I dont know if megaton is so good I mean if you can actually get in an ultra throw you probably were able to get in a gigas, and the reason asians always pick SAI is because their arcade sticks work differently than ours. I was alway able to get in a S720 with a japanese stick but I cant get in a tachi with our damn american sticks I know how its done I just need an actual demonstration. As for SAIII if your one of the lucky ones who can actually pull 3 palm bombers in a row than SAIII is the one you want, shit load of stun and damage.

Doesn’t anybody pick super arts depending on what character they are fighting? For example against characters like Ken and Ibuki, who use a lot of crossing up tactics while Hugo is getting up a Lk Megaton press will cut out that gameplan.
I never use a flat Megaton as the enemy usually won’t give you that opportunity. The most common time I’ll get one in is after a standing parry from an air attack, then going into the wall throw. But the corner choke into megaton has saved me many times, even though the damage is minimal.

Megaton takes awhile to build. Although it has two bars, hugo doesnt really need any ex’s. I have lost to matches to paulee, frankie3s, edma, and yi wang with them not jumping at me at all. There is also a point in an opponent’s jump where megaton can be snuffed (happened to me a couple times). One megaton = 1 gigas or 2 hammer frenzies which have easier setups and more practicality.

when i play hugo, i don’t think about resets all to much… its too easy to do 360 on ibuki when hugo hits the floor and i am next to him. i have to switch up my stlye on hugo and go for straight, semi-safe combos instead of resets and mix-ups for more damage.
gotta be safe when playing hugo
720, you know this :bluu: you and adolfo are the toughest hugos to play against… :mad:

:bluu: :smiley: :lol: :evil:

I think all 3 supers are really good. It depends on how you and your opp play. The fear factor of a Japanese Hugo having his SA1 bar full is enough of an advantage. They really don’t need to connect it to win.

For myself, I like both SA1 and SA2. SA1 has always been my favourite but (after a couple fights) once ppl start to jump/cross over on you nonstop and playing to avoid the 720 then it’s time to pick something else. That’s usually when I start mixing up SA2 and 720.

I rarely pick SA3 though 'cause for me it’s just a super that you stick out randomly hoping that your opp is attacking.

Don’t forget the best thing about SAIII

running it out and doing a 360 on someone is the funniest shit ever.

heh. It’d be funny if someone could actually land it.

I’ve done it to the best of em! i’ve busted it on some of the best folks on here, ask around haha… everyone has an off night… and if you watch theyre hands you can let go when they go for the hit/throw and set the super off, sometimes it adds a slight, and very weak, mind game…

I guess the cabinet set-up would play a big factor in Hugo games. Side by side play would have a distinct disadvantage when playing Hugo, as opposed to facing cabinets. - Especially with the 720 motion as your opponent would be able to ‘see’ the crazy spinning motions. :smiley:

I don’t think that would work on any decent players. But be able to run it out is still good sometimes since most folks would just throw you instead of combo you.

I personally like using SA2…I dunno it just gives me more of that freedom to play aggressively and dizzying the guy rather than sticking around certain spots, watching and waiting for the right time to whip out SA1 when plenty of opportunities to smack the opponent has gone by. SA3 to me is just a super that should be comboed into and Hugo is not a combo machine.

For SA2 I don’t usually worry about using it when I have the meter, it’s just nice to know that I have something up my sleeves to break you if need be. Also like a number of other people I tend to have trouble doing standing 720s. I’m more comfortable going for an normal ultra throw any day instead of a one moment 720.

This monster doesnt need a brutal super because he does enough fuckin dmg with his regualr specials. The fact that he can take 50% hp off in one super is CRAZY. Two more 360 grabs and its over.

Hammer frenzy gives him more ground options allowing him to charge and atatck. as well as the moves in the frenzy switch from standard attacks to overheads so you coudl catch peeps off gaurd.

Sure one super can take off 50%+ but you won’t land that often vs good players. And it’s not like anyone can land 2 360’s every round as well. This is like saying 3 combos with Ken’s SA3 and it’s over.

I do have to agree with you that Hammer Frenzy probably gives Hugo more options and makes it harder for other ppl to abuse his weakness. I really want to learn to use that super as well but everytime I land a comeback 720 and wins a round it makes me think twice (at the time anyway, after a few more losses then everything changes again).

P.S. No, you won’t catch anyway off guard with the overheads in SA3 more than once so it’s nothing big.

hehehe yeah i know. I’ve picked up Hugo and let me tel you im loving t. I liek playign him more than any other character.

Although i can do dash into 360 pretty consitantly, the 720 is issues. The arcade at my college has jap sticks ( the shafts might be a bit longer ) so ive been practicing S 720 a lot with liek a 10% rae of success. I use SA3 mostly. And there is this one guy i play against he honesly jumps into like 6 BAck breakers every round. its awesome.

That’s cool dude, wish my uni had 3S, and more importantly, players!!!

Been trying to do palm bomber 3X > SAIII but I cant connect all 3 pb. Does the opponent have to be crouching cause I was able to do it on a crouching Ryu but not when he was standing, on a standing opponent I can do a fierce pb to light pb but on a crouching opponent I can go from fierce to medium to light. Does anyone know the exact way to do this combo.

The triple clap combo only works on crouching opponents although it is possible to do it on a standing character so long as they are about to dizzy. So long as you stun the opponent on the HP clap the MP clap will connect without reseting the stun gauge, you can add a further WP clap after this for the total 3 hits and the opponet will still be dizzy.

Yeah, I’ve done a triple palm bomber on an about to dizzy opponent but other than that I’ve only been able to do triple handclap on a crouching opponent, and the triple PB to SAIII only works on an opponent that is about to get stunned by the 3rd hand clap right?

i would imagine that the shockwave clap could be super cancelled into the hammer mountain.