Great suggestion you are missing a few good 1’s like give all non-ex Lariats the ability to FADC,give his dash forward 2 less frames of recovery to fight the zoning, armor last til hit is active, and Lariats all have less start-up to be a true block string from cr.lp and recovery of lariats on block -4 (ex-6 still). Hugo’s health is fine its just the CH damage makes it look lowest.
Get rid of cr.hp completely, or make it have armor like s.hp but do less damage/cause instant stun to standing opponents/flop on crouched and mash for humping damage [yes all of the above or get rid of it]
It just boggles the mind that they’d allow him to have so many absolutely useless/highly situational attacks. St. HK, Cr HP, MK/HK Lariat, MK/HK Meatsquasher. How bout one hit of armor on the MK HK Lariats and making all Meatsquashers have LK startup but run just a little further? I like the high stun/ lower hitbox suggestion for St HK and faster startup for Cr HP.
There’s one thing I’d love them to fix: make his Ultra Throw animation match his recovery. After hurling his opponent against the wall, Hugo just stands there in a neutral animation but he can’t do anything until the recovery frames run out. I’d prefer if they gave him some unique animation (crick his neck/flex his biceps/do something in-character) so that we’d have a visual cue as to when we can input our follow-up.
Make Backbreakers viable anti-air… perhaps increase the size of the hitbox to approaching that of EX backbreaker?
1/4 of the cast he can’t even approach that alone let alone compete with.
also to correct someone that posted above…MK/HK Meatsquasher aren’t worthless cause they are the ones that can be cancelled into on block , up close , and still grab…LK can’t.
why are some of u wanting to give him nerfs? Anyway he needs more utility when dealing with zoners. Make the hit box on all normal claps extend forward more that would make it a easier to deal with fireballs
Some changes I’d like. Not necessarily all at once, but some of them at least. Also some fixes for some glitches. My most silly ideas are bolded, I’d like to hear your opinions on them.
General:
-Stun animation invincibility gets fixed. It’s just unfair.
-HP: 1200. Stun: 1000. Hugo acts all dizzy as a default, so it wouldn’t be too weird if he got stunned more easily than other grapplers. It also helps justify the extra HP.
-Fix the chain timing of his LPs, let them chain into LKs as well.
Universal abilities:
-Fix the glitch where Lv.1 EX RFA has a unique animation. It’s cool and useful, but FA rules are consistent for every other character, so it should be here as well.
-Make normal grab range slightly longer, it’s deceptively short.
-Fix the input priority of his FA, Super, Ultras etc. To make them identical to other characters.
Ground normals:
-c.LP: Lower damage to 40, 5f -> 4f start-up.
-s.LK: +3 -> +4 on hit, -1 -> 0 on block (Thanks to 1 frame less recovery)
This lets him link s.LK into c.LP, so he can hitconfirm into a knockdown (unplinkable 1f link though)
-s.MP: -1 -> +1 on hit, (+1f hitstun), 120 -> 110 damage.
-c.MP: Damage 110 -> 80, +2 -> +4 on hit (+2f hitstun), Super/FA Cancellable
-s.MK: 2nd hit Super/FA cancellable, start-up 17f -> 20f, first hit draws opponent closer.
-c.MK: 80 -> 100 damage, -7 -> -10 on block (+3f recovery)
-D,D+MK: 50 -> 80 damage.
-s.HP: JP1, untechable on airhit.
-c.HP: Super/FA Cancellable, remains airborne during part of recovery where he lies down, slightly better hitbox for AAing.
-f.HP: SKD wallbounce on air CH.
-s.HK: Active frames last until he lands, remains airborne during part of recovery where he lies down. Crumple on grounded CH of first 9 active frames, enough hitstop on opponent to link into c.MK. Can be controlled horizontally when airborne.
-c.HK: 100 -> 200 stun.
Air normals:
-j.d.HP: Works at any time during any jump. 200 -> 150 stun.
-j.HK: Add projectile invincibility to upper body, tends to lean back into projectiles.
Specials:
-Fix Clap, Ultra Throw and Lariat input glitch where it can’t come out if input is ended with any up direction.
-Claps: Projectile invincible outside of collision box from first frame of start-up until after the active frames.
-LP clap: +1 -> +2 on block (+1f blockstun)
-MP Clap: JP0 -> JP1, 100 -> 150 stun.
-HP Clap: JP0 -> JP1, 100 -> 200 stun.
-EX SPD: 150 -> 200 stun.
-LK Backbreaker: 160 -> 100 damage, strike invincible 1-5f.
-MK Backbreaker: Better downwards hitbox, 100 -> 150 stun.
-HK Backbreaker: Projectile invincible 1-12f, 100 -> 200 stun.
-EX Backbreaker: JP1 -> JP4, can be cancelled into j.d.HP on whiff starting from when Hugo starts descending for 1 bar.
Ultra Throw: MK and HK have increasingly better range, but slower start-up. Input is QCB+K.
Lariat: Make input buffer window the same as other DPs, instead of longer. All versions FA cancellable on hit/block.
HK Lariat: Has 1 hit of armor during running part.
EX Lariat: Will not run unless buttons are held, released attack when buttons are released, will auto cancel if still held when reaching opponent, like his Super, slightly more pushback on block if necessary to avoid getting grab punished if spaced well.
Meat Squasher: Hold back when it hits to turn around, make input 225 degrees instead of 270.
EX Meat Squasher: FA cancellable when landing after ramming opponent into the wall, combos into EX RFA crumple. 225 -> 180 damage, 200 -> 150 stun.
Supers/Ultras:
Super: Return system where the move is completely strike, projectile or throw invincible based on the button pressed.
U1: 510 -> 550 damage.
U2: Slightly better downwards hitbox (grabs characters out of backdashes and low juggles more consistently).
trash what they made and rebuild the entire character… gave me him the same slow pace from 3rd Strike and forgot SF4 doesn’t have parry to compensate for the fact that anything anyone ever pushes will beat him out…
Can’t get in on zoners and can’t keep rushdown off you.
4 frame jab/short (preferably short for dat 4 frame crouch tech)
a better meterless anti-air (strike invincible lk backbreaker sounds great, but don’t reduce the damage as much)
more fireball invincibility on his overhead to go over slow fireballs more consistently ( if that’s actually possible, seeing how the move has a total duration of 31 frames, and is already invincible from frame 4 to 27).
The reason I personally lowered it so much was because it would be really powerful for him. Lowering it to 100 would also remove the advantage of linking LK BB after his super, which is kinda weird. As for Ultra throw combos, the improved hitbox of MK BB would allow you to connect that instead more consistently.
If I had to pick only one thing, mine would actually be making his claps actually good at breaking fireballs. Maybe some projectile invincibility or shift his hurtbox or something.
His jumping hurt boxes are ridiculous, but the main time that comes into play is when jumping over fireballs, so having a consistent grounded alternative would make his jumping hurt boxes less of an issue, imo.
I’m just saying, you’ve made your point, no need to keep dragging it up, especially since it’s completely pointless and/or unrealistic, and doesn’t allow for a discussion. We have a frustration venting thread, go there if you just want to complain.
Frankly I don’t get what everybody is complaining about, the only thing I really need are for them to fix the input issues on his specials and the chain window on his jabs, and those are more quality-of-life than anything actually useful. He could use something to deal with the extreme zoners like Poison, Rose, Dhalsim and Juri, other than that he’s fine. He’s so much more powerful and interesting than 3S Hugo in every regard. He’s a gimmicky character with gimmicky tools, that doesn’t make him bad.
Also his Super was an overhead. His hit boxes on his jumping attacks didn’t extend backwards. Ex clap launched the opponent. Standing heavy punch was a knockdown. Jabs chained. Meatsquasher’s hurt box was less vulnerable to crouching attacks. Monster lariat moved faster. Light kick back breaker had a greater chance of catching jumps. Etc…