Vote for JiBbo to play the worst character (Blanka X Hugo)

although their ps3 exclusive Id love to see some Megaman/Jin or Pac-Man/Law teams, or Cole/Nina high level play

good thread, if you put in work you will see results

What if… And stay with me here… Hugo isn’t that bad?

everybody on the the left side of the screen is bad, HAVE U LRNEDED NTHING!!!

But I’m on the left side… :frowning:

I played Hugo for about two weeks. His weaknesses are very strong. Lack of a solid meterless AA/ ways to deal with projectiles, are the main problems I had.

Offensively I did well against many characters and even against strong players. With some minor tweaks he could be a solid character, unlike a character like Ibuki who should just be redone.

Because of his huge weaknesses that could be exploited too easily by several characters I don’t think that he is better than any character other than Ibuki who is the worst character in the game. But like many people are starting to realize any player can use any character (even Ibuki) and can beat another player for any reason, such as outplaying them, player not knowing MU, having good team synergy, etc.

Growing pains 4 and 5 are up.

http://www.youtube.com/watch?v=3kD3pJhrFMc&feature=youtube_gdata_player

http://www.youtube.com/watch?v=986xrprhES0&feature=youtube_gdata_player

Starting to enjoy this team a lot. My Hugo knockdown game is still lacking but its a lot to soak in. I still haven’t been making use of his chained lights. Blanka doesn’t need survivability gems anymore but I keep forgetting to change his set.

Just a bit of random Hugo advice from SRK’s only other Hugo player.

Check out his sLP. The range and speed on it is ridiculous, it can out poke alot of characters on its own. And it recovers fast enough for you to EX Backbreaker a jump.

Also, I am convinced Hugo’s Alpha Counter is the best in the game. It’s among the fastest, and causes a long Knockdown right in front of Hugo so you can set up literally anything you want. In the case of my team, its my 800+ damage combo, in your teams case I would imagine its the Blanka guard infinite. Either way, both our teams are set up to make Hugo borderline one-hit-ko.

His alpha counter is definitely key to his defense. As much as people complain about having to block everything and him not having a derpy reversal, all you gotta do is pay attention and hit forward HP+HK. When fully developed, his wake-up game should be amongst the best in the game so having that knockdown from his alpha counter is huge.

Video 1, 00:49 seconds in.

Spoiler

http://i857.photobucket.com/albums/ab133/ninrok/ScreenShot2013-03-18at124532AM_zps34c6cc91.png

I did not know that. Huh.

I can’t take too much credit for that lol… I know it’s possible but it wasn’t my intention there. I’ll take it though >_>

Also, anybody please feel free to comment question critique discuss whatever on the growing pains videos.

Yeah there’s other moves the go through it like that as well, Juri’s overhead is one of them iirc.

I think that might just be Nina’s reversal being kinda shit.

Hello Jibbo, I’ve been putting in hours of work into the lab everyday with Hugo trying to find tech. I’ve seen your video with Hugo’s Leap attack, or d,d +Mk on counter attack. Well, if you space it just right, leap attack can combo into c.lk or c.lp without it being a counter hit. I haven’t found too many situations for this, that’s why I’m sharing it with you guys so maybe we can figure some more stuff out. If magically you find yourself touching the opponent, and they are blocking, do c.lp, c.lp, c.lp, d+d+mk, c.lk, then whatever combo you want to go into after that, or you can do c.mk, leap attack, c.lk, into whatever combo. Sorry if that is too hard to understand. I’m working on a Hugo video, so maybe I could explain it better if you watched me do it.
EDIT: Here I made a video:

The UOH is great as a meaty, it has enough active frames to stuff even backdashes.

Yes st lp is good. Certain characters that crouch low when attacking will dodge Hugo’s alpha counter but it is a great alpha counter regardless and it is very very useful for Hugo.

I would like to know what your 800+ damage combo is though.

Also jump lk is very useful for Hugo. With 5 frame startup and 15 active frames it can be a useful Air to air (even with his slow jumping startup 7+5 is 12 startup). On counterhit you can’t do st lk x clap, so I used st lk x st mp x st HP. Furthermore because of its great hitbox/hurtbox and active frames it can be useful as a jump in attack in certain situations.

standing lp would be better if hugo could boost chain from max range, but his launcher alwaws comes up short and his heavy moves all dont combo from boost except for st.hp which falls short as well.

I don’t think it needs to be better, especially not with that damage on it.

you’re right because Hugo is top tier right. He doesn’t need to be more overpowered than he already is. :))

I’m saying the move itself is good. No need to be disruptive.

It’s good if this were SF4 where pokes were just pokes, but this game has tons of characters who can far range pokes who confirm to a launcher for an easy 100-150+ extra damage with meter boosting and gem activation which is very helpful. Him not having it hurts him overall. So compared to everyone else, i would say it’s not that good. When everyone can do so much more – can confirm launch max range, jab pressure, poke and tic grab.