Ha, cool. You can do AA clap (i did hp and it seems like it has to be a counterhit for ex lariat to hit) into ex lariat, fadc into ultra 2. Interesting.
You can also do counterhit Hp clap, into mp clap, into lp clap to super in the corner and it juggles.
And it seems like aa hp clap (non counterhit) , into LP clap works, but AA HP clap into MP clap does not work.
And after HP clap AA into LP clap AA you can do super and it combos.
AA non counterhit HPclap into LP clap to ultra 2 combos in the corner, works midscreen aswell.
W ultra damage in a combo
-UT, L Clap, L Clap, full U2 = 380
-UT, EX Clap, Ex Clap, Full U2 = 470
-UT L Clap, Ex Clap, Full U2 = 420
-UT, EX Clap, Ex Clap, Lvl 1 U2 = 421
Incase anyone was wondering how W ultra damage was looking for combos.
Also I really don’t know the purpose of Stand HK at all.
claps and the ultra has way more jugglepoints than i thought. if you can land a fast Rfocus, you can do hp clap late so it hits them while in an air state, do LP clap into ultra. I like hugo so far : ).
all the normal ultra throws have the same properties according to the frame data app
For follow up, I typically use LP clap., then LK back breaker. It can get a little difficult to connect mid screen. Maybe different strength of backbreaker?
He really seems like a character that needs to trade. In my limited testing, I’ve been just jumping over fireballs. mix up empty jumps with J LP, j MP, j MK. these all have great hitboxes.
I use s HP, s MP and cr LP, cr MP as my main pokes. Also, I am pretty conservative with meter unless they jump. any time an opponent goes to the air I tend to go for EX backbreaker. Its range and speed are really amazing. most opponents will stay grounded and its just a matter of fishing.
I also try to safely use LP clap just to build meter. Like if i’m full screen or whatever. Once I have a full stock, I buffer super within my cr LP, s LP and s LK pokes. that way if they catch my opponent’s poke, I get a super hit confirm.
I’m trying to find ways to punish my opponents for neutral jumping on wakeup. I think its fairly easy to condition them to jump, with the threat of command grab, but I dont have the timing of cr LK to punish jump frames, nor do I feel like there is an easy hit confirm off of it.
Lot of gimmicks with this character for sure and its only day 1.
I think desk has really unlocked some serious potentiial with the armor cancelling. I have no idea how he does it, but those are definitely going to be a huge part of hugo’s gameplan.
So I had no intention of playing Hugo, but now I think I just may dabble in him (probably as a third but maybe my second depending). He is a freaking monster in so many ways…
I’ve never trained much with grapplers – can anyone give me a tip on how to do a standing 720 (Ultra 1)? I can do it fine if I jump at the person and start it in the air, and I can do it fine on wake-up; but I have trouble doing it just raw while standing still.
Anyone else notice how forgiving Moonsault is? You don’t have to do the full 360 at all, you can press P as soon as you reach up-left… and you can do it in either direction.
Like this http://youtu.be/VnHCpKZ6X8I?t=46s
Basically you can do with hugo Ex Lariat and immediately Qcf+ Kicks. You can obviously do it with other stuff but it’s actually really easy to do the Ultra 2 armor cancel.
I’m not at home to test this, but basically you are saying that I need to cancel the ex lariat before teh clothesline animation comes out? This is fucking awesome. I’ve been trying to use ex clothesline to punish fireballs and at most distances my opponent can block it. Now if i had access to ultra1/2 that could really help me set up some dangerous shit! like ex lariat through fireball into ultra 1 or some stuff, or counter some poke into ultra 1 etc…
I noticed that the damage off the split ultras is much lower. But still, having the versatility.
Thanks for the tip!
One question, how are you guys setting up counter hit claps? LP clap is the fastest startup at 15 frames. are you guys just pokign with cr L and buffering LP clap? any other cancellable normal that on counter hit can combo into a slower clap like MP or HP?
Lastly, I’m assuming the kara ultra throw is hcb+ Hp~2 kicks. Basically cancelling the animation of giant palm. Do not know if i can be done with a different power of palm. (light is maybe faster?)
Also, does the safe jump after lariat still work?
(ex Lariat, back dash forward jump air attack and lariat, forward dash neutral jump attack)
You have to actually cancel the animation right at the start so using it to run through projectiles and then ultra wouldn’t work.
However it’s great on wake up vs safe jumps. The best example is always Ryu safe jump after sweep as you can do EX Lariat cancel into Ex UT and it will beat it and only costs one meter. You can even do EX lariat cancel into Super (because sf is weird like that)
Edit: Been testing Meat Squasher follow ups on everyone and it seems like MP lands on everyone and lk/lp lands on so few.
This character is super fun, especially clap loops. I think Hugo will punish like no other. Here are some strong punishes I found with about an hour.
HP Clap, MP Clap, LP Clap, cr.LK xx LK Lariat = 369 damage (no meter, builds exactly 1 bar of EX meter)
HP Clap, MP Clap, EX Clap, LP Clap, cr.LK xx LK Lariat = 450 damage (1 meter, EX Lariat will make it 469)
Focus Attack (Lvl 3 fully charged), HP Clap, MP Clap, EX Clap, LP Clap, cr.LK xx LK Lariat = 496 damage (1 meter, EX Lariat will make it 505)
The last combo is tight on the HP clap after Focus attack. You have to buffer the motion as he’s dashing and press HP once he stops. I’ve been double tapping the buttons for each clap minus EX Clap which I plink instead. It’s definitely a bit more consistent then just normal timing. If Hugo stuns anyone, they are sure to almost die with the last combo. Haven’t gotten to play with anyone though. :’(
I’d really like to know what to do post knockdown for things I’m just going for cmd grabs all the time because hugo makes everyone really afraid to hit buttons due to ch into ouch
there is the safe jump options off of lariat and there are a couple of setups from third strike that still work pretty well here. I wish i could find the thread
ever since i saw that desk hugo video ive been experimenting with the armor canceling on safe jumps. it was already stated that you can cancel the ex lariat into super or ultra. but i just found out that you can armor cancel ex lariat into spd to get an armored spd. ive been practicing it on ryu’s classic, sweep, jump roundhouse safe jump and he absorbs the hit of the roundhouse and grabs him when he hits the ground and it costs no meter. but when i record ryu to OS uppercut in the safe jump hugo absorbs the hit but the grab goes through ryu.
update: tried against dudleys cr.lk, cr.lp, st.hk. EX MBG after hard knockdown i got counterhit normally but with armor cancel i absorbed the hit and grabed him before his cr.lp could hit me.