Although some people might look down at shenanigans or even just the term itself, they have always been a part of SF and are always handy to have in your back pocket in a tight spot. They are probably frowned upon due to their reckless nature and this thread isn’t about justifying them as legitimate strategies, it’s about educating so people know when (and more importantly when not) to use them.
I’m sure we have all picked up a few tricks over the last weeks and have had relative success with a few of them.
First of all, here is a classic video by NKI to get you in the mood.
Ok so here are the shenanigans i have found or seen so far…
Charged monster lariat - Not really much of a shenanigan but due to the armor it really can have some nice applications outside of practical uses. Learn to dash out of it quickly and don’t be predictable. Best use is to charge if you sense a jump in coming and dash out if you need to.
cr.lk xx lp palm breaker X4 - It isn’t safe between the cr.lk and clap but it is nice to lock someone down with, bait a reversal or set up a throw.
(On opponent’s wakeup) whiff palm breaker then SPD - Obvoiusly very unsafe but people have used this since 3rd Strike with relative success. Best used after training your opponent to block after clap strings.
Shootdown Backbreaker Corpse Hop - After a combo ending with shootdown backbreaker, do another straight after and you can land right next to your opponent, hopefully messing up the direction of their tech roll. Props to the guy who first posted about this in the other thread, been using this a fair bit especially when chasing someone with good runaway and a life lead.
What else have you guys found and what success have you had? This can include anything like tick set ups, counter hit set ups, frame traps, option selects etc.
Yeah i have beat a few character’s super using charged lariat. And if by HP you mean the overhead it is really good, as is st.hk. Drop kick is definately more risky though as it’s a massive -21 frames on block. Surprisingly though it can go unpunished a lot if it hits at max range as Hugo will normally be too far away for pokes to hit him. Except chars like Dhalsim and Vega
Umm, I would have to try it but with those -21 frames you can eat a lot of stuff if they dash in, at least they place themselves into pressure and Hugo with this slow moves is not good dealing with it, you either must go into coward mode jumping back with HK or risk a armour move or ex moonsault.
Not sure if these would qualify as “shenanigans” or not but against people with bad reversal options I usually do a couple of things that have had good results:
After two reps of cr.LK xx LP clap, I’ll do cr.LK, then wait a split second (so it doesn’t chain), cr.MK. I can’t tell you how many times people don’t see a third clap so they stand to back away and get tripped by the MK sweep. If they learn to jump back after the reps, you can use Backbreaker to punish the jump if done early enough. This can lead into…
At just closer than mid-distance after a knockdown near the corner you can dash forward, then dash back once you see the roll and do a Moonsault Press on their wakeup. If timed correctly (especially an EX version), it swipes the opponent out of tons of normals, and if they backdash, depending on the character they won’t have time to punish or will be too far away. I’ve found this to be especially effective against people desperate to tag out (again, provided they have poor reversal options).
Also, this is something that only works against people either really desperate, stupid, or just unfamiliar with Hugo, but when they back off to raw tag I usually throw out his SPD + K move to run right up and grab the tagged-in character. After that, they’re most likely cornered so you can go back to pressuring with clap strings, MK sweeps, and have the EX backbreaker at the ready if they try to jump out.
I have used number 1 quite a lot too with great results. Also the meat squasher on a raw tagged in partner isn’t just a gimmick, it’s probably Hugo’s best option if he can’t reach them in time for BnB.
I would rather CHARGE a EX Lariat into SUPER against a raw TAGIN
besides that the most scary shenanigans are is c.lk CLAP do it 3 times or do it 2 times and 360+KICK or do it one time and make aCROSSUP Jump 2 times for a pretty ambigious crossup and its gooing on all options are scarry like hell
I’ve made some music just because people rage at my Hugo all the time:
But I’ll also contribute to this thread of course.
A cool 360+P Throw setup I’m using is to cancel cr.lk or any cancellable normal into lariat and dash-cancel. After that I usually go for a 360. A couple of Scenarios where this method is good:
Jumping Splash (blocked) -> cr.lk xx lariat xx dash -> 360
Jumping Splash (blocked) -> cr.mp xx clap -> cr.mp (or cr.lk) xx lariat xx dash -> 360
cr.lk (poking) xx lariat xx dash -> 360
It goes without saying you could just do some tick -> 360 also:
close cr.lp (blocked or hit) -> 360
close cr.lp (blocked or hit) -> cr.lp -> 360
And other places where you might want to do a 360 + P, for mixup’s sake:
Jumping Splash (Blocked) -> 360
Jumping Splash (Hit) -> Delay a bit -> 360
Whiffed cr.mp on wakeup -> 360
Whiffed cr.lk on wakeup -> 360
And for 360 + K (Running body splash) these are some of the setups I do:
Clap (Hit or Block) -> 360 + K
Jumping Splash (blocked) -> cr.lk xx lariat xx backdash -> 360+K
Jumping Splash (blocked) -> cr.mp xx clap -> cr.mp (or cr.lk) xx lariat xx dash(or backdash) -> 360+K
cr.lk (poking) xx lariat xx backdash -> 360 + K
Also I’ve found it to be pretty nice to do a techroll forward and do a wakeup EX 360, I’ve grabbed many a foes with that, because they always try to stuff my techroll.
if standing HP (overhead) hits you should cancel it into a raw launcher which will extend it to a tag-combo
I like to do:
crossup splash, cr.MP xx Lp palm. If it hits, I’ll do the regular followup cr.MP xx LK Lariat, blablabla
crossup splash, cr.MP xx Lp palm.If the opponent defends, i’ll do cr.MP xx Lariat xx dash cancel foward and 360+P
Also, maybe someone could find some good setups for charge counterhit ->down down mk (For “stagger” state)
Claky D is using c.mp xx clap->c.mp xx lariat->c.lp xx lariat charge to ex xx dash ->dow down mk
But if the opponent quick rises, he can punish your dash, and he can also get away by rolling.
I guess it depends on the opponent you play against, the opposing characters wake up options, and how much life he has left/you have left. When we first are talking about ex CADC sheningans: It is a viable (but expensive) option to throw in while trying to open up an opponent with c.lk xx lp clap loops, c.lk xx CADC ->c.lk/jump splash/moonsault press etc.
I wouldn’t usually recommend someone to use meter on a mixup like that, but with Hugo’s amazing damage output and how he doesn’t really depend much on meter, I think ex CADC could be a good option to have in mind.