hey dudes, I just wanted to start some discussion specifically regarding some of Hugo’s lesser used normals. I don’t want to talk frame data really, since another thread exists for that, but more so just to go over some of the application of his wonky normals, what do they beat, are they good OS’s, etc… Anyway I’ll talk high-level about his normals, both the good ones and the odd ones.
So to start, the most commonly used ground normals seem to be :
**- LP **( stand/crouch )
**- LK **( crouching mostly, haven’t seen much use for standing )
**- MP **( stand/crouch )
- Crouch MK
- Stand HP
Jumping Attacks:
- Jump LP/MP -> Same Hitboxes? LP has slightly faster startup, does less damage, 2x the active frames of MP, both have good lower body projectile invincibility, but I think LP is slightly better for trying to hop over fireballs and still attack.
**- Jump LK/MK **-> Same as LP/MP, probably even better against hopping fireballs though
**- Jump HP **- Slow startup, really good reach though when jumping in from far
**- Jump HK **- I’m not really sure when to throw this out instead of j.HP or Body Splash
- Body Splash - Great for crossing up, huge hitbox, but also has a huge hurtbox not good for jumping over fireballs, as his feet will get hit
Not-so-normal Normals:
**- Stand MK **-> Double overhead, very slow startup, the only time I’ve ever hit this button is by mistake as I feel st.HP is much better
**- Stand HK **-> Hits high, but whiffs on crouchers? Or at least some I’ve heard. I’m guessing Hugo is airborne and will “jump” over crouching attacks, but unless you have excellent reads I just don’t see much application in this, especially since its very unsafe on hit and block. It does cause a Hard.KD on aerial opponents, but I feel like you have better options in those cases.
**- Crouch HP **-> Hugo’s “I’m going to attempt a dragon punch with my face” Spearhead move, causes KD on hit, very unsafe on block. I believe this move can be used as an early AA move?
- Crouch HK -> Ass in yo face, Hugo’s Fastest Overhead, but extremely unsafe on block. Causes a knockdown on hit, and I believe this move is also useful as an OS to catch some backdashes but does not work on the entire cast. So unless you’re really confident they’re going to be crouching, I still feel like st.HP is your best option for an overhead.
**- Leap Attack **-> [d,d+mk] - Safe on hit and block, can link into cr.lp on hit, good projectile invincibility, slow startup but can lead to whiff->SPD setups
- Hammer Hook -> [f+hp] - I’m totally lost on this move, other than being used as an AA against opponents jumping to close the gap, not jumping on top of Hugo though. I can’t recall if this is only on CH or not, but it will juggle the opponent if it hits them out of the air.
I think that’s everything, I specifically want to hear other’s opinions on normals like st.mk, cr. hp, st.hk, cr.hk, but any and all information is appreciated.