Yeh they both have identical run animations unlike 3S where they were easy to tell apart, the only thing I lament losing as part of this deal is his lightning fast ex clothesline from 3S.
The MSq in SFxT was a 1 frame grab and it looks like the grab animation from the run happens around light spin piledriver ranges.
I’d like to know how useful a tool his clothesline is as a punish tool, from what I’ve seen already you can combo into clap or back breaker if you catch someone airborne with it (I suspect the player can do the same combos as the ultra throw followups).
On another note is it me or does hugo have two different voice sets, one noticeably deeper than the other that pronounces his moves in different ways
He has an english and japanese voice actor. I believe that japanese arcades offer the option to pick the VA on your character card but I dunno for sure, it could also be like a thing you have to purchase with zeny or something. I know I’ve heard both Japanese and English Juri on streams of USF4 just recently.
mhh THawks and Giefs EX SPD moves are also 4 frames startup. Normal versions each 2 frames startup. But i doubt ultra throw will have less than 4 frames startup.
Lets hope it is something between 3-5 frames, so it remains threatening.
Makes me interested to know what his moonsault press (hugos spd) has over the ultra throw in terms of utility.
From an ex standpoint I can’t ever see a situation where you would want to use the press over ultra throw, UT has more range (not even counting the clap kara) and leads to better damage.
Tell me I’m wrong on this and there is a place for the moonsault press/ex press in hugos toolset
Hugo seems amazing so far. 19 days or so to go! :DD. So hype!
Gonna be in the lab all day, to see if everything we’ve seen so far still works, trying our new stuff, you know it!
I think it’s crazy that he can reach hondas headbutt on block with his kara ultra throw. That’s a 300 ish dmg punish.
Shouldn’t he be able to AA with F hp, (counterhit) ex clap, u2 ?
or am i thinking about AA Lariat, ex clap to u2.
Anyway, i love how much effort stromkubo puts into hugo :). Awesome dude.
At the moment, hugo is igniting my spark for this game, i will main him, even if he has 2-8 matchups.
I doubt s.MP is cancellable, and even if it was, it wouldn’t combo into EX RFA. I hear clap combos into EX RFA, but I also hear it’s not cancellable, so I don’t know what to think (That’s a good thing to test, if clap is EX FA or EX RFA cancellable)
Check out 9:01 guile throws out sonic boom follow with j.hk sonic boom went right through Hugo. It’s ex spd because he was lifting both arms grabbing him vs whiff ultra throw is one arm going horizontal
Is Hugo’s hurt box on Meatsquasher in Ultra similar to 3S or XT? In 3S short range low attacks would not hit him before the opponent was grabbed. Eg Oro’s crouching light kick. In SFXT it seemed to hit where his 3D model was.
ok guys, so far i have the following list, no certain order:
Claps:
HP Clap->EX Clap->MP Clap->LP Clap->st./cr.lk->LK Lariat (EX Lariat required?)
Claps red-/focus cancelable?
EX Clap to MP Clap repeatable? (semi infinite)
Lariats:
How good as a punish tool? e.g. srk punish into backbreaker / U2 Armor tests
Meatsquasher:
low profilable? on reaction sweep possible? estimate actual throw range
*EX Meatsquasher followup U2? * Armor only on startup? Armor tests
Ultra Throw / SPD:
any special properties? Throw / Hit inv. ? (advise, how to test that is welcomed xD)
estimate kara ultra throw range
Normals:
How much damage?
st. mp red-/focus cancelable?
cr. hp armorbreak? (doubt it, but it’s tested easily and in no time)
ryus/ rolentos j.mp antiairable with st. hp?
Airtarget combos antiairable with st. hp? Does he have a shortjump? Combos after meaty hopkick/st.hp? can early hopkick avoid certain wakeup attacks? e.g. dp, scissors, headbutts, etc combos after st.hk possible? Superjump from SFxTK available? normal throw recovery really fast?
Super:
Super-Stop still in the game? If possible, how?
Super-Stop into U1? Follup U2 possible? (corner only?)
Ultra:
U1 recovery really fast?
Others:
Viper: cr. mk, sj, crossup Burnkick possible?
Hakan: neutral situation jump over standing Hugo?
I seriously hope i can test most of this stuff out…
Is there anything else important you guys want to see tested? And some kind of a priority list would be nice xD
If you can, also test if Hugo has a short jump like Gief/Thawk: Hold up, then immediatly up-forward so that you cancel his pre jump frames in to a forward jump. Also test if he kept his super jump from SFxT (done the same way as Viper’s super jump, but isn’t very noticable) - Test this by doing super jump straight up, and see if he goes higher.
Maybe see how easy it is to combo from dd+mk and meaty st.hp? Maybe dd+mk / meaty st.hp comboes to c.lp xx lariat/ex clap etc?
Also, I would like to see if point blank dd+mk avoids wake up attacks like dps and other forward moving reversals. (It did in SFxT)