cr.Hp could be justified in having that tbh, given it also has an insane recovery , i imagine it could have made a pretty solid AA tool, but thats rendered rather moot with armored st.Hp/BB
looking at his st.Hk (while we are on the subject of hugos oddball moves) SFxT framedata it doesnt mention if you can still move it forward or backward like in third strike.
c.HK is pretty fast, right? So I guess you should view it as an instant overhead, with the difference that it’s actually safe on hit.
When I played the alpha you could not DI the s.HK.
I wish c.HP was FADCable and launched higher (and had a better AA hitbox, because, at least in the alpha, it was complete crap), so you could use it as some weird ghetto DP and combo after it.
Nothing I can think of for Hugo at least, the issue with moves being airborne 1F is it’s kinda screws with some karas. For example, Juri’s close MK is airborne starting on first frame so she can’t actually kara to focus or throw with close MK because she always gets the close MK because it wont allow the throw or focus on airborne frame. However her special moves are flagged to be allowed on airborne frame so she can kara to those.
Many characters actually have a unique version of EX focus that is allowed to be use during airborne frames so that they can FADC a move during an airborne attack such as Yun’s lunge punch or Juri’s EX Pinwheel which the active frames that can be FADC’d overlap airborne frames.
There might be something useful for Hugo using kara crHK/HP but I doubt it.
Any idea what the damage is on it? I heard Hugo’s normals are pretty far above the norm.
From what I’ve heard LP is like 40-50 and sMP is like 120. I hope crHP/crHK are like Gen crane stance damage normals. crHP would probably still be garbage but at least it might be worth using like as a trade move if it does like 190-210 damage or something.
I’d guess his heavies are around the 150-180 range. A move like f.HP might get close to the 200 mark, but generally I think they aren’t THAT strong. Then again, I would’ve never guessed s.Mp would do 120, so who knows.
He still ain’t Hakan who is the best and THawk is looking good.
Said a bunch of times now, I imagine he is going to end up VERY polarizing. A lot of good matchups and some potentially HORRIBLE mus.
Don’t forget about Grappler syndrome. Traditional style grapplers like Hugo are almost always “top tier” when they first come out and no one has figured out how to fight them yet. Once you learn their ranges can tendencies and areas of weakness you can often exploit their terrible mobility much better. If Hugo’s super is toned down in more than just damage (I’ve heard it mentioned they slowed it down too but that could be false.) then he will have an EXTREMELY hard time vs zoners since it’s been shown that claps are a bit too slow with too large of a hurtbox on startup to reliably be used to negate fireballs on reaction. Pre-emptively it’s fine, especially since they recover extremely quickly, but on reaction not so much.
I really hope the mechanic is intentional, and carries over to console release. Also, I Wonder if the st.lk is easy to hit after MS… It looks like it hits on the very tip, so I wouldn’t be surprised if you have to take a micro step before doing st.lk or something… that would suck:P
Wouldn’t really matter, you could just hold forward and then press LK at the right timing as with any other link. However, if that’s needed then ending it with LK to Lariat is no longer an option (Not that I think it would be at that range anyways)