AHM NUMBAH WAN - Hugo USF4 thread

Check to see how to get super to do that whiff animation on purpose by maybe kick button or multiple punch button after. If you can can you do U1 immediately.

Ok, so far added everything to the list. I hope that super “stop” is listed in the command list. I’ll try that out.

Just wanted to repeat again, i HOPE i can try it all. please dont be disappointed if i cant try out everything :frowning:

Exploid did say this about st.Hk earlier in the thread:

This was an early build, but I doubt much has changed

Oh and Feisty: Check if Hugo’s whiffed normal throw recovery is as amazingly fast as it looks. And check the recovery on whiffed U1 as well (As that seems to be crazy fast too)

In sa3 if you didn’t release the punch buttons in time he would not start the punch string, this would pull the feint anim.

I would like to know how quickly you can go from the feint anim into an attack, and would it be a viable strategy to use?

Thanks for the input. Im goind to check st. hk out either way, hopefully whiff on crouchers is gone… too bad.

Not quite sure how to verify the whiffed normal throw recovery. U1 recovery seems really fast, definitly going to test it again.
adding it to the list anyway, maybe someone at the location (or here) has a good idea how to test that.

I doubt it’s still crouchable, it’s supposed to be an overhead. Still, if you can’t combo from it normally, try it with counterhit.

No problem, and thanks for trying to get this stuff tested;)

One way to test the whiffed throw is to have someone attack you With something that is around 0 on block, then have them neutral jump while you mash throw. While whiffing the throw, hold up and see how long it takes before you leave the ground compared to where the opponent is in the air (Not very specific, but it gets you an idea of how fast it is).

I might have just been fooled by the throw whiff though: Hugo seems to recover very fast, but it might just have “hidden” start up animation, so that it looks faster (This would still make it hard to punish as People will be fooled by how it looks as well)

I dont really believe it is comboable, even with counterhit. Maybe hitting crouchers is a very space depanding thing. like Hugos feet have to make contact, not his legs/hips

I doubt it too, but it worked in SFxT, so it’s worth testing.

Ill be at ufgt also so if you want I can try and test shit too

Great! You should test stuff together:)

One more thing

Super linked to U2 possible now? I remember seeing it in beta videos

Think this has to be in the corner if it is possible.

Also I heard Combofiend say that ex meatsquasher comboed to U2? This was quite some time ago, but might be something to test!

I really, REALLY hope this isn’t something that just works on Dudley.

Feisty the best way to find me is on twitter. My name is @hologrmmikeross if you dont use twitter pm me and ill give you my number

just to clarify again, im not attending at ufgt, there is going to be small event in my hometown in good old germany where im going to test this stuff. Cactuarlover can probably test some of the above stuff way before me.

The event is going to be on tuesday (27th) evening. I’ll report either right after or the next morning.

Super into u2 worked on rolento at dreamhack. It was a 1 frame timing, and characters fall at different speed. So i think it’s character specific if it still works.

Does DJ fall slower on everything? I know he’s one of the only 5 characters that Evil Ryu can tatsu > sweep in AE 2012 with his 7f sweep. And I think he’s also one of the few characters that Yun can still do EX lunge > Ultra 1 against.

But man I’d love to see meatsquasher, st. LK, Super, Ultra 2 in a match someday even if it’s only character specific. The damage has to be pretty obscene.

Some characters are launched at different heights from moves, and I think hitboxes can make characters land a couple of frames sooner or later than others. For example, T.Hawk gets launched extremely high by some moves. DeeJay also has good properties for juggles.

MS - 200, LK - 50, Super - 240 (80% of 300), U2 - 305 (70% of 430) = 795 damage… oO that cant be right, can it?

There might be an additional damage reduction in there im not aware of, like when dawgtanian showed off hugos UT>clap>U2, ultra 2 damage was reduced to 70% rather than rather than the usual 80% for a third hit.

If thats the case then we could be looking at a still respectable 718 damage (MS - 200, LK - 50, Super - 210 (70% of 300), U2 - 258 (60% of 430)).

that is provided they havent introduced any additional reductions in damage to super > U2 like they did with super > BB followup