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.