Armor cancels are ridiculously easy against meaties and fireballs, but incredibly hard from neutral, hard as in next to impossible (but do-able). A technique i use a lot is: on armor cancelling moves with overlapping directional inputs i’ll do the directional inputs of one, and the other, then double tap or plink the button inputs of the first move I want and then the move i want to armor cancel into. So for ex.lariat into Ultra 2, i’d do QCF, QCF, 2K,3K. I feel that this is a better method over QCF+2K, QCF+3K, esp from neutral. It becomes a bit more involved when the directional inputs don’t overlap or when you’re trying to do a 360 from neutral (more because you can’t get the inputs in the time frame and less because it doesn’t work).

i want to make sure i understand what you’re saying. Are u saying do qcf twice then hit 2k then hit 3k?

Yes, helps to understand the idea if you map 2K and 3K to two different buttons and plink them.

I thought :d: :df: :f: x2 + 2kicks = ex backbreaker because of the move overlap.

Random notes::
If for some reason you do ultra throw deep corner, you can corpse hop (relatively safely) with cr.hk. Also you can dash towards the corner so Hugo will auto-correct dash when the opp crosses the centerline. The timing is really weird.
Also the shortcut @ugo_2u‌ posted for leap attack is really particular about neutral downs, so: down, neutral, down+mk, if you get a down+forward anywhere in that sequence it’ll give you cr.mk or worse back breaker.

[quote=“gutabo, post:215, topic:169301”]

afaik, overlap has to do when you input ambiguous inputs and not just inputs in general. So for example: if you do d, df, f, up and press 2K, that’s an ambiguous input, you may have meant ex.lariat OR ex.bb, so the game prioritizes back breaker, BUT if you do d, df, f 2K, the game knows that those inputs are for lariat and lariat comes out. So it’s only when you have an ambiguous input that the game will prioritize one special over the other, but if the input is correct/what’s expected, then you get the right one.

On a much smaller scale, there are priorities for button inputs, so if you press two buttons at a time, the higher priority one takes precedence. So if you press jab and short at the same time while crouching, you always get the crouching short. But if you press just cr.lp, you get the jab. It’s like that.

In my experience, if you do qcf, qcf+KK you get back breaker because when you do qcfx2 you’re also doing an srk motion and because that move(backbreaker) has more priority than ex lariat. I’ve tried it before doing it slow and fast and I’ve always had backbreaker coming out. Heck, I’ve had an easier time doing walking 720 or that focus cancel into 720 on wakeup than getting a lariat after qcfx2 but that’s just me, I don’t even own the game so sorry about this rant.

Edit: Wrong thread

Because st.lp is useful now and we have new combo’s, here’s an excel sheet with all character specificness regarding st.lk/st.hk and clapx3+any number of jabs.

Vega matchup is kinda crap. Here’s something that may help even it out and not give him a free out on wakeup:
meaty hp.clap, O/S hp.clap <confirm> lp/mp/hp.clap

If he KKK flips to get out of the meaty, your O/S hp.clap will hit, if he PPP flips you recover in time to eyeball a lp/mp/hp(maybe) clap punish. He has no other wakeup, this gets beat by backdash unfortunately.

You can also use this O/S. Meaty hp.clap o/s lp.clap reaction H.spd (Against KKK flip) or reaction hp.clap (Against PPP flip).
Beats all options but sacrifices some damage to beat backdash. Just remember that if Vega does a handstand it’s PPP and if he doesn’t it’s KKK. You can input 63214 regardless, be ready.

@WhYYZ while i got you here, are there any other confirmed automatic 5f safe jumps other than ex.lariat, st.mp, body press?

When you hit MS you can do dash forward whiff throw and then either J.HP or Splash. Splash goes cross-up J.HP doesn’t and they are both safe-jumps.

veddy veddy gewd, Thanks! Is there a list of knockdown frames for Hugo anywhere?

Not that I know of.

Am I missing something here? Doesn’t clap get beaten by Vega’s EX Scarlet Terror? (4 frame start-up, clap recover is 5 frames at least)

No, Vega has no reversal options besides U2.

Yeh, no invincibility to strikes, but it doesn’t have invincibility to throws and projectiles. Sometimes I “Think” ex.st beats meaty clap is because of the projectile invincibility and how clap is a strike/projectile. I think it has the most to do with the distance from the opp and how meaty the clap is.

That has changed in the 1.04 patch. When they altered Hugo’s clap they also made it a strike and not a strike/projectile anymore. I noticed it during a FT7 I did with a friend who mains dudley a while back, Dudley used to be able to do duck on prediction/reaction after blocking a jab and if Hugo cancelled into l.clap it would whiff and Dudley could get a sweet 350+ knockdown. It’s a buff in a lot of match-ups except for maybe Decapre. Overall, because of this Vega v Hugo isn’t that bad at all. Vega has no wake-up at all and is the easiest character to beat when you do get that knockdown. Reminds me of Rolento pre-patch.

Guys, struggling with ABEL. Seems that once he knocks me down… I am free to his roll into tornado throw wakeup game. I litterally just lost to a guy that knocked me down then rolled and tornado threw me over and over. I had no option that could stop this other than to neutral jump when I saw his roll, but eventually he just waited for that then punished me HARD.
Do any of you have anything that can stop the tornado throw?

You can backdash, jump-back (i wouldn’t suggest neutral jumping it doesn’t really give you an advantage imo since you can jump back j.hp relatively safely) or do an unthrowable( I don’t really think it’s worth it since abel has good meaties to stop you from the initial jump). Abel recovers in about 40f from TT (more depending on the strength), so a jump puts you at neutral and backdash should be significantly more safer.

IMO for Abel specifically, you have to really do good to manage the match in the far mid-range. Abel can’t use step kick and st.lk and is forced to use cr.hk, jump in or wheel kick where Hugo can press buttons relatively safely (but can still be punished really hard for whiffs). Once you manage the far mid-range and keep Abel from getting into the close mid-range, you can stay in control and if you knock him down do the same thing to him on his wakeup. Abel doesn’t have easy approaches, if he attempts to step-kick, counter-poke with st.mp or cr.hk. You can win the match that way as long as you can react to wheel kick and make sure that you don’t let him get to close and block a step kick or a cr.mp xx change of direction.

Also, meaty leap attack on Abel’s wakeup beats all of his options except ex.falling sky and U2 depending on your timing. U2 is good for this match for wheel kicks, or if he activates U2 up close, you may be able to U2 behind him to talk out all of the guess work and return the match to neutral. I think U2 is a gimmick v Hugo, but it may be a solid matchup decision.

@Devon think of this match like Balrog v. Gief where playing the match perfect, focusing on a very narrow strategy and being OK with a timeout is the “safest” way to win the match.