The Hugo Thread

Found something quite interesting today regarding comboing off an air to air counter hit. If you hit them out of the air with splash (regardless of counter hit or not) you can go into either cr.lp xx lp palm breaker or cr.lp xx lariat. BUT, if you hit them out of the air with any other button, you can only follow up with cr.lp xx lariat.

Anyone know what this special property on Hugo’s splash is? I know it causes juggle air to air regardless of counter hit or not, but why can we only follow up with cr.lp xx palm off this one move?

On counter hit, all air to air normals put them in a juggle state and they all fall the same. So what’s special about splash?

Most command normals to all characters have this property. Day -124 knowledge

Hugo is one of my favourite characters in the Street Fighter universe, I’ve loved him since SF3, so I nearly exploded when he was announced! I have to say, he hasn’t disappointed me at all. He’s almost always taking my second spot behind Kuma, and 500 -600 damage BnB is my kind of damage.

Pretty easy man, I dont care what character you are zone him. He has very few options to close the gap so just keep distance.

Yeah i know that they have that property, but why can i only juggle with cr.lp xx palm when i air to air WITH SPLASH ONLY?

Set up training mode,
put counter hits on,
set dummy to jump,
then hit with any button air to air other than hp,
then try to juggle with cr.lp xx lp palm

It never works. Hit them out of the air with splash, it always works. You can always go into cr.lk xx lariat fair enough, but palm allows you to follow with gigas which could end a round or a match for you.

To me, this seems like something that needs to be fixed. As far as i’m aware, not other chars have limitations on what they can juggle with depending on what button they used to hit the opponent out of the air with.

Not true. Every single button has its own juggle properties.
Ryu can juggle with 3 st.mp, but only 2 c.mp
Guile can juggle 3 c.mp but only 2 jabs
Hugo can’t juggle with c.mp ever.

Normal jumps absorbs take 1 juggle point away, but also creates a juggle if its CH. But only allow limited juggle afterwards because the jump itself uses juggle point. Command normals/jumps does not take away anything, they simply creates float. In theory hugo could do infinite about of splashes.

This is also the reason you can do lets say a 3hit SRK with akuma, tag in hugo, splash and still continue juggle, while other chars would use juggle points with their jump after the SRK.

Make sure you guys try out his s.HK against wake up. The game engine forces all characters to stand for a few frames after recovery.

So i was trying to find a use with hugos forward HP because it does 160 damage.

Anyway, after a steve dash grab machinegun you can tag in hugo and do 2x forward HP into jumping splash c.jab xx clap and airthrow/super

Does 857damage if you do super, 724dmg with airthrow

Corner only, but you can do replace one of the forward HP with j.splash midscreen for slightly less damage

How does one use backbreaker to beat backdash? Good players try to backdash a lot after blocking a splash but if i land and do lk backbreaker it doesn’t seem to work for me

Random backbreaker is super risky and not that great damage. If you think they are mashing backdash there are better options

New jump splash against characters with slow backdash (it will either put them in a airborn juggleable state or punish their recovery)
Against fast backdashers you can do a monster lariat and followup with juggle.

yeah figured as such.

anyway ya’ll are gunna love me for this setup. so the new tech good players are using is instead of going for hard knockdown, go for a soft knockdown and cross them up so if they techroll, they are forced to roll into the corner. SO, if you get the main combo going when theyre close to the corner, (mp, clap, mp lariat, lp , clap, backbreaker etc) consider forgoing the backbreaker and doing lp, heavypunch clap and then jumping over them and jumping back. it does a little less damage…but the oki is many times more powerful. they’ll be forced to either quick get up, slow get up or roll into the corner. this also applies to tag in combos when they are in the corner. il be doing this from now on unless i think the backbreaker is going to kill them

Here is a simple option select to catch backlashes. Unsure if this will work on forward rolls but I’ve tested it on backslashes and it works. Cr mk, wait jump forward body splash and input either 360 mk or qcf+kkk.

If they don’t move u hit them with splash and continue into your normal pressure strings.

If they backdash super or running grab come out. Pretty sure that some characters can backdash and then jump to avoid the running grab but they cannot avoid the super.

I’m having trouble catching backlashes with back breaker. If I could figure a way to consistently catch back dashes with back breaker, a jumping option select like this would be amazing.

Guys so ive started implementing standing hk, back hi, forwatd hk in my game and wow has it made a difference. It’s probably Hugo’s second best tag out option besides ex lariat. Leads to an easy 400+ every time on hit, and its surprising. Do it raw on their wakeup, chain into it from a variety of stuff, use it in clap strings. It’s an amazingly good and underestimated move.
Sort of like ryus forward mp tag cancel except slower and does lots more damage.

Forward +hk also reaches reeqlly far so you can catch them trying to run away

my goodness if you need to kill like a full life opponent this reset will kill if you land it

splash, cr mp, clap, cr mp, chain to forward hk (uncombos), switch cancel into combo

you can also do cr mp, clap, cr mp clap, forward HK for more guaranteed damage but a more obvious reset

I’ve been experimenting with this tech for about a week and it’s generally been extremely successful except when I hesitate and/or forget what I want to do. I was going to hold off posting it until I could get some videos up, but I’m not sure how major you guys would consider anti-roll tech so I’ve decided to just post it and put up a video later.

If you end a combo with backbreaker, you can immediately followup with a MK or HK backbreaker, and you’ll corpse hop, which’ll leave you right in front of the opponent (MK BB, the HK BB leaves a small gap) on the otherside. If they roll, MK BB leaves you in range to still meaty your opponent. If you do HK Backbreaker, you’ll be in range to ultra throw if they roll, and meaty if they don’t roll. Both corpse hops leave you in range to smack them with ambiguous body splashes. Preempt your jump with body splash, because it is active enough to still hit them despite doing it instantly.

If you combo into super, you can use LK Backbreaker (or the other, but I find LK the best). I couldn’t get a working setup off of c.mk.

Even if they manage to correct their roll input (which seems tough), the horror of still waking up right next to Hugo anyway is priceless. :smiley:

And while I’m guilty of doing it myself from time to time, clap >> c.lk may be a true blockstring, but c.lk xx clap is super unsafe. Use it in moderation guys.

I Really hate having to use hugo under pressure…he falls apart easily in situations where the opponent is just making hugo look like a punching bag

[media=youtube]3RBSRxZyuwU[/media]

i made it onto Renics latest video, any tips for my Hugo?

[media=youtube]JL97l5lRgQg[/media]

Man I used this tech a lot last night and it seriously helped my mixup game a lot. The splash is very ambiguous if they opt not to roll and the pressure is crazy. If they roll i don’t think you can catch them with body splash but it still keeps you pretty close to them. awesome tool!

I dont mean to double post but here’s a video of a tournament i entered last night. Most of the opponent’s were pretty scrubbed out, didn’t have a lot of experience with the game, so not gonna link to any of those matches. Just to the winner’s semi’s and the grand finals.

[media=youtube]ZjTUCZOqUM8[/media]
Those matches start at 41:45

mind you, i’m not very good at this game. And i was using a joystick that was having problems with light kick and it was really fucking up my inputs as I tend to end my bnb’s with standing lk into backbreaker. For the life of me, I think i only hit this once in the finals. I also have been looking for a teammate to compliment Hugo and I’ve dropped King for Nina. So, my Nina might look shitty but this is probably the most consistent i;ve ever been since the game came out rofl.

That said just wanted to explain these two matches and get your input on what I can do better. Even if its like “block” or “don’t get caught by crossups” etc. lol

In the first set of matches against the guile/ryu player, I got caught with like 100 hundred crossup/fake crossups into low shit. The thing that really frustrates me is that this guy doesn’t even own the game and probably has less than 10 hours total practice time with it. I’ve at least put in 20 hours. which, that’s pretty significant. It seems as if someone could do low, low cross up x n and I will never learn, I try to anticipate it and throw out an ex backbreaker but this often whiffs. and i didn’t have a normal anti air for nina either that could really take care of this, cr fierce makes her move too far forward so i just opted for jump back light/medium. It pains me to be so free to that. But its pretty tough to block some of these cross ups with hugo – sometimes the hit will crossup but when he lands, he’ll be in front of me instead of behind me. I’ve never had this occur to me in street fighter, so its a sequence that I am very unused to.

In the finals, it was 4 am, I was tired and I was pretty on tilt with my performance in the semi finals. I know why I lost here. Its because i dropped bnbs and because I jumped in way too much. I’ve got to get into the habit of never throwing out a standing mp in the footsie game. if they jump its free combo. At least the lights u can buffer back breaker into them and catch on reaction.

I have a question about ending combos with backbreaker. I know you can use lp, cr lp or lk before the light clap, but which one of these options is most universal? I know off of a corner tag, it seems like s lk and s lp don’t hit but cr lp does? not sure. I just want to get used to the timing of one of these options because I HATE whiffing the backbreaker and getting punished. If I EVER landed a backbreaker I’m sure I could put way more pressure with the corpse hop mixup from the other thread. When I was able to do that in the casuals I was going wild.

Anyway, I appreciate your comments. It was our scene’s first sf x tekken tourney and as you can see we are all pretty new to the game, and I have much to learn so if you have any pointeres with HUgo or nina I would appreciate it.