The Hugo Thread

I think hugo can be very good… if paired with the right partner. His damage potential is just too amazing to be ignored

anyone else find this little corner trap when tagging in Hugo?

whatever combo/cross rush -> tag hugo -> st.LK -> lk.Lariat -> WHIFF lk.Backbreaker yourself into the corner

unless people havent been quick rising, i’ve been crossing them up to put them in the corner or if they roll, they end up back in the corner

will he find ways to open up the oponent though? im sorry if i can’t contribute much to the discussion but would like to hear some ideas. will he mostly be used to add damage to combos or are there ways to open up the opponent with hugo when he’s on point?

with Ryus frame data available is anyone up for the task of figuring out how fast some of Hugos moves are? like his spd, cr.jab, cr.strong, cr.forward.

Hugo is best paired with characters that can avoid or neutralize projectiles and start combos for him.

Running guile atm and they work excellent together.

Thinking of running Vega/Hugo for now before branching off to other characters. Still I’m glad Hugo looks to be so beastly.

As far as opening the opponent goes, it seems like has a nice mix of overhead and low moves and there there’s the grab threat, but I guess we’ll just have to wait and see how well Hugo opens up people.

Question though. I saw the fingercramp guide to Hugo and they say his Ultra Throw is bad. Why is that?

It range is just horrible. Also a few times when i have tried to do it point blank i just got jabbed out of it. Probably slow startup as well . But its still a good tool because of the damage you get after it

Ultra throw is super slow and had bad range. It’s incredibly hard to hit someone with it. I don’t like his 360+k either, it seems to whiff a lot even when it looks like it will hit.

Also he has no problem opening people up. His defensive liabilities without meter for alpha counter/ex backbreaker are the bigger issues imo

Ah, I see. The slowness I can understand cause of the combo capability but if the range is that bad too, then yikes.

It had bad range and startup in 3s too. Master Hugo players were still able to land it

in 3s when someone doesn’t have meter you don’t eat 40% for whiffing it

the risk:reward atm seems bad, but I assume there will be setups.

Charging lariat and dash cancelling it mixed with just letting it rip can catch some people. maybe its day 1 stuff but many fall for the armor.

Some characters can zone hike it extremely well (guile and vega) and while hugos light kick and cr jab are nice his pokes leave much to be desired.

The lack of a normal anti air is a significant iissue to me. plus his bacdash sucks.

He is so big that he becomes prone to weird crossups and if people quick they can do block string into ambiguous crossups crossups all day. it is pretty difficult to do a backbreaker against this type of pressure in my opinion.

Also frame traps and block strings own Hugo. heihachi can do this frame trap with f+light punch that has frame advantage and the next hit either goes overhead or low into full combo. even if u correctly block the mixup hecan go right back into it as hugos fastest moves are too slow to beat heihachis startup. he’s too big to dash away from this pressure as well.

I’ve also had pproblems with people who do light punch walk forward light punch. its the old generic block string from street fighter and if they have a fast jab teching and reacting becomes incredibly difficult. im leaning towards use of one damage gem and the auto tech gem because these simple pressure strings really bother Hugo.

However hugos damage potential when tagged jn or simply when u get a free jump in is ridiculous. makes him very viable. an opponent needs only to eat a meterless combo for half life to know that he needs ti start blocking jump ins or lows. that is when ticks into command grabs are very effective. I’ve foundthe moonsault press to be pretty effective. im sure the running one is effective as well but i rarely use it at this point.

His damage is beautiful but being jabbed out of every throw is kinda frustrating. He feels borderline useless at times. He has wonderful combos (trial 20?) But no opporunities to even get them.

if people figure out lariat will hugo be screwed, yes his damage is easy off a tag in but it feels kinda odd to have a grappler who can’t punish bad attacks with a grapple.

A lot of my punishes are just cr.mk or st.lp, st.mp. I think I’m used to playing a character with bad abare so it doesn’t really bother me, I can see where he is limited in that respect.

I think you just have to play him as a wall and walk people to the corner.

Also yeah lariat is going to stop being gdlk in about 2 weeks.

Lariat i

Lariat isn’t even godlike now. i don’t think it is safe either. but the armor is helpful for punishing certain strings/projectiles. not even sure power gem is ideal for him. i really think he needs meter so u can play a footsie game and kill all jump attempts

Lariat is not safe on block, but right now people aren’t optimizing their strings to not get blown up by it. Once they adjust it’ll get worse.

And yeah I’m using meter gems on Hugo, but in tournament that probably won’t be an option in the short term.

can you follow up EX lariat at all?

doesn’t feel like it, but you can tag cancel to a full jumpin combo from your other character

[media=youtube]eg0gM9QiXes[/media]
I am really liking this team.
Juri builds meter. Hugo comes in to do the damage. Although Hugo is tough to start offense with, I do a cross switch with Juri to bring in Hugo and go for body splash cross up. If it hits I do cr.mp>the clap which will link to st.jab>cr.mk. This will cause another knockdown which will lead to another guessing game for your opponent (cross-up, empty jump spd, lariat if they backdash a blocked cross-up, etc.)
This is day1 stuff obviously, but if anyone is having trouble you can start learning the game with this until better stuff is figured out. I am having a lot of fun with this guy.

activate pandora and super in the face

But really I think you either need to switch tp a character that can juggle well or just air grab.

Throw rundown:
All spds have the same damage, range and startup. EX has invu frames, more range. Not sure about startup
Wall throw are all the same. EX has more range (Pretty noticable. Normal wall throw wiffs after 2 c.jabs, but ex hits even if you do two and take a slight step backwards)
Running grab i have no clue about ex properties, but it has no invu frames or armor. Does not look faster either. Both HK and EX runs full screen.

Btw, unlike 3s where hugo would just run into the opponent and not pick them up there is no such thing here. Only disadvantage of using HK/MK over LK is that he keeps running if they jump away, so easier to punish but that is pretty easy regardless. jab/short xx running grab is legit in moderation