Street Fighter 3: 2nd Impact/Hugo: Difference between revisions

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=Moves List=
=Moves List=
==Normal Moves==
==Normal Moves==
Listen you're going to realise that nothing about this character is normal
'''Standing Normals'''
stLP - ITS MINUS 1 ON HIT YOU CANT EVEN USE HIS LIGHT PUNCH SAFELY. YOU BETTER CONFIRM INTO SUPER LOL. Listen, If you space yourself, this normal's actually quite useful! Do not pretend like that shit's your turn though.
stMP - ITS MINUS 6 ON HIT AND MINUS 8 ON BLOCK, DO NOT USE THIS MOVE IF YOUR OPPONENT IS SENTIENT AND HAS METER. Yeah, this normal is actually quite good for footsies in the case that it can whiff punish, stuff a bunch of normals out and does a shitton of stun. It is not your turn so good fucking luck.
clHP - HIS HEAVY IS NOT MINUS ON HIT! This Normal Still Sucks. I guess it's pretty nice at covering jump-outs but not as a mixup.
stHP - Whatever you do. ONLY Anti-Air with this.
stLK - Oh thank god something that's not punishable and just so happens to be a light. It's +1 on Hit and 0 on block.
stMK - Yeah no one's getting hit by this and on hit leaves you half screen. It's not punishable on hit but LOL leaves a lot to be desired.
stHK - It's Minus 12. Y'know it does space you far away but Supers can punish you I am praying you are careful with this move.
'''Crouching Normals'''
crLP - Frame data is the same as stLP, use this to confirm into SA3.
crMP - Thank God, a good normal! It's 0 on Hit and unfortunately minus on block but characters don't get meterless punishes on this one!
crHP - Just Alt-F4 If You Get This One.
crLK - Look you get the deal at this point his lights aren't very good at all, but this one's okay it's not the worst you can do.
crMK - LOOK IT'S SOMETHING THAT ISN'T PUNISHABLE BECAUSE IT KNOCKS DOWN! This allows you to get in slightly and make whiff punishes not terrible so learn to use this in footsies!
crHK - Rumour has it is that if you use this normal John Capcom explodes and takes the FightCade server down with you.
'''Jumping Normals'''
jLP - Solid Air To Air Actually! Very Fast! Use it to snipe things on the way up
jMP - its jLP but worse!
jHP - AMAZING AIR TO AIR. Neutral jumping with this actually is super good, you can control the air a bunch and send your opponent flying into the corner. One hit of this and you'll close considerable distance!
jLK - Not as good as jLP but use as a tick?
jMK - Yeah I forgot this normal existed.
jHK - Main jump-in normal. Can also serve as an air to air. Confirm into SA3 if this hits.
j.D+HP - Splash, Not bad! Crosses up, leads into insane damage and mixup. Use this on oki/knockdowns where you're close to the opponent.
'''Command Questionables'''
UoH - I refuse to call this one normal. You're always minus, Always. Stick to the reality that you just don't have an overhead.
==Special Moves==
==Special Moves==
==Super Moves==
==Super Moves==

Revision as of 21:49, 26 January 2023

Introduction

HE'S BAD DON'T PICK HIM HE'S BAD DON'T PICK HIM HE'S BAD DON'T PICK HIM HE'S BAD DON'T PICK HIM HE'S BAD DON'T PICK HIM HE'S BAD DON'T PICK HIM HE'S BAD DON'T PICK HIM HE'S BAD DON'T PICK HIM HE'S BAD DON'T PICK HIM HE'S BAD DON'T PICK HIM HE'S BAD DON'T PICK HIM HE'S BAD DON'T PICK HIM

STOP.

Moves List

Normal Moves

Listen you're going to realise that nothing about this character is normal

Standing Normals

stLP - ITS MINUS 1 ON HIT YOU CANT EVEN USE HIS LIGHT PUNCH SAFELY. YOU BETTER CONFIRM INTO SUPER LOL. Listen, If you space yourself, this normal's actually quite useful! Do not pretend like that shit's your turn though.

stMP - ITS MINUS 6 ON HIT AND MINUS 8 ON BLOCK, DO NOT USE THIS MOVE IF YOUR OPPONENT IS SENTIENT AND HAS METER. Yeah, this normal is actually quite good for footsies in the case that it can whiff punish, stuff a bunch of normals out and does a shitton of stun. It is not your turn so good fucking luck.

clHP - HIS HEAVY IS NOT MINUS ON HIT! This Normal Still Sucks. I guess it's pretty nice at covering jump-outs but not as a mixup.

stHP - Whatever you do. ONLY Anti-Air with this.

stLK - Oh thank god something that's not punishable and just so happens to be a light. It's +1 on Hit and 0 on block.

stMK - Yeah no one's getting hit by this and on hit leaves you half screen. It's not punishable on hit but LOL leaves a lot to be desired.

stHK - It's Minus 12. Y'know it does space you far away but Supers can punish you I am praying you are careful with this move.


Crouching Normals

crLP - Frame data is the same as stLP, use this to confirm into SA3.

crMP - Thank God, a good normal! It's 0 on Hit and unfortunately minus on block but characters don't get meterless punishes on this one!

crHP - Just Alt-F4 If You Get This One.

crLK - Look you get the deal at this point his lights aren't very good at all, but this one's okay it's not the worst you can do.

crMK - LOOK IT'S SOMETHING THAT ISN'T PUNISHABLE BECAUSE IT KNOCKS DOWN! This allows you to get in slightly and make whiff punishes not terrible so learn to use this in footsies!

crHK - Rumour has it is that if you use this normal John Capcom explodes and takes the FightCade server down with you.


Jumping Normals

jLP - Solid Air To Air Actually! Very Fast! Use it to snipe things on the way up

jMP - its jLP but worse!

jHP - AMAZING AIR TO AIR. Neutral jumping with this actually is super good, you can control the air a bunch and send your opponent flying into the corner. One hit of this and you'll close considerable distance!

jLK - Not as good as jLP but use as a tick?

jMK - Yeah I forgot this normal existed.

jHK - Main jump-in normal. Can also serve as an air to air. Confirm into SA3 if this hits.

j.D+HP - Splash, Not bad! Crosses up, leads into insane damage and mixup. Use this on oki/knockdowns where you're close to the opponent.


Command Questionables

UoH - I refuse to call this one normal. You're always minus, Always. Stick to the reality that you just don't have an overhead.

Special Moves

Super Moves

The Basics

Advanced Strategy

Match-Ups

VS Dudley

For most of your normals you better make sure they connect As Dudley pretty much can punish any whiffed standing normal and most of your crouching normals you have. It will hurt alot too. He can keep you out well if he knows what normal you'll use too. Stand MP and Cr. LK are the least likely to be tagged if whiffed. Since Dudley has to space himself right for his Stand HK to avoid a damaging trade for your Standing MP and still react to a whiffed cr.LK right. So they're most preferable for poking against Dudley. Even then, there will be a chance for a parry/universal overhead your way.

If you jump forward near Dudley, he can forward dash under whatever attack you intended to doing and possibly punish you for it.

Dudley can react to your forward dash and backdash quite good with Standing HP if he sees it.

You'll see quite a lot of work your way to get close to Dudley and any clever mindgames for you to win this.