i only know one/two but would be happy to collect more;)

here is my optionselect simple & effectiv

HCF+HK+HP on Block

timed correctly = Counter
Timed to late = HK-Lariat (Semi safe against most chains!!)

its the best option for Hugo to Counter since the Armorframe even on HK is sometimes enugh for a JAB11

how can HK lariat be safe? This seems pretty weird to me.

I’ve been trying to find an option select that uses backbreaker to catch back dashes but I have had almost no positive results.

This does work though

knockdown (sweep,) jump in splash xx qcf+KKK, cr mp

You do this immediately after u see the input of the splash.

1)If your opponent blocks, then the super will not come out, but the cr mp will come out (not a true block screen)
2) If you opponent doesn’t block, then splash will hit, super will not come out, and cr mp will hit to turn into full combo
3) if you opponent backdashes, then splash will whiff super will catch their backdash

I’ve tried using another option select using splash xx running mk grab, and it works, except your opponent can jump out of it easily after the backdash if they have a fast enough backdash

if you counter with qcf+hk/hp you will get a lariat instead of walking plain inside a combo with a hk thats pretty save with 1 armor instead of the alternativ^^

HK lariet is not safe against most chains in fact chains will blow it up because the first hit will destroy the armor then the 2nd hit will hit hugo.

I wrote semi save its save against some chains or enders but it is a relyable optionselect in fact there is no sence in not usimg it since if timed well the counter works and a lariat is better then a moving forward hugo against a atacking opponent

reaper I still can’t tell if your trolling, lariet not only gets blown up by chains but its also unsafe on block, so its an extremely bad way of “moving forward” with hugo.

Also lariet is easily thrown which is what a good player will do on hugo on wake up

reaper2507’s option select Alpha Counter is a perfectly valid option select (buffer/tech whatever you wish to call it).

What is the main consequence of not performing an alpha counter properly?.. briefly not blocking and probably eating a combo.

But with the Alpha Counter/HK Lariat OS… (HCF, HK+HP)** IF** you mess up the alpha counter (ideally, you do not want to mess up the alpha counter), instead of temporarily being in a non-blocking state, at least a lariat comes out which has a point of armor. Sure it’s not safe (-7 or so on block) but messing up a standardly inputed alpha counter can leave you free to anything, while the lariat might hit and you can then go into a 326-500 Dmg combo… risk reward. Remember, this option select only happens if you miss-time the alpha counter.

To be alpha countering in the first place you would need a meter, so alternatively you could perform an Alpha Counter/EX Lariat option select instead, making it much safer if the EX Lariat comes out (-3 on block). HCF, MK+HK+HP while trying to perform an alpha counter. Though I tend to only do this if I have 2 meters so I can potentially safely bring in my partner.

Go it training room and record someone like Raven walking forward applying his s.LP pressure and try out the option select for yourselves.

Going from back to forward HP+HK is faster than HCF HP+HK, so this option select could actually make you mis-time your alpha counter imo. It also gets blown up by throws.

I’ve been using this option select for hundreds of matches and I haven’t noticed any adverse effects, only positive ones. It takes about 5 minutes in training mode to get the hang of it. Speed wise, Back to Forward compared to Half Circle Forward is a non-issue for me; and if it is for some people, it’s just a matter of getting used to the motion, eventually it’ll become second nature.

Looking back, I even recall a Rolento player using the same option select (HCF MP+HP+HK for an EX Patriot Circle/AC) when the game was about a week old; it was a replay video with the command inputs displayed. So I think in time this will become standard practice for the characters that can accommodate it.

Regarding getting thrown out of EX/HK Lariat, you would also get thrown for holding forward (or not attacking) which one might be doing if one mistimed the AC without using the option select. Again, the option select only comes out if you mistimed the AC, in which case I’d rather be doing something than nothing.

A misstimed alpha counter results in raw launcher no?

It might depend on how one mistimes the AC but more often than not, yes… a raw launcher will come out of some mistimed AC’s. It’s an inbuilt OS due to the overlapping buttons used.

If an opponent is pressuring you with low hitting moves the raw launcher will come out and blow right through it, but not if the opponent is using mid/high moves like Raven’s walking forward LP etc… they will most likely score a counter hit or maybe block it. And since there has been some criticism of some moves being unsafe on block in this thread I think we can all agree that a raw launcher is quite unsafe on block.

The the Alpha Counter/EX or HK Lariat Option Select is at the very least one step above the inbuilt AC/Launch OS; in imo even more.

I’m not very great at making up OSs, but you guys seem to have it down to a science. I play against someone who is great against my Hugo. I seldom get in and am able to perform a knockdown. After a knockdown against his Jin, he blocks my splash, and then backdashes. I’ve tried splashing and then Lariat, but those end up getting blocked and punished. Is there anyway to OS the MP after a blocked splash to catch his backdash?

Well, if he’s blocking the splash, you can’t OS it.
You could OS if he backdashed the splash.

Can anyone find a way to catch a backdash after a blocked splash, then?

It’s kinda hard in this game, because of the chain system, but you would be able to do something like c.mp (followed by c.mk as OS) and then st.HP, or something like that? If the opponent backdashes after the splash, your c.mp will wiff (during invincible frames on backdash) and if timed correctly, your c.mk will come out and trip the opponent during his recovery frames on the backdash (Kazuya doesn’t have any). If the c.mp is blocked/hits the opponent, you will chain it into st.HP if timed correctly, as mp can’t chain into mk, but into hp.

This is just theory fighting though, so please feel free to correct me, if I am missing something. There might not even be a timing that makes this OS work, as I don’t have the ability to check in the game myself.

maybe cr.mp xx lp palm xx (ok cr.mk). Gonna test this. BTW.

You can for sure use something like cr.mk OS super, but if he defends your cr.MK, you are f**ked up.

Basically chains and quick combo screwed up all OSs for this game. But we can still OS from higher buttons to lower buttons but it’ll prolly not be worth it.
But you can OS something like cr.MP to cr. LK for instance. But the backdash will put the opponent too far away so your cr.LK will prolly miss.

This “reverse” OS also sucks because you are going from a slower move to a faster one, and the ideal thing is to start from faster one so you recover quickly.
In that way, the fastest OS you can have is from LPs to LKs and vice-versa.

Forgive my english I’m brazilian :frowning:

Yea the cr.mp xx lp palm xx (os cr.mk) might work better! can’t see how I missed it:P And why am I not seeing you in the Sim forum Hardc0re?:stuck_out_tongue: Doesn’t SFxT sim appeal to you?

I think Sim is a great char in SF x TK, but I refuse to use him of fear of screwing my SFIV usage of him (I know I’ll try to chain combo in SFIV if I play Sim in this game).

Sim/Hugo would be an awesome team, but I decided to play the mini-sim (Vega) instead so my SFIV gameplay is not affected