Dudley vs. Hugo

I know there are already a few match-up threads within the Dudley section, but there isn’t really any advice on how to go about dealing with Hugo. I find that against good Hugo players, Dudley struggles. You can’t jump in often because they can block the jump in and 360 or 720 you, or worse, shootdown backbreaker you as they spot the jump. I also find that Dudley’s usually amazing wakeup game is very risky against hugo because again on wakeup he can 360 you as it quite often grabs you out of a cr.RH or Dart Shot. Throwing the Rose is also dangerous for that reason too. This means that the usual intimidation of a high or low hit into Super on wakeup is nullified.

I find that UOH on wakeup can be usuful because it snuffs out the 360, but if you keep doing it you obviously telegraph your actions and it’s parry>360/720. Short Swing Blow is useful too, but again you can get thrown out of it. The only other real tactic of use agasint Hugo is that if you spam st.RH you can buffer it into MGB and quite often you can pick up a lot of damage by doing this. However, Hugo’s normals keep Dudley out, Dud’s st.HP gets snuffed out by a lot of things, and I find it very difficult to get in on or approach Hugo.

What is the best approach to playing against Hugo? My preffered style of play with Dudley is to rushdown and to mixup, but I find myself getting punished versus Hugo and thus retreat and play a defensive game. However, Dudley is not obviously suited to this and thus I find big problems. Any advice would really help.

Sidenote: I find that after a UOH you can sometimes connect a Fierce Jet Upper. Does this only work against crouching characters, or at a set range? What options does Dudley have after a UOH, apart from a super art at the correct range? The crouching short, medium, fierce doesn’t seem to connect as a low string after the UOH.

hmmm.

UOH -> fierce Jet? probably a meaty. Shotos can do the same thing. in fact, Ken can do a meaty UOH -> strong, fierce xx jab Shoryuken or Shippu. Ryu can likewise do a meaty UOH -> s. fierce xx whatever.

vs. Hugo, Dudley can do UOH -> s. roundhouse xx EX MGB -> whatever. range for you to be able to do this is roughly the same as linking into a Super Art.

at a tournament i joined in December, i could not get into my poke strings vs. this Hugo player. everytime i’d attempt to twds + roundhouse after jumping in, he’d mash on 360 and get me. quite frustrating, so i know your pain :shake:. in retrospect, since he mashes into 360 after blocking my jump in, i should just go into chains or SSB. going straight into a chain will snuff his 360 attempt as it is part of a combo sequence coming in from a jumping attack while twds + roundhouse is not. SSB speaks for itself :lol:.

if i’m outside of jumping range, i spam on s. roundhouse option selecting EX MGB, just as you mentioned. i also do twds + fierce, twds + forward or Ducking Straights, varying the kick button so i can bob in and out of his poke range. i find that just doing short Ducks just to gain any sort of ground greatly increases the chance of you locking Hugo down in the corner. whenever you feel that he’s gonna do something, press a punch button to go into Ducking Straight.

it’s really just trial and error, 'cuz Hugo does have that annoying long reach.

if you do get him in the corner, pick your spots. taunting and overheads don’t have to be all you do when he’s getting up. EX SSB is great vs. Hugo in the corner as you can juggle with strong (not fierce) Jet after it hits.

it’s late. sorry if i’m not making much sense :lol:.

:rock:

I appreciate the feedback Kal el, I’ve seen you play on the Illusions of Oasis site (that is you right?) and you have a pretty nice Dudley. I too use Duck Under’s a lot, and twds+Fierce, but Hugo’s Fierce (I think it’s Fierce) either trades with Dud’s or beats it cleanly, thus limiting your options. Also correct me if I am wrong, but if you empty jump in and SSB, Hugo can actually grab you OUT of the SSB with his 360 if they mash it. I have been playing on XBL of late, so I can’t confirm whether that’s lag, or the actual timing of it, but i’m pretty sure it happens in the 'cade too.

Anyway I have come up with a few things that can help. If you can get in close range, Dudley’s standing lk is really fast and beat most of his pokes, also if you score a few you can go into the rarely used lk, mk, mp, hp chain to keep the pressure on and push you back safely. Also when jumping in, try and get as deep a hit as possible. That way even if blocked, you can go straight into cr.lk, mp, hp, or towards+mk, mk, hp. One other trick, as Hugo is slow, Get to Roundhouse Ducking range and throw the rose. If he blocks or parries, do a MK duck Under, immeadiately followed by a SSB (Fierce is probably best, but mix it up). Quite often the opponent will try to hit you as you come out of the Duck Under and you hit them with the SSB.

I actually fight Hugo a lot for some reason… I don’t usually have much trouble with him, period.

Everything you point out is true but they only lose you the match if you’re just having a bad match (i.e. getting frustrated and not executing well as a result). Yes, Hugo likes to 360 on wakeup if you are close. You can remedy this by hanging close to him as he wakes up then either jumping straight up with HK or backswing blow or meaty HK – buffer EX MGB.

I guess UOH can stuff it too, but I don’t like to fuck with the timing on that, plus if he’s standing you can’t link super and if you can’t do that why even harrass him on wakeup.

If he wakes up and you have jumped straight up, you can see if he whiffed a throw, if he did you can connect with j. HK xx super or j. HK, s. HK, EX MGB --> w/e you want.

If you are straight up in the air and he is just blocking, you can either still do j. HK and then do mix-up games, or you can come straight down empty and throw. You should alternate these, since a good Hugo or any good player will know to be ready to parry when someone jumped straight up over them.

I attack Hugo a lot in a short period of time with Dudley, and Hugo is slow – slow to move, slow to respond. He’s easily overwhelmed. His attacks on the other hand are mostly done on reaction to you messing up (and it’s easier for him to see you mess up if you are not rapidly attacking again and again). If you jump in vs. Hugo, do not jump in from far away. That gives him lots of time to block, parry, or shootdown backbreaker. Get just outside of throw range, do a couple s. HK’s to hold your space, then do a jumping diagonal HK. See above for what to do afterwards, on the way down. And if he counters your jump-in, stay on the ground for awhile. Don’t do consecutive jump-ins.

Ever see Hugo pin Dudley down in a corner? I haven’t, cause that shit doesn’t happen. Dudley has a ton of options vs. slow-ass Hugo. All Hugo’s overheads are slow as hell, too – the butt slam (c. HK for hugo) is my favorite. GOod luck.

EDIT:

Dammit, I knew I was forgetting something. Dudley can also cross hugo up on the ground. Useful little extra trick for when the big bastard is down.

Thanks for the ground cross-up. I totally forgot about that. Ground cross-up followed by HK xx EX MGB = GGPO. I’ll try the straight up jump, but you could get Shootdown BackBreaker’d, but I guess you’ve given me a lot more options now to use against him to create enough variety to make him think twice about the 360. Thanks.

hey hey hey these to guys are my characters that I use… close this thread lol…

yea rotating between dud and hugo throws opponents off, from rushdown to zone and grapple :slight_smile:

Fight Hugo on the ground, like you would a shoto. He doesn’t have any fast pokes, so you can beat him then. Punish his whiffs, and when you do jump in, don’t do a overhead after. Early j.rh, short ssb/throw works well.

d’oh!

i forgot the ground cross!!!

you can vary the dash -> dash -> dash into duck -> dash -> duck through.

as far as jumping straight up goes, since Hugo is tall, you can immediately do j. roundhouse to stuff whatever he opts for.

and regarding Hugo grabbing you out of SSB, try to use the forward or roundhouse versions, since they go back farther.

try to see what pokes your opponent uses to try and keep you away when you’re gaining ground, then parry -> punish accordingly. although he does have range and priority in his pokes, as others have said, they are pretty slow.

:rock: