The Hugo Thread

Anyone calculate how much frame advantage Hugo gets off backbreaker >mk backbreaker corpse hop?

/Mango

its at least 6 you can test this with a Gigathrow it WIFFS when executet fast enugh thats why i use Ultrathrow as Tickthrow in my mixup

Not sure if i’m repeating old news or not but i just saw some cool tech from a clakey d and mike ross vid. Clakey D showed a cool use for DD+mk. If you knock your opponent down do his charge move then cancel into a dash and do the leap attack as they get up and if they do a move you’ll get a counter hit and you can re combo.

It has been discussed, and I have tried to implement it into my gameplay, but it isn’t that easy to land. I have been doing ex CADC’s once in a while to try to opening people up, and it has only worked like 2 times. I need to train the opponent better I guess!

Yeah. Unless you make fear cr.lk/cr.mk, landing EX CADC is pretty rare.

/Mango

forgive such a noob question why is the charge cancel necessary? Why cant you just do a regular dash in opponents face as they get up.

anyway if you land it you turn hugo into mk9 cyrax

EX/Lvl2 CADC turns Hugo’s OH (overhead) into a guaranteed CH (counterhit). If the opponent is crouching, it puts them into a “slip” state, giving Hugo hella frame advantage to land a complete combo follow-up.

Example:

block-string (cr.lk xx lp clap), confirm opponent is crouching, cr.lk xx EX CADC, OH, cr.mp xx lp clap, cr.mp xx lk lariat, cr.lp xx mp clap, mk backbreaker

/Mango

A well known trick (For most people) is how you can cancel the run of your incoming character by pressing a normal after a tag cancel. You need to be closer to the opponent than your character going out (So people canceling their uppercut won’t be able to cancel their run early because the character getting out is in the air right next to the opponent). WIth Dhalsim, however, I can tag cancel from my stretchy limbs, and therefor stop the run far away from the character. I recently found that you not only can stop the run with normals, but also special moves and supers. To illustrate my point I’ll refer to my new tech with Dhalsim x Hugo:
From about half the screen away from the opponent, I can do an instant jump back fierce with dhalsim (Yoga Sniper aka. instant overhead), tag cancel it, and do a super from the proper range as Hugo comes running in. This will combo, and voila: Instant overhead from half the screen away from the opponent = 400+ damage.

The reason why I am bringing this up in the Hugo thread, is because it may open for some options as you tag cancel Hugo into a match, even if you don’t have Dhalsim range. If you dp tag cancel into hugo on a blocking opponent, you don’t want to press a normal next to the opponent, because Hugo’s normals has slower startup than many other characters, and might therefor be counterhit if the dp doesn’t grant enough blockstun. Therefor, canceling your run into a lariat as you are almost next to the opponent and either charge it and see what the opponent will do, or CADC it backwards right away for safety, might be better options? Ex lariat is also a safe option, but using 2 meters on getting Hugo safely in is maybe not worth it.

Also, if you are trapped in the corner with your other character (Not Hugo), and want to get Hugo in, and safely get out of the corner, you might want to tag cancel a normal/special move with your not-Hugo-character, and cancel Hugo’s run with FP backbreaker to fly out of the corner.

I actually have been going for more raw wakeup hp backbreakers when I am stuck in the corner with hugo, and been escaping as well as grabbing a lot of people. I doubt it is very safe, but it is an option to go to, and Hugo sucks when he is trapped in the corner. I can’t remember the properties on FP backbreaker, but I guess it at least is unthrowable, which is a favored option against a Hugo that is waking up. Rolling might be better ofc, but some people are better to blow up rolls than others.

I have also been experiencing a little with Hugo’s super jump, and it seems to set up some interesting mixups:

I have earlier mentioned that after having your splash blocked by the opponent, you can either go for a c. jab-> crussup splash or c.short->non-crossup splash. If you are right next to the opponent, c.jab->jump forward splash will always cross up (Maybe not against tall chars like Hugo) and c-short->jump forward splash will never cross up. Both of these options are very ambigious, but if the opponent learn to see the difference between c.jab and c.short and react accordingly, you can’t make them guess. Or can you? If you do c.short->super jump forward splash, it will cross up every time.

Also a known set up after backbreaker (often to blow up dps) is dash forward->leap attack (down>down+mk) ->jump forward splash. This won’t cross up if the opponent is blocking, but if you super jump, it will. And it seems like it is very good to blow up lariat for gief (which doesn’t hit behind)

no, they are not.

sf2 requires a 270 motion, which is more than a tigerknee.

Not sure how useful this is, but I just AA’d a Ryu jumping in from a pretty far distance with fwd+HK. I’m not sure what the hitbox is like, or how hard it is to space/time this, but maybe something worth considering…

So anyone else ending their matches with a cr.hk? I do. I love just standing over them and then BAM hit them with his big booty :slight_smile:

I like the st.FP when they are in the air more! The way he just elbows the opponent brutally to the floor:P And about AA’ing with fwd+HK, I haven’t tried it on reaction. I might try, but People usually don’t like to jump in on Hugo that much anyway.

Good people probably won’t often. However, what I’m really wondering is how well it works against crap like j.tatsu happy Ken’s and such. Definitely need to remember to try it more to see. Who knows, I might’ve just gotten lucky.

How do you guys deal with these two things:

  1. Walking jabs (Cammy, Rolento, etc.). Hugo’s back-dash seems to suck, EX lariat gets blown up by them, and it seems hard/impossible to alpha-counter these, but maybe that’s just offline. Is there a good escape to this other than just block and wait.

  2. Meaty throws. I’ve noticed lately that better players LOVE to walk up and just throw Hugo on wake-up. I just had a Bison who did this, then teleported and did it again, then he teleported again and mashed cr.jab just as I got up, which of course beat whatever I was trying (jump or throw-tech, I forget). This seems like a pretty nasty mix-up to deal with. Have you guys run into this, and if so, what’s the best option? Guess? Back-dash? Crouch-tech? Other?

  1. If the jabs are delayed to let the opponent walk forward, lk lariat usually does the trick for me. If they are tight (blockstring) alpha counter is easier. But just blocking could be the better option lots of times.

  2. I actually think wakeup leap attack (down down mk) is a good option if the opponent likes to throw. It is airborn from frame 1. Also, if you are stuck in the corner, a wake up FP backbreaker is unthrowable I think, and it gets you out of the corner. Also ex moonsault press is good to blow up throw/meaties.

  1. I usually use EX Moonsault Press if I have meter.

  2. Is leap attack any better than just holding up and then splashing? Backbreakers aren’t airborne until frame 3 so I’d guess a well-timed throw still beats it, but I haven’t tested. What I really wanted to reply to is the EX Moonsault option. Though the guide says it’s invulnerable, rather than strike invulnerable, I’ve been thrown out of its startup and I just tested it in training to make sure I wasn’t crazy. A well-timed meaty throw beats it and wastes your meter.

Thanks for the tips guys!

Can you be thrown out of prejump frames? Hugo doesn’t take to them skies too quickly.

No, but you could get hit and combo’d on the ground during them so it’s a more high risk/reward option. I guess it depends on how strong your throw read is.