Hugo is looking very interesting to me, despite the fact that t hawk is being buffed I think I will be dropping hawk for Hugo. Dat DMG! If I had the patience to endure the blanka matcI i think i can make the sagat match (I think this will be the worse for Hugo) work.
One other thing, I heard that his u2 will only catch neutral or back jumpers, is this correct or is it just that due to the angle its hard to catch people jumping at you? It would be kindof lame if true.
Pretty sure i used it as an AA. However the angel is much more suited to catch NJ, backjump or backdashes. Not to mention in combos. I think his u2 would be too strong if it was a sick anti air as well.
I hope it does end up being an angle thing, but I do love the angle and range it has at the moment, saw it chase down and grab a rolento going for the wall. I don’t think I will be going for U1 at all with the options U2 provides. I don’t think akuma will be able to air fireball at all for example.
Just watching the Taiwan location test stream now. At about 1:20:13 Hugo vs Elena… holy crap. His EX AA grab is getting beat out so much it’s depressing
That’s strange : i didn’t see any hugo’s combo !! I would have thought that it could at least make a crLK crMK combo, or clap crLP (or crMP) ex clap … i’m veery disapointed to see that hugo won’t be a “combo” character
Except for the ultra throw > clap > backbreacker combo (or U2) and the stLK > super > U2, which seems good, i’m feeling that it will only be a footsy character =(
Looking back, I got into playing fighters because of SFIII and I played Hugo right off the bat. No doubt I’ll be switching up to him for SF4, though I’ve got really into the endless laughs T.Hawk provides.
*- Crouching HP hitbox greatly expanded to match the visuals
Hammer Hook (6+HP) hitbox moved upward with the arm section
Leap Attack (Jump 22+MK) now airborne 2F instead of 1F; from 4F now lower-body projectile invincible; knock back on air hit changed to how Jump MK hits
Ultra Throw no longer activates without Back input; 1st hit no longer causes stun, 2nd hit stun increased from 100 to 150
Meat Squasher simple command removed, without Forward or Back input → through Down inputs → ending with Up input, will not activate
L Monster Lariat start-up reduced from 15F to 14F
M Monster Lariat start-up reduced from 19F to 14F
H Monster Lariat start-up reduced from 24F to 18F
EX Monster Lariat now has two hits of armor
L, M and H Shootdown Backbreaker now airborne on 4F instead of 2F
L Giant Palm Bomber start-up reduced from 19F to 15F
L, M and H Giant Palm Bomber active frames increased from 2F to 4F
15-frame clap is nice, should leave a 1-frame gap from a light and combo from a light on counterhit like T.hawk’s EX Spire. Maybe it also combos after a deep jump-in heavy/splash.
IIRC, in 3rd Strike, Hugo’s normal did insane damage alone. I could be wrong, but I remember playing my brother one time and he picked up a random fighter, and was just doing insane damage on my Alex.