I occasionally see other Hugo players do Hammer Mountain but the super doesn’t come off, instead, they run at me, with the blue background flying, and just when I think the super missed, I get hit with it, or worse, it misses, and I get pile drived. First, how do you do this and how best utilize it? And secondly, against a Hugo, how do you overcome this almost free mixup that delivers so much damage (a super or a piledrive)?
you hold the punch button down when you super instead of releasing it. The super only comes out on release.
it’s actually not a free mixup, it’s a free punish, wait til the whiff animation, then super the recovery.
just block it. some players will try to hold to the very last second then release when they think ur gonna throw. u can usually tell when the super ends though. just throw them after they get done running.
When is this really useful, other than for punishing things with huge recoveries from half-screen distance, or for a really bent-up mind game? It sounds like you’re just begging to eat a DP, and it doesn’t seem to have a lot of combo potential.
it’s invincible on start up. eats alot of shit.
and combo potential? Do you even play hugo? Come back to the city and get beasted.
anyways, practical combos for http://youtube.com/watch?v=9G6n-aXWFVk in real matches.
the only one you don’t see is low short super and and low jab super. But those are only hit confirmed off rare punishes or crossup splash.
I actually do a fakey i guess you can say since hammer frenzy so eays to parry…ill run x 360
works 1/4 time lol
i play hugo mainly and i found this super to be great for people u know will turtle or block low… they dont seem to understand its got an overhead in it. Its also my super of choice for ken/ryu. I often get the best startup using EX clap but then again if im in the corner i just ex clap clap clap clap clap the person to death instead of SA2. So i use this super most often w/ the intention of not using it and just EXing while if i chose SA1 i save guage jsut for SA1
dont waste your meter using ex claps…
Holding down the punch button to get Hugo to dash is good for extending the range of SAIII. Let’s say I land cr. jab cr. jab and I want to combo into SAIII. SAIII’s range is pretty sure so I won’t actually land the combo at max distance unless I use a bit of the dash to close the gap. And to avoid the mix up, try to adapt to your opponent’s play style. If your opponent plays rush down and mixes grabs with normals (more likely with Makoto and Alex), an SRK will beat both of those options (assuming you have an SRK like move). If your opponent is more cautious or tries to bait out SRKs, you’re stuck trying to guess between normals (block, duh) and throws (jump out).