Ultra Throw tick throw

So lately Ive seen a lot of Hugo players use Moonsault press for a tick throw. Moonsault press by itself deals about 200-250 (ex) damage for the tick throw. I wasnt satisfied with the damage and how long it took for Hugo to do the move. I remembered that Hugo had another command grab that he had. The Ultra Throw! I started messing around with this move and im really starting to like this move. Did some testing in training and this is what I came up with.

First off some stats about the move including frame data.

Ultra Throw - :hcb: + :k: or :2k: EX
Start up - 10f
Active - 2f
Damage - 60 all versions
EX version has more grabbing range then regular versions.

Compared to Moonsault press it** IS** slower so I would recommend using this move after conditioning your opponent to block example after a couple of cr.lk xx claps dash > ultra throw. Because of Ultra throws long start-up you can easily be jab,dp’d or whatever reversal out of it. So be careful against mashers! :slight_smile:

I think using Ultra throw though is a the superior option over moonsault press because the damage possibilities. I usually like to use Hugos leap attack :)d:, :d: + :mk:) after performing Ultra Throw because of the active frames to catch your falling opponent. Then its easy to link into a cr.lk then cancel into clap! You can even just do Ultra throw into hugos super art. Pretty good stuff coming from a tick throw setup.

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Here are some combos that I did in training room.

NOTE: Most of the these combos are done mid-screen. If you end up in the corner its easier to do the combos without the leap attack.

Meterless combos
Ultra throw > hk backbreaker 260 damage
Ultra throw > leap attack > cr.lk xx lp clap > mk backbreaker 328 damage

1 meter combos
Ultra throw > ex backbreaker 260 damage
Ultra throw > leap attack > cr.lk xx lp clap > ex backbreaker 340 damage
Ultra throw > leap attack> cr.lk xx ex clap > mk backbreaker 356

2 meter combos
Ultra throw > super art 443 damage
Ultra throw > leap attack > super art 424 damage
Ultra throw > leap attack > cr.lk xx ex clap > ex backbreaker 368 damage
Ultra throw > leap attack cr.lk xx lp clap > super art 482 damage

Full meter combo
Ultra throw > leap attack cr.lk xx ex clap > super dmg 510 damage

Just wanted to shed some light on this move just to show another tool in the monsters arsenal. First time ever doing something like this, so I would appreciate any feedback! :slight_smile:

why use hp clap? it does the same damage as lp, but lp is faster so there’s less room for error.

Noted, fixed. thanks.

good find with his Instandoverhead!

just a hint Giant Palmbreaker LP is +10 on block think about it… MP/HP are +12/+13 seems perfekt for frametraps

Thickthrow with Jumping LK would althou be a good option!

I like! :).

Was going to mention this myself. Ultra throw is definately the way forward in regards to tick throws. Like you said if you are playing Hugo correctly (as in not as a grappler) your opponent should be conditioned to eat an ultra throw or two during a match.

When people have got used to the game more in a few months, Hugo won’t be the beast he is now. I will always play him though and the more set ups i can find for ultra throw the better. Such as the occassional whiffed clap on opponent’s wake up into ultra throw. Old school but still dirty.

Also, looking at the frame data something else stands out

Moonsault Press

Startup - 6
Active - 2
Recovery -28

** Ultra Throw**

Startup - 10
Active - 2
Recovery - 0

Someone feel free to correct me but is this frame data correct and Hugo has no recovery frames on ultra throw? If so it’s a massive difference from 36 frames total compared to ultra throw’s 12 frames. I realise that most people can and will mash crouch jab when they smell a grab coming so it’s the startup that matters most, but this makes me think ultra throw is a safer option for people who like to neutral jump to avoid a grab. Hmm, needs testing.

I cannot explain this. I looked at the frame data and its blank? When I let it whiff it really has a small amount of recovery compared to Moonsault press but I could be wrong?

I hate this game because I just want to play Hugo and no one else!! :slight_smile:

Nah it’s just a mistake in the guide; there are plenty unfortunately. From what testing i’ve done ultra throw has more recovery when compared to moonsault.

I knew something wasn’t right lol, cheers for the info.

Ultra throw (corner) > Pandora - seems like it might be a legitimate setup?

/Mango

Here is my BEST UT setup and i think it ROCKS :wink:

Backbreaker --> Wiff MK-Backbreaker – > Ultrathrow !! very thight and dangerous!!

after that us d.dMK then lp into clap

I’ve been working on a combo ender that sets up some pretty nice mixups.

After a lariat launch it’s; cr. lp [lp mp cr.hk]chain
It does a bit less damage than cr. lp xx clap, backbreaker (for comparison, after cr.mp xx lariat, this set up does 313 damage while the normal one does 368). You have to hit hk twice to cancel the ass attack recovery with the launcher uppercut as this takes way less time. Just hold uf and put a splash on the screen.

After an ultra throw it’s; leap attack, cr lp, [lp mp f. hk]chain
It only does 273 damage, but it can lead to great safe jump mixups. You have to hold forward during the drop kick so that he jumps far enough out, then you need to hit hk again to cancel the recovery with the launcher uppercut. Hold uf to jump as soon as possible and stick out a splash.

The key to this set up is the timing of your lp mp hk string determines whether or not your splash is a safe jump. If you combo them as high up as possible, you get a safe jump but it isn’t very ambiguous. If you hit them too low, the splash isn’t safe and it must be blocked/countered. You want to work on the timing so that you hit them at a height that produces ambiguous timing. When you can land this combo and get a nice ambiguous safe jump, you can do an immediate ultra throw for a great tick. With good timing, the mixup becomes whether or not they have to deal with the splash or avoid the throw…

You end up trading about 50 pts of damage with the traditional backbreaker ender for better wakeup pressure. You can do some tricks after a backbreaker, if you dash twice and crossup splash, you can blow up almost any dp reversal, but it’s way less ambiguous and there’s plenty of time to see that you should block.

Of course, this whole set up gets blown up by rolls. If your opponent doesn’t know that… great! If they do… they get a free escape and some distance but can’t really threaten you immediately. You can try to stay on the offensive by immediately jumping in with either lk for another tick or mk for standard pressure, but it isn’t exactly safe.That means this combo is best to do if less than half of the screen real estate is behind you. That way you at least get some positional advantage if they’re gonna escape.

After reading this thread and feeling unsatisfied I took my Juri X Hugo into the lab. As far as I’ve figured out, the best option after Ultra Throw is cr.lk-st.mk-tag- (then juri shenanigans, cr.HP-mk dive kick-cr.MK-LKfireball store for the curious). The st.MK juggles em pretty high, I imagine other characters besides Juri could do some killer damage. I manage to squeeze out a consistent 396 keeping it to 1 bar. That is the drawback, the using of a bar for the tag but I found myself not being able to consistently hit the air throw without doing EX Clap anyways. Cheers.