The Hugo Thread

Has anyone done the frame data for Hugo’s SPD yet? It is shockingly slow, I couldnt punish Ryu’s Crouch Fierce on block (-8) with it, but it might have been the spacing. It’s at least 7 frames, and his HCB kick throw is even slower.

very upsetting to hear how everyone saying Hugos SPD is ass

what the hell capcom

if it makes you feel any better zangief’s not being treated any better(Slow Start up on SPD easy to avoid super and his PPP lariat doesn’t hit behind him…)

Zangiefs SPD is still a lot faster than Hugo’s, jab is 5 frames, and more importantly Zangief’s range is HUGE compared to Hugo’s. Zangief’s super is not easy to avoid if anything its the easiest grab super in the game to hit with because of its jab SPD range and 360k motion making standing super quick and easy. Zangief’s walk speed is also very good so walk up Super catches so many people off guard.

PPP lariat hitting behind him does suck but it was a pretty easy mode anti air begin with, if you delay it it will autocorrect the right direction.

I just haven’t seen anyone hit zangief’s super art(only seen flash metroid attempt once again filthy richie and ogre jumped out of it when gief was close to him upon activation)

^^ Yes ogre must have already been holding up before the super started, it is a 0 frame grab just like in SF4

It makes sense. SFxT Hugo is a combo heavy character (500+ bnb’s say hello), if he also had zangief-like 360 that would be utterly broken.
And still, it will land when people start realizing that not blocking vs Hugo is a lot more dangerous than the risk of getting thrown

combo heavy? that doesn’t bode well for me…

I’ve been using immense power gems for my loadout and the damage is something else.

what have u guys been using as the optimum cross rush string and what have u been using as your ideal follow up combo when u are tagged in? I’ve beenderping it out with jnockdiwn into splash into simple cr mp xx l clap cr mp xx l clap super. or just tag into king knees then start spending meter on ex showdown backbreaker which literally grabs everything no matter where on screen u are…

Hugo is a pretty interesting character. even just using lariat becomes such a threat. i really enjoy the character design

after a tag in midscreen
s.lk xx qcb+lp dp+mk
or
s.lk xx qcf+kkk
in the corner you can do the same thing or add some EX claps if you want

My execution is shit but even this day 1 bnb is reasonably simple. mk backbrakr for midscreen and lk backbreaker when in corner 517 as said before with mk and 511 if its in corner.

[media=youtube]dH0NDJe7Q0g[/media]

if u guys want me to test some relatively simple stuff let me know ill get em up. i practically have 2 left hands so lets not get too complicated.

Also i was able to connect super after the last clap instead of backvreaker but didn’t compare the damage to the double clap fingercramp bnb. ill check later

mk breaker works in the corner for that combo fyi

Is it size dependent? If not forget the lk one completely then :slight_smile:

It’s a super badass combo but I rarely get a body plush to hit

Anyway, I just added a super to the end of your combo, but it seems as if the fingercramp bnb still does more damage even with less hits, Guess that damage scaling kicks in pretty hard during that extra special and light attack

[media=youtube]i0Ypyz6ZTEs[/media]

So are we gonna post the same BnB every single page for 2weeks straight like we usually do when a new capcom game comes out?

Hugo is a pretty linear character when it comes to comboing, most of his variation comes from the incoming character when you tag cancel. Solo he isn’t really going to do much other than what we’ve seen, he really just doesn’t have enough moves that combo.

Basically right now it’s just about optimizing low/high and tags. The clap to lariat/ex lariat is his best option and I don’t see how anything else can top it.

Optimizing command grab setups when we have frame data will also be important. Making your opponent respect you with command grab is important.


On another note I don’t think Hugo does bad vs. traditional projectile characters at all. Sagat/Ryu etc. aren’t problematic. Characters with air target combos or multi hit normals/air normals or quick chains who can also play footsies outside of your st.jab range seem to be the issue. Rolento is a really tough matchup.

Hold on, I’m going to go record a shakycam video of that combo and put some Naruto music over it.

I only posted to sho the damage difference…

A decent tick grab setup I’ve nbeen using is plush into cr light then grab. Especially if u mix up with splash cr mp xx clap.

Anyone try any safe jump setups? I need frame data o compare wake up options of opponents

I have a question about this. The combo u are doing with akuma is just a cross rush combo right? Want to see if I can incorporate king into it.

You made my day. Thanks :slight_smile:

Actually you just need jump hk/hp into raw launcher for most damage, all characters can do it. Only reason i am doing the prolonged akuma combo is to activate gems and build meter.

for those who’ve had the game for a bit now. where do you think hugo is heading. in the gief forums people were saying his SPD is unusuably slow and has no range. his normals are too slow to create good momentum up close.

any thoughts?