AHM NUMBAH WAN - Hugo USF4 thread

Is super still fireball invincible? And can it still punish from fullscreen?

I was definitely not exaggerating about standing fierce, it was incredible. It hit the sky (Elena at max jump height), it hit the floor (crouching Chun), it hit really far (Ken doing a fireball at round start). It knocked airborne opponents into a soft knockdown right in front of him. The same timing beat all single hit jumpins and empty jumps, and timing it slightly earlier beat all the multi-hit jumpins I tried it against (Elena air chain, Chun fierce-fierce, and Ryu jump mp). On the ground, it counterpoked everything that wasn’t either a focus breaker or canceled into something invincible.

So it was not just the best antiair normal in the game, but it was a great ground and corner control tool as well. Once I got the opponent into the corner, I mixed up between cr mk, st hp, and ex ultra throw, all of which had about the same range, which was just inside of where meatsquasher left him. And that was ridiculous! St hp hit pokers, crouchers, and jumpers (even Elena jumping back in the corner and character trying to jump over Hugo and out of the corner). Cr mk hit people who were worried about st hp. And ex ultra throw grabbed people who were worried about either of the other two options. So meatsquasher was super super dangerous not just because it did damage but because it left people in this really awful corner situation.

Before I talked with them about it, the people balance testing the game had not been using it like this, they’d been using it only as an overhead. One guy specifically said he wanted to play against my Hugo after I told him about this because he wanted to see that stuff in action.

I’m sure other players would’ve independently found the same craziness once the game was being playtested more. Maybe they did, or maybe the balance testers took note of my feedback, I dunno. I kinda regret giving that feedback now, I suppose. It seems that st hp now has less armor, if it has any at all, and ex ultra throw range is smaller than it was before, so that corner control won’t work like it did before.

That makes me sad, but to be honest it might have been necessary. Think about the Rufus matchup against Hugo. There’s no mixup with the divekick, Hugo could just react to any time Rufus goes into the air for any reason and always press stand fierce. Same thing even against Cammy. St hp was so big that Cammy’s usual mixup between far jump hk or early dive kick to make antiairs whiff didn’t matter, because st hp beat both of them.

I still wanted it to stay in because it was fun and unique. And I hope it still has some armor! But I can understand why they’d take it out.

So why remove the armour and not just reduce the range?

It would be amazing if they let him have it. But im looking forward to your trip to UFGT this weekend. Please post the list here when you can :).

Hugo was shaping up to be this game’s ST Honda with that s.HP: Loses matches really hard to zoners, completely destroys everyone else. It’s probably a good thing that they removed it, that s.HP armor was going to be insane in a lot of matchups. As much fun as it sounds to use, it was way too all-purpose for just one normal. Footsies, anti-airs, mixups… I could see myself winning a lot of games using just 90% that normal. It turns Hugo into a s.HP rape machine instead of a grappler.

However, they really need to give him some real buffs to compensate it. If a character has nothing but 7-3 and 3-7 matchups, you can’t just fix the 7-3s and call it a day. I hope they really address the issues he has against zoners. This EX MS buff might be just the thing.

Just buff the airgrab. Sorted.

it’s not the answer he needs because from the way things sound the window for the armor is limited, and honestly if the window only covers the initial running frames lets say first 15 frames it doesn’t do him any good because at that range you can be using his Ultra throw which is much more reliable and way faster. Keep in mind MS got NO range, his range is dependent on his run. If the opponent jumps at you, you’re pretty much gonna be guaranteed a whiffed grab which means full punish.

he really needs a back off me move which s.HP used to be.

St HP has never been a get off me move. The start up is too slow. Without parry Hugo’s moves which suit that situation are: Clothesline, Earthquake Bomb and Back breaker. These are the moves that should be buffed for that purpose.

What’s Earthquake Bomb?

Said long time ago I felt that the range on the sHP was a bit much (it hit a lot of opponents when they weren’t even close to the arm itself) but other than that I felt sHP looked good. I’d much rather they had reduced the hitbox size forward and above him slightly and left the armor so he’d have something pretty unique.

personally, i feel the light back breaker should have invincible start up and a great hitbox… this would give you ONE anti air option, that can be done on reaction ala shoryukens/ Gief Lariats. Armor was really good, but a little unnecessary. thats all he needs.

360 + punch. Usually people would say SPD but I feel Hugo’s moves need their own glory.

I agree.

That’s moonsault press. >.>


wait, i must not be understanding, they are taking away a characters anti air and not giving him anything in return? lets just nerf hugos meterless anti air because fuck you hugo

That’s right. Earthquake Bomb is another name for Moonsault Press.

I have never heard anyone call it Earthquake Bomb in the history of ever. Did you just make that name up?

I decided to look it up and there is a GameFAQs page about 3s on the Dreamcast that uses that term and some website listing moves for Second Impact. I’m guessing it had to have been used somewhere…

It’s just like how his Super has two names, Hammer Mountain and Hammer Frenzy.

Okay so I wasn’t completely crazy when I was thinking it was Hammer Frenzy before.