -6c on crouching hit L i16 -17 -6 — 7
RFF.3RFF — m i16 -4 7 — 13
RFF.b+2RFF Blast Fist 5 chip damage on block m i16~17 +4~+5 +6c~+7c +25d~+26d 17
RFS.1RFS Left Punch Links to 10-hit string m i16 -2 9 — 15
RFS.3~4RFS Flying Eagle Balcony Break m,m i16,i7 -3 +42a (+16) — 11,21
RFS.b+3RFS Left Heel Lance Heat Engager m i16~17 -9 7 — 21
u+4 Scorpion Side Kick Also possible during RFF m i16~18 3 +11g 11 18
d+3 — -2c on crouching hit l i17 -13 -2 — 7
f,F+4 Peacekeeper Heat Engager m i17~18 -7 +19a (+10) — 22
f+4 Right Hook Kick +11~+17 guaranteed on CH depending on frame advantage h i17~23 +7~+13 +18g~+24g +18~+24 21
H.2+3H Trinity Claymore Heat Smash m,(t),m,h i17~18, i18~19, i29 11 +13d / +35d (+14) — 13,(14,24), 12,25
LFS.f+4LFS Spinning Hook Kick Homing m i17~18 -10 6 +16a (+7) 18
RFS.df+4RFS Snap Kick 4 chip damage on block in heat m i17~19 1 +8c +26a 17
RFS.uf+4RFS Air Blade Tornado m i17~18 -13 +30a (+20) — 20
ub+4 Fade-Away Kick Opponent recovers non-guarding on hit (situational guaranteed follow-up) m i17~20 -8 10 — 18
BT.d+3BT Spinning Low Kick L i18~19 -13 -2 +31a 20
CD.3CD Phalanx Tornado m i18~19 4 +25a (+16) +57a (+10) 27
f,f,F+4 Torpedo Kick 11 chip damage on block h i18~19 5 8 — 28
RFF.b+4RFF Spin Kick Balcony Break h i18~19 -9 +12g +13c 21
RFF.d+3RFF — Transition to BT L i18 -11 0 — 10
RFF.f+4~4RFF Plasma Blade Tornado M i18~20 -13 +41a (+31) — 20
SS.3SS — m i18~19 -12 -1 +5s 13
d+4 — Also possible during RFF l i19 -17 -6 +4s 7
db+3 Sweep Kick Also possible during RFF L i19 -13 -1 +17g 12
LFS.f+3LFS Flamingo Rocket Balcony Break m i19~20 4 +26a — 23
LFS.uf+4LFS Switch Plasma Blade Tornado M i19~20 -14 +32a (+22) — 20
RFF.d+3+4RFF Heel Screw Remains in RFF L i19 -11 5 +15g 19
SS.4SS Spinning Trip Kick Transition to RFF l i19~20 -13 +5c +31a 18
f,F+3 Spinning Axe Kick Transition to RFF M i20~24 6 +6c — 24
f+3~3 Cheap Shot Snap Kick Balcony Break m i20 -16 +7a (-2) — 25
LFS.b+3LFS Left Thunderbolt Balcony Break m i20~22 -12 14 — 23
LFS.d+4LFS Combat Low Transition to RFF L i20~21 -12 4 +14d 17
R.df+1+2R Sky Burial Rage Art m,t i20 -18 +0d — 55+
RFS.b+4RFS Right Thunderbolt Balcony Break m i20~22 -12 +14g — 23
RFS.d+4RFS — Transition to RFF L i20~21 -23 +7c — 15
RFS.f+3RFS Screw Kick Homing m i20~21 -10 5 +15a (+6) 18
u+3 Jump Kick Also possible during RFF h i20 5 +44a (+38) — 25
ws3+4 — Alternate input: f,n,d,df+3+4 (CD.3+4) m i20~21 -9 2 — 16
d+3+4 Dark Halberd Homing L i21~22 -14 +6 LFS — 18
3~4 Flying Eagle Balcony Break m,m i22,i7 -3 +26a (+16) — 11,21
df+3 — Cancel and transition to r1 LFS with F_U_D at frame 20 of move startup m i22~23 -14~-13 -4~-3 — 12
f,f,F+3 Flying Nerichagi Balcony Break m i22~24 6 +23a — 30
LFS.df+3LFS — Cancel and transition to r1 LFS with F_U_D at frame 20 of move startup m i22~23 -14 -4 — 12
RFF.df+2+3RFF — Power up if an attack is absorbed m i22~23 -14 -4 — 12
RFF.df+3RFF Black Kite Homing m i22~24 1 6 — 21
RFF.f,F+3RFF Hunting Heel M i22~25 -7 +19d — 22
uf+4 — Also possible during RFF h i22~23 -2 4 — 12
uf,n,4 Delayed Rising Toe Kick Also possible during RFF m i23~25 -13 +32a (+22) — 20
RFS.uf+3RFS Flamingo Hunting Heel 6 chip damage on block in heat M i24~27 -7 +19d — 22
RFS.u+4RFS Raptor Claw Homing h i25~26 -2 8 — 17
u+3+4 Bloody Guillotine Also possible during RFF m i25~26 -7 +24a — 20
uf+2 Bone Stinger Also possible during RFF m i26 +5c +6c +28d 22
RFF.3~4RFF Backlash Strong Aerial Tailspin h i27~30 +4~+7 +46a~+49 — 27
LFS.uf+3LFS — m i28~29 -6 -7 — 11
uf+3 — Also possible during RFF m i28~29 -6 -7 — 11
(Back to wall).b,​b,​UB [[Wall Jump Attack]] m i36~38 +0c +8a — 21
b,B+2+3 Dynamite Heel Also possible during RFF m! i61~62 — +17a — 40
LFS.1+4LFS Power Blast Cancel with b,b m! i66~69 — -2a~+1a — 80
1+2 Disrespect Transition to BT — — — — — —
1+2+3+4 Ki Charge — — — — — —
3+4 Motion Switch Transition to RFF — — — — — —
b+1+3 Parry Parries high and mid punches. Pressing 4 on successful parry gives Shotgun Shuffle — — — 9 — —
f+3 Left Flamingo Feint Transition to LFS — — — — — —
f,n,4 Right Flamingo Feint Transition to RFS — — — — — —
f,n,d,df Shark Step Cannot be buffered — — — — — —
LFS.3+4LFS Flamingo Switch > Right Flamingo Transition to RFS — — — — — —
RFF.3+4RFF Motion Switch > Left Foot Forward Transition to LFF — — — — — —
RFF.f+4RFF Right Flamingo Feint Transition to RFS — — — — — —
RFS.3+4RFS Flamingo Switch > Left Flamingo Transition to LFS — — — — — —

Move data and the published punish tables are imported once from a community frame-data project that releases its text into the public domain (CC0). Numbers are theirs; the grouping, the derived flags and any mistake in them are ours. Character renders are Bandai Namco Entertainment’s, shown to identify the fighter. TEKKEN is a trademark of Bandai Namco Entertainment Inc., which is not affiliated with this site. A dash means the source does not record that column for that move — it is not a zero, and the filters treat it as unknown.