Just a couple thoughts on Hugo vs Poison. Played an online set with a decent Poison last night and that shit is ROUGH for Hugo. I won’t put a number on it right now, that’s irresponsible – but it’s definitely her favor. Here’s the deal:
(this is long so I spoilered it so you don’t have to scroll past it)
[details=Spoiler]Biggest problem by far in this matchup is that her fireball is huge, and so is Hugo’s hurtbox. Not just the HP/MP fireballs, but her LP one as well are a massive obstacle for big, slow Hugo. My first thought when drilling against her (which I did the day before to prepare for the set) was “well, that LP fireball is hard to jump over, I’ll just walk and block my way in and play it kinda Honda-style”. That approach doesn’t quite work with Poison because her LP fireball is so big you can barely walk forward at all before you have to block. You gain VERY little, if any ground, trying to walk in on her LP fireball, and jumping over it is a big risk because the timing is strict, and taking too much time to adjust your spacing can just let Poison recover so she can AA you with s. HP, c. HP, c. MP, or many of her normals, really.
You can get a little clearance with the fireball invulnerability on jump-ins like j MP (I prefer it for its blockstun + horizontal reach + hurtbox being farthest back, greatest chance of not getting beat by AA normals if you space it just right), but again, the fatness of the fireball makes counterpoking with it a thread-the-needle affair.
“So just clap it, then.” Problem with that is that the hurtbox on the startup of LP clap is super-huge, so you have to time it almost pre-emptively at all but extreme long range in order to destroy the fireball without getting hit. So just clapping LP fireball when you’re outside the range where Poison can chase it with a poke is almost as risky as jumping over it.
“So don’t try to destroy it, and just clap for meter when a fireball’s not on screen.” Problem with that is that if you do it at neutral and Poison FBs on reaction, the hurtbox is also big during the recovery animation. If Poison reacted fast enough, you might get your clap whiff punished by the fireball at a range that would surprise you. (It certainly surprised me.)
“Just relax, you only need to get to c. MP counterpoke range and then your offense starts in earnest.” Not quite true. Not only are you put in blockstun VERY early by walking into fireballs, but Poison has an annoying habit of not sticking her hurtbox out very much when she throws HP/MP fireballs at that range, meaning that a c. MP you thought was barely in range to tap her extended hurtbox will just ram right into her fireball as it spawns. Just getting to the TRUE c. MP/c. MK counterpoke range is a hard fight in and of itself without getting hit.
“Uh…d,d+MK?” Let’s not get it twisted, this move is fireball-invulnerable for days. Good in other matchups with faster and smaller fireballs. But sad to say, the fatness of LP fireball + its slow travel speed + the fatness of Hugo’s neutral (!) hurtbox means that it’s VERY hard to buffer the move with proper timing without getting hit. Too early, and you get hit meaty during the recovery of d,d+MK. Too late, and you get hit standing while buffering the d,d for Leap Attack. That timing is not merely nuanced but straight-up strict. It can be done, but I wouldn’t reccommend it against a GOOD Poison.
“…Focus dash?” I would ALMOST reccommend Focus dash at long range vs LP fireball if not for the fact that you can almost NEVER hang onto the grey life afterwards, even if you don’t even try to go in afterwards. You will almost always end up either blocking another fireball, or your attempt to vertical jump the next fireball will go awry and you’ll land on it, losing grey health and more.
“So what DID work for you?” Honestly? YOLO, in carefully measured doses. You can’t play this matchup very lame at all unless the Poison player is a fucking idiot. She piles up too much chip too safely to creep her to the corner. You need to make bold moves at neutral and be ready to react when and if they succeed. Roll the dice. Anecdotal examples:
If you gamble on a j. MP over a fireball and aren’t sure if you’ll hit with it, be absolutely ready to confirm to c. LP xx LK Lariat if you connect. You usually lose such attempts, but if you win, you MUST get that knockdown.
If you get an EX Lariat hit gambling on armoring through her fireballs, you MUST have baits, safe jumps, and OSes practiced and ready to use instantly as soon as you confirm the knockdown. Make a good guess, fast, and commit. You CANNOT let Poison escape. Main thing you wanna think about OSing IMO is her Vega backflip. I unwisely didn’t explore OSes for this wakeup, but some of the first things that spring to mind are crossup splash OS Meat Squasher, Lariat, at the very least a whiff/blocked clap so that she doesn’t get far. These are all just off the top of my head, I’m sure JiBBo or somebody already has better ideas on Twitter or YouTube. Go check there, SRK forum tech ALWAYS lags behind those two sources. (Sorry guys. Just the nature of the medium.)
The biggest move by far you can land against Poison is a Meat Squasher, for obvious reasons. Best way to land this move is to figure out at what range and in what situations Poison might try a Focus attack. If you land a Meat Squasher you have just saved yourself God knows how much chip and impotent misery. If you, by the grace of the Based God, already have the life lead after landing this move, don’t even worry about blocking that much (unless you know something predictable is coming). Just trade, trade, trade for your life with s. HP, s. MP, and don’t let her out of the corner. Live dangerously, because this may be your last chance to lay hands on her. Don’t be too too afraid of eventually getting kicked back to midscreen – if you get the life lead mangling her in the corner, that may be enough to clutch out the round with one last YOLO move at midscreen. You just want to pile up as much damage as possible on her.
If Poison gives you a blocked LP rekka, you MUST punish it, every time. I tended to freeze up too much in my set and missed free damage from SPD punishes on near-max-range LP rekka. This is why I reccommend picking U1 for this matchup (I unwisely picked U2). Jumping is not a big factor in this matchup because Poison rarely needs to jump at neutral in order to escape or control Hugo. What DOES make a big difference is being able to put HUGE hurt on Poison midscreen because she made a single minor mistake. So IMO you want U1 way more than U2 for this matchup.
You can also punish her LP rekka with reversal EX Ultra Throw, but since it’s a 1f punish, you can’t kara it and both the timing and range is very anal compared to LP SPD (which is the minimal punish you MUST land on her for a blocked LP rekka). With U1 you have a nice fat 3f buffer to get a ton of damage on her that will hopefully get you a life lead on which you can leverage trades in her face. But please, please don’t be ashamed if you have to settle for LP SPD punishes on her rekka. Getting damage on Poison without taking more damage yourself is so hard as-is that even 180 damage is huge. Take whatever damage you can get. Get the life lead and swing for the fences.[/details]
That’s all I have for now. If a comprehensive matchup thread gets posted, I’ll move this stuff there.