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.
- 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.