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.