Hugo had parry > 720 so. He’s automatically better in 3S.
For chaining jabs , fellas I just take my index and middle finger and mash away. Don’t try timing, it’s unreliable and weird.
That means parries, basically.
Hugo’s HP didn’t need armour cos he had parry. Something as basic as chaining jabs should NEVER be difficult. His jumping HP extends backwards now.
I’ve never had trouble hitting someone who just fired a fireball with j.HP, so at least it’s not as hilariously bad as j.HK.
The hit boxes should be visible in the Brady Games guide. It should be a lot clearer then.
I hope they end up shrinking his model, preferably until his st.mp ends at the tip of his fingers. Then Capcom could adjust his hit and hurtboxes to something reasonable as he’d hopefully be only a smidge taller than T. Hawk. I don’t think Hugo needs changes to his health or damage but mostly just making his buttons more useful than they are and a less shitty wake up. Make st.mp frames like 8/4/15 and st.hp have 14 start up frames would help him. Trim his standing and crouching shorts by a frame would also get better options.
I’d cut 2 frames from all versions of Clap’s start up and make them projectile inv. for 5 frames before the box is active, more lenient but not really brain dead. Extend EX Lariat’s armour to active like everyone says as well as speeding up his run but I’d also make lk.Lariat throw invulnerable. I have no idea if Back Breaker has inv. frames but it should have a few, I’ve seen EX stuffed once or twice on wake-up.
You can’t really mess with the start up of the claps, it creates infinites, or at least really long loops.
They should give EX clap some start-up invincibility or something, so that you’re not completely free to stuff like Rose’s cl.MK/grab mix-up on wake-up (or just remove unthrowable frames from all normals like that cl.MK and make them airborne instead…)
What changes did he get in the patch?
Apparently they made chaining jabs easier but I haven’t really noticed anything different as occasionally my second jab looks like it comes out as a link and then speeds up at 3rd jab’s push back distance. The fixes were mostly for glitches and weird stuff, not a serious balance patch.
Hopefully they can replace one of his horrible crouching heavies with Leap Attack so he actually has a reason to use one of those buttons while crouching.
Chained s.LP is now +2/-2 on hit/block instead of -1/-5, and chained c.LP is now +1/-2 on hit/block instead of +4/+1.
So they made his standing jabs better and his crouching jabs worse? Not sure why they didn’t just leave his crouching jab alone. They gave him a slight buff then took most of it back.
Honestly the only thing I want is for them to make it easier to clap fireballs away. Probably more I’m not thinking of atm but that’s the buff I want most. Just watch rb in the finals of the HK tourney he spent a lot of time pinned down by FBs
After playing Hugo a bit more, here’s what I would change:
- Give cr. HP, cr. HK, and st. HK armor, or give them less recovery. There’s no reason to use them otherwise.
- Adjust the hurtbox on j.HP and j.HK. If you jump over a fireball and try to attack with these (especially j.HK), you’ll get hit.
- Allow Meat Squasher to be 270’d & have it come out more consistently. As it is now, I’m afraid to use the move for fear that I won’t get it.
- Either make it easier to clap fireballs (more active frames?) or give ddMK full projectile invincibility.
It was a case of the chained versions being different than the normal ones, so they just normalized them.
Handslap needs to move forward more, 2+2+forward needs to have more projectile invulnerability
EX-Meat squasher could do less damage. Also a small movement speed buff would help against Hado’s - I think Hugo loses to all projectile chars anyway, that is part of his character design, but these kinds of changes would bring match ups like Sagat, to a more practical difficulty.
I would change his Jumping HP, so that the hurtbox doesnt become active, before the actual move does. Any normal even remotely connecting will stuff it, which is a bit too bad.
That way we could actually jump in from further.
I would put f+HP to b+hp, because sometimes you just want to move a tiny bit and quickly start the move, resulting in the most unfortunate.
One of the more important parts: Ex Lariat should be truly save if you dash-cancel it. At the moment it isnt and often doesnt even require a different input from the opponent. Often I dash canceled and was still hit by the dp for example, because the backdash is so shitty. Hugo needs a way to force a way in, because we absolutely have nothing.
Against Juri/Gouken/Guile and stuff we will be held outside of our normal range and at that point we are out of options. Juri can release a top fireball and if she has the low one stored that one will hit you before you can FA through the first one. If you block the first one you get pushed back a bit again and before you cross that space again juri likely has the same charge ready again putting you into the same situation once more.
Also Ex-Lariat often has a problem, where you actually absorb a normal, but the hurtbox is shifted or whatever and it takes so long to release the hit, that the opponent can actually block again. I feel if you absorb a normal, you basically should get the knockdown in any case, because the opponent made the mistake and therefor should pay the price.
I’d only resize him to be as tall as thawk, maybe SLIGHTLY taller…
That would result in better jump options, less rediculous matches against gouken/ juri, yet wouldnt improve the few good matches Hugo has. I get that Hugo is a an “incredibly huge guy”, but sometimes, this height is just way to limiting.
It comes with pathetic stuff too.
High Tiger Shots fly right through Hugos head
Goukens mp fireball needs to be crouched MIDSCREEN to not get hit / have to block it.
If they dont resize Hugo (what i seriously doubt), only Thing i wish for is full Body projectile invincibility for hop kick as well as lower body projectile inv. for jump mk.
This fireball stupidity is the only thing that is stoping Hugo from becoming at least solid midtier, in my opinion.
Stuff like ex lariat running further than it should, thus allowing the opponent to block again (mostly happens against double hitting normals e.g. adons far hk) Looks like a bug and isnt a change i would like to see, but a fix that needs to happen. Claps being easier is kind of “meh”, it’s really just practice.
I just saw the hitbox for Clap, and I see why it’s so hard to use as an anti-projectile. I would probably make the hitbox cover the entire hand instead of just the fingers. To compensate, I would reduce the box’s height from the top.
Fix hitbox/hurtbox on lp Clap (or all claps) to make them better at stopping fireballs. Hugo has no way to build meter while navigating fireballs. And Rose can actually U1 every option you currently have at avoiding her fireball except blocking. Having clap as an option would fix that.
Short hop needs a slight adjustment to help get over some of the fireballs. Slow fireballs of Rose and Dee Jay require frame specific jump to get over it seems.
Give armor to f.hp. This move is complete garbage.
S.hk… no idea what to do about this move, but it’s just absolutely horrible. Maybe change s.mk to s.hk and make s.mk a slower, harder hitting version of s.lk.
Fix inputs so that Backbreaker doesn’t have such high priority. Accidental Backbreaker is a death sentence and Hugo has more overlapping commands than most other characters in the game.
Add standard SPD shortcut to Meatsquasher.
EX Lariat can be activated during run by pressing punch button. No armor once it is activated (unchanged from how it is now). This solves the problem of absorbing normals but still not getting the punish and also makes it dangerous for an opponent to jump. You can activate early for whiff to make it harder to punish too.
All versions of Meatsquasher do 120 damage instead of 200. Getting the followup s.mp is 320 damage with corner carry which is OP stupid.
C.lp does 40 damage instead of 50. Chaining jabs all day… and so much damage for it.