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View Full Version : Hugo Vs Gouki's PUNK Ass



mukai
10-09-2006, 02:02 PM
need some very good type on how to beat this random ass nigga

matttai
10-09-2006, 08:51 PM
use SA2 to keep him out of the air.
once he is on the ground he is just another shoto.
Note : SA2 is unreliable if done late within the landing arc of a jumping normal. (eg. shoto jump hk / jp). However these can be easily parried -> sa2

parry jump in air fireballs -> 360 as he lands. He lands too fast for sa2 to hit but the 360 still = pain.
demonkick -> sa2
demonflip -> sa2
whiffed dragon punch->sa2

if you are very fast with reaction you can also take him out on
hurricane kick -> sa2
overhead -> sa2

sa2 causes BIG hurt on akuma and often by the time you have built enough meter to execute on him it should be at a point where it will kill him once it lands.

HarmoNaz
10-11-2006, 11:31 AM
:arazz:

mukai
10-20-2006, 11:03 AM
use SA2 to keep him out of the air.
once he is on the ground he is just another shoto.
SA2 is unreliable early though so make sure you do it LATE to take advantage of invincibility frames.

parry jump in airfireballs -> sa2
demonkick -> sa2
demonflip -> sa2
whiffed dragon punch->sa2

if you are very fast with reaction you can also take him out on
hurricane kick -> sa2
overhead -> sa2

sa2 causes BIG hurt on akuma and often by the time you have built enough meter to execute on him it should be at a point where it will kill him once it lands.



thanks man but this guy no's wat he's doing i was playing him lastnight. it was a 5 round match and i almost had him? fucking hurrican kick's was fucking me up. and i was fucking up on the red parry to. thanks for the info

RaishinX
10-21-2006, 09:11 AM
^ Does he not jump at all? SA2 works wonders ya know. You might not have to red parry. If you're timing is good, you can catch him right after every blocked hurricane. There's a split second where Gouki is vulnerable when he lands. Take advantage of that and scare him out of his hurricane attempts. Slap him with a 360 throw, he'll be wary after that, and probably quit altogether the second time.


:arazz:

You had to know this thread was going to happen eventually.

DevilJin 01
10-24-2006, 12:41 PM
I'm just posting to say I like the name of this topic. I don't like Akuma or anything. Harmonaz wishes he could play Hugo.

matttai
10-26-2006, 01:20 AM
thanks man but this guy no's wat he's doing i was playing him lastnight. it was a 5 round match and i almost had him? fucking hurrican kick's was fucking me up. and i was fucking up on the red parry to. thanks for the info

RaishinX is right. Parrying is too risky especially since Akuma can juggle off it and it'll hurt you for too much risk. The risk-reward factor for parrying hurricane is not in your favour.

The reason for using SA2 vs akuma is the risk-reward factor for that is highly in ur favour. If you get hit out of Sa2 the kick is barely a touch on Hugos lifebar, you get knocked away and you are safe, whilst if you get through its an almost garunteed GG. Does the akuma player want to gamble that risk with you? Technically if you both are on an even level they shouldnt. Because their ground game is more than adequate to still beat you.
If he is still jumping on you it means he is still alot better than you(to have enough life to survive after a SA2 or is confident enough to) or he is just stupid...

Don't forget even though you are using SA2 you still have a ground option.
Wall throw > SA2. So in instances where you might do a 360 normally go for the wallthrow into SA2 instead. It hurts more and theyre gonna learn theyre still not safe in the air OR the ground.

Don't give up! Akuma is definitely winnable.
Its not as broken as like Urien vs Hugo :sweat:

matttai
10-26-2006, 07:32 AM
ok i've just done some testing :

Hurricane is only safe to 360 if it is done close. You can tell if it is safe or not by how many hits you block. If you block all of them- he will land right next to you and its a free heavy 360. If you block one it means he done it from far and it will land him far from you. if you block 2-3 a jab 360 can still reach him. However if he does do it far - you should have literally a tonne of times to see it coming and can sa2 him CLEAN with no problems. I tested this just then over 20 times on ps2 without him hitting me out of sa2 from both the ground and the air executing sa2 at different intervals of closeness and angles.

I've also tested it against the other moves and sa2 works against demon dive/flip clean also.

It is NOT safe to use alone against shoto jumping normals in their landing arc (parry first then Sa2).
He also lands too fast from a jump in air fireball for a sa2 to catch him after parry. However he is still open and you can 360 him for free.

I have updated my earlier posts to reflect the results of these tests.

This is all actually very interesting to me and i will be compiling a short video of things you can/cannot sa2 into from various characters to hopefully give other hugo players some idea on sa2 and not to dismiss sa2 so easily. Watch for it soon :D

RaishinX
10-26-2006, 07:44 AM
Also, I think an EX clap works for an SAII setup.

matttai
10-26-2006, 09:18 AM
yep it does
but i didnt really bother mentioning it as its really slow to startup and people can usually see it coming.
i only ever use it for chipping someone to death on wakeup.

as a sa2 setup i think theres better options than to use a full bar after the ex clap.
running clothes line does almost as much damage with no super bar use so i think its the better option to take if u do manage to hit someone with it

HuGoLiZarD
10-26-2006, 03:29 PM
I love sa2 vs Akuma since it beats demon flips and air cane clean. Sometimes it can even beat out air fb. That one isn't always reliable but at least it has to scare Akuma a little. Plus sa2 takes off 40%+ on Akuma so it's worth it. If Akuma stops jumping then great. Play him like a ryu then. No more annoying stuff in the air. He can't even mass those ground canes 'cause Hugo can blk and 360. You can even 720 but I can't do it fast enough so I don't want to risk it. I would still pick sa1 sometimes and try to parry into 720 or wait for a mistake. It just depends on my opp's style I guess.

Another thing is to rarely jump in on Akuma, especially when he has super. Hugo's jump is too slow Akuma can react and do upper into sa1 easily. Never jump in from far as Akuma loves to aa Hugo with air cane cancelled into sa1 if you start parrying. If you have to jump then do it from close. At least if you do it close he has less time to react.

matttai
10-26-2006, 08:54 PM
to sa2 air fireball its gotta be pretty early. like before the fireball actually comes out and u just see his palm starting to come out. once the fireball is out it'll knock u out clean. But yeh sa2 is worth the risk in all cases vs akuma!

on jumping close that is something i do myself sometimes. jump for the cross over heavy punch splash. against people that are use to playing hugo they usually can block the crossover. but what they dont expect u to do is to jump and do it again lol
you just gotta mix it up to keep them on their toes

mukai
11-25-2006, 04:08 PM
tonight i fight a strong gouki i'll let everyone no how it went

eddieW
11-26-2006, 08:18 AM
i personally use sa1 for the fact that the gigas can just end the match once akuma is at 55 percent life bar... average player gets on a more defensive mode when low on life that a turtle akuma can be a pain...

jump straight up with rh, mp or fp is very good fp has a lot of reach and rh has a large hit box and mp has alot of priority speed and reach.

if akuma teleports to the other side when cornered... ex clothesline and hold it until u reach akuma and wack the troll bastard... keep in mind when u hold the ex clothesline it increases the damage so thats an added bonus...

RaishinX
11-27-2006, 08:45 AM
So how'd it go, mukai?

Also, red-parrying will kill hurricanes entirely. It's a really mental battle between a Hugo and an Akuma. Yeah you both know Akuma's statistically better but enough slaps (2 or 3) and whatever the player was doing is going to stop. That's why I'm almost glad Akuma's stamina is so weak and Hugo's so strong.

eddieW
11-28-2006, 07:08 AM
So how'd it go, mukai?

Also, red-parrying will kill hurricanes entirely. It's a really mental battle between a Hugo and an Akuma. Yeah you both know Akuma's statistically better but enough slaps (2 or 3) and whatever the player was doing is going to stop. That's why I'm almost glad Akuma's stamina is so weak and Hugo's so strong.

u dont really need to red parry the hur kicks.. .hugo has a free 360 or gigas after a blocked one...

hell i even use hugo's taunt for extra defense when akuma's run and jump back with fireball its a free taunt making it even harder for akuma to win...

WickedElement
11-30-2006, 05:15 AM
u dont really need to red parry the hur kicks.. .hugo has a free 360 or gigas after a blocked one...

Exactly what I was gonna say. :rofl:

mukai
12-17-2006, 12:47 PM
So how'd it go, mukai?

Also, red-parrying will kill hurricanes entirely. It's a really mental battle between a Hugo and an Akuma. Yeah you both know Akuma's statistically better but enough slaps (2 or 3) and whatever the player was doing is going to stop. That's why I'm almost glad Akuma's stamina is so weak and Hugo's so strong.



was beatting him but it's still was hell-a hard, HE BEAT ME MORE AND SHIT.. i need more shit to work with.

mukai
12-17-2006, 01:05 PM
u dont really need to red parry the hur kicks.. .hugo has a free 360 or gigas after a blocked one...

hell i even use hugo's taunt for extra defense when akuma's run and jump back with fireball its a free taunt making it even harder for akuma to win...



wat do you mean you get a free 360 or a gigas? let me no wat your talking about

HuGoLiZarD
12-17-2006, 06:41 PM
wat do you mean you get a free 360 or a gigas? let me no wat your talking about

we've been talking about this thru out the thread...

mukai
12-18-2006, 03:36 PM
we've been talking about this thru out the thread...


well eddie w saying you don't need to parry or red parry the hurricane kicks. so i want to no when can i hit the 360 's or the 720. wow!!!

Jida
12-19-2006, 08:05 AM
well eddie w saying you don't need to parry or red parry the hurricane kicks. so i want to no when can i hit the 360 's or the 720. wow!!!

Get this: You get to do them.....


WHEN GOUKI'S DONE SPINNING ZOMFGPANCAKES




wow!!![/rocketscience]

eddieW
12-23-2006, 08:57 AM
i like this match hugo vs akuma... i think is pretty even if both characters know what they are doing...akuma can pretty much control space most of the match and its up to hugo to break akuma's defense barrier and force mistakes... akuma will chip hugo to death with air fireballs, sweeps, etc... all u need to do is just hit akuma a few times... i just block alot vs akuma.. i mean he's scared to get close anyways.. one 360 takes of so much damage they usually dont take the risk.. its all a mental game for both players just the previous posts states... so i go into the match fully confident and i play very aggressive with hugo anyways.... i try to end the match quick



and i swear the gigas does like 65%-60% damage on akuma lol...

mukai
12-23-2006, 04:03 PM
i like this match hugo vs akuma... i think is pretty even if both characters know what they are doing...akuma can pretty much control space most of the match and its up to hugo to break akuma's defense barrier and force mistakes... akuma will chip hugo to death with air fireballs, sweeps, etc... all u need to do is just hit akuma a few times... i just block alot vs akuma.. i mean he's scared to get close anyways.. one 360 takes of so much damage they usually dont take the risk.. its all a mental game for both players just the previous posts states... so i go into the match fully confident and i play very aggressive with hugo anyways.... i try to end the match quick



and i swear the gigas does like 65%-60% damage on akuma lol...




thanks man

R_T_S_D
02-22-2007, 05:49 PM
How can anyone think this match is even? This is like the hardest match for hugo. There are some vids ive seen out there of top goukis (jiro, match, yuki otoko) vs japanese hugos and all i see them doing is spaming jump fireball. hugo CANNOT get around a neutral jump air fireball without a jump parry or an SA3 so as far as ive seen the top goukis will turtle with this move and build meter with low strong until they have sa1 and at that point hugo is almost completely locked down. while PROPERLY zoning with air fireballs and a stalked sa1, hugo shouldnt be able to advance on gouki without eating an AA super. I used to think gouki needed to rush down hugo to win but from what ive seen from japanese players its quite the opposite, if played correctly hugo should never really have a chance to hit gouki.
I think people feel this match is even because there are not really any good north american goukis that know the chracter and the matchups, there may be good players that use him now and then but someone who knows how bullshit and unfair this match is will know that hugo is at a gross disadvantage infact i believe the latest japan matchup chart had it at like 8-2 for gouki; GREAT JOB CAPCOM :lame:

HarmoNaz
02-27-2007, 07:05 AM
Hugo should never have a problem with hurricanes. I used a hurricane ONCE against a good tournament Hugo (Pecheur) and that was the end of the round.

SA2 is a bad idea, unless you play against scrubby Akuma players. Good Akumas will never get anti air'd by it - you will have more chance getting them with wall throw xx SA2.

SA3 works better simply because of its wakeup/instant invincibility value.
SA1 because it will get you the round.

Those two supers have the ability to stuff teleports. Once you take away the teleport, you've taken away a VERY large part of Akuma's game.

Yes he can zone you forever with air fireballs, but you can also parry them forever. Keep moving forward. Try air parrying the air fireballs. Shootdown backbreaker any flips. Super jump crossover hurricanes are the main bitch believe it or not because of how ambiguous they can be - this is something you should practice countering. Its not easy, but can be done. Some ways are
1) lk shootdown backbreaker the moment he crosses. You grab him from underneath so the kicks never get you. This is the best option. Slightly easier is to do crouching fierce when he crosses.
2) Parry on the other side. Sometimes you may need two parries. Good chance of 360/720. A good Akuma will buffer in a super if he thinks you'll try that again. Hard to do.
3) Jump back with air parries. Very hard and almost pointless since he can super cancel. Only go for this if he doesn't have super bar and you wanna be stylish.

The more closer you get, the higher chance of Akuma doing something silly, like a hurricane or teleport. A good Akuma will NEVER get into ground poking games against Hugo. If akuma lands 3 hits and Hugo lands just 1, Hugo wins. So Akuma will try to stay away.

Hugo HAS to parry in this match to win. And good guessing games when he gets close.

el_diablo
02-27-2007, 08:47 AM
actually, ground poking is risky, but not such a bad idea. there's a distance where cr.HP > everything hugo can stick out and if you decide not to do any cr.HP, everything hugo does will whiff, which means BnB. basic shoto stuff actually. add to that gouki's air control at that same distance...

it's even worse if hugo's cornered.

landing a gigas is what saves hugo's ass in this matchup.

HuGoLiZarD
03-01-2007, 02:18 PM
What's wrong with Akuma poking on the ground vs Hugo? Akuma's sweep is great vs Hugo and a good Akuma should be able to confirm c mk -> hurricane. Both pushes hugo back and does decent dmg. cross up air cane is a bitch as well cause no one can parry that on a consistent basis.

The thing is Akuma can hold his own zoning on the ground vs Hugo, but it's just not necessary. Air fireball a little, then hit and run, and perhaps mix in a little demon flips would make this matchup even worse. This way you're not giving Hugo any chance to hit you. Hugo can't even jump in to get close in this matchup.

Take a look at the 3 vids below of Hayao vs a Japanese Akuma.

http://www.youtube.com/watch?v=EzW25syi3SA&mode=related&search=
http://www.youtube.com/watch?v=GfQntcGCJWw&mode=related&search=
http://www.youtube.com/watch?v=YnVZKulDgho&mode=related&search=

The matches are even close 'cause Hayao parries those fbs like a beast. Any regular Hugo would get hit by a few. Then get impatient and would try to somehow go in carelessly.

El Ton-K
03-22-2007, 07:35 AM
Who's a worst match up vs Hugo, is it Akuma or Ibuki, because I don't really know some really good Akumas, but I know a really really really reaaaaaaally good Ibuki player

nf0x
03-23-2007, 02:58 PM
Who's a worst match up vs Hugo, is it Akuma or Ibuki, because I don't really know some really good Akumas, but I know a really really really reaaaaaaally good Ibuki player

I'm not sure if Hugo has an absolute worst match up, he just has a lot of bad ones.

VS Ibuki
Hugo can actually out poke her. Hayao abuses cr.mp, and it always works for him. Other than that, i'd stick to playing defense, and not rushing into anything. Standard Hugo.

VS Akuma
Yah i'm not totally sure how anyone could say Akuma isn't a bad match up for Hugo. Just thinking about it makes me want to go to sleep. Hayao has beaten Akuma players, but he is Hayao. He also beat KO at sbo, but that doesn't mean Yun is a good match either. YOU ABSOLUTELY HAVE TO PARRY TO WIN. If you don't parry, an average Akuma will laugh at you while showing you that his air fireball execution is at 99.7%. Also, don't use saII. Good Akuma's wont get hit by it, and most of the match, theres an air fireball in front of them anyways. I'd go gigas if you have experience and are comfortable with it, otherwise go sa3.

Pretty much Harmonaz hit it on the head.

El Ton-K
03-25-2007, 05:01 PM
That's how I know I don't know good Akumas, because when I use SAII I always get them, but I usually use gigas, I consider it a GG instant kill vs Akuma... super flash... DESTROYED!!

HarmoNaz
03-25-2007, 05:56 PM
Or maybe you are very good :tup:

Don't get me wrong, SA2 can work. But 3s is a very statistical game. Sure something may work once or twice, but in the long run you learn what works best or is safest and you tend to stick with that.

I played a Hugo the other day who used SA2. Now this guy is one of UKs best ST players. He doesnt like 3s that much, but when he plays you can see his scary ST style mind games come into play.

He did actually land an SA2 on me which was nothing short of beautiful. But he didnt even win that round. Then he comes off the machine, laughs at me and says 3s is shit.

final_cut
04-02-2007, 12:25 PM
You know, I really have a hard time playing Elena and Remy Players, not so much with Gouki/Akuma players.

I play a lot of Remy too, though.

Mackinzie
04-02-2007, 03:58 PM
i heard this only works in arcade version but my friend used to play hugo for fun and we went to our local tilt and he played against an akuma my friend busted a Gigas breaker and the akuma did his tward medium punch you know the stuff kara demons are made up of and the gigas wiffed the akuma completely then the akuma said on arcade version akuma has grab invincibilities with that move so! look out if your playing on arcade instead of consoul.

tajiri
04-02-2007, 04:00 PM
i heard this only works in arcade version but my friend used to play hugo for fun and we went to our local tilt and he played against an akuma my friend busted a Gigas breaker and the akuma did his tward medium punch you know the stuff kara demons are made up of and the gigas wiffed the akuma completely then the akuma said on arcade version akuma has grab invincibilities with that move so! look out if your playing on arcade instead of consoul.

shit cost me a match.

:/

Mackinzie
04-02-2007, 04:08 PM
shit cost me a match.

:/

it was still funny to watch!

El Ton-K
04-03-2007, 07:19 AM
I've been LP+LK out of a Giggas, and they inputed the command as soon as the super flash ended

HarmoNaz
04-03-2007, 07:30 AM
That doesnt sound right since Gigas is one frame startup. It must have been because they were in some animation that could not be grabbed e.g. hit stun or block stun or immediate wakeup etc etc

El Ton-K
04-03-2007, 07:36 AM
No, I dashed in and Giggased. it would make sense if they did the command before I did my super but that would mean me being grabbed and my super not coming out. It has happened to me twice, once with Alex and once with Akuma

mukai
04-11-2007, 12:04 PM
got a ranbat coming up i'll post how i do in it

Soge_King
04-11-2007, 12:27 PM
i heard this only works in arcade version but my friend used to play hugo for fun and we went to our local tilt and he played against an akuma my friend busted a Gigas breaker and the akuma did his tward medium punch you know the stuff kara demons are made up of and the gigas wiffed the akuma completely then the akuma said on arcade version akuma has grab invincibilities with that move so! look out if your playing on arcade instead of consoul.

I can confirm this since I've tested it out myself. My Gigas (and pretty much all other grabs other than Meat Squasher) whiffed his :r:+:mp: on startup. Even if you parry the two hits, your throw will whiff UNLESS you delay it a little bit. I can't tell you how many times I've jumped the gun and Gigas'd after parrying that move only to have it whiff :/

mukai
04-15-2007, 01:42 AM
i had got 3rd and i beat gouki's punk ass

sidewinder
04-17-2007, 06:07 AM
i had got 3rd and i beat gouki's punk ass

yup... i saw that too.. P.Wall akuma is pretty good..:wgrin:

SIMPLY_HUGO
04-17-2007, 08:34 PM
This is the easiest match for Hugo...ffs a clap does this much damage to akuma
|.........................| And a 360|........................................|and gigas breaker
|................................................. ..............|Megaton press|...........................................|

Just keep your guard up..see an opening 360 his ass i gurantee 2 360's he wont get close