The Hugo Thread

Added the FC vid to the OP, also edited some of the stuff there. If there’s anything else you guys think should go there let me know.

jumping overheads, not grounded ones

Armored moves > instant overheads. And I haven’t seen air strings in a long time, if they’re gone, you’ll most likely eat a backbreaker for your troubles. This isn’t marvel, instant overheads are usually punishable on hit.

I thought SF characters had the air-strings seeing as the Tekken characters have alot of ground ones?

As I said, I haven’t seen them for a LONG time, and if they’re in, they’ll most likely be for everybody. However, some characters have air target combos, but they might not be sufficient to make instant overheads safe. If you do a heavy instant overhead, you might be able to tag cancel it and start a combo, at least with your back to the wall (Quite sure tags happen faster in that situation since they don’t have to run so far, and takes more time when you’re facing the corner).

Hugo is looking RAD. I’ll be maining him no matter what, but this video gives me hope that at least he won’t be terrible. Will Butt Slam have a use after all? The suspense is killing me.

The only thing I dislike so far are the slow ass SF4 cr. lp links. Pretty lame.

If it was rapid fire that would be to easy. Plus it 50 damage Per JAB minus damage scaling…cmon…damn right you should only be able to link it. From watching the tutorial. He can probably do this
j.:hk: cr:mp: palm cr:mp: ex monster lariat cr:mp: palm : cr:mp: monster lariat: cr:lp: cr:lp: back breaker.

My reason because I seen ex monster lariat. 1) It doesn’t knockdown, 2) it bring hugo back in your face

So some quick maths guys, I saw the combo #3 in the FC Hugo vid and jotted down the damage of the moves used-
J. HK= 140 damage
Cr. MP= 80 damage
LP Clap= 100 damage
Cr. MP= 80 damage
LP Clap= 100 damage
Super= 380 damage

Now this is how much damage it’ll do with no Gems equipped:
140+80+(10080%)+(8070%)+(10060%)+(38050%)= 606
I might have a few numbers off so feel free to correct me if I’m wrong.

Now here’s how much damage these moves will do with 1 Attack Gem (10%), 2 Attack Gems (20%) and 3 Attack Gems (30%)
10%:
154+88+(11080%)+(8870%)+(11060%)+(41850%)= 666/667

20%:
(1401.2)+(801.2)+(1001.20.8)+(801.20.7)+(1001.20.6)+(3801.20.5)=
168+96+96+67+72+228= 727

30%:
(1401.3)+(801.3)+(1001.30.8)+(801.30.7)+(1001.30.6)+(3801.30.5)=
182+104+104+72+78+247= 787

Interestingly enough: 606*1.3= 787

I dunno how often one would get all 3 Attack Gems active at the same time, but the attack bonus Hugo would get if he has all 3 on would be devestating.

Holy shit, dat damage. And people were thinking the game needed more damage because there were many time overs on FC :rofl:

I could easily see a 100% combo if Hugo uses Pandora and Pandora power gems.

Well that combo takes 9-10 seconds, which is how long Pandora lasts, so don’t expect to see Hugo players use it in Pandora =P
I once again stress the point about using all 3 attack gems and having them active at the same time, how often is that going to happen?

Oh and in pandora this is how much damage it’d do:
No Gems: 757/758
Pandora attack gem: 939

Really though the combo is good as is, why risk doing it in Pandora?

Oh and some quick theory fighter, if u have a team of Ryu and Hugo:
J. HP, St. HP–>HCF+2K, pandora to Hugo–>Super
Might do…628 damage.

Not saying it’s practical, I’m just awed by the damage.

there are 2 attack gems that give you 20% boost by landing 10 normals so you can easily stack up x1.4 right there and it still leaves you with an open slot.
im talking about:
-Immense power lv2, takes up 1 slot, +20% attack -10% speed for 20 secs by landing 10 normals(from the starting gem list)
-Immense power lv2, takes up 1 slot +20% attack for 15 secs by landing 10 normals(from the the lightning legs pack)

the 606 combo would go up to 848(OMG it doesn’t end)
You can choose a speed gem to offset the -10% speed or you can go ham and stack another attack gem or a meter building gem though it would be easier if you just use a partner with a meter building set up.

I’m really liking Hugo.

So is capcom never going to add the stage shaking when Hugo lands from a jump? He still looks like he weighs as much as a bag of feathers.

That was apart of SF3 general artistic nature, when you did moves that hit the floor or made the opponent crash into the ground, things in the back ground would pop up, bounce or shake. However it also should be noted that alot of that game was Hand Drawn and its still ahead of it’s time in terms of how fluid a 2D fighter can be, SFIV and SFxTK for that matter uses 3D models and instead of having small artistic details like bouncing objects and things as you slam a opponent with a throw, they have full 3D renders for background characters and nicely animated backgrounds to boot…I think its a decent trade off…At least Hugo Scale is rather…we Huge…

Wow, I think I’ll use that actually, together with onslaught lvl.2 or something.

You guys really think ultra throw will be useless?

What about ultra throw>pandora>super with your other character (hopefully with a super damage buff gem that activates on Pandora)?

Nope, you can easily do more than 200 off of it without using meter I’m sure.

It depends on the start up. If it is your typical command grab 2f-4f it shouldn’t be a problem to land it

It has poor range from what i have seen. But you should be able to do some cool stuff like throw c.mp xx monster lariat c.mp backbreaker/super

Maybe even a launch combo or tagcancel after the monster lariat.

Doesn’t each strength button have different ranges?