The more I think about it the more it’s makes sense, having the ability to punish most fireball users on reaction or combo off a light kick for 500 damage seems a little too strong, especially given how quickly hugo builds meter, all the while having access to a second source of huge damage thanks to his U1/U2
Do other folks think these most obvious changes that I’ve listed (I imagine there are others not as easy to spot at first glance) offset the damage nerf?
Unless the Stunfest Version and the Version Combofiend displayed on the Gamespot stream are different, Hugo can also:
-c.lk xx ex clap, c.lp xx lk lariat (lk lariat hits even though the c.lp isn’t point blank)
-Deduced from this information ex clap will be able too loop because: c.lk xx normal clap did not work aka. ex clap has faster start up + we know ex clap links to mp/lp clap.
-Hmm Deducing further from this, a combo like this should work: Hp clap, mp clap, ex clap, mp clap, ex clap, mp clap, ex clap, mp clap, ex clap, mp clap, lp clap, c.lp xx lk lariat
This sounds absurd to be honest, so my guess is that the gamespot stream showed off a newer build than the one at Stunfest (Unless spacing makes the combo I proposed impossible, but since claps moves Hugo forward I doubt it)
It’s been awhile since I’ve touched 3rd strike, but wasn’t it possible to chose which corner Hugo brings the opponent to for Meat Squasher depending on which rotation you do the 360? Anyone know yet if that carried over to USF4?
Has anyone an idea what he meant with “kara jump” ? There is written “empty jump set-ups” but i dont really know what he is trying to say with that … Oo Can anyone enlighten me pls?
Kara means without or empty so yes it means empty jump. When used in terms of things like a kara throw, it’s referring to the absence of the hit from the first move you use to cancel into the throw.
I think EX backbreaker pretty much can hit anywhere if they are in the air and even on trade it still gives you a hard knockdown for you to dash in to be close to your opponent.
granted, this is a positive thing about it. Yet, if someone jumps at Hugo st. hp anti airs seems to be the better option. Backbreaker really seems to be a tool to catch backjumpers, not to anti air someone.
could be wrong through, if there are invulnerable frames i’ll gladly take them
Well the idea that is being presented is doing the EX Backbreaker off an empty jump in. When a grappler jumps in, most folks will be expecting a 360 attempt upon landing, and will try to jump away from you, which means getting nailed by the Backbreaker. Land this a time or two and you’ll really put the fear of God into em.