Maybe they changed it in AE, but I remember being able to hit characters like Sagat with Jury’s H.Fireball if they’re throwing range for combos
bro, that UserIcon is SICK. props
I’m excited to hear Lardo is returning. But Hugo was bad in SF3 due to his terrible normals and low speed. It sounds like they are keeping his awful HK, dHK, and dHP normals. These almost could not be used against a human being. Crap normals means starting combos was difficult. Shoto dMK = combo, Hugo dMK = 13 damage knockdown >:( Plus Hugo had very few combos anyway, so he ended up being dependent on landing 360s, which you have to be close to do.
Capcom needs to learn that in the context of their 2D fighting games, strength does not make up for slowness. If they fail to account for this, Hugo will be as lousy as he was before.
I remember some combos he had that were decent in SF3. I was wondering if someone could test if these are in SF4?
xx means cancel
, means link
LPx5 xx Hammer Mountain
HP (elbow), Hammer Mountain
(opponent in corner) Ultra Throw, Clap, Backbreaker
HP Clap, LP Clap, dMK
HP Clap, MP Clap, LP Clap, Hammer Mountain
Stupid Tricks
(opponent in corner) face crushing throw, LP (air reset)…
MP slap (opponent blocks), Gigas Breaker
How many times can you clap an airborne opponent before the combo ends?
Does he have the command attack fHP from 3S, or does it depend on range like 2I?
I think I’d be happy with cr.mp xx lp clap/lp lariat(maybe not lariat) and mp/hp clap to cr.mp/mk. Obviously stuff like ultra throw to backbreaker. Just enough stuff to make him scary to press buttons against to get grabs. I believe fhp is a command. I don’t remember that explicitly being said but I’m pretty sure I saw it. Been a while since I saw the videos.
Ultra throw to Backbreaker/U2 is confirmed unless its been changed since the earlier builds.
Yeah I know. I’m also like 90 percent sure mp/hp clap goes into cr.mk already. I don’t expect to have lights go into anything except maybe super.
Hammer Hook (6+HP) hitbox moved upward with the arm section
So yeah. That’s for sure also
L Monster Lariat start-up reduced from 15F to 14F
M Monster Lariat start-up reduced from 19F to 14F
L Giant Palm Bomber start-up reduced from 19F to 15F
I’d be surprised if this wasn’t to combo from cr.mp. I didn’t see any footage of Hugo at CC though.
c.MP isn’t cancellable, it’s probably to be able to use it for frame traps after lights without getting jabbed out of it.
Really? Damn that sucks. I doubt his jabs are going to cancel into specials.
They better be. They’ve always been cancelable and jabjabjabjabjab xx Hammer Mountain was an awesome hit confirm that Capcom (in their infinite wisdom) removed in 3S.
I think all his light attacks have been cancelable, but none of the others.
I saw this old combo in a match: Ultra Throw, Clap, Megaton. This is probably the most you can get off that super, but the damage scaling in SF4 is so high you might be better off saving it.
However, if the above combo cannot take a plain Backbreaker instead of a Megaton, then there is probably no reason to ever use Ultra Throw. Unless vanilla Ultra, Backbreaker is stronger than a 360 in this game?
I think you’ll be able to cancel them and get super but lariat and clap are going to be frame traps? Depends on jab recovery. They seem decently quick.
I don’t know if super combos from a light, but the only special that is fast enough is EX Lariat, unless you’re too far away. He can cancel a blocked light into tick throw 360+LK, which is really powerful, and with the better frame data on claps, he can use those to catch any kind of jump attempt, or lariat or a heavier 360+K to catch backdashers.
Just word of mouth, but I was talking to one of my friends who knows combo personally. Combo told him that the Japanese were doing there best to make Hugo better than he was in the past versions. Keep in mind this is just word of mouth.
Latest changes:
- 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 that of Jump Medium attacks
- Body Press (Neutral or Forward Jump 2+HP) knock back on air hit changed to that of Jump Heavy attacks
- 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 4
- Standing HP now has armor until just before the start of active frames
St.HP has armor. We Hulk status now.
This is seriously wtf. Hugo don’t give a fuck bout your footsies…uh, wat. I want Hugo to be good dont get me wrong but that is pretty fucking retarded if it goes through.
If the armor on s.HP goes from the first frame onwards, we’re gonna see some delicious armor cancel stuff in high-level play. For example, reversal s.HP into SPD to deal with safe-jumps.
The armor on st.hp is to make the opponent more scared press buttons up close. In the previous builds there was not enough frame advatage on his normals to tick throw into ultra throw without getting jabbed out of it. Mashing jabs up close should never be a viable option against a grappler
Keep in mind st.hp is not a normal you cant just toss out there. If it wiffs its a free punish
I think it’ll be okay. It’ll take adjustment but it just gives a bit of flavor to him the other grapplers don’t have.
THIS!
Wait is S.HP special cancelable?!?!?!!?!?!?!!