Usually I go on youtube and search for
usf4 ヒューゴー
and
usf4 Hugo
and because i search daily I filter it by ‘last 24 hours’
the latest Hugo stuff I’ve seen are some Japanese players are finally using s.HP as anti-air more often.
From my observations…
s.HP loses to…
empty jumps into throw or whatever else
moves directly above Hugo where they cross up or nearly cross up so Hugo absorbs with s.HP but since they are too high above him he ends up whiffing s.HP, they land and punish the super slow recovering s.HP.
other stuff I saw was using meaty clap during okimeze to prevent backdash, and if they try to back dash Hugo can do ex BB
finally another clip was Hugo mix the meaty clap to a ‘faster clap’ the opponent was waiting to block just to eat U1. the set up (might be wrong) was something like after back breaker, MP Clap, LP Clap, U1. I believe if he changed the LP Clap into MP or HP Clap it will probably be a meaty
https://www.youtube.com/watch?v=4VfobAuACsw
The normal, which whiffs around the 0:12. I think it is F+HP(Something like towards fierce or whatever). Does it also whiff on someone else btw?
Put it in on purpose? Probably not. Left it in on purpose? Almost certainly.
It appears to be much like the move was in 3rd Strike, so yeah, it probably whiffs on everyone crouching (yes, even another Hugo!) and on some short characters standing, such as Hakan. Blanka also springs to mind. The move’s obviously designed as more of a power predictive anti-air, though its slow startup and big hurtbox meant that it was rarely used for that purpose. (You mostly saw it in 3S used to drive up stun in corner resets a la YSB. Maybe it’s a tad more useful in SFxT, but I forget whether or not you can tag-cancel it.)
Probably the most surprising part about this move in USF4 was that at one point it hit overhead(!). Kind of pointless given that there’s, like, ONE character (Hugo himself) who’s large enough to get hit by it crouching, and even then it would probably have to be off a fuzzy guard setup.
Well, you can combo after if if you AA with it. I don’t know if it has to be a counterhit, but i’ve seen it beat a jump in, and then you could combo into ex backbreaker. It looked like it did about 300 damage or so.
I don’t think the range will end up real bad because they’ll never be shorter than H Moonsault. At least EX is the range of L Moonsault and only be 2 frames slower (as far as I’m aware it should be 4 frame start-up for EX). At worst it will be 1.35 for the H version, but I figure his command grab ranges will probably be around where Hawk’s typhoons are right now.
Unless someone already knows that ranges of his Moonsault.
Spd is gonna be 2 frame startup
UT I heard is 4 frames startup but not sure if that only applies to ex version…
MS is really long but it’s not about the frames
In general you can think of it as
SPD gives you least damage but easiest to land
UT gives you probably the best damage especially if you have U2 but tick throw might suck unless you spend ex.
MS leads to best post throw situation and potentially biggest damage with super but it’s hard to land you need to train your opponent to be scared of jumping and mixing it up with running lariat a bit
Yes and I used to play hakan who used to have one of the worst ranges (when not oiled) for a grappler.
It will still be useful for up close tick throws, kara UT, and EX should still be a good range unless L Moonsault has terrible range. Like I said I don’t know the actual ranges so it’s hard to compare them to any grappler. Especially since Gief’s L SPD has such a huge range over everyone else especially his H.
If it’s anything like Hugo’s SFxT range then it’s going to be the worst thing ever considering two jabs leaves hugo too far to land pretty much anything but an L SPD.
I wonder what the frames of recovery are on whiff for UT though as opposed to SPD.