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View Full Version : Any good "Hugo" strats are welcome.



shinblanka
02-05-2003, 02:04 PM
Well I know a few things about HUGO, but I haven't played against that many HUGO's. Most of the hugo players I have seen or played against try to use hugo like Alex. What I mean is Alex is not an 360 character and most people I have seen play HUGO play him without the 360's. That is stupid in my mind, but different strokes for different folks I guess.:rolleyes: :lame:


Which special move do you think is HUGO's best move? Is it the 360 or the clap? IMO Hugo's best special move is his 360. The clap is the most abused special move with hugo, but you can get hit with a soopa (ghetto slag for Super Art) or you can parry the clap. You can't parry the 360. If your in range you snatch them. The best thing about the clap is that even if someone parries your clap they can't hit you after it. The clap is totally safe after it is parried or blocked. Even the strongest clap (FP) can not be hit after parrying or blocking.

All of his soopa art's are good IMO. It just depends on how you play and how your foes plays against that type of soopa. Some people poke to much and the Gigis breaker works better than any other soopa's. It takes a long time to build that soopa meter and you usually get one per match. Also it sucks if you like to use EX moves. But you don't want to use EX moves with HUGO anyway because his EX moves suck IMO. I would rather have my soopa more than have EX moves with HUGO. The Hammer Frenzy is waaaaaaaaaaaaaaay weaker than it was in SF3 2nd impact. In SF3 2nd impact the hammer frenzy would combo with 4 crouching jab punches to the soopa, but now you must cross up with the jumping chest press, 2 ducking jab punches to the soopa. Very lame if you ask me, because that was my favorite soopa.:bluu: The Megaton Drop is the most balanced soopa HUGO has IMO. I didn't use it before because I never used the wall throw in the past. But that soopa opens so many options for HUGO. If your foes like to try to wakeup jumping crossup's on you all the time, then wake up with the soopa to get the free soopa. Everyone should know to clap your foes to death if you can. The clap sets up every sneaky tactic that hugo has. Let's say you sweep someone and they are trying to wake up. This is where the fun begins.:evil: You can do a multitude of things to them while they are trying to get up off of the ground. Also don't forget the that HUGO has a dragon punch grab that is really good when you do it with the short kick. After the DP grab you can get a free taunt. If you do 4 taunts you get the same power up's as Q's taunts, but you also get the extra power on your grabs if you call out he female. (I think that happens.)

1st. clap them. ( they can't hit you after the clap if they parry it)

2nd. clap to the sweep ( if they block and try to attack after the clap they get hit with the sweep)

3rd. ducking short kick 2 in 1 into the jab punch clap (This is a good mixup for people that try to parry all of your moves when they are getting up.)

4th. Ducking SK 2 in 1 into the JP clap into the 360 with kick. (This is a good mixup only once a game)

5th. FP Clap and if they block the clap you should dash over towards them into the 360 (or if you have the megaton drop then do the wall throw to the soopa.)

6th. Just walk up and 360 them.

Well this is what I do and i'm wondering if anyone does anything else that I haven't thought of yet?

bakemono
02-05-2003, 02:42 PM
Don't forget the blocked fierce clap, dash setup. I'm guessing most people would be suprised by this and you could probably get a free grab of your choice out of it.

HuGoLiZarD
02-05-2003, 02:47 PM
People always talk about the FP-clap-dash-in-whatever strategy a lot but i dun see how that can be practical in real game. FP clap comes out way too slow the only time i would use it is during my opp's wakeup. Anyway...

I've always been a 720 kinda guy but now i dunno if i should keep using that super. Coz 1 thing i realized is that i might be able to 720 some dude 2 times in the first 3 matches but after that it would get much harder when he starts to play careful once ur super bar is full. This is especially tru against the quicker guys. And i tend to concentrate on landing the 720 everytime my super is full and i know it's not good, just can't help it.

So which super would u guys recommend for a non-expert hugo? Well i dun totally suck or anything but i'm not someone that would red parry into 720 or do standing 720 w/o buffering. And i seem to have a lot of trouble against characters that would attack non stop, like ibuki and dudley, any tips?

Infantry
02-05-2003, 02:51 PM
here is a combo that works with hugo

fp clap - f-fierce

HuGoLiZarD
02-05-2003, 02:52 PM
Just wanna add 1 more thing. I dunno if it's just me or... but i find it a lot harder for hugo to escape from alex's charge back -> forward + K dashing elbow ( BLOCKED ) into SA3. Could i really dash away from it?

Infantry
02-05-2003, 03:02 PM
you can do a back breaker

Thongboy Bebop
02-05-2003, 04:06 PM
Originally posted by HuGoLiZarD
People always talk about the FP-clap-dash-in-whatever strategy a lot but i dun see how that can be practical in real game. FP clap comes out way too slow the only time i would use it is during my opp's wakeup. Anyway...

I've always been a 720 kinda guy but now i dunno if i should keep using that super. Coz 1 thing i realized is that i might be able to 720 some dude 2 times in the first 3 matches but after that it would get much harder when he starts to play careful once ur super bar is full. This is especially tru against the quicker guys. And i tend to concentrate on landing the 720 everytime my super is full and i know it's not good, just can't help it.

So which super would u guys recommend for a non-expert hugo? Well i dun totally suck or anything but i'm not someone that would red parry into 720 or do standing 720 w/o buffering. And i seem to have a lot of trouble against characters that would attack non stop, like ibuki and dudley, any tips?

Use SA3. It keeps rushdown to a minimum, as it's a pretty solid "random" super.

Of course you Fierce-clap on wakeup. Your opponent should be on their ass for most of the match anyhoo. And a parried fierce clap means *Free Free Free* SPD. Yay for snoogans.

Although I know SA3 is better (it is, trust me) I use SA2, simply because people are afraid of it. It REALLY causes a fear effect in your opponent as an anti-air option. You need mad reflexes to do it reliably, though.

N

Tonberry
02-05-2003, 04:23 PM
Originally posted by Infantry
here is a combo that works with hugo

fp clap - f-fierce You can also mix it up between a FP Clap->S.FP or FP Clap->C.MK or FP Clap->Meat Squasher(360+K).

Laters

Youspoonybard
02-05-2003, 07:10 PM
Or, if you actually hit with the fierce clap, link a lp clap xx SAIII. That works too. ANd for the person who doesn't like EX moves, you can d.jab (x2 i believe) into QCF+KK. Sure, it's not great, but it's better than nothing, right? Right?

I use SAIII, because SPD is enough throw for me. SAIII gives Hugo's random low jabs the ability to do damage, which fills in that weakness in this character.

Oh, I've recently been playing around with short xx 360+short. once or twice it works well. Gets em to the corner.

HuGoLiZarD
02-05-2003, 08:47 PM
I'm pretty much convinced that i should switch to SA3 ( unless it's hugo vs hugo :) ) , but is it possible to link hugo's jabs into SA3? It worked like a charm back in 2I and i thot they took that out in 3s.

And is his qcf + KK useful in combos? I think u can do Jab Clap into qcf + KK, can anyone confirm?

Youspoonybard
02-05-2003, 09:32 PM
I don't think it's too useful or anything, but it does combo, unlike any other of his specials. Take what you've got, I suppose.

C.LP x2 xx SAIII works, it's not nearly as good as in 2I, where you did C.LP all day into SAIII and it would still combo, but at least it still makes the c.lp more dangerous to the opponent instead of being a quick poke to the shin.

I do think you can do clap, QCF+KK; but I usually just HP or MP. Save the meter. If you want to use super, do that, but don't do the EX move, it doesn't do that much damage.

Herny
02-05-2003, 09:55 PM
here are some combos i like to do:
Overhead into 360
or cr. short and cancelled into the short meat squasher.
personally, i use SA3 cause i am not really a pro in 3S. so i try this sometiems, just jump into them (ready to parry) and super! after that, i usually scream BAIT-OUTTTT!!

shinblanka: did u steal that avatar from a toronto player named anthony? cause that's his avatar, and he actually pulled walking 720 in tournment play! o_0

Youspoonybard
02-05-2003, 11:46 PM
My bad, c.lp x 2 xx QCF + KK doesn't combo, only 1 lp does. well, i don't see why you'd use it, but it does.

ALSO: they may have to be crouching to do the 2 clap combo...not sure, I know it does work on crouching Ryu tho.

supapuffy
02-06-2003, 12:32 AM
Originally posted by Herny
here are some combos i like to do:
Overhead into 360
or cr. short and cancelled into the short meat squasher.
personally, i use SA3 cause i am not really a pro in 3S. so i try this sometiems, just jump into them (ready to parry) and super! after that, i usually scream BAIT-OUTTTT!!

shinblanka: did u steal that avatar from a toronto player named anthony? cause that's his avatar, and he actually pulled walking 720 in tournment play! o_0

yeah that does look like my avatar

shinblanka
02-06-2003, 12:05 PM
Originally posted by Herny
shinblanka: did u steal that avatar from a toronto player named anthony? cause that's his avatar, and he actually pulled walking 720 in tournment play! o_0

Yea it's his av, but I asked him could I jack it in a PM before I jacked it.:rolleyes: :p :D

Damn A walking 720!?!?!?!!?!?!?:eek: :eek: I could do that when I was younger. Now i'm too old, but i'm ok with HUGO.

Ermacb
02-06-2003, 01:59 PM
Originally posted by supapuffy


yeah that does look like my avatar

How do you do the standing 720??? I try so many times but nothing happen

Herny
02-06-2003, 02:20 PM
the walking 720 is the toronto 3S mystery! :D

eddieW
02-06-2003, 04:19 PM
Originally posted by Herny
the walking 720 is the toronto 3S mystery! :D

u sure about that??????:confused: :rolleyes:

let me shut up lol

Tonberry
02-06-2003, 04:53 PM
Originally posted by Ermacb


How do you do the standing 720??? I try so many times but nothing happen It's Kinda easy, you just gotta be FAST!!!:D To answer your Question, you gotta rotate the Arcade stick(PAD for DC)2x.

supapuffy
02-06-2003, 07:29 PM
Originally posted by Ermacb


How do you do the standing 720??? I try so many times but nothing happen

the way i do 360 is really just half a circle... if walking backwards... the joystick motion is like this:

back... db, d, df, f, b+punch

u get to choose whether or not to press punch at the end of the joystick motion... if u do press punch/kick the move comes out.. if u don't press a button (ie the opponent is out of range), u won't jump up

i do the 720 the same way.. but it's gotta be fast... and u if u do the motion correctly u get to choose whether or not to press punch too.. but the decision time is shorter

so for example. if ryu is jumping in... i hold back to block any early attacks in the jump.. while walking back... now if i see they are not doing anything or i've moved back to a point where they can't hit me with roundhouse... i'll do

back... db, d, df, f, b, db, d, df, f, b+punch just before they land.. and the sa1 will start, they'll land, and it'll connect

if for some reason i think i'm too far away or i'm didn't do the sa1 quick enough.. i just don't press any button keep walking back/do something else

once again.. it's hard to explain.. it's easier to show u on a machine :cool:

--------------

the ex lariat is only useful in a few situations..

for example... after performing a neutral throw (choke hold) on makoto facing the corner... u can add one more hit when the throw ends by doing a ex lariat (or sa2)... this only works on certain characters.. i generally do a jab to reset (works on everyone) after the throw.. then follow up with a 360 setup or meat squasher or other stuff

another situation is if your back is to the corner and your opponent keeps jumping in.... do a ex lariat to hit them early in their jump

it is a very fast move to catch your opponent offguard.. but it can be easily blocked/parried/crouched under... so it only works once a while..

just in case some of u didn't know.. if u hold the kick buttons after doing qcf+KK.. u can delay when the lariat comes out.. and the move comes out when u let go of the kick buttons unless u've reached the maximum distance ofthe ex lariat (works the same way as sa3)

heavenly king
02-07-2003, 12:53 PM
alot of people think that gief is better then hugo that's bunch of bs hugo is the best big man in capcom fighters to day

cableguy86
02-07-2003, 11:33 PM
these are gret strats. i'll try them out.

shinblanka
02-08-2003, 12:24 PM
Originally posted by supapuffy



just in case some of u didn't know.. if u hold the kick buttons after doing qcf+KK.. u can delay when the lariat comes out.. and the move comes out when u let go of the kick buttons unless u've reached the maximum distance ofthe ex lariat (works the same way as sa3)

I didn't know this about hugo's ex clothsline? I must try this out on my friends.:evil: Thanks yo.:cool:

supapuffy
02-08-2003, 11:45 PM
Originally posted by shinblanka


I didn't know this about hugo's ex clothsline? I must try this out on my friends.:evil: Thanks yo.:cool:

it's a good way to reach your opponent from more than half a screen away.. ie. q jumps back and taunts, u see q taunt and u do qcf+hold KK, u can reach them before the taunt ends

and something interesting happened today when i was playing.. i was facing urien.. i got knocked down in the corner and they tried the reflector -> knee crossover on me... they did the knee late.. so i blocked reflector, knee, reflector, urien lands, red parry reflector, gigas breaker, urien dead

haha i didn't know u can do that

HuGoLiZarD
02-09-2003, 12:15 AM
wow that sounds pretty cool :cool: too bad i missed it again :(

supapuffy
02-09-2003, 12:32 AM
Originally posted by HuGoLiZarD
wow that sounds pretty cool :cool: too bad i missed it again :(

ahaa u should have came to orbit today... i was on fire :cool: :cool: :cool:

my win streaks with hugo were 12 and 10... 10 because they had to shut off the machine to prepare for unlimited nite

HuGoLiZarD
02-09-2003, 02:06 AM
yo dang... i never see anyone go on a win streak wif hugo... heck i dun even see ppl pick hugo anymore... reading week is coming up i'm gonna be free so for sure i'll go watch ur hugo this fri / sat if ur goin' :D

eddieW
02-09-2003, 02:19 AM
I got 27 wins with hugo hehe:D

Herny
02-09-2003, 05:17 PM
anthony: haha, nice! u gotta teach me that corner stunned juggle!
HugoLizard: u are from Toronto?

HuGoLiZarD
02-09-2003, 07:43 PM
yes henry i'm fron toronto :)

Herny
02-09-2003, 08:59 PM
hmm......i never seen u before Hugolizard, although i am quite new to the srk community. which arcade do u go to? i mostly go to orbit!

HuGoLiZarD
02-09-2003, 10:12 PM
i mostly go to funland ( downtown )... but i wanna go to orbits to watch supapuffy play =)... coz i'm losing too much wif hugo

heavenly king
02-10-2003, 02:52 PM
Originally posted by eddieW
I got 27 wins with hugo hehe:D

thats not bad but i got 34 wins with hugo:evil: i'm having a little problm with this combo that i saw on a combo vidz it's on gay ass remy he was in the corner the guy did 3 giant bombs [ dizzy] jump in fp to standing short k to the hammer moutain it killed him the proplm that i have is that i can't get the thr giant bomb to combo can anyone help me

Thongboy Bebop
02-10-2003, 04:04 PM
Giant.... bomb? You mean the claps?

Fierce clap, strong clap, jab clap. Different timing between each one.

N

supapuffy
02-10-2003, 06:32 PM
Originally posted by heavenly king


thats not bad but i got 34 wins with hugo:evil: i'm having a little problm with this combo that i saw on a combo vidz it's on gay ass remy he was in the corner the guy did 3 giant bombs [ dizzy] jump in fp to standing short k to the hammer moutain it killed him the proplm that i have is that i can't get the thr giant bomb to combo can anyone help me

the fierce clap -> strong clap -> jab clap only works on a crouching opponent

the timing is different for the fierce clap -> strong clap and strong clap -> jab clap

since u can kinda cancel the clap into another move right when clap ends... u need to do the next clap's qcb motion while you are still in the current clap's animation.. and then press punch right when the current clap hits (and in the cancel time frame)

the competition here is usually pretty good... so a 10-15 win streak is usually the max that anyone can get here... and it's 5 round matches here so it's takes a lot longer.. (i'm not saying that the win streaks that u guys get are not good)

HuGoLiZarD
02-10-2003, 07:00 PM
i hope u get on some win streaks when i go see u play supapuffy :) or else i would be disappointed :D hehe j/k

BananaWeed
02-10-2003, 10:12 PM
Is Orbits the arcade in Pacific Mall? (I'm from Toronto)

I asked Kei if Pacific Mall had good players, and he said not really. Today I was playing with Hugo, but I suck. My win streak was 2! Haha. Oh well, I play Ken anyways. :p

HuGoLiZarD
02-10-2003, 10:43 PM
hey bananaweed u need to switch from ken to hugo, u were pretty good wif the 720 last time we played :D

BananaWeed
02-10-2003, 11:03 PM
Hehe, I got some ppl today with the 720. I usually try to parry and then 720, or I'll shoot out a crouching short kick as they're getting up, and then 720 them when they are fully up. :D

I'm borrowing my friend's DC either tomorrow or wednesday, whenever I have time. Too expensive to practice with Hugo at the arcades, hehe. My buddy doesn't have a stick though.

What's a nice quality stick for a reasonable price (say, under $50)? I hate the sticks with the ball-style joystick that make the damn clicking sounds when you rotate it. :mad: :(

HuGoLiZarD
02-11-2003, 12:31 AM
The "ball" sticks r jap sticks; i dun really like em either, but i dun think u can find any non-jap sticks cheap, check out ebay i guess. Or if u already have an arcade stick for say... ur playstaion then u could just get an adapter.

I wanna practice a new character too but funland is screwed up, they prolly set the damage to max coz a 720 would take 85% off akuma's lifebar...

I dun like 720 as much anymore eh, coz i find ppl playing a lot more careful after u grabbed him once. Of course unless ur a parry master.

Herny
02-11-2003, 10:42 AM
i think SA3 is pretty good...but that's only my opinion
hugolizard: yea, i go to funland too, but mostly on sundays. i usually use the green Hugo with SA3, but i dont know if u atually seen me there before, short chinses guy with long hair, fob glasses and a grey Punisher HAt?

HuGoLiZarD
02-11-2003, 06:08 PM
henry:i dun usually go on weekends, mostly weekdays afternoon, so i dun think i've seen u b4... well i haven't seen anyone else beside me who is serious about hugo at funland anyway

do u ever go on weekdays?

BananaWeed
02-11-2003, 06:37 PM
Lizard: I'm going to practice, and whip your ass!

Henry: Funland is the place to play. :D

Herny
02-11-2003, 09:10 PM
ahhh....i dont go weekdays cause i live in scarborough, so it's far for me. the only reason i go on sundays is because my church is like 6,7 blocks away from it! so i dont think i can make on weekdays:(

HuGoLiZarD
02-11-2003, 09:49 PM
how's the competition at funland on sundays anyway?

Herny
02-11-2003, 09:57 PM
Originally posted by HuGoLiZarD
how'd the competition at funland on sundays anyway?

nearly no competeition the time i go, i usually go at like 12:30 or so

Ssongro
02-12-2003, 03:55 PM
Does anyone know if it possible to make Poison come out during a match without Hugo having to go through his taunt animation? I was playing a friend and i was randomly tapping buttons (was having a bad day :p) his d,FP attack came out and Poison too (walking slightly faster than usuall).

supapuffy
02-12-2003, 09:39 PM
Originally posted by Ssongro
Does anyone know if it possible to make Poison come out during a match without Hugo having to go through his taunt animation? I was playing a friend and i was randomly tapping buttons (was having a bad day :p) his d,FP attack came out and Poison too (walking slightly faster than usuall).

hm.. interesting.. was this on us/jp? dc/arcade?

Ssongro
02-12-2003, 11:13 PM
Originally posted by supapuffy


hm.. interesting.. was this on us/jp? dc/arcade?

This was on a PAL/ UK machine with PAL game. I can't get the incidence to repeat itself:(

BananaWeed
02-13-2003, 09:20 AM
Ssongro, maybe you accidentally taunted, right before your buddy hit you, thus cancelling the taunt, and then hit d.FP right after he hit you, so Poison comes out, but leaves quickly because you're not in the taunt animation anymore?

Ssongro
02-13-2003, 01:28 PM
Originally posted by BananaWeed
Ssongro, maybe you accidentally taunted, right before your buddy hit you, thus cancelling the taunt, and then hit d.FP right after he hit you, so Poison comes out, but leaves quickly because you're not in the taunt animation anymore?

Thats most probably what happened, it would be nice if it could be done without taunting :p

raekwon187
02-13-2003, 04:42 PM
ok the regular taunt raises his defense
the hold taunt raises his throw

but what does the taunt when poison comes out do.
also she has two animations when she comes out
1. she blows the kiss
2. she points

are they different?

shinblanka
02-15-2003, 06:47 PM
Originally posted by supapuffy


it's a good way to reach your opponent from more than half a screen away.. ie. q jumps back and taunts, u see q taunt and u do qcf+hold KK, u can reach them before the taunt ends

and something interesting happened today when i was playing.. i was facing urien.. i got knocked down in the corner and they tried the reflector -> knee crossover on me... they did the knee late.. so i blocked reflector, knee, reflector, urien lands, red parry reflector, gigas breaker, urien dead

haha i didn't know u can do that

I have a question sir. If you hold the buttons for the EX clothsline will you still clothline at your foe or will you stop running like the (Hammer Mt.) Super? because in the post before it said that th eEX clothsline works just like the soopa. I couldn't get it to work like that on the dreamcast 3S. Did I misunderstand what was said? Or am I doing it all wrong?:confused:


but what does the taunt when poison comes out do

I think when you hold your taunt and call out "The Hoe" you raise your attack power on normal attacks and on special throws.

supapuffy
02-15-2003, 07:55 PM
Originally posted by shinblanka


I have a question sir. If you hold the buttons for the EX clothsline will you still clothline at your foe or will you stop running like the (Hammer Mt.) Super? because in the post before it said that th eEX clothsline works just like the soopa. I couldn't get it to work like that on the dreamcast 3S. Did I misunderstand what was said? Or am I doing it all wrong?:confused:



I think when you hold your taunt and call out "The Hoe" you raise your attack power on normal attacks and on special throws.

may have worded my previous post badly

i meant to say that

after u do qcf+KK, if u don't let go of KK, u will run about 1 screen, and then once u reach the max distance for the lariat, u will automatically swing, even if u continue to hold on to KK

at anytime before u reach the max distance, if u let go of KK, u will swing at that moment

so u can control when u swing and it's kinda like sa3 where u can control the attack, but u cannot do no attacks at all as in sa3

sorry bout the confusion :p

shinblanka
02-16-2003, 10:44 AM
Originally posted by supapuffy


may have worded my previous post badly

i meant to say that

after u do qcf+KK, if u don't let go of KK, u will run about 1 screen, and then once u reach the max distance for the lariat, u will automatically swing, even if u continue to hold on to KK

at anytime before u reach the max distance, if u let go of KK, u will swing at that moment

so u can control when u swing and it's kinda like sa3 where u can control the attack, but u cannot do no attacks at all as in sa3

sorry bout the confusion :p

Ok, i'll forgive you this time since your so good with hugo, but next time I won't be so nice.:rolleyes: :p My friend saw you play at NEC3 and he told me that you play just like me. But you parry waaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa aaaaaaaaaaaaaaaaaayyyyyy better than me.:)

Ermacb
02-17-2003, 05:34 PM
I have a question, How do I get off an annoying Urien. The guy is always throwing fireball and stay backwards, so I have to chase him and always is beating me up, any suggestions????
Thanks

supapuffy
02-18-2003, 01:09 AM
Originally posted by Ermacb
I have a question, How do I get off an annoying Urien. The guy is always throwing fireball and stay backwards, so I have to chase him and always is beating me up, any suggestions????
Thanks

i fight lots of uriens here when i go play... here's what i do:

keep sticking out low strongs and mix it up with standing strong to keep him away and charge for super... low strong has priority over all of urien's normal moves except standing fierce.. this way they can't try to poke u and have to jump in at u or just walk back

since they can't charge super meter if they only do fireballs... u will have an advantage by sticking out strongs as u'll get super meter faster..

also.. look for a chance to taunt if u think they will do a high fireball from far away... (ie they do a low fireball, u parry it, then they'll prob do a high fireball hoping u jump in and get hit) u get defense up from the taunt.. and if u happen to piss them off they'll come at u which makes it a lot easier :cool:

if they really don't come in at u and just thow fireballs... charge up some super meter and jump in, parry and attack... of course u gotta watch out for fireball->shoulder charge and the crouching fierce.. but u gotta parry those if u use hugo

if they just walk back and charge for super as well... u gotta use sa1 and charge up as well.... and keep advancing to corner them... and i always use sa1... since people can't just random jump in at me when i have sa1 charged up...

HuGoLiZarD
02-18-2003, 08:36 AM
I have a question... If hugo parrys a jump in attack and then do a gigas when ur opponent lands, is it ALWAYS unescapable? What about for 360? Coz ppl always like to jump straight up when i get up and then do an early attack ( parried ), a lot of times i would whiff the 360 if they decide to jump again rite when they land.

rx7_infini3
02-18-2003, 09:24 AM
I'm not sure if this is 100% correct but I think the recovery of jumping attacks really depends on when they hit. If it's a late deep hit and you parry it I'm sure they do not have enough time to jump up again but if the hit is early I think they can jump out of it if you try to 360. Then again I could be wrong heh

shinblanka
02-18-2003, 09:27 AM
Originally posted by HuGoLiZarD
I have a question... If hugo parrys a jump in attack and then do a gigas when ur opponent lands, is it ALWAYS unescapable? What about for 360? Coz ppl always like to jump straight up when i get up and then do an early attack ( parried ), a lot of times i would whiff the 360 if they decide to jump again rite when they land.

Unlike zangeif, IMO hugo has more start up animation for his 360's, so unless you time the 360 perfectly most characters can jump out of the 360.:bluu: I wish characters had more landing animation in 3S but they don't IMO. Look at those damn kids (Yun and Yang) If you don't parry and you block a toe dive they will get the 1st attack out against you or jump out of the 360. Even if they do the toe dive early and hit me high with hugo I still can't grab them with the 360. Now if you did that with geif you would snatch those kids, but with hugo he has the lame start up for his 360's. I know if Hugo's 360's was like geif he would be toooooooooo good. The 360 is great if you make then duck to block an attack 1st. (ex. low short kick 2 in 1 into the clap) Well that can be a set-up for the low short to the 360. If they block the low short they can't jump out of the grab. You have to get out of crouching position 1st before you can jump.

My 2 cents:cool:

HuGoLiZarD
02-18-2003, 09:36 AM
So basically parry an early attack and ur 360/720 MIGHT whiff, parry a late attack and ur opponent WILL get grabbed(unescapable)??

supapuffy
02-18-2003, 01:07 PM
Originally posted by HuGoLiZarD
I have a question... If hugo parrys a jump in attack and then do a gigas when ur opponent lands, is it ALWAYS unescapable? What about for 360? Coz ppl always like to jump straight up when i get up and then do an early attack ( parried ), a lot of times i would whiff the 360 if they decide to jump again rite when they land.

i really depends on when u parry the attack and where ur opponent is in the air...

if ur opponent is on their way down in the air (ie. after u parry their early attack) the best time to do the gigas is when ur opponent is just about to land (about.... 1/2 of ryu fireball's height away from the ground?)... since the gigas has a startup time, they will land right when the gigas 'grabs' after the startup animation

the 360 has a shorter startup animation (almost none) and a shorter 'connect/grab' time than the gigas... u have to do it when they are even close to the ground (< 1/2 ryu fireball's height?).. therefore the timing is different.. just play more and u'll find the timing

the key is to do 360/720 at different speeds (depending on where ur opponent is in the air) so u still get the benefit of your parry frame that allows u to buffer in the 360/720 without jumping up

HuGoLiZarD
02-18-2003, 05:39 PM
I just realized something... so because of "tripguard", if you parry a jump in attack ( early or late ) your opponent WILL get grabbed if your timing is perfect ( even if he try to jump again upon landing) ?

Ermacb
02-23-2003, 07:03 PM
I have a question for everyone who plays Hugo. When you parry an attack, what do you do next??

-Throw
-360
-Medium kick
-wall throw
-clap
-nothing :p

supapuffy
02-23-2003, 11:09 PM
i usually kara throw if they are close... i only parry fireballs, when people jump in or red parry when they are in close...

it's really a bad habit as i throw too much when i really should 360

HuGoLiZarD
02-24-2003, 12:35 AM
it's amazing how u do wake up 360s so well... i always get dragon punched :eek:

HuGoLiZarD
02-27-2003, 09:29 PM
can anyone tell me the timing of whiff qcf + k rushing punch cancelled into gigas? i can't seem to pull this one off... do u hafta cancel the rushing punch right after hugo stopped running?

supapuffy
02-28-2003, 07:48 AM
Originally posted by HuGoLiZarD
can anyone tell me the timing of whiff qcf + k rushing punch cancelled into gigas? i can't seem to pull this one off... do u hafta cancel the rushing punch right after hugo stopped running?

i don't think u can cancel it into gigas... even if parried... but u can whiff it and use it to buffer in gigas... i think i just start doing 720 when hugo finishes swinging his hand.. come by to orbit again if u have time (this fri, sat, sun=tournament) and try it out on a machine or something

BananaWeed
02-28-2003, 10:14 AM
Hey supapuffy, do you ever play at funland?

HuGoLiZarD
02-28-2003, 11:40 AM
hey bananaweed did u go to funland yesterday? the last 2 times i went i didn't see any of the better ppl playing there... is ryerson still having their reading week?

HuGoLiZarD
02-28-2003, 11:44 AM
supapuffy: r u going to orbits on fri, sat, and sun?

BananaWeed
02-28-2003, 05:03 PM
Lizard: Yes, I was there yesterday. 19 wins with Hugo SA1. :D

supapuffy
02-28-2003, 07:28 PM
i was just at orbit... haha

well i'll probably go there after lunch on sat at around 2-3pm and stay there until dinner or something

and i'll be going there on sunday as it's tournament day

is funland the arcade in downtown? or is it the one at eglinton? i dont remember the names... anyway i only go to orbit as it's the closest

HuGoLiZarD
02-28-2003, 11:22 PM
bananaweed: 19 is impressive yo.. against good ppl too?

BananaWeed
03-01-2003, 08:36 AM
Lizard: Yeah, there were some good people.

My hugo's getting better, but I can't do a standing 720 yet. lol

Hmmm... maybe I should go to orbit sometime, and see how the crowd is there. I hate those jap-style sticks though. :bluu:

HuGoLiZarD
03-01-2003, 11:42 AM
bananaweed: ur gonna be playing at funland this coming monday at 5pm as usual rite?

HuGoLiZarD
03-01-2003, 07:01 PM
supapuffy: i know the jab 360 comes out faster than the fierce 360; but is there a difference range wise? if so which version should be used in 1) cross up body splash -> crouching jab -> 360 and 2) crouching mp -> 360 on opponent's wakeup?

Herny
03-01-2003, 07:45 PM
YO!! hi guys, i finally got internet back! Bananaweed, hugoLizard, There will be a orbit 3S tourney next week and tommorrow! go if u have time!

anthony: for next week's tourney, i might enter (Nass is urging me to join).......wanna form team hugo for fun? Me, you and Nass (ArcticNinja)! just for fun, even tho i suck:( ....... and dennis told me something about team Hugo tommorrow, what's with that?

supapuffy
03-01-2003, 09:29 PM
it seems to me that jab 360 has better range out of all 3... but the range might be all the same... maybe because it's the fastest it connects more often than the strong/fierce when i play

when i do cross up splash, crouch jab, 360... i always use jab 360, since u only use jab to hit/make them block.. they have enough time to jump/uppercut or something like that before the 360 if the can see it coming... so i guess the fastest 360 is prob the best there

but i usually just do cross up splash, if they block it, i then just wait a little bit and do fierce 360/720 (standing)... since most people expect some kind of poke after the splash... u grab them while they are trying to block that poke... it gives them less reaction time as most people tend to parry/counter after the jab... not after the splash

for the low strong, 360 when u are right next to your opponent.. i always use jab 360 too.. since u have to move forward a tiny little bit right after the strong ends, and then 360 or else u'll miss... so do low strong, then when the strong almost ends.. do half of a 360 (f, uf, u, ub, b), then when the strong ends and u can move.... do the other half (b, db, d, df, f+jab).. this moves u forward a tinnnnnny little bit, enabling u to grab them after they block/get hit by the low strong... i think that's how it works anyways.. as i've tried doing the 360 the other way (b, ub, ...., db, b+jab) and i haven't connected the 360 doing it that way

try this move in training mode or something to get the timing... it works mid screen or cornered.. and u can even do cross up spash (hits), low strong (2 hit combo), then 360 if they just crouch there blocking... this move is really too risky if u use it a lot during a match.. as they can just walk back/jump after the low strong and move out of range.. but it gives u another setup to use

BananaWeed
03-01-2003, 10:38 PM
Lizard: Yeah, I should be there at 5.

Herny: Orbit is kinda far, it's all the way on the east side, and i live alll the way on the west side (Jane + Bloor). ;(

Supapuffy: I do my 360's like: f,df,d,db,b,ub,u+P
Never tried doing it the other way, I'll have to see which I like better. Heheh

Oh, and can u explain how to do a standing 720 again?

HuGoLiZarD
03-01-2003, 11:09 PM
bananaweed: supapuffy explained it on the 2nd page of this thread... and he "showed" it to me today in our hugo vs hugo match hehe... completely caught me off guard :p

supapuffy
03-02-2003, 08:30 AM
i do my 360's like this:

b, db, d, df, f, b+punch if i'm blocking/walking back

f, df, d, db, b, f+punch if i'm walking forward

this way.. if i think it won't connect.. i just don't press punch.. and i won't jump

HuGoLiZarD
03-04-2003, 12:06 AM
yet another question from me :D
does anyone know the difference btwn the different versions of wall throw? is it just the regular short version has the most range while the roundhouse version does more damage?

360+p does more damage than a wall throw+back breaker so i rarely use this but the biggest problem is that it seems like the wall throw has no range! well i've always used the roundhouse version... dunno if it makes a difference ;)

and is the start up of wall throw slower than 360+p?

supapuffy
03-04-2003, 03:07 PM
Originally posted by HuGoLiZarD
yet another question from me :D
does anyone know the difference btwn the different versions of wall throw? is it just the regular short version has the most range while the roundhouse version does more damage?

360+p does more damage than a wall throw+back breaker so i rarely use this but the biggest problem is that it seems like the wall throw has no range! well i've always used the roundhouse version... dunno if it makes a difference ;)

and is the start up of wall throw slower than 360+p?

the wall throw is a lot harder to connect than 360+p and u need to be closer the ur opponent as well

i dunno about the range of the wall throw.. but it seems the same to me.. probably just different damage/wall bounce when using short/forward/roundhouse.. and different recovery speeds

i think the roundhouse wall throw (vs short wall throw) makes ur opponent bounce off the wall higher (?) and it has a longer 'connect duration' after they bounce off the wall.. giving u more time to do the air grab afterwards...

i usually use short wall throw since i recover faster, and if i do miss i'll just stick out a short or something... which is safer than doing a roundhouse drop kick...

if my short wall throw connects... i always dash forward once... then use mk air grab.. this lets me push them closer towards the corner after grabbing them as i've dashed forward once and i dont bounce back as much from the air grab

shinblanka
03-05-2003, 02:12 PM
Just like zangeif, HUGO's Jab 360 has the most range. It takes less damage from your foes, but the reach is worth it.:evil: Also the jab 360 has less start up time than the strong and FP 360. This is important because IMO it is easier to jump out of HUGO's 360 than it is to jump out of geif's. That's just my opinion. Geif doesn't have start up on his 360's but hugo does. I have never seen someone dragon punch Geif 360's while his move is coming out, but I have seen HUGO get dragon punch between his FP 360. I think it's more of the game engine than it is HUGO's problem. Also the wall throw has half of the grab range the 360's does. Well maybe the kara wall throw gives it better range, but normally it weak IMO. Put the computer on jump in practice mode and try to nomal throw them and see how hard it is to grab them. Not kara but normal throw. Now try 360's and the wall throw. This is the way I learned the timing on how to 360 fools at the right time. HUGO is a fair Geif IMO.

My 2 cents

R Ust BL adE 9
03-06-2003, 04:01 AM
I was messing around on practice mode with Hugo and I came up with a funny looking combo:

Wall throw (Stunned) UOH, UOH, stMP, stMP and finish off with clothesline, backbreaker, or Megaton press. :D

I've also noticed that you can freeze someone with a whiffed LK clothesline to set them up for gigas but you have to be at least sweep distance. It's so funny to see some scrub Ryu player try to SA1 after the clothesline just to see the projectile fly by as he gets Gigas'd. :lol: Of course, you can do the same with 360 but why not take the opportunity to do unbelievable damage as opposed to doing big damage?

HuGoLiZarD
03-06-2003, 07:33 PM
got so frustrated today... 720 got beat by jabs... ken's mp... throws... etc etc... and played this ken that kept staying back and do crouching mp... then once he gets to the corner he would either do air ex hurricane kick to cross up or just use super jump mk to cross up, if that hit he would combo into sa3 or else he would just stay back and charge again....

shinblanka
03-07-2003, 06:47 AM
Originally posted by HuGoLiZarD
got so frustrated today... 720 got beat by jabs... ken's mp... throws... etc etc... and played this ken that kept staying back and do crouching mp... then once he gets to the corner he would either do air ex hurricane kick to cross up or just use super jump mk to cross up, if that hit he would combo into sa3 or else he would just stay back and charge again....

I hate those type of fights also, but you must be ready to use the dragon punch with short kick when they try to jump out of the corner. If you learn his style you should beable to stop his whoring. Also if he is dash back doing low strong punches charging his soopa up then you should be doing your taunts. You get 4 and your just as strong as Q when he does his taunts.:evil: Also your taunt will fill your soopa meter faster than his strong punch. If he notice you doing 2 taunts while he is charging up he will attack. If he doesn't then you'll get your soopa 1st and your defence will be stronger. :evil: Using the taunts is very important IMO. Most people won't use them if they don't land the DP air grab 1st. If you play against a person the whores away and tries to charge meter all day then you should back up a get as many taunts as you can.

HuGoLiZarD
03-07-2003, 07:46 AM
the unbelievable thing is that i did my 4 taunts in most rounds until he realized there was something wrong but i still lost! the only way for me to attack was if i parry his ex hurricane kick cross up ( or air grab but the ex kick cross up is usually too high or would just beat the air grab anyway )... or parry/red parry his mk cross up... sigh... just can't believe someone would wanna play ken like that... i guess i just gotta learn to adapt better against diff styles of diff ppl...

shinblanka
03-07-2003, 08:34 AM
Originally posted by HuGoLiZarD
the unbelievable thing is that i did my 4 taunts in most rounds until he realized there was something wrong but i still lost! the only way for me to attack was if i parry his ex hurricane kick cross up ( or air grab but the ex kick cross up is usually too high or would just beat the air grab anyway )... or parry/red parry his mk cross up... sigh... just can't believe someone would wanna play ken like that... i guess i just gotta learn to adapt better against diff styles of diff ppl...

I know how you feel sir. It's hard chasing anyone with HUGO and someone is whoring away with the king of rushdown "Ken Masters"?!?!?!!?!?:confused: :lame: :confused: I say play him more to learn his patterns. Also what super do you use?!?:confused: Against akuma, Ken, Yun, Yang, and 12 I use the Super Art II (Megaton Drop) because most people that use them like to try and cross you up as their main strategy. If they are jumping around like little monkeys then that would be the perfect super to use against him. I like the gigisbreaker, but it is very limited in what you can do to a person. The reward is great when you connect it, but IMO it's much harder to fight HUGO with a super for air defence.:evil:

Herny
03-07-2003, 08:53 PM
Hugolizard: did u go to orbit today (friday)? i was talking to Jay and he told me that the Hugo was u? were u they guy with the white cap on??

BananaWeed
03-07-2003, 09:42 PM
Hey lizard, i think i know who you're talking about. it's some short guy, picks the white ken, and uses SAII, right? Man, that guy sucks. lol

HuGoLiZarD
03-07-2003, 10:59 PM
shinblanka: i try to use all 3 supers... i still use 720 most of the time... and use the other 2 sometimes so i won't get too predictable... ( ie i like SA3 vs dudley and SA2/3 vs twelve etc )

henry: were u there today? were u the urien.. or ken? ya i was the guy wif the white cap... i only use hugo and i use all 7 colours :D
damn i lost enuff times to jay today and i dun think he was really trying :(
i was getting ok wif the jap sticks the last couple times i went to orbit but today i kept missing my non-720 super and regular 360... 1/2 the time my 360 became rushing punch/clap :mad:
r u going to the tourney this sunday? i think i might go...

bananaweed: i dun think we're talking about the same dude since i played at pacific mall... yo waz up wif funland these days? seems like no one goes there to play 3s anymore? or ppl only show up after 4-5 now?

Herny
03-08-2003, 03:09 PM
HugoLizard: yea, i did go to orbit but i wasnt the urien/ken player. i didnt play when u played! u know the guy with the grey cap that was standing behind jay? that was me!

Ssongro
03-08-2003, 05:52 PM
Can someone give me some help on this. I play my brother a lot and I find that everytime I try and standing 720 my bro on wake up he throws me. The gigas whiffs and I get thrown... obviously I'm doing it too early but can someone give me some indication on when the motion should be started/completed?

HuGoLiZarD
03-08-2003, 06:02 PM
henry: hmm ya i remember seeing u then... still deciding if i should go to the tourney tmr ;)

HuGoLiZarD
03-14-2003, 01:08 PM
had my first double digit win streak today!! ya!! too bad 9/10 of those wins came from the same newbie :D

heavenly king
04-06-2003, 04:15 PM
have any of you did the gigas breaker and kill some with full life

720
04-07-2003, 08:35 PM
that sounds impossible. Unless you play it on DC in training mode and tweak up the damage to your favor using akuma or ibuki as a dummy char.

supapuffy
04-08-2003, 05:42 PM
hm...

first off.. hugo needs to do a long taunt (hold hp+hk) so that his next attack/throw powers up

then u need to 720 someone when they take more damage than usual... such as:

anytime akuma.. this is easy to test... but i dont think it will do 100% damage on normal damage machine/game

twelve recovering from xcopy... i know that twelve takes more damage when he's transforming back... but i'm not sure if this still applies on the moment that he lands... not too hard to test... and it might do close to 100% damage?

i can't think of other cases off the top of my head.. but i still don't think it's possible to do 100% damage with the gigas breaker... IF THERE IS A WAY PLEASE LET ME KNOW! lol

heavenly king
04-08-2003, 09:09 PM
no taunts no damge up anything like that i did it and ryu die that's all not once but 2 times

TrueNewbiePR
04-09-2003, 11:48 AM
yo can ya tell me how can i do a perfect standing 720 i only did it a few times with my dc don't ask me how to ok?

HuGoLiZarD
04-13-2003, 06:52 PM
i just watched a hugo vs sean match and this guy did wall throw -> clap -> SA2 in the middle of the screen... looked like roundhouse SA2

never knew that's possible, and it looked like hell a lot of damage... can anyone with a dreamcast test it and see how much damage it does? and if it is too hard to perform? just wanna know if it's worth that trouble/risk

720
04-15-2003, 12:48 AM
the regular throw to the wall into SAII noticbly does more damage. That combo is just for looks and increase stun damage. Its been around for awhile too.

SlimX
04-15-2003, 02:15 AM
On Ryu:

RH wall toss, Megaton = 59 (~36%)

Megaton clean = 62 (~38%)

Anti-air fierce clap -> Megaton= 65 (~40%)

RH wall toss, fierce clap -> Megaton = 66 (~41%)

Hence, the best way to do the most damage with Megaton is Roundhouse wall toss, juggle with fierce clap into Megaton. Note that you have to be within about half-screen of the corner to be in range for the fierce clap (though you do have time you walk forward a bit before you clap).

R Ust BL adE 9
04-20-2003, 05:08 AM
You can actually do wall throw from one side of the screen, hop forward and do the clap xx SAII.

HuGoLiZarD
04-28-2003, 07:01 PM
Trying to revive this topic a little bit

So does anyone know where i can find some good hugo vids? I've already seen the more circulated vids ie cooperation cups, shirube, g-up, some a-cho

HuGoLiZarD
04-30-2003, 04:46 AM
Got another question for all you experts out there

I hear ppl say you can combo crossover down+FP -> 2 x jabs -> SA3... wonder if that really works? and yet the non-crossover version of this combo does not work?

HuGoLiZarD
05-01-2003, 11:30 AM
i played against this alex playa today and he picked stun gun everytime... and he would either do charge back -> forward rushing elbow (blocked) into stun gun or forward -> qcf + p chop (blocked) into stun gun... and everytime i was just left standing there coz i couldn't jump while stuck in blocking animation! i tried to jab him out of the super but somehow the jump went thru my jabs! i felt so helpless and he didn't even abuse that move :( only did that a couple times... can't imagine if he was gonna do that every round since that super bar is so short!

any idea on how to counter that?

eddieW
05-01-2003, 11:58 PM
ok this is a good one, alex can be hugos worst nightmare.... wat u do and the only way out of the stun gunn is to use sa 2 or 3 and mainly use it to get out of the gunn other than that, that super owns every single move hugo has:eek: I play hugo hardcore and know this for a fact!!!! just rush da shit out of alex before he gets meter to get ur meter up. the only move i keep forgeting to try is an ex clothesline.....hmmmmm

HuGoLiZarD
05-02-2003, 12:35 AM
so you saying i should activate SA2 or SA3 right after alex uses his stun gun? and i assume that would work everytime?

shinblanka
05-02-2003, 07:59 AM
Originally posted by HuGoLiZarD
so you saying i should activate SA2 or SA3 right after alex uses his stun gun? and i assume that would work everytime?

Use the Air grab super art and snatch his ass out of the air when he tries that cheap shit on you. Alex with stun gun super is very dangerous against hugo.:bluu: :( :( But it's useless against the megaton press super.:cool: The onlt thing is that his super charges up faster than yours. The only thing I can tell you to do if you don't have the super ready is to parry the elbow or slap and do a DP with jab kick. You'll catch him before he get's over your head.

HuGoLiZarD
05-17-2003, 12:23 AM
Just wondering if there's any way to punish a anti-air fireball happy urien? played against this urien today and he kept doing anti-air fireball all day, and i felt like hugo is too tall to punish him and has to parry/block the fireball ... any tips on how to punish him ON THE GROUND while he's doing anti-air fireball? or hugo HAS to jump in and prepare to parry?

R Ust BL adE 9
05-22-2003, 11:44 PM
Originally posted by HuGoLiZarD
Just wondering if there's any way to punish a anti-air fireball happy urien? played against this urien today and he kept doing anti-air fireball all day, and i felt like hugo is too tall to punish him and has to parry/block the fireball ... any tips on how to punish him ON THE GROUND while he's doing anti-air fireball? or hugo HAS to jump in and prepare to parry?


Against Angled Metallic Sphere Happy Urien players, you can do:

1. Sweep (Crouching MK)
2. Crouching MP or Crouch then Standing MP
3. Duck the fireball then do lariat or EX lariat
4. Head attack (crouching Fierce)
or Ass Attack (Crouching Roundhouse)
5. Hammer Mountain (SAIII)

Expect to exchange hits for the 45° Metallic Sphere but safe from the high angle one. Other than those (and I'm sure there are others), you could jump in and parry... that's pretty safe but depending on how far or how close you are during the parrying... you'll either counter Urien or Urien will attempt to knock you out of the air with something else.

Hope it helps!

ClosetRemy
05-23-2003, 01:53 PM
A word of caution: if you jump and parry, unless you're REALLY close to urien when you parry the fireball, he'll have time to parry any air attack you throw at him.

Hugomania
06-01-2003, 07:51 PM
One you may like to try is to jump in with a heavy kick, if they parry, get ready to parry thier counter.
If the counter is an uppercut that leaves your opponent in the air, go for a small back-breaker.
If the counter is a ground based counter, ie. Ryu's roundhouse kick, parry, land, 360 punch.
If they miss the parry or try to block, immediately after landing, standing short kick, light palm bomb, crouching MK, then, dependant as to how far away the opponent is, LK or MD Meat Squasher.

Also, Hugo's crouching MK has a lot more priority than most would expect, it will stop any non-EXed "get up" uppercuts. The best way for this to work is to stand until they're ready to get up, then tap down, MK. As soon as your opponent realises they can't counter with an uppercut they should start blocking or parrying your sweep. After the first occasion, stand over their fallen body and execute a standing 360 punch, this will nab them nearly 100 % of the time.

heavenly king
06-09-2003, 05:21 PM
how do yall beat a good chun li player

Jonnygrease501
06-20-2003, 11:34 AM
Playing with Hugo takes true talent ,after all he is not the quickest guy in there (go fig.) . But to tell you the turth and this also goes to every other character ,to truly play effective with hugo and his grab moves you must be able to have a certain level of parying skills .It is so easy to grab an opponent with the gigas 360 grab after parrying before they could ever grab you. But you must always have precise timing . Especially when Your oppoent happens to be attacking you with an air attack such a a kick or so parry,and right after you can instantly do they throw grab against the wall and follow it up by a clsoe line or the air back braker. But like i said before in order to truly master or even play descently you must ipprove your parrying skills and grab timming . :wtf:

Troyboy
06-20-2003, 12:02 PM
If you can do a standing 720 your good to go.

ZenFire
06-21-2003, 04:27 PM
Short ←↙↓↘→↗↑↖←↙↓↘→ Punch = My Gigas setup
Time it so the short finishes after ←↙↓↘→↗↑↖←↙
This way the ↓↘→ lets you walk forward slightly and allow the other guy to recover from the short if it hit (else you'll whiff).
You can do this all the time, since it'll just be his normal 360 if you don't have meter.

Nice thing about this is you can do it after a block since it starts at back.

If you see blocks instead of arrows it's because you don't use a Unicode font with Arrows support. So, the blocks you see are diagonals.

Two questions though...
Rotation buffering for Hugo is also referred to as charge partitioning?
And, I've read on a thread ppl saying they can buffer one rotation wait one whole second and then add the second for the Gigas. Now I was shocked cus I can't for the life of me pull it off on the DC. Is it an ARCADE-only thing?

Ssongro
06-22-2003, 04:12 PM
This "charge partitioning" for 720 can be done on both arcade and DC. Effectively it allows you to walk forward a great distance and land 720's if you cant do a regular "tachi gigas". An example of how far you can travel is MP length away (without hitting the opponent). So you press MP. During the animation do 270, walk forward and pull of SPD, this time gigas is done instead of SPD and done right you will grab the opponent.

ZenFire
06-22-2003, 06:32 PM
Hmmm,
I'll try that tomorrow, I'm real tired right now.
Couple of questions....

Do the first rotation and the second one have to be in the same direction?

And can you change direction while the first one is buffered. Like walking back, then forward and THEN SPD?

Last one, does it have to be a 270? what if you buffer a full 360? and then SPD?