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never use him again.
So people will forgot him.
And they will never put him again into a SF Game.
Most people buy fighting games to play characters they find interesting. Frankly it is an embarrassment that after 25 years in existence, the SF franchise doesn't come close to something like LoL which has only existed for a few years, even though it's had plenty of time to build a loyal following. The biggest problem here is that for the casual gamer, it gets boring as ♥♥♥♥ watching nothing but Yun/Fei/Shotos duke it out all day long, using the same moves over and over. Variety breeds interest, and to have variety, the game needs to consider every character, no exceptions. Time spent on balancing should not be merely a suggestion, but mandatory.
There has to be video footage on YouTube with the character.
As for having a quick dash and all that, trying to absorb 2 fireballs while dashing requires a lot of precision that other grapplers don't require. Mess up and Hugo takes big damage for nothing. I also just tested the various versions of Giant Palm Breaker and none of them go through fireballs, they can only nullify one if they hit them at the perfect spot, just like Zangief's Banishing Flat, except the EX version of that move goes through fireballs completely whereas EX GPB doesn't.
When you look at other grapplers, every one of them has at least one way to avoid fireballs completely while closing the distance, which is crucial against projectile spam. Hugo has a lot of tools, but where he is lacking is dealing with zoning, and that weakness is so painfully obvious which is why he's ranked so low right now.
So if Hugo has a 1-9 or 2-8 in maybe over half of his matches... that's a pretty big problem.
You can try to jump over them, but make sure to only use j.HP if you know it will trade, otherwise it will extend your hurtbox behind you and the fireball WILL hit you. Otherwise, use j.MP to not make your hurtbox the size of China.
Focus Dashing might work, but often will just lead yuo to eat another fireball to the face.
d.d.MK can work for faster fireballs, but with slower ones like Rose's LP Soul Spark, it's like a 1f timing to properly jump it, so it's not really worth it.
EX Lariat has unlimited armor until just before the attack comes out, but it's negative on block, throwable on reaction, and the armor doesn't last until the first active frames meaning you can be hit out of it if timed right, so it's a SUPER desperation move.
Fireballs in general are a 7-3 matchup against Hugo. Gouken and Juri especially are 8-2.
A lot of the stuff you said will leave him wide open or has to be timed perfectly to work. The moves that absorb hits are bad in general because a follow up hit will make all that damage count, and Hugo is pretty bad at doing reversals or getting out of pressure like most grapplers. His normals are pretty nice, I'll admit, but good normals and high damage are all he has in a game that seems to vastly favor speed over power. Don't know much about Honda, but Mike Ross did say he's one of the worst characters on the roster as well, probably for the same reason that he has no EX moves invulnerable to fireballs.
Again, I have to bring up 3rd Strike because I think Hugo was a pretty decent character in that game due to parry. I saw pros making incredible use of him in tournaments because parrying gave him openings to perform a lot of stuff that would be otherwise impossible with just blocking. And I think it was only because of the parry system compensating for his size that a giant slow character like Hugo could work in a fighting game and be competitive. Focus dash just doesn't do the same thing sadly, and it erases an entire dimension to his playstyle, forcing him to be very very defensive without a lot of options to get in fast and pressure against much of the cast. I don't know if giving him another projectile ignoring move is the answer, but it would appear he needs something.