Arizona! SFXT is here. Upcoming events. Check first posts

I really didn’t care about Skull Girls until I saw some of the more recent footage of it. I figure I’ll buy it just to support indie fighters, and I see how much I like it from there.

Mike you playing sfxt today?

So… I just discovered a way to combo jamming bomb without the need of a corner. and I can do it off of ground throws. =)

Anyone have any advice on fighting Hugo? What am I supposed to watch for? Mother fucker keeps giving me the clap. I know he has some bad match ups, but I don’t really want to hard counter-pick him, so I’m hoping to get some general advice.

Anything specific giving you trouble about him? From playing people online, I can imagine two things immediately, and that’s jump-in splash on wake up and super-armor lariat. For #1, all you can really do is block the cross-up and block (not too many people go for the 360 grab right after the jump-in; they’ll either try low pokes or go for jumping splash again). For the lariat, just recognize that when he pounds his fists, they’re getting ready to lariat or charge-cancel dash it. Either way, you shouldn’t try poking right there because if they release, they get 1 hit of armor and its your ass. Just try to predict their next move.

Also, what characters are you using?

I am now a 5th Lord in UMvC3. I don’t know how long I’m gonna keep playing online, because the people who I’m playing against who are 4th and higher tend to have like 1000-2000 games under their belt, whereas I only have like 180. I don’t know if I wanna stick around for that long, haha.

SF Punker, awesome advice. I think the cross up splash on wake up is killing me now that you mention it. I got to figure out how to create space and get away from Hugo again – but I’m having to defend splash into >> poke into clap / poke into dash cancel (OR) Ex-SPD – ouch!! (OR) immediate jump in splash.

I’m using Ryu and Paul (RuPaul). Ryu is really strong and Paul pretty much sucks. I’m not invested into the characters a lot beyond learning how the general mechanics of the game work, so I see myself switching up in the future. Kazuya has a lot of cool potential (No grounded frames in backdash?). Being that I"m a fan of both franchises, I keep my mind open.

I’m pretty sure it’s not about how many wins you have, but your percentage. I dunno exactly how the system works, but I’ve seen Fighters with 1200 wins and more losses. :confused:

Alpha counter, I think both of your current characters can push Hugo back to full screen after a blocked splash.

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Some of the higher ranked players I’ve played against have a 50% win ratio too. I think the number of wins definitely has some weight, but I agree that it’s definitely about your win ratio. I imagine 5k wins and 5k losses is differently ranked than 50 wins and 50 losses, despite having the same percentage. Just gotta figure out what that threshold is, I guess. I’d like to do the last amount of work for the biggest reward possible. Kind of like playing Vergil.

Oh, btw, I’m doing that now. Anyone got any anchor Derpgil tips?

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lol Derpgil

Paul does not suck. Don’t listen to that shit tier list that came out of nowhere. :slight_smile:

Jimsauce Hugo has a hard time with Ryu, once you get 3/4 screen away charge fireball owns him, if they are jump happy just hold onto the fb until they jump then use it for AA, if they dont take the bait and jump whil charging then keep chucking them and use the sweep for trip guard on their way down from jumping over the fb then cancel that into another fb or donkey kick to push him back. If they jump close enough do a deep ex shoryuken and tag into paul for over 300 damage. Basically stay the hell away from hugo and make him come to you, if he gets 1/2 or closer be very very careful of that charged lariat, hang tight dont press any buttons and wait for the lariat to come out or the dash forward then use your sweep->cancel tools to push him away again.

I am a 4th lord on 2 different XBL accounts -_-

I played an a temp account while my main one was being investigated by microsoft for fraudulent activity

haven’t played in a while though.

Wait, MS thought you’re a fraud? Did you show them your combo video?

I think it might also have to do with the fact that I’m playing online now and not in November when the game launched. Less free wins.

@Sabre: Oh come on man! I think I read you like Paul too, but real talk you and I both know he kinda stinks! I loved the guy ever since Tekken 2 and he’s in my second/tag spot for 98% of my online matches. I’m probably one notch above “scrub” but I’m something like 26-4 in my last 30 ranked matches – so as a fellow Paul afficianado, he’s not that bad, but he’s lacking compared to everyone elses tools. (I’m not one to really read into tier lists this early).

Pros:

  1. cr mk is god like. Hit confirm/OS into phoenix smasher/tiger knee and your opponent is in the corner real quick.
  2. Mortar punch is safe on block
  3. Chain combo ending with cr. hk or st. hk pushes opponents out far enough to avoid a not of “brainless” punishes.
  4. Canceling cr. mp / cr. mk into qcb+lp command back-dash is A LOT of fun.
  5. Tag canceling into Paul for juggle enders scales really well.
  6. 4 frame standing jab
  7. j. mk has to be the best cross up kick in the game. It’s ridiculous.
  8. Tiger Knee moves him around really fast on the screen.

Cons:

  1. Anti air really sucks. His best “late” anti-air is cr. hp and that’s just sketchy
  2. Phoenix smasher is a relatively slow move in the SF world. In Tekken landing it on counterhit takes off like 40% damage, but in this game it’s neutured :’(
  3. Mortar punch, although safe on block, is really, really slow.
  4. Tiger Knee requires a good amount of prediction because it has a long start up.
  5. A lot of his moves hit singularly so people with armor (Hugo/Gief) laugh at Phoenix Smasher/Tiger Knee/Mortar punch.
  6. Tag canceling off of him is rather diffcult a lot of times as his moves push/move people around on the screen a lot.
  7. Dat back dash? 'Nuff said. (on wake up of course)

So he’s a really strong character in the pokes department but really lacks good mobility and anti air. That’s a common factor with most of the Tekken so he’s not alone in this one but I keep thinking, “Everything I’m kind of doing with Paul, could be better done with Kazuya or Heihachi.” When I see Kazuya dash under a fireball with ease, a little part of me as a Paul player cries just a little bit.

@Rickdawg: Yeah keep Hugo out is the way to go for sure, and you gotta keep him out so I feel what you’re saying 100%. However, there’s this trick that some of the really good Hugo players are doing, and it’s landing intentionally on fireballs just to get grounded and then forward roll (invulnerable) to get back inside. It’s stupid, but with his huge life, it works really really good – so fireballs have somewhat lost their viability in this MU since week one. But I’ll definitely try what you said. Thanks!

It’s on like Donkey Kong for a local tournament at Fix & Play Video Games. SF x T Tournament. 4/14/2012 Saturday at 6 PM. $3 Entry, prizes haven’t been figured out but it will more than likely be $60 store credit. More details to come.

Will be played on 360

Keres reminded me that people play fighting games in Phoenix :smiley: (Subscribed)

Sabre, I’ll give you a shout when I’m ready to roll out some of those consolized CPS2 units for local events! I’m hoping ST will become a regular event @ Devastation as a result!
-ud

The Mishimas called, but they couldn’t stop laughing long enough to properly form a rebuttal.

I’m not saying he’s amazing or anything but he has good stuff going for him.
While Phoenix smasher is indeed unsafe. All 3 normal versions are tricky to punish. The fierce one being the trickiest due to retardedly long blockstun. It also has really good range so its good for a quick tag cancel from far away.

He sucks defensively for sure, and that’s where having a stroger partner comes into play. But he’s pretty good on offense. His mortar punch is pretty retarded against characters with bad aa reversals. You can keep poking jabs into mortar and jabs again to keep applying pressure.

Don’t forget about overhead/demoman mixup. Fierce oh, ex smasher, f+mp, s.fierce, hk slasher, tag cancel is good. You can also get a juggle off demoman. And the move is safe on block

His alpha counter is a mixed blessing. On one hand it pushes opponent to other end of the screen, allowing safe raw tag. otoh, its useless against crossups.