Can anyone clearly explain option parry to me and when it would be suitable for Hugo to use this?
Also if I get knocked down in the corner as Hugo and Yun goes for a dive kick cross up how do I defend against that? What way do I block etc?
What is the best option of dealing with dive kicks? I’m told to just block them - that trying to parry 360 or parry normal/backbreaker is not a good idea. Jumping lk, lp can stuff dive kicks but I’m looking for something better than that.
Just block the other way as if it’s another crossup. Just watch out for fake crossups, if you can see those then block regularly.
It’s usually good to block dive kicks if you’re unsure with your parrying abilities, but if you can see them coming, try parrying into 360(if they do the divekick low though then Yun can jump before he gets thrown) or parry jab, then do something like a st.MP or cr.MK followed by a Clap/EX Clap if they’re knocked down, in case they try to jump after being reset if you want to try to keep them grounded.
And appreciate the fact that Hugo can stuff divekicks in general, even if they’re LP or LK. You can try his belly flop if you want but LP and LK are better because they come out faster. It’s not damaging but you’ll still stop their momentum, which is first priority since you can start your offense after that. I guess if there’s some distance between you and Yun then an early j.HP can stuff whatever Yun tries in the air.
okay so ive been messing about with hugo on the original xbox version of 3rd strike (the anniversary ed one) and i noticed a funny glitch/bug and wondered if anyone has encountered it with the arcade version or if it is unique to the xbox version for some reason.
basically every once in a while after doing a crouch LK (specifically while using down back) it occasionally cancels it into his HCB+K command grab, with no extra inputs needed, it is literally only down-back and kick i am pressing. bit of an oddity i must say. has anyone else encounterd this before im wondering if it will make it into the OE next month.
What are Hugo’s best options after knocking down with c.MK, lariat and throws? I’ve been trying to incorporate s.Fierce and c.MK and clap here I’m having a hard time spacing/timing out meaties. Any tips?
i am new to this game but had a similar question. i found it on a thread here.
one guy recommends that after the knockdown, do a cr short into jab clap. another option is cr light/short into tick spd.
the cr short into clap is a frame trap supposedly, although hasn’t always worked out well for me. if they block, then u can catch them with command grabs, if they jump, they get hit by the clap and u can combo into standing strong. if they dont block and just stand u can hit them with cr medium again to start mixup again.
this seems like a very basic mixup that you can diversify by adding crossup splashes and what not, but its helped me a lot. hugo has decent pokes and can do some real damage without ever having to land a 360 or gigas.
For the record…these SF4 players should really start getting used to tech rolls because they can REALLY get out of some sticky situations…like Hugo’s mixups. haha
Thanks for the info kensanity, that’s a lot of what I’ve been doing, but I’ve been having problems timing and landing the meaty c.short/mk and clap, as I usually end up doing it before they’re fully recovered and whiff it.
^ This is a big issue I’ve been having. Tech put them out of range of frame traps and a lot of the time Hugo’s dash is too slow to chase tech and follow up. Ideas?
Watching a lot of YSB vids, it seems that my best options after a lot of knockdowns is simply just dash in and start footsies again.
Yes, stay close to your opponent whenever you can. If they tech roll away you can dash in gigas if you have the meter for it. But, be cautious if they have meter depending on what their SA or EX moves may be. If you don’t have gigas, then dash in but be ready to block, parry, counter poke whatever they throw out and space them properly with your normals if you’re not quite within throw range. But always stay decently close so that your opponent will be more likely to throw out a normal or special to keep you away.