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.

I did not think these would be possible. Indeed, they are slightly better than some already-listed combos.

Already listed.

I have listed: st.MK>MK>df, st.HK xx qcb+HK (361 following raw launcher)
I think it should connect in any of the same situations, right?

Cool, I hadn’t thought to try this before.

I’m not sure if it’s fair to call that meterless, since it requires an EX charge, though you can at least charge it up after a Hunting Hawk knockdown. I will make a note of these, in any case.

I never managed to connect this before. I wonder if it’s a new combo due to the cr.MP buff in 2013 or if I just suck at CADC timing. Edit: It works in 2012.

I still need to add super art combos. I previously thought they wouldn’t be worth it due to scaling, but then I found out that they actually don’t scale correctly in combos, making them worthwhile in some situations. Unfortunately, this also means that I have to test the damage numbers in-game. I’m leaning towards not including cross art combos, but we’ll see.

Good stuff. I’ll update this thread again when I have some free time.

"
Awesome. This will be my new bnb off a launcher, for sure. With the added bonus that it’s easier to execute in my opinion. No messing around with quickly cancelling special step into hunting hawk and constantly risking autocorrect screwing things up.

I think it should be listed as meterless but simply requires a counterhit. Certain set ups into this combo would require a bar such as a boost chain xx ex cadc, reset into CH fwd. mk, though. Which now that it comes up, I’ll need to implement into my game. A jump in corner only punish with this reset does 761 total with 1 bar!

I do think we need to make note of all of Hwoa’s optimum combos into cross arts considering how powerful they can be. Ones that basically deal the most damage with the least scaling. Maybe instead of listing final damage which would be partner dependent, we could maybe list the damage on Hwoa’s end along with the scaling % by the time his partner jumps in? Or even damage ranges such as [least damaging - most damaging] cross art. Anyone know who has the weakest and strongest cross art as the incoming character, by the way?

This might sound obvious, but scaling for SA/CA sometimes doesn’t matter, when the extra damage will win you the round/match.

@Dungeonman Can you confirm that you tested your overhead combos on a crouching opponent? The force stand animation causes some extra pushback, so it can make a difference.

Also, could someone please give me damage numbers for these?
CH (FLA) hcb+P, [1f] FLA MP>MP>f, FLA HK xx hcb+PPP
CH (FLA) hcb+P, [1f] FLA MP>MP>f, FLA HK xx SCDC, cr.MP xx hcb+PPP

@Dr. Grammar, i tested out that combo you wanted me to. The only thing is all 3 hits of hh will it if you do it in the corner for 335, midscreen it will only hit twice for 300.

It sounds like it’s the same as 2012 then. Thanks for telling me.

First post has been updated with Dungeonman’s findings as well as a new section for counterhit combos. There’s also a new juggle ender that’s particularly useful for low launchers and corner juggles: st.LK>MK>df, st.HK xx qcb+HK

edit- post moved to a more relevant topic

learned something from Qs_frenzy on psn, idk if its old or new but its really interesting…

(high & low kick combo) mk > mk > cr.lk > hk > hk.sky rocket, cr.lp xx

from cr.lp/or/cr.lk u can continue with…

cr.lp > dynamite heel, special step > hk.sky rocket (mid+corner)
cr.lp, cr.mp, cr.mp > hk.hunting hawk (corner)
cr.lp > mp > mp > lp/mp.special step > hk.sky rocket (mid)

…go try it out!

btw it still works even u start of with a cr.lp or cr.lk or standing lk to high & low kick combo :
cr.lp > mk > mk > cr.lk > hk > hk.sky rocket, cr.lp > dynamite heel, special step > hk.sky rocket

Hwoarang post launcher which works off only certain launchers (failed with Guys worked with Laws)

FLA mp mp xx mist step xx HK sky rocket (365 damage)

Only 4 less damage than the other one and i can actually connect it, after mp mp CADC the roundhouse always whiffs for me D:

Thanks for the tip. These combos connected for me:

cr.LP~st.MK>MK>d+LK>HK xx dp+HK, cr.MP xx qcb+HK (296)
cr.LP~st.MK>MK>d+LK>HK xx dp+HK, cr.MP xx dp+HP xx hcb+LP, dp+HP xx dp+HK (305)

cool, i didnt know that the cr.mp can still make it in that opening window after srk+hk

and i just realized that u need a pre (cr.lp or cr.lk or lk) to start off the combo so the cr.mp can hit after srk+hk

Post launcher which deals 357 off of a raw launcher but ends in a hard knockdown allowing you to charge up a counterhit/do a post hunting hawk oki setup

Lp Dynamite heel, st.Hk xx Hk Hunting Hawk

Not sure if it works from everyones launcher

Works with Ken’s Launcher, gonna start using this, nice one!

off juri’s pinwheel you can do command dash xx Hk.Dp, Lp Dynamite heel, st.Hk xx Hk Hunting Hawk

It’s a lot easier and does more damage compared to j.HK, st.HK xx CADC, cr.mp xx hk.Hunting Hawk

I’m guessing this combo will work with anyone that has a high launch special.