no taunts no damge up anything like that i did it and ryu die that’s all not once but 2 times
yo can ya tell me how can i do a perfect standing 720 i only did it a few times with my dc don’t ask me how to ok?
i just watched a hugo vs sean match and this guy did wall throw -> clap -> SA2 in the middle of the screen… looked like roundhouse SA2
never knew that’s possible, and it looked like hell a lot of damage… can anyone with a dreamcast test it and see how much damage it does? and if it is too hard to perform? just wanna know if it’s worth that trouble/risk
the regular throw to the wall into SAII noticbly does more damage. That combo is just for looks and increase stun damage. Its been around for awhile too.
On Ryu:
RH wall toss, Megaton = 59 (~36%)
Megaton clean = 62 (~38%)
Anti-air fierce clap -> Megaton= 65 (~40%)
RH wall toss, fierce clap -> Megaton = 66 (~41%)
Hence, the best way to do the most damage with Megaton is Roundhouse wall toss, juggle with fierce clap into Megaton. Note that you have to be within about half-screen of the corner to be in range for the fierce clap (though you do have time you walk forward a bit before you clap).
You can actually do wall throw from one side of the screen, hop forward and do the clap xx SAII.
Trying to revive this topic a little bit
So does anyone know where i can find some good hugo vids? I’ve already seen the more circulated vids ie cooperation cups, shirube, g-up, some a-cho
Got another question for all you experts out there
I hear ppl say you can combo crossover down+FP -> 2 x jabs -> SA3… wonder if that really works? and yet the non-crossover version of this combo does not work?
Alex’s stun gunn headbutt is CHEAP vs Hugo!!!
i played against this alex playa today and he picked stun gun everytime… and he would either do charge back -> forward rushing elbow (blocked) into stun gun or forward -> qcf + p chop (blocked) into stun gun… and everytime i was just left standing there coz i couldn’t jump while stuck in blocking animation! i tried to jab him out of the super but somehow the jump went thru my jabs! i felt so helpless and he didn’t even abuse that move only did that a couple times… can’t imagine if he was gonna do that every round since that super bar is so short!
any idea on how to counter that?
ok this is a good one, alex can be hugos worst nightmare… wat u do and the only way out of the stun gunn is to use sa 2 or 3 and mainly use it to get out of the gunn other than that, that super owns every single move hugo has:eek: I play hugo hardcore and know this for a fact!!! just rush da shit out of alex before he gets meter to get ur meter up. the only move i keep forgeting to try is an ex clothesline…hmmmmm
so you saying i should activate SA2 or SA3 right after alex uses his stun gun? and i assume that would work everytime?
Use the Air grab super art and snatch his ass out of the air when he tries that cheap shit on you. Alex with stun gun super is very dangerous against hugo.:bluu:
But it’s useless against the megaton press super.
The onlt thing is that his super charges up faster than yours. The only thing I can tell you to do if you don’t have the super ready is to parry the elbow or slap and do a DP with jab kick. You’ll catch him before he get’s over your head.
Just wondering if there’s any way to punish a anti-air fireball happy urien? played against this urien today and he kept doing anti-air fireball all day, and i felt like hugo is too tall to punish him and has to parry/block the fireball … any tips on how to punish him ON THE GROUND while he’s doing anti-air fireball? or hugo HAS to jump in and prepare to parry?
Against Angled Metallic Sphere Happy Urien players, you can do:
- Sweep (Crouching MK)
- Crouching MP or Crouch then Standing MP
- Duck the fireball then do lariat or EX lariat
- Head attack (crouching Fierce)
or Ass Attack (Crouching Roundhouse) - Hammer Mountain (SAIII)
Expect to exchange hits for the 45 Metallic Sphere but safe from the high angle one. Other than those (and I’m sure there are others), you could jump in and parry… that’s pretty safe but depending on how far or how close you are during the parrying… you’ll either counter Urien or Urien will attempt to knock you out of the air with something else.
Hope it helps!
A word of caution: if you jump and parry, unless you’re REALLY close to urien when you parry the fireball, he’ll have time to parry any air attack you throw at him.
One you may like to try is to jump in with a heavy kick, if they parry, get ready to parry thier counter.
If the counter is an uppercut that leaves your opponent in the air, go for a small back-breaker.
If the counter is a ground based counter, ie. Ryu’s roundhouse kick, parry, land, 360 punch.
If they miss the parry or try to block, immediately after landing, standing short kick, light palm bomb, crouching MK, then, dependant as to how far away the opponent is, LK or MD Meat Squasher.
Also, Hugo’s crouching MK has a lot more priority than most would expect, it will stop any non-EXed “get up” uppercuts. The best way for this to work is to stand until they’re ready to get up, then tap down, MK. As soon as your opponent realises they can’t counter with an uppercut they should start blocking or parrying your sweep. After the first occasion, stand over their fallen body and execute a standing 360 punch, this will nab them nearly 100 % of the time.
how do yall beat a good chun li player
Playing with Hugo takes true talent ,after all he is not the quickest guy in there (go fig.) . But to tell you the turth and this also goes to every other character ,to truly play effective with hugo and his grab moves you must be able to have a certain level of parying skills .It is so easy to grab an opponent with the gigas 360 grab after parrying before they could ever grab you. But you must always have precise timing . Especially when Your oppoent happens to be attacking you with an air attack such a a kick or so parry,and right after you can instantly do they throw grab against the wall and follow it up by a clsoe line or the air back braker. But like i said before in order to truly master or even play descently you must ipprove your parrying skills and grab timming . :wtf:
If you can do a standing 720 your good to go.
Short ??? Punch = My Gigas setup
Time it so the short finishes after ???
This way the ??? lets you walk forward slightly and allow the other guy to recover from the short if it hit (else you’ll whiff).
You can do this all the time, since it’ll just be his normal 360 if you don’t have meter.
Nice thing about this is you can do it after a block since it starts at back.
If you see blocks instead of arrows it’s because you don’t use a Unicode font with Arrows support. So, the blocks you see are diagonals.
Two questions though…
Rotation buffering for Hugo is also referred to as charge partitioning?
And, I’ve read on a thread ppl saying they can buffer one rotation wait one whole second and then add the second for the Gigas. Now I was shocked cus I can’t for the life of me pull it off on the DC. Is it an ARCADE-only thing?