Anyone? Help!
http://www.shoryuken.com/forums/showthread.php?t=98299
This thread has tips on the Hugo vs. Akuma match up.
From what you’re saying, it may not even be the character you’re playing; it’s more likely that your competition is just that much better than everyone else.
That’s a really good guide but the vs Akuma section is pretty inaccurate IMO.
Be able to parry is nice, but you should never jump in against akuma anyway, especially when he has super. Akuma can air hurricane cancelled into sa1 if he sees you parrying, or he can just do uppercut cancelled into sa1. I guess you can try jumping in when Akuma has no super but he still has too many anti air options. You can’t expect to parry that hurricane everytime. Even if you do a body splash is not guaranteed after. I just don’t think it’s a good strategy to keep jumping in and try to get a parry in the air and then punish on the ground. Not against the character with the best anti air IMO.
The dive kick can start a major combo & is really hard to parry btw, plus Akuma can usually jump after. If you have to parry 'cause you can’t get close to him and need to take the risk, mix it up after you get a parry. For example maybe you can do a rh air grab (you fly away so he can’t punish if you whiff) or c lk -> lp clap try to catch him jumping back out. I just think parrying the dive kick is high risk low reward for Hugo. But sometimes you have no choice but to do it if they run away too well.
For me the best strategy vs Akuma is to rarely jump and zone him out. I’m not saying to never jump but do it when you’re close so 1)you might get a crossup or 2)you put pressure on him and he can’t react fast enough for anti air. If Akuma starts walking back or jump back fb then just walk up to him. Just walk up to him and put pressure on him. And rarely parry that demon flip dive kick 'cause he can mix it up (throw, or the version that hits low) and it’s not guaranteed dmg after a parry. Not to mention Akuma can do big stun/dmg if you whiff the parry. If anything I’d just pick sa3 and super if he does dive kicks repeatedly. If you zone him out and put him in the corner then watch out. Don’t be too aggressive, he’ll want to teleport. If he does then get rdy to do ex lariat the other way to catch him. Make sure you hold on to the button to make Hugo run longer if necessary.
I agree that parrying dive kicks and jumping to bait anti-airs is overly risky; however, I think it’s important to parry his ground hurricane kicks, because otherwise most versions basically beat Hugo for free, since they push akuma out of range of anything fast enough to counter (as far as I know?), and he recovers quickly enough to block just about anything. A lot of the time if you try to block -> counter you just end up eating another hurricane kick, especially since it’s airborn so early. The only other advice I can think of is to bait dragon punches if he’s abusing them against you.
I’d rather just try to red parry the last hit of the hurricane. Parrying up close and guessing when a hurricane is coming is too hard and too risky. If Akuma sees that you can red parry the last hit of the hurricane once in a while he’ll be reluctant to spam it.
Yeah if you don’t see it in time or if you’re up close that’s a much better option. The reason I usually go for the parry is because I try to stand outside of Akuma’s cr.fk range until I get a knockdown.
Honestly, though, this is probably my worst matchup with Hugo. I’m not really sure how to get into range without going for a parry, and even once you corner him he can teleport out on wakeup. I usually just end up trying to keep him grounded and hoping he makes a mistake so I can knock him down.
Step 1: Don’t eat cr.fk, dive kick or s.fp
Step 2: ???
Step 3: Profit
Thanks a lot guys, lots of pointers for me to keep in mind the next time i face this guy. He is good, he gets 40+ win streaks ranging from random scrubs to top tier kens. So yeah I will most likely keep getting beat, but I at least want to give him a hard time.
i’m having problem dealing with Ken when he scores a knockdown. He’ll jump over to cross over me and if i block it its a load of mindgames he has on me.
I found that parrying will give me some breathing space and it makes him lose his momentum. plus i can 360 when he lands. but i cant find a reliable way of doing this. has anyone got any tips on how they handle this kind of situation?
If Ken does the crossup at the right time (ie right on top of Hugo) I don’t think air grab or sa3 would work either. This is pretty much just like any other wake up cases. But I think it’s even better for Hugo, IF you’re rdy for it.
1)Parry -> 360: unlike Ken doing regular wake up moves you don’t need to guess parry high or low if you decide to take the risk.
2)Blk and watch out for more mixups. Pretty much the same as w/o the crossup.
The point of the crossup I think is just to catch you off guard once in a while. Because he does something different you can’t seem to figure out what to do at the moment. But in reality I think it’s a god’s gift if Ken does a crossup when I have sa1. It’s just that you can’t focus on the parrying too much or they’ll keep doing empty crossup throws.
I used to pick SA1 vs Akuma and always knew it’s not a good super vs Akuma. Akuma’s moves are way too safe and a lot of times safe on parry. You parry a demon flip dive kick and they’ll jump right out. A couple of days ago I played against this Akuma dude and he loves to do air hurricane on me. I ground parried that a few times and everytime he would SA1 right before he lands/after the last parry. That really got me thinking. What about SA2 vs Akuma? Basically vs Akuma I would just stay on the ground and zone it out. What Akuma does in the air are basically 1)demon flip 2) vertical jump fb 3)forward jump hurricane. The forward jump hurricane is really annoying cause sometimes it cross you up and it’s always safe on blk. But SA2 catches it clean. Now I know if you do SA2 late then both demon flip and air fb would beat it. But at least it sort of keeps Akuma honest when you have SA2 in stock. If you see a pattern you can anticipate and activate SA2 as soon as you see him jump. As soon as I started picking SA2 the fight became much easier. I didn’t feel like I need to chase him down and land my 720. I actually had a win streak on him while i was doing 50/50 at best before. So what do you guys think about SA2 vs Akuma?
Not that I play much Akuma or Hugo but I say whatever works against Akuma works. If you can do damage to Akuma you have a chance of winning. You only need to make a few key moves to win against him any ways. SA2 does tons of stun+damage and Akuma has very little of both.
The biggest problem is Gouki doesn’t need to jump to beat Hugo. I only use Press against Ibuki who seems to spend too much time in the air.
Air hurricane safe on block? I’m pretty sure it isn’t unless you use something like dHK.
i also find SA2 makes the game alot more easier
akuma has alot of pre-emptive moves (air fireball) and his demon flip has potentially 3 outcomes which makes it hard to guess what he is going to do.
i also find the dive kick insanely fast. one minute he is in the air the next moment he is in your face.
SA2 pretty much cuts it down to 2 options. if akuma jumps, if he doesnt do an air fireball, wait till he is almost on top of you and do super late. i find SA2 has a fair bit of invincibility to blow through whatever they might stick out.
eliminates alot of the demon flip complications!!!
i wish there is a hugo VS alex tournament :sad: . just like Dudley VS ryu tourney .
When you have SA2 you make Akuma think twice about doing air cane, air fb and demon flips. Those are some of the reasons why Akuma is so good. And those are the ways Akuma can get in on Hugo. If Akuma never jump and just zone Hugo all day then he’s just Ryu that takes massive dmg.
If I’m using Chun I’ll duck the air cane and c mk -> SA2. But I’m pretty sure it’s safe on blk vs Hugo most of the time. Once you blk the air cane high the only thing that would work is throw, but that also depends on the distance. It’s just that if Hugo never jump then there’s no pt of Akuma doing air cane. He gets no frame advantage when he lands.
Now the problem with using SA2 on Ibuki is that you can’t super after seeing a jump. Ibuki hits Hugo early in her jump, whether she’s throwing daggers or doing her air chains or whatever, all those would stuff SA2.
You’re right about air hurricane. He’s safe if he blocks and is out of throw range.
This sounds bad for Hugo in theory but I have found in practice there are plenty of opportunities to catch her with this. If the opponent fails to react until after the flash, they won’t be able to hit you out of it. If you use the super properly it’s very irritating for her.
I heard Oro is a bad match up for hugo if he picks SA2. what do you hugo guys think about Oro. When I have to play hugo , I try to run around shoot AA fireballs and build bar just throw out yagou when i need to. When im playing a really good hugo though they make it tough. his pokes have ridiculous range on them. I also dont like dash up Gigas T_T.
Yeah, I’ve seen YSB use SA2 against Ibuki. Yet I’ve also seen Hayao use SA1 against her. I guess it all comes down to a matter of preference. True…Ibuki does have a lot of moves that can stuff out SA2 but if Hugo catches her before she makes a move in the air (usually when her airborne body is near Hugo) you can randomly catch her with the super if she tried to parry one of your normals in the air. It also does tons of damage to Ibuki after an Ultra Throw and good stun. The super generally makes it a bit less safe for her to always take up in the air and that can help set up for 360’s or Meat Squashers on the ground.
SA1 is also useful against Ibuki just because if she makes one mistake and you get a super…the match is pretty much yours. Ibuki takes over 65 percent damage after getting hit by that super. Just way too much damage. Just obviously with this super it makes it very easy for Ibuki to just wanna stay in the air all day and throw random EX kunais and SA1 when she gathers bar after picking away a good bit of your health bar.
Generally with Ibuki vs. Hugo…Ibuki will always be the character starting the momentum in the fight since without a super bar Ibuki is just simply a stronger character than Hugo. She beats out about all of his pokes and can always be in his face as long as she doesn’t do anything that leaves her open for 360. She can jump on him at will as well because of all of her air options. It’s all up on Hugo to look for the one key mistake that sets her up for big damage and can turn the match easily in his favor. A good Ibuki makes this very hard to do of course.
Well Hugo is one of those characters that has 3 useful supers. I’ve never seen Hayao pick anything but SA1. While YSB and most others use all 3. I used to pick SA1 only but now I’ve grown to use all 3 depending on the matchup and the style of my opponent. It’s just more fun for me 'cause my style also changes with different supers. So whatever works for you.
I’m a Gigas man myself.
I’ve spent a lot of time training w/ all 3 SA’s and I just like the Gigas. It might just be me feeling comfortable with it. It’s insane. It beats out Akuma’s Super Hadouken SA, It beats out Chun’s Big Hadouken SA.
Any of you guys going to Eavo East?
I will be, as well as my Hugo. I hope all my training was worthwhile (at least) heh.