Hwoarang Combo Thread 2013

Welcome to the new Hwoarang combo thread. This information in this post is up-to-date for SFxT 1.08 (Ver.2013).

First off, here are some things you should know about the combos listed here:

Super Charge dash cancel
Hwoarang’s Super Charge (SC) move is Dynamite Heel (hcb+P). The input for performing a Super Charge dash cancel is hcb+[P]>f~f. This will be written as ‘SCDC’ for short.

Motion Switch
Hwoarang’s Flamingo (FLA) stance is activated by the Motion Switch (KKK) command. As this action only has a 1f recovery, it can be used freely during matches and even in the middle of combos. If a combo includes the use of FLA moves where one would not normally be in FLA stance, it is implied that Motion Switch should be used.

Sometimes, when you tag Hwoarang in from a switch cancel, Motion Switch can be exploited to connect jumping combos that the game would not normally allow. This is because the tag run-in is cancelable into moves once the incoming character reaches the position of the outgoing character, but it does not end naturally until the incoming character reaches the opponent. Motion Switch is able to cancel the run-in and regain full control of Hwoarang after the 1f recovery. Thus, it may become possible to jump earlier by inputting a command such as uf+KKK as Hwoarang runs in.

Flamingo transitions
Most of Hwoarang’s strings, as well as his Tsunami Kick (f+MK) command normal, can transition into Flamingo stance by holding forward, which also causes him to recover faster. By holding down-forward, Hwoarang will use the stance transition and immediately cancel the stance by crouching, which grants access to normal moves. Combos will be listed with ‘>f’ or ‘>df’ as appropriate.

EX Hunting Hawk follow-up
After connecting EX Hunting Hawk (qcb+KK) on a grounded opponent, there are a few different possible follow-ups:
qcb+KK, j.HK, cr.MP xx qcb+HK - mid-screen only
qcb+KK, st.HK/FLA HP xx qcb+HK - works in the corner, but may whiff on some characters
qcb+KK, cr.MP xx qcb+HK - most consistent in the corner

When appropriate, these variations and the damage values for each will be noted in the same order listed here.

Dynamite Heel juggles
Connecting Dynamite Heel (hcb+P) on an airborne opponent causes a ground bounce. Unless otherwise noted, these are the optimal follow-ups:
hcb+P, dp+HP xx dp+HK
hcb+P, HP+HK
hcb+P, cr.HK

When appropriate, these variations and the damage values for each will be noted in the same order listed here.

Quick Kick Combo juggles
After juggling with Quick Kick Combo (FLA MP>MP), there are these possible follow-ups:
FLA MP>MP>f, dp+HP xx dp+HK - consistent anywhere
FLA MP>MP>f, qcb+HK - consistent in the corner
FLA MP>MP>f, dp+HP xx qcb+HK - works midscreen, requires DP motion to be buffered early so that qcb+HK can be executed at the correct timing without input overlap

The damage is the same for each version, but the latter combo will always be listed because the knockdown is preferable.

Finally, here are the combos.

Hit-confirms
Solo:[list]
[]cr.LP-st.MK>MK>HK xx qcb+HK (252)
[
]cr.LP-st.MK>MK>df, [3f] cr.LP-st.MK>MK>HK xx qcb+HK (265)
[]cr.LP-st.MK>MK>f, [2f] FLA MP>MP>f, - requires standing opponent[list]
[
]FLA HK xx SCDC, cr.MP, cr.MK xx qcb+HK (351)
[]FLA HK xx dp+P xx hcb+LP, dp+HP xx dp+HK (356)[/list]
[
]cr.LP-st.MK>MK>HK xx qcb+KK, [j.HK, cr.MP xx qcb+HK / st.HK xx qcb+HK / cr.MP xx qcb+HK] (377/363/348)
[]cr.LP-st.MK>MK>f, [2f] FLA MP-HK xx qcb+KK, [j.HK, cr.MP xx qcb+HK / FLA HP xx qcb+HK / cr.MP xx qcb+HK] (410/403/391) - requires standing opponent
[
]st.LK>MK>f, [2f] FLA MK>LK>df, [3f] cr.LP-st.MK>MK>HK xx qcb+HK (308) - requires close proximity; requires standing opponent in corner
[]st.LK>MK>f, [2f] FLA MK>LK>f, [2f] FLA MP>MP>f, FLA HK xx SCDC, cr.MP xx qcb+HK (378) - requires close proximity; requires standing opponent in corner
[
]st.LK>MK>f, [2f] FLA MK>LK xx qcb+KK, [j.HK, cr.MP xx qcb+HK / FLA HP xx qcb+HK / cr.MP xx qcb+HK] (412/398/383) - requires close proximity; requires standing opponent in corner
[]st.LP, [2f] st.MP>LP, FLA MP>MP>f, dp+HP xx qcb+HK (319)
[
]FLA MK>LK>df, [3f] cr.LP-st.MK>MK>HK xx 214HK (309) - requires standing opponent on 2nd hit*[/list]

Cross rush:[list]
[]cr.LP-st.MK>MK-HP+HK (155)
[
]cr.LP-st.MK>MK>MK-st.HP-HP_HK (218)
[]cr.LP-st.MK>MK>f, [2f] FLA MP-HP+HK (234)
[
]cr.LP-st.MK>MK>f, [2f] FLA MP-cr.HP-HP_HK (267)[/list]

Punish and jump-in combos
Solo:[list]
[]st.MP>LP, FLA MP>MP>f, dp+HP xx qcb+HK (331)
[
]st.HK xx qcb+KK, [j.HK, cr.MP xx qcb+HK / st.HK xx qcb+HK / cr.MP xx qcb+HK] (462/427/403)
[]FLA MK>LK>f, [2f] FLA MP>MP>f, - requires standing opponent[list]
[
]FLA HK xx SCDC, cr.MP, cr.MK xx qcb+HK (414)
* FLA MP, cr.MP xx qcb+HK (423)
[]FLA HK xx dp+P xx hcb+LP, [dp+HP xx dp+HK / HP+HK / cr.HK] (415/395/391)
[
]FLA HK xx SCDC, cr.MP xx hcb+PPP (510)[/list]
[]FLA MK>LK>f, [2f] FLA MP-HK xx qcb+KK, [j.HK, cr.MP xx qcb+HK / FLA HP xx qcb+HK / cr.MP xx qcb+HK] (485/471/456) - requires standing opponent
[
]FLA MP-HK xx qcb+KK, [j.HK, cr.MP xx qcb+HK / FLA HP xx qcb+HK / cr.MP xx qcb+HK] (492/464/443) - requires standing opponent[/list]

Suboptimal:[list]
[]st.MP>LP, st.LK>MK>df, st.HK xx qcb+HK (312)
[
]FLA MK>LK>f, [2f] FLA MP>MP>f, FLA HK xx qcb+HK (390) - requires standing opponent
[*]FLA MK>LK>f, [2f] FLA MP>MP>f, FLA HK xx hcb+PPP (505) - requires standing opponent[/list]

Cross rush:[list]
[*]FLA MP-cr.HP-HP_HK (223)[/list]

Overhead combos
Solo:[list]
[]f+MK>df, [2f] cr.LP-st.MK>MK>HK xx qcb+HK (277)
[
]f+MK>f, [1f] FLA MP>MP>f,[list]
[]FLA HK xx SCDC, cr.MP, cr.MK xx qcb+HK (409)
[
]FLA HK xx dp+HP xx hcb+LP, [dp+HP xx dp+HK / HP+HK / cr.HK] (406/381/376)
[]FLA HK xx SCDC, cr.MP xx hcb+PPP (509)[/list]
[
]f+MK>f, [1f] FLA MP-HK xx qcb+KK, [j.HK, cr.MP xx qcb+HK / FLA HP xx qcb+HK / cr.MP xx qcb+HK] (492/471/453)
[]f+HK, st.HK xx qcb+HK (280)
[
]f+HK, walk forward, FLA MP>MP>f, dp+HP xx qcb+HK (335)
* CH f+MK>f, [1f] FLA MK>LK>f, FLA MP>MP>f, FLA MP, cr.MP xx qcb+HK (434)[/list]

Suboptimal:[list]
[]f+MK>df, [2f] cr.LP-st.MP>MP xx qcb+KK, [j.HK, cr.MP xx qcb+HK / st.HK xx qcb+HK / cr.MP xx qcb+HK] (388/374/359)
[
]f+MK>df, [2f] cr.LP-st.MK>MK-HP+HK (196)
[]f+MK>f, [1f] FLA MP>MP>f, FLA HK xx qcb+HK (373)
[
]f+HK, walk forward, st.LK>MK>df, st.HK xx qcb+HK (309)[/list]

Cross rush:[list]
[*]f+MK>f, [1f] FLA MP-HK-HP_HK (265)[/list]

Note: You can get a CH overhead by super charging to EX and dash canceling beforehand.

Counterhit combos[list]
[]CH st.HK xx SCDC, [1f] cr.LK-st.MK>MK>df, [3f] cr.LP-st.MP>MP xx qcb+HK (330)
[
]CH st.HK xx SCDC, [1f] cr.LK-st.MP>MP xx qcb+KK, [j.HK, cr.MP xx qcb+HK / st.HK xx qcb+HK / cr.MP xx qcb+HK] (440/426/411)
[]CH st.HK xx SCDC, [1f] cr.LK-st.MK>MK>f, [2f] FLA MP>MP>f, - requires standing opponent*[list]
[
]FLA HK xx SCDC, cr.MP xx qcb+HK (399)
[]FLA HK xx dp+P xx hcb+LP, [dp+HP xx dp+HK / HP+HK / cr.HK] (405/395/393)
* FLA MP, cr.MP xx qcb+HK (411)[/list]
[
]CH st.HK xx SCDC, [1f] cr.LK-st.MK>MK>f, [2f] FLA MP~HK xx qcb+KK, [j.HK, cr.MP xx qcb+HK / FLA HP xx qcb+HK / cr.MP xx qcb+HK] (443/443/434) - requires standing opponent*
[]CH hcb+P, [2f] cr.LP-st.MK>MK>f, FLA MP>MP>f, FLA HK xx SCDC, cr.MP xx qcb+HK (387)
[
]CH (FLA) hcb+P, [1f] FLA MP>MP>f,[list]
[]FLA HK xx SCDC, cr.MP, cr.MK xx qcb+HK (449)
[
]FLA HK xx dp+P xx hcb+LP, [dp+HP xx dp+HK / HP+HK / cr.HK] (446/421/416)
* FLA MP, cr.MP xx qcb+HK (455)
[]FLA HK xx SCDC, cr.MP xx hcb+PPP (549)[/list]
[
]CH (FLA) hcb+P, [1f] FLA MP-HK xx qcb+KK, [j.HK, cr.MP xx qcb+HK / FLA HP xx qcb+HK / cr.MP xx qcb+HK] (532/511/493)[/list]

Note: To perform special moves in FLA stance, the motions must be buffered while Hwoarang is in a non-neutral state. The most practical way to do this is to cancel FLA normals and strings into special moves.

Anti-air and air-to-air combos[list]
[]FLA HK xx dp+P xx hcb+P, [dp+HP xx dp+HK / HP+HK / cr.HK] (290/250/242)
[
]FLA HK xx SCDC, cr.MP xx qcb+HK (270)
[]CH st.MP, cr.HK (165)
[
]CH st.MP, cr.MK xx qcb+HK (255)
[]CH st.HK xx dp+HP xx hcb+LP, [dp+HP xx dp+HK / HP+HK / cr.HK] (313/273/265)
[
]CH j.LP>MP, cr.MP xx qcb+HK (263)
[*]CH j.LP>MP, st.HK xx qcb+HK (287)[/list]

Anti-backdash combos[list]
[]st.LK (whiff)>MK xx hcb+P, st.HK xx qcb+HK (327)
[
]FLA LK (whiff)>MK xx hcb+P, crouch, st.HK xx qcb+HK (317)
[]hcb+P, walk forward, cr.MP, st.LK, st.HK xx qcb+HK (317)
[
]hcb+P, walk forward, st.LK>MK>df, st.HK xx qcb+HK (319)[/list]

Tag-in juggles
There are two types of juggle states in tag combos: a regular juggle state, which occurs after a launcher connects on a grounded opponent or an attack is switch-canceled on an already-juggled opponent, and a juggle reset state, which occurs when a multi-hitting attack is switch-canceled on a grounded opponent and causes a knockdown state afterwards. See [this post](List of moves that can cause Complete Juggle Reset for details.[list]
[]In a regular juggle state, these combos can be preceded by a j.HK.
[
]In a juggle reset state, these combos can be preceded by a dp+K or a hcb+P (causes bound high enough for FLA MP starter).[/list]

Juggle combos (roughly ascending order by required juggle height):[list]
[]cr.MP, cr.MP xx qcb+HK
[
]st.LK>MK>df, st.HK xx qcb+HK - best damage for low juggles
[]st.HK xx qcb+HK
[
]st.HK xx hcb+P, [dp+HP xx dp+HK / HP+HK / cr.HK]
[]FLA MP>MP>f, dp+HP xx qcb+HK
[
]st.MK>MK>df, st.HK xx qcb+HK
[]st.MP>MP xx SCDC, cr.MP/st.HK xx qcb+HK
[
]st.MP>MP>f, FLA HP xx qcb+HK
[]hcb+P, st.HK xx qcb+HK
[
]FLA MK>LK>df, cr.MP/st.HK xx qcb+HK
[]j.HK, cr.MP/st.HK xx qcb+HK
[
]j.HK, st.MP>MP xx qcb+HK
[]j.HK, FLA MK>LK xx qcb+HK
[
]j.HK, st.HK xx SCDC, cr.MP/st.HK xx qcb+HK
[*]j.HK, FLA HP xx SCDC, st.HK xx qcb+HK[/list]

  • Does not apply to Hugo, Jack-X, Abel, Sagat, Zangief, Vega, Balrog, Marduk, King, Kuma, Ogre

Any suggestions for changes or additions are welcome.

From what we tested yesterday off of an AA’d FLA HK xx dp.LP xx hcb+lp,cr.HK. These could lead into HH corpse hoping to mess up roll times and its about 250 or so damage.

This is amazing already learned alot because of this thank you! my question is will you include a section or rather what pokes would be best to SCDC out of to continue pressure~

Nope, this thread is dedicated to combos. Topics like that should be addressed elsewhere.

Just lettin people know the most dmg bnb might not be the best dmg if ur gonna tag

Idk if its just me but after a launch (nina) when I do Cr.mp xx lp.dh rh.dp. the dp part only does 70 dmg but when I do cr.mp xx lp.dh hp.ss xx rh.dp. the dp does 105 dmg

I posted this in the Hwoarang Thread but I think it belongs here.

I saw LI Joe working on some Hwoarang combos on his stream so I let him know about a combo I made up with
I made this punish raw tags

j.HK (works with MP too), FL. Stance S.MP (knock opponent to the air), special step xx HK Sky Rocket, you can extend the damage by tagging out, it’s good stuff! LI Joe was getting 550 with a follow up Paul combo.

Have fun guys! :slight_smile:

<blockquote class=“Quote” rel=“King D.”>Idk if its just me but after a launch (nina) when I do Cr.mp xx lp.dh rh.dp. the dp part only does 70 dmg but when I do cr.mp xx lp.dh hp.ss xx rh.dp. the dp does 105 dmg</blockquote>

the special step makes the DP meatier thus getting better damage.

Excellent organization of combos. The only other piece of info I like to know is how tight the links are in a combo. I absolutely stink at links and I’ll choose a 3-frame link that does 50 less dmg over a 1 frame link any day in a combo. But that info would be hard/tedious to put in depending on how many links there are. Perhaps just adding a note of the frames of the tightest link in the combo would be something to think about.

<blockquote class=“Quote” rel=“learis1”>Excellent organization of combos. The only other piece of info I like to know is how tight the links are in a combo. I absolutely stink at links and I’ll choose a 3-frame link that does 50 less dmg over a 1 frame link any day in a combo. But that info would be hard/tedious to put in depending on how many links there are. Perhaps just adding a note of the frames of the tightest link in the combo would be something to think about.</blockquote>

Okay, I tried writing in the link windows. Is this format good?

<blockquote class=“Quote” rel=“Dr. Grammar”>

Okay, I tried writing in the link windows. Is this format good?</blockquote>

Works fine for me. Great job, thanks for putting in the time.

Do you guys thinks it’s possible to pull off three dp’s in a row with Hwo in combo? I’m playing Duds(Battery)/Hwo(User). The most I get is two.

My Hwo Bnb does 463 solo :T

<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/65242/TekGenbu">TekGenbu</a> said:</div>
<div class=“QuoteText”>My Hwo Bnb does 463 solo :T</div>
</blockquote>

and what pray tell would that BnB be?  is it meterless?<br>

High as f*** damage 3 meter combo, success also depends on partner of choice:<br><br>j.Hp, Hk xx EX hunting hawk, j.Hk, cr.Mp xx hunting hawk xx switch xx charge EX chargable art to super<br><br>Depending on partner can do up to 700 damage (did 665 with sagat as partner, 704 with hugo, no gems)<br><br>Not too practical, but its there nevertheless, and if you have meter to burn, might as well use it one way or another xD (shame you cant do it from an overhead, you can do a ‘simplified’ version though which is Mp, Lp, cr. Mp xx hunting hawk xx switch xx charge EX chargable art to super)<br><br>I think the meter to damage ratio on these combos is pretty damn economical, even more so than Law’s ex shaolin kick to charged super art (there, a 2 bar combo will do more than if you just threw a cross art on there I think, and in this case it definitely does more) Just thought I’d mention it since I didnt see this little ‘trick’ mentioned anywhere here really :smiley:

idk why this isn’t listed but it is a pretty good hitconfirm<div><br></div><div>cr. lp-st. mp>lp, take a step forward, cr. mp-cr. mp, h HH</div><div><br></div><div>does 268</div>

<font face=“Arial, Verdana” style=“font-weight: normal; font-size: 10pt; line-height: normal;”>Picked up Hwoa about a week ago so I’m new to these forums.  Starting off my stay in the Hwoa forums right by potentially reposting combos and pissing everyone off.  I also apologize in advance for my disorganization and tendency to ramble.  Nice to meet you guys.</font><br><br><font face=“Arial” style=“font-weight: normal; font-size: 10pt; line-height: normal;”>First, I’m going to talk about two counterhit combos…</font><br><div><font face=“Arial, Verdana” style=“font-weight: normal; font-size: 10pt; line-height: normal;”><b>Overhead</b></font><br><span style=“font-weight: normal; font-size: 10pt; line-height: normal;”><b>CH</b></span><span style=“font-weight: normal; font-size: 10pt; line-height: normal;”> </span><span style=“font-weight: normal; font-size: 10pt; line-height: 1.7em; font-family: Arial, Verdana;”>fwd.mk, hold forward>FLA mk>lk, hold forward>FLA mp>mp, hold forward>FLA hk xx mp* special step xx lp dynamite heel, hp special step xx rh skyrocket  [418]</span><br><br><div style=“font-weight: normal; font-size: 10pt; line-height: normal;”><font face=“Arial, Verdana”>*I find mp special step more reliable but I can see how hp would be more efficient.</font><br><span style=“line-height: 1.7em;”><font face=“Arial”>It does 418.  So 14 more points than his optimal meterless fwd.mk combo.  Its meter gain is roughly the same, too.</font></span><span style=“font-family: ‘lucida grande’, ‘Lucida Sans Unicode’, tahoma, sans-serif; line-height: 1.7em;”>  </span><br><br><font face=“Arial, Verdana”>Really, more significant than this combo are the followups possible after FLA mk>lk.  This opens up a lot of combo options that can be ideal given your meter or health situation.  A lesser scaled hunting hawk ender which is useful for switch canceled combos.  For example, </font><font face=“Arial”><span style=“line-height: 1.7em;”>Landing Cr. Mp afterward is now possible.</span><span style=“line-height: 1.7em;”>  As well as a reliable way to land ex hunting hawk into a 448 damage combo midscreen for one bar.  </span></font></div><div style=“font-size: 10pt; line-height: normal; font-family: Arial, Verdana;”><span style=“font-weight: normal;”>Also.  </span><b>CH</b> fwd.mk>FLA mk>lk, fwd> FLA mp>mp, fwd> FLA rh xx hp special step xx lp dynamite heel, launch [412]</div><div style=“line-height: normal; font-family: Arial, Verdana;”><br><font size=“2”><b>Antiair</b></font><br><font size=“2”><b>CH</b></font><font size=“2” style=“font-weight: normal;”> st.rh xx hp special step xx lp dynamite heel, hp special step xx rh skyrocket [312]</font><br><font size=“2” style=“font-weight: normal;”>It also has low scaling so tag cancelled followups can be pretty devastating.  To the tune of 518 with one bar on my current team.  </font><br><br><font size=“2” style=“font-weight: normal;”>I go for this combo whether the st.rh counterhits or not.  If it doesn’t, you get a meaty dynamite heel and can continue pressure.  </font><br><br><font size=“2”><b>Anti Backdash Combos</b></font><font size=“2” style=“font-weight: normal;”><br></font><span style=“font-weight: normal; font-size: small;”>meaty lk>mk xx lp dynamite heel, hp special step xx rh skyrocket  (low & high smash kick combo)<br>meaty FLA lk>mk xx lp dynamite heel, hp special step xx rh skyrocket (flamingo kick combo)<br></span></div><div style=“font-weight: normal; line-height: normal; font-family: Arial, Verdana;”><span style=“font-size: small;”><br></span></div><div style=“font-weight: normal; line-height: normal; font-family: Arial, Verdana;”><font size=“2”>This combo doesn’t work on the best backdashes:  Law, Chun, Bryan, etc.  However, if you have a strong read on a backdash from one of these guys…<br>I say strong read because <b>important: in the case they simply lowblock, </b><b>on all but larger characters, the second hit of FLA lk>mk will whiff and can be punished.</b></font></div><div style=“font-weight: normal; line-height: normal; font-family: Arial, Verdana;”><font size=“2”><br>meaty FLA mk>lk xx lp dynamite heel, hp special step xx rh skyrocket</font></div><div style=“font-weight: normal; line-height: normal; font-family: Arial, Verdana;”><span style=“font-size: small;”><br></span></div><div style=“font-weight: normal; font-size: 10pt; line-height: normal; font-family: Arial, Verdana;”><br><br><br><br><br></div></div>

Does the CH in front of the anti air combos stand for counter hit? If so how practical it if you arent sure youll land a counter hit?

<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/79430/MrCam">MrCam</a> said:</div>
<div class=“QuoteText”>Does the CH in front of the anti air combos stand for counter hit? If so how practical it if you arent sure youll land a counter hit?</div>
</blockquote>

It does.  You could always charge yourself up a counter hit and guarantee the combo if you successfully antiair with st.rh.  <br>In the case that it isn’t a counter hit, your opponent will of course be in an invincible flipping animation before recovering standing.  It’s easy with some practice to confirm whether it’s a counter hit or not.  <br>Take in the instance that it isn’t a counter hit.  You land the st.rh, cancel it into special step which is then canceled into dynamite heel.  During this process, you notice it wasn’t a counter hit and they’re in the flipping animation.  Time the dynamite heel by charging it for a few frames and letting it go to hit meaty as they recover.  If your opponent is blowing up this meaty set up with reversals, cancel dynamite heel into a backdash and punish.<br><br>I used this set up (both the combo and the meaty set up) in a small tournament a couple of days ago.  It’s very practical.

Spent some more time in the lab with Hwoarang and figured out what I believe to be optimal combos off of **most **launchers.
Characters’ launchers vary. If you’re unable land these combos, it may be because of your character’s launcher. I can’t imagine your pain, Guy players.

Launch, st.mp>st.mp, CADC forward, st. rh xx rh hunting hawk [369 damage]
Worth noting: this combo crosses under the opponent, trading sides. Keep this in mind as, depending on your positioning, it may be a better choice to opt for a less damaging but positioning-friendly option.

Corner Only
Launch, st.mp>st.mp, hold forward>FLA st.hp xx rh hunting hawk [369 damage]
This combo keeps your opponent in the corner.

This ends in a launcher and with your initial character back on point. Useful for when Hwoa is running low on health or gem activation:
Launch, st.rh xx hp special step xx lp dynamite heel, launch [324]

Another alternative that ends in a techable knockdown but no side swap-
Launch, st.rh xx dynamite heel, hp special step xx rh skyrocket [359]

And finally, one I figured out as I was making this post. It’s a midscreen combo, that ends in RH hunting hawk for that groundbounce+untechable knockdown and no side swap-
Launch, st.mk>st.mk>st.rh xx lp special step xx rh hunting hawk [340]

I’ll keep experimenting with it. And if someone finds something better or if something better has already been posted, be sure to say so.

Edit-
Figured out some new combos. And what I believe to be his highest possible meterless, non counter hit damage possible from his fwd. mk overhead. And best of all, it ends in hunting hawk for that knockdown! The catch is… it’s corner only.
opponent in corner fwd mk, hold fwd>FLA mp>mp, hold fwd>FLA fierce, CADC fwd, st. rh xx rh hunting hawk [412] Keeps opponent cornered.

Here’s the counterhit variation.
opponent in corner, CH *fwd mk, hold fwd>FLA mk>lk, hold fwd>FLA mp>mp, hold fwd>FLA fierce, CADC fwd, st. rh xx rh hunting hawk * [431] Keeps opponent cornered.

  1. Meterless. Off an overhead. Holy shit, this character.

Figuring out these combos inspired me to create a midscreen variation on the old overhead bnb I’ve been doing that sacrifices some damage to end in hunting hawk.
*fwd mk, hold fwd>FLA mp>mp, hold fwd>FLA rh, CADC fwd, cr. mp xx rh hunting hawk * [394]

You can opt to end it in his super art instead of his rh hunting hawk. Obviously, they require two bars and are therefore pretty situational. The situation being that you land a fast, + on block overhead with two meters and your opponent has about 50% health because these combos do 509 for the midscreen and 527 for the corner variations!!! Scaling hits the CH corner variation pretty hard at 521.

Ending in a cross art deals 622 in the corner and 604 midscreen. 573 with the more heavily scaled midscreen CH variation and 585 corner CH variation. These obviously will vary depending on who your partner is. The values you’re seeing are from Nina. Either way, there’s a more damaging variation-
*fwd mk, hold fwd>FLA mp>mp, FLA rh xx hp special step xx lp dynamite heel, cross art * [616 with Nina]

Time to rant.
Learning Hwoa is extremely satisfying. Being a former Rolento player, in comparison, Hwoa has an overwhelming amount of viable options in combos. And I feel that a very large part of mastering Hwoa will require awareness of these options and the ability to choose the correct one depending on health, meter, desired knockdown states, time, screen positioning, character match ups, resets and set ups.
For example, ending with a tag cancelled dynamite heel leaves the opponent in a standing state which can be absolutely deadly when used in conjunction with a character with strong reset potential (Nina or Dudley).
In learning Hwoa, I’m learning to greater appreciate SFxT’s depth and that’s, like, cool, man.