What is everyone doin from about sweep range? I find people tend to just hold down back from this range and everything I try pokes,dash grabs, jump ins seem to get stuffed by other pokes or dps from this range
Try s.MK overhead from this range.
Basic question, is it the slowness of Hugo’s light attacks, playing online or a combination of the two that makes him get counter hit a lot? That or I’m probably hitting the button at all the wrong times.
it his slowless. cause im at 500PP and i’m always getting jabbed or grab out of my mixups when they are pressing random buttons hoping to get out of a situation. anyone with high level of PP/skill will usually beat everything you do unless you mind fuck the dude early on.
It’s a mix of all 3 probably. Hugo’s fastest normal is 5 frames and he hardly has any frame advantage after block or hit. The majority of the cast has 3 or 4 frame lights. You have to pick your spots to stick out buttons
Clap, focus or MeatSquasher.
Which clap shoud I use from that range I assume light or medium??
LP Clap is a safe bet, but it depends on how eager your opponent is to press buttons.
Light has the least amount of startup and block stun and more recovery.
Medium and Hard have the most amount of startup, more block stun and less recovery.
So for the kara ultra throw, I pretty much want to use the EX version, yeah? I’m just now learning it so I’m trying to hit the LP with my index then LK and MK with my index and ring finger, but I feel like my fingers are too slow. Should I keep at it, or try to position my hands differently?
So for the kara ultra throw, I pretty much want to use the EX version, yeah? I’m just now learning it so I’m trying to hit the LP with my index then LK and MK with my index and ring finger, but I feel like my fingers are too slow. Should I keep at it, or try to position my hands differently?
everything is just practice. I play on the regular controller so I don’t have any problems getting ultra throw to come out after the clap cause I can just hit the trigger button.
Seems most people go U2 for combo potential, but with U1 can 720 on ground easily (I can’t, working on it) and etc. Does no one talk about it because it’s cut and dry, or is it that U2 is a lot better?
For me, it’s because U2 has more opportunities to land it (OS after Meaty Clap, can be combo’d into without Red Focus, shuts down jumping at 3/4 fullscreen distance), while still dealing REALLY good damage.
If people find it’s viable to whiff punish with standing 720, then that might shift my favor to U1 in some matchups where you can get poked out easily (maybe like Chun), or if Capcom does a balance adjustment on physical release that nerfs U2 damage, but for now U2 has both really useful utility and great damage, while U1 just has crazy damage if you can land it.
Keeping it as punish option is also viable strategy.
It’s also much easier to land if you avoid using SPD the entire match
U1 is very good against some matchups (Adon, Poison, Zangief comes to mind) where you can punish -1 on block stuff
I always choose U1 unless I’m fighting Blanka. Partitioned Gigas tricks sooo many people and it’s so easy to set up after a splash.
I always choose U1 unless I’m fighting Blanka. Partitioned Gigas tricks sooo many people and it’s so easy to set up after a splash.
I know about charge partitioning, how does one partition a 720?
I’ve posted a video in the Hugo Video thread. You just do the first circle while the mp is hitting and the second circle when it ends.
https://www.youtube.com/watch?v=MaMOQlQ46jM&feature=youtu.be
Would that not just be a buffer, or is there something that makes it different?
it would be a buffer EXCEPT wenn you walk a bit after;)
but honestly standing 720 is doable just fine with Hugo i recently entered trainingmode and could do it 2 times out of 5 for the first try…
I managed standing 720 with Zangief this was hard as hell but with Hugo its cool^^
Seems most people go U2 for combo potential, but with U1 can 720 on ground easily (I can’t, working on it) and etc. Does no one talk about it because it’s cut and dry, or is it that U2 is a lot better?
So far for me, I use U1 in matchups where their ground game is really superior (e.g. Guile, Poison, Ryu, Sagat, Fei Long etc). Simply because i may never get close enough to get that Ultra throw into U2. But with opponents with really strong ground game, if they want to come at me from the air, there’s always ex.bb. When i come at them from the air whether that’s with a empty jump, j.lk, j.mk or leap attack. They now HAVE to think about my U1, whether that makes them re-think their AA of choice or whatever. I get U1 from an empty jump a lot whether its me pre-emptively jumping over a fireball or if I empty jump at a range where there AA will miss.
You can also leap attack really close to them where it’ll whiff, but U1 will still catch. Often times characters will press buttons to whiff punish leap attack since its recovery is very deceptive and that’ll widen their grab box slightly and allow U1 to catch them more often than not (or at least that’s my theory).
Edit:
Has anyone successfully armor cancelled Hugo’s standing fierce?
I’m of the opinion it’s not very useful since it doesn’t have armor on the first frame, but i’m curious as i think this is the first normal in the SF4 engine that has armor.