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

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.