Introduction
Pros:
Shittons of damage off everything.
Very tricky high/low/throw game.
Huge loops.
Can infinite half the cast from anywhere.
Dive kick gives him good air control and crossups.
Very good shadow attacks.
Cons:
No true reversal attacks
Lack of special projectiles
Move List
Shadow Moves
Nimble Whirlwind: 236B+C must connect (not blocked) to perform entire maneuver; launches opponent
Double Drill Kick: 214B+C
Stagger Grab: 41236A+B connects close and is unblockable; small window for free attack after landing maneuver
Command Moves
Fan Wave: C+D can hit opponent for very minor damage; taunt fills Super Meter considerably
Hopping Fist: 2A+B overhead
Backroll and Jump: 4A+B can follow with air attack
Step In Elbow: 6C
Snap Kick: 4B
Leg Drop: 2/8+A/B/C/D pursue attack when opponent is on floor
Special Moves
Surge Fist: 236P LP=short, HP=far
Swift Push: 63214A after landing a close C/D that connects (not blocked)
Turnover: 63214C connects close and is unblockable; small window for free attack after landing maneuver
Grasshopper: 236K LK=short, HK=far; must be blocked low
--Air Axe Kick: 2K Grasshopper must connect to perform this follow up; overhead
Drill Kick: 41236K in air LK=short, HK=far and overhead
Nimble Knee: 623K LK=short, HK=far
--Air Axe Kick: 2K Nimble Knee must connect to perform this follow up; overhead
Whirlwind Kick: 214K
Heavy Axe: 236K axe kick portion is an overhead
--High Kicks: 214K Heavy Axe portion must connect (not blocked) to perform this follow up
---Final Kick: B
Dragon Kick: 421K LK=short, HK=far; overhead
--Drill Kick: 41236K Dragon Kick must connect to perform this follow up
Super Moves
Awakening Spirit: 236236P
Dragon Rave: 236236K first part must connect (not blocked) to perform entire maneuver
Combos
2B,2B,2A~236A
2B,2A~4B~236C
cl.C(1),cl.D~4B~236C
2B,2A~4B~623D,2K
Basic meterless hit confirms, works on the whole cast.
2B,2B~214D,236D,214D,5B > Pursuit
cl.C(1),cl.D~214D,236D,214D,5B > Pursuit
Combo with very good corner carry ending in pursuit.
2B,2A~63214A > run > cl.C(1),cl.D~214D,214D,236D
Combo using Huang's command grab
2B,2A~214D,236D~SAL > far.D > jf.D > 4B~421B > 236C
cl.C(1),cl.D~214D,236D~SAL > far.D > jf.D > j.D > 4B~623D,2K > 623B,2K
Combos with a single use of Shadow Attack Launcher (SAL).
cl.C(1),cl.D~214D,236D~SAL > far.D > jf.D > j.D > 4B~623D,2K > cl.D~SAR > 4B~[623K,2K]xN
Shadow Attack Rush (SAR) extension to a SAL combo ending in a DP corner loop, opponent must be in the corner for the cl.D~SAR to connect. On Master Huang, Monkey Boy, Drunken Master, Red Snake, and Saojin the [623K,2K] on the corner alternates strengths starting with 623D. For Scorpion, Ghost Kick, and Tiger it alternates strengths starting with 623B. The loop doesn't work on Lotus Master and Monk. On Reika the [[623D,2K > 623B,K]x3 > cl.D~SAR > 4B] can be looped infinitely.
Corner: [cl.C(1),cl.D~421B,41236D]xN
Corner infinite, the 421B is very delayed, works on Master Huang, Drunken Master, Crane, Ghost Kick, and Reika.
Corner: [cl.C(1),cl.D~421D,41236B]xN
Slightly different version of the above corner infinite that works on Scorpion and Monk.
Strategies
Master Huang its the typical chinese hero and main protagonist as the optimist and serious challenge seeker from 70's and 80's Martial Arts Movies...
He is a balanced rushdown characters but don't have a good counter-reversal move and its focused in offensive at medium distance
References
Video examples of most of the combos on this page.