Hugo general Thread

I can for the most part I can get clap combos quite consistently. I look for when he start pulling his hands back from the clap to start the next one. Also if you do not have a lot of patience against zoners you will lose.

On another note dee jay feels like a really tough matchup for hugo.

Sweet! Here’s some things I think might be mistakes though:
The headlines for his normal throws are off.
You forgot to add the cancellability for s.LK
Are the stats for s.LP really correct? According to my calculations, those stats would give it one more frame of hitstun than the others, allowing it to combo into LP Clap.
Isn’t EX BB 1-5f invincible now?
And does lariat really cause float? I’ll need to test that, sounds sweet.

glad i’m not the only one having trouble with the inputs.

Also, i feel they dropped the ball with Hugo’s heavy normals, asides from standing fierce. They all seem completely useless, are unsafe as fuck, slow, and don’t even approach gen levels of damage. Butt rocket should’ve been like 200 damage if that thing was gonna be -40 on block. Drop kick doesn’t hit crouchers? wtf, come on capcom.

I found that s.HK was my best tool against Gen’s mantis c.HK. Maybe my opponent messed up, but it seemed to beat it quite nicely. It can also be used to make yourself get air reset when hit, which might give you some openings if you catch the opponent off-guard with it.

c.HK is very good. It’s a 13f overhead, you’d have to be Daigo to react to that, and I don’t think he could either, since the animation is so… “explosive”. It’s basically an instant overhead that’s safe on hit (You even get a limited mix-up IIRC), but extremely unsafe on block. If anything, I wish it had slightly more range, I felt it it reached further in 3S.

I dont know what move would be at least -11 and leave then so far away that you’d have to use me or my lariat instead of

i guess the app has frame data for a build that isnt final. it doesnt say that st.lk is cancelable although it is. im not sure what you mean by the headlines are off for his throws. but i fixed the EX BB and St.lk. as for the s.lp thats what the app says although i agree with what your saying i added a note to it saying that it maybe +1. and yea if you hit lariat when they are in air it causes float.

With the headlines I mean it says stuff like “Startup: 140” and “Recovery: 2”. The headlines for the numbers are off. But only on the normal grabs.

Okay so I’m just starting with Hugo and also haven’t played SF4 in forever. He brought me back. So I’m complete ass right now. HOWEVER.

Ultra 2 is hi-fucking-larious I swear. Punishing jumps at damn near full screen on reaction is some insanely amusing shit. So many jumpy Decapres out there right now. Time to clean up.

Ming Fu thanks for the tip on Honda. Reminds me of ages of go when I grabbed him out if his headbutt with Siberian Blizzard. For Hugo doing the same should be a snap.

I have to agree on the input wierdness between lariat and backbreaker. Though one time I went for an ex lariat and got an ex backbreaker, and my opponent just so happened to jump at that moment. I, uh, just pretended I did that on purpose…

Oh Dang! i didnt even notice that. Fixed.

Havent been trying hp.cap,mp.clap,lp.clap online, but at training mode i founded out that you need to wait longer than you may think before doing next clap. At least i was doing it way too fast at first. Another thing that may help is the sound effect, that may give you some rhythm.

it would take a special person to get hit with a meaty leap attack.

I wonder if we can find a meaty set-up for both Leap Attack and making leap attack no hit causing them to try and wake up reversal or backdash and you just block and punish.

Right now, I’m in training trying to do HP.Clap > MP.Clap > LP.Clap > Ultra Throw > EX.Clap > EX.Clap > U2.

Why am I trying to do this? Because it’s a 2F tick into Ultra Throw from LP.Clap and no one would expect it. I’m sure there’s a way to OS Ultra Throw/Shootdown to keep the damage, but I’m not as well versed in finding OS’s as some of us might be.

*Edit: Just did this on Poison. Total damage: 833. :coffee:

I think post ex lariat, Whiff Cr.Lp, J. Body splash might be a safe jump against decapre. Need more testing and to learn her frame data

Which move do u want the startup for?

Have u messed with back dash, forward jump splash following a ex lariat knockdown? Should be a safe jump as well

Hugo’s c. HP isn’t all that terrible. Hard KD means it’s safe on hit despite the long recovery, and there doesn’t seem to be a lot of his hurtbox in there during the startup (while he’s ducking).

The only thing really wrong with the move from what I can tell is that it’s just less rewarding and slightly harder to use than his AMAZING EX Backbreaker for the same purpose (anti-air). c. HP’s big claim to fame is “get me to trade so that you can combo Megaton Press afterwards”. I’m sure it’s possible, but it’s not very consistent. I tried it against Poison j. HK for half an hour and rarely got the trade, I usually either won or lost the exchange outright.

Backbreaker, by contrast, does slightly more damage even considering c. HP counter hit (163 vs 180 for a normal-hit EX backbreaker), and the EX version is so fast + invulnerable it basically wins every jumping scenario at neutral. It reaches super-far, has a gigantic hitbox, and on top of all that it grabs close-range backdashes too. Hard for poor c. HP to compete with that ease of use, even considering the far-off promise of trade > Megaton Press.

saddest hugo moment so far:
Ryu ex tatsu on my wake-up
I U2 & it goes through him BibleThump

I’ve been trying to the the stormkubo’s kara throw. I can kara ultra throw (using LP~LK) from the range after you hit the opponent with close cr.lp x3, but my kara doesn’t reach from the close cr.lp x4 range. In the storm kubo video, he can kara from the close cr.lp x 4 range. Either I am doing it incorrectly or capcom nerfed the range on the kara using only LK. If someone could look into this, that would be great. Thanks

oh man this character, the only other time i felt i have played a character where every match was an uphill battle was pre patch sfxt steve. decapre, rolento, elena, poison, gouken, sagat, chun, cody and every other character under the sun is sooooo fucking annoying. i havent even had the luxury of playing against a juri yet, and the sim matchup dosnt seem nearly as bad as it was perceived i honestly think it could be 5-5 right now. fuck.

Made a account just for Hugo.
Does anyone else have a huge problem against Blanka and Dictator?
Also UT>l.clap>U2 tends to whiff on certain characters like Juri. Should I do the clap faster?

And Does U1 have any use?

Does backbreaker still work after super? Also in training every button I use for super seems projectile invincible. Do all three buttons do the same super?