Well I get a lot of mileage by not respecting her to much, because once you do that’s when things go down hill. Show them that you’re not afraid to take a couple fireballs to the face, and some chip damage. The whole match is about patience. Once they see that your not afraid of their fireball game you need to counter poke with cr.mk and cr.mp(They have amazing ranges)Also Focus her pokes some times, and if she jumps in at you only AA with ex bar.
If she does that, EX Lariat, or even better, EX MS.
cr.strong should be a goto button against Chun (until she has super) - use it to hit her when she whiffs st.roundhouse and use it to trade with fireballs.
I should really start using c.MP more. Whenever I accidentally do it it usually connects.
Just picked up Hugo. Losing a lot of matches, but that’s how things work when you pick up a new character.
I noticed there isn’t any MU info vs. Cammy. I fought against one last night and can offer the following information:
*st. HP punishes dive kick attempts. In fact, it seems like st. HP is a good anti-air.
*Cammy can’t do spiral arrow at all, or at least should space them better. Obvious punish is somersault press, meat squasher, or U1.
d, d, MK is good vs fireballs? I gotta try that out. I’ve been using focus and EX moves to get past those.
dd.MK works, but, especially for slow fireballs, can be very hard to time.
I think I remember reading somewhere that hopping over Rose’s slowest fireball is a 1f input, and even if that’s not entirely true, it sure feels like it.
Any Tips at all for the Juri matchup? It seems pretty rough.
You wanna know what rough is? Try fighting Gouken.
I did a decent set with what i feel was a decent zangief and walked away with some knowledge that may help form the matchup:
I felt like the mid-range was REALLY hard against Zangief simply because he could apply better pressure with his normals up close and with his walk speed, Hugo’s mid-range gets shutdown by gief’s fast normals buffered into green hand or at least that’s what it felt like. I found that in general, i couldn’t really jump in on gief from neutral. I only point this out because Hugo’s U2 and ex.bb keep Gief on the ground, but Hugo not being able to jump as well frustrated me. Gief’s st.hk pretty much own’s Hugo in the air, I had small success with j.hk against gief’s st.hk. If Gief whiffs lariat at a distance, you can punish it with st.mp relatively consistently.
A couple of exchanges that happened a lot were:
*ex.gh or regular gh on hit - Zangief is in spd range and is still +/-1 albiet safer than before. On regular lp.gh, Gief is forced to backdash or jump since Hugo can do reversal spd and catch him on the ground and gief doesn’t have any throw invincible reversals (except U1/Super). So if Gief backdashes and Hugo spd’s, Zangief gets a free hp.spd, Zangief stays on the ground, Hugo gets a free hp.spd. Hugo can guess with ex.bb and catch the backdash or the neutral jump too. Hugo can’t really sit still and is forced to act (I feel), so it becomes a kind of guessing game BUT…
*meaty clap forces Gief to use meter, I found that ex.gh xx red focus is a really good tool, so this gief in particular would save up for it. But if I knocked him down, i got free pressure. Clap beats both lariats and is safe from ex.gh. If he attempts to lariat, Hugo gets a CH (e.g. CH hp.clap, mp.clap, ex.clap, lp.clap, st.mp…UT/hp.spd). So gief is forced to use ex running grab, ex.spd, Super or Ultra 1. So if you can net a knockdown early in the match, you may be able to whiff mp.clap with impunity and be safe from ex.gh and ex.rg (I think).
*it seems like super can punish whiffed lariat full screen if you time it to hit AFTER the active frames, too early and it’ll lose to lariat. Tested on KKK lariat.
I’m considering uploading some of the matches to youtube for critique as well.
I’ve been slowly getting better at this match while suffering through it at the same time lol
Be patient at first, just walk forward and block low fireballs while crouching her mids while keeping track of how many she has stored while trying to keep track of whether she has thrown out a low fireball yet or not. The right spacing you want want is to be within max sweep range of her, that way when she stores a fireball/gets ready to throw one you can sweep punish her for it.
Ultradavid put out a video showing great meaty setups and empty clap mixups vs 7 frame reversals
Once you get a knockdown on her (and virtually ALL of Hugo’s knockdowns are hard knockdowns) you can get a safe HP clap meaty and punish EX pinwheel if they throw it out and punish with almost anything you want; the max damage you could get is ultra throw>ex clapx2>u2 for almost 600 damage for one punish
EDIT: Also a reminder for general matchups that Hugo can punish any jump back instant overhead on HIT with EX backbreaker or U2, or if anyone would be dumb enough to do a jump FORWARD IOH for whatever stupid reason, you can do Light or EX backbreaker
what @IHMW suggested may work to varying degrees against characters who have cancellable instant overheads (e.g. Juri, Adon, Viper etc). I haven’t tested it out though.
nvm just checked the mu notes for a mu I was having trouble with.
How do you guys feel about characters with a lot of (or at least commonly used) armor breaking moves like Adon and Rolento?
I’ve found that Rolento can be pretty difficult to punish for rolling all the time because of a mix of Hugo being a bit too slow to punish on block and the bounceback however crMP stuffs his roll attempts very easily if he thinks he can get away with it as well as spd on reaction. Trying to armor some of his attacks is pretty difficult at times aside from with EX Lariat but it’s frustrating how he can just jab you at the last second of the attack and the armor just goes away :V
Adon’s far HK that hit’s twice can sometimes be annoying and if he gets a life lead early on and just hangs back I find it a bit difficult to get in on him again without taking damage or being knocked back again. Things that can cancel into Jaguar Kick in the air also put’s a dampener on stHP as a means to anti air him.
This is just stuff that I’ve used online, but Rolento’s defense is asstastic. I don’t consider it a hard MU at all. I’m trying to really cut down on using EX Lariat and Meat Squasher (still use the normal one a lot).
While it’s true that Adon’s far HK is great, he can’t do his wallkick without eating a moonie press and after a few ex BB punishing his poking jaguar kicks he tends to stop using them as liberally.
Yeah once Hugo knocks him down he seems pretty free to splash and clap pressure.
What are your thoughts on Blanka? Hugo doesn’t have the insanely scary grab range Gief has to threaten Blanka to the same extent. I’ve noticed Blanka often has no idea what to do when Hugo crouches and will try to use a dash > throw if desperate.
You can SPD rolentos roll attacks as he approaches, also cr. LK is a true punish to his rolls, which should deal more damage then the chip he inflicted on you. There is also a lot of stuff going for hugo in this match-up. If rolento jumps on his stick and jumps again for the second attack you can always just press St. HK and he will be stuffed + knocked down. So he cannot use that attack at all.
Ex overhead is punishable on block by e.g. SPD.
Also he cannot really walljump escape, because you can just reaction-punish that also.
Ex bb punishes knife.
ok cool, just wanted to see if that video had been posted there. like with hakan hooligan setups, though, it’s best to just learn how to eyeball it so you don’t telegraph the mixup you’re about to try. i’m starting to get it more consistently even without the use of whiffed things to help me time it, so it’s not super difficult.
thanks for the info about instant overheads.
Confirmed, Rose attempts to AA hugo with U2, Well places j.hk beats it clean.
Edit: Well maybe, replay looks a tad questionable.
If Guile starts doing meaty reverse spin kick (upside down kick) on your wakeup or in block strings, It SEEMS like hugo’s only option is to block or use ex.lariat which seems to be the ONLY option. Reverse spin kick beats U2, ex.bb and ex.meat squasher. Just FYI in case anyone wanted an offensive option to reverse spin kick pressure. Also can’t backdash.