How to be a German Wrestler by Cheney: Starring Hugo

How to be a German Wrestler by Cheney: Starring Hugo

Postby OffDaCh3n3y » Tue Mar 20, 2012 5:49 am

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-filler-

+Pros+
+Most Vitality in the game
+Highest damage output of the SF characters
+Low risk, High reward
+Simple yet very damaging combos
+Straight foward compared to most characters
+Dangerous with meter
+Builds meter quickly and doesn't require meter to push damage
+Can do over 500 meterless and 600 with a super

-Cons-
-A very big hitbox
-Very poor mobility
-Easy to crossup due to his large frame
-Lacks a reliable AA without meter
-Throw range is very small for a grappler
-Lacks mixup and anti-roll options

Win Comment 1: Of course I won. Why would I lose?
Win Comment 2: Hey, Poison! I won!
Win Comment 3: You’d need a steel pipe to start making me nervous.

Vitality 1150
Forward Dash Duration 21 frames
Backdash Duration 8 frames invulnerable, 13 frames airborne, 9 frames grounded (30 frames total)
Pre-jump Frames 7 frames
Vertical Jump (and High Jump) Duration 34 frames (35 frames)
Diagonal Jump (and High Jump) Duration 34 frames (35 frames)

Main pokes/ footsie tactics

s.LP- his longest space controlling light poke that can be rapid fired and chained into other light attacks, but in order to combo from this you need to link the c.LP or c.LK so they can be special canceled, but you can simply chain this into his c.MK for a sweep knockdown, can be 1 frame linked from his c.LP

s.LK- slightly less range than his s.LP but a much wider hitbox lower, so this is also a good juggling normal that hits lower than his light punches but higher than c.LK, can be 1 frame linked from his c.LP, this can be canceled into any of his specials, super, or cross art

c.LP- very similar to the standing version but hits in 1 frame faster and slightly less reach, my preferred normal when doing juggle combos as it lifts juggled opponents slighty higher than the LK options. Can be canceled into any of his specials, super, or cross art. Can 1 frame link into s.LP or s.LK

c.LK- like his standing version but hits low, easisly chains into c.MK for a sweep knockdown and has good range and quick startup for a low, can be canceled into any of his specials, super, or cross art.

c.MP- the main combo starting normal off a jumping attack or linked after a Palm special, mainly the LP.Palm for a 6 frame link, can be canceled as well but will only combo into the LP.Palm and LK.Lariat, also the cancel timing is fairly strict so its best to buffer the motion during the c.MP animation. Although slower than his light attacks it leads into most of his high damage combos

c.MK- Hugo's sweep move that has great range and is only -2 on block, so anything outside of a few supers (like Ken's or Julia's) wont be able to counter attack. Can catch wake up rolls with its reach and even if they block, its better than letting them out for free. Can be linked after a Palm special (3f for LP, 5f for MP, 6f for HP) and chained into from his light attacks

c.HK- Although very unsafe on block and hit it causes a knockdown and can go through low attacks since it makes Hugo airborne after the 8th frame. Can follow into launcher on a grounded foe only, also is an ok AA if you time it as they are about midscreen in a jump

Bodypress and j.LK are your main jumping moves, but be wary as they do not stuff most AA moves, j.MK starts up slower than j.LK but has nearly twice as many active frames as well as looking identical, however only Body Press will juggle an opponent into a Palm where as other jumping attacks have to substitute Lariat.

Dash Cancelling the Lariat is an effective movement tool that can slowly build your meter while threatening your opponent with an armored move, also not that the charge Lariat into an EX or Super does not cost you meter, the EX is still -3 on block from a charge and Super is -14. The Super can be held down to start a running animation and if they tag out while you are charging you could land a free meterless super from nearly fullscreen. The armor dash cancelling is similar to the focus attack setups in SF4, just be careful as Lariat is unsafe on bloack at -7
Last edited by OffDaCh3n3y on Tue Apr 24, 2012 11:30 pm, edited 11 times in total.
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Normal moves and inputs

Postby OffDaCh3n3y » Tue Mar 20, 2012 5:49 am

Normal Moves (Standing)

-s.LP-
hitlevel: high
damage: 50
startup: 6
active: 3
recovery: 14
advantage on hit: 0
advantage on block: -4
notes: rapid fire cancelable into light attacks

-s.MP-
hitlevel: high
damage: 100
startup: 12
active: 4
recovery: 17
advantage on hit: +4
advantage on block: -4

-s.HP-
hitlevel: mid (overhead, hits crouching)
damage: 130
startup: 17
active: 8
recovery: 16
advantage on hit: +2
advantage on block: -4
notes: knockdowns against airborne foe

-s.LK-
hitlevel: high
damage: 50
startup: 7
active: 3
recovery: 10
advantage on hit: +4
advantage on block: 0
notes: cancelable into special moves (SM) ex moves (EX) super art (SA) cross assault (CA)

-s.MK-
hitlevel: high
damage: 50, 50
startup: 17
active: 2 (4) 2
recovery: 24
advantage on hit: -1
advantage on block: -9

-s.HK-
hitlevel: mid
damage: 130
startup: 23
active: 9
recovery: 32
advantage on hit: +2
advantage on block: -21
notes: airborne frames 1-36, causes slip (+/- 0) on counter hit against crouching foes, causes hard knockdown vs. airborne foes

Normal Moves (Crouching)

-c.LP-
hitlevel: high
damage: 50
startup: 5
active: 2
recovery: 9
advantage on hit: +6
advantage on block: +2
notes: cancelable into special moves (SM) ex moves (EX) super art (SA) cross assault (CA), rapid fire cancelable into light attacks

-c.MP-
hitlevel: high
damage: 80
startup: 9
active: 4
recovery: 12
advantage on hit: +5
advantage on block: +1
notes: cancelable into special moves (SM) ex moves (EX) super art (SA) cross assault (CA)

-c.HP-
hitlevel: high
damage: 130
startup: 15
active: 5
recovery: 60
advantage on hit: float
advantage on block: -45
notes: airborne frames 15-28

-c.LK-
hitlevel: low
damage: 50
startup: 6
active: 3
recovery: 10
advantage on hit: +4
advantage on block: 0
notes: cancelable into special moves (SM) ex moves (EX) super art (SA) cross assault (CA)

-c.MK-
hitlevel: low
damage: 130
startup: 10
active: 4
recovery: 18
advantage on hit: sweep knockdown
advantage on block: -2

-c.HK-
hitlevel: mid
damage: 130
startup: 13
active: 14
recovery: 56
advantage on hit: hard knockdown
advantage on block: -50
notes: airborne frames 8-29

Launcher (HP+HK) while standing or crouching
hit level: high
damage: 100
startup: 13
active: 2
recovery: 53
advantage on hit: switches into partner
advantage on block: -33
notes: ignores crouching attacks, launches opponent while switching characters

Cross Cancel (foward HP+HK) while blocking
hitlevel: high
damage: 100
startup: 9
active: 3
recovery: 41
advantage on hit: hard knockdown
advantage on block: -21
notes: similar to Monster Lariat, invincible frames 1-9, costs 1 meter stock

Jumping Normal Moves (Jumping/Jump in)

-j.LP-
hitlevel: mid
damage: 60
startup: 6
active: 12
recovery: until grounded, 4 frames landing
advantage on hit: +12
advantage on block: +8

-j.MP-
hitlevel: mid
damage: 110
startup: 8
active: 6
recovery: until grounded, 4 frames landing
advantage on hit: +16
advantage on block: +8

-j.HP-
hitlevel: mid
damage: 140
startup: 13
active: 4
recovery: until grounded, 4 frames landing
advantage on hit: +20
advantage on block: +16

-j.LK-
hitlevel: mid
damage: 60
startup: 5
active: 15
recovery: until grounded, 4 frames landing
advantage on hit: +12
advantage on block:+8

-j.MK-
hitlevel: mid
damage: 110
startup: 7
active: 7
recovery: until grounded, 4 frames landing
advantage on hit: +16
advantage on block: +12

-j.HK-
hitlevel: mid
damage: 140
startup: 14
active: 6
recovery: until grounded, 4 frames landing
advantage on hit: +20
advantage on block: +16
notes: looks like s.HK

Unique Attacks

-Body Press- (during vertical or foward jump) D+HP
hitlevel: mid
damage: 140
startup: 9
active: 21
recovery: until grounded, 4 frames landing
advantage on hit: +20
advantage on block: +16
notes: knockdown against airborne foes

-Hammer Hook- F+HP
hitlevel: crouchable high
damage: 160
startup: 16
active: 3
recovery: 34
advantage on hit: -15
advantage on block: -20
notes: knockdown against airborne foes

-Leap Attack- D.D+MK
hitlevel: mid
damage: 50
startup: 17
active: 9
recovery: until grounded, 4 frames landing
advantage on hit: +3
advantage on block: +1
notes: airborne on frames 1-26, causes slip (+31) on counter hit against crouching opponent, knockdown against airborne foes

Normal Throws

-Neck Hanging Tree- F or neutral LP+LK
hitlevel: throw (unblockable)
damage: 40, 50, 50
startup: 7
active: 2
recovery: 20
notes: hard knockdown, throws in front

-Body Slam- B.LP+LK
hitlevel: throw (unblockable)
damage: 140
startup: 7
active: 2
recovery: 20
notes: hard knockdown, throws behind
Last edited by OffDaCh3n3y on Wed Mar 21, 2012 4:57 am, edited 3 times in total.
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Special moves, Super Art, and Cross Art

Postby OffDaCh3n3y » Wed Mar 21, 2012 1:36 am

Special Moves (SM)

-Giant Palm Breaker- QCB.P (D.DB.B).P

-LP-
hitlevel: high
damage: 100
startup: 19
active: 2
recovery: 10
advantage on hit: +13
advantage on block: +10
notes: knockdown against airborne foes

-MP-
hitlevel: high
damage: 100
startup: 21
active: 2
recovery: 8
advantage on hit: +15
advantage on block: +12
notes: knockdown against airborne foes

-HP-
hitlevel: high
damage: 100
startup: 24
active: 2
recovery: 7
advantage on hit: +16
advantage on block: +13
notes: knockdown against airborne foes

-EX- (QCB.PP or PPP)
hitlevel: high
damage: 70, 70
startup: 18
active: 3
recovery: 7
advantage on hit: +16
advantage on block: +13
notes: knockdown against airborne foes

-Moonsault Press- 270 or 360 motion + P

-LP,MP,HP-
hitlevel: throw
damage: 200
startup: 6
active: 2
recovery: 38
advantage on hit: hard knockdown
advantage on block: -

-EX- 270 or 360 motion + PP or PPP
hitlevel: throw
damage: 250
startup: 7
active: 2
recovery: 38
advantage on hit: hard knockdown
advantage on block: -
notes: frames 1-6 invincible

-Shootdown Backbreaker- DP.K (F.D.DF).K

-LK-
hitlevel: air throw
damage: 160
startup: 5
active: 8
recovery: 54
advantage on hit: hard knockdown
advantage on block: -
notes: airborne on frame 3

-MK-
hitlevel: air throw
damage: 180
startup: 9
active: 9
recovery: 44
advantage on hit: hard knockdown
advantage on block: -
notes: airborne on frame 3

-HK-
hitlevel: air throw
damage: 200
startup: 12
active: 12
recovery: 41
advantage on hit: hard knockdown
advantage on block: -
notes: airborne on frame 3

-EX- (DP.KK or KKK)
hitlevel: air throw
damage: 200
startup: 6
active: 8
recovery: 54
advantage on hit: hard knockdown
advantage on block: -
notes: frames 1-7 invincible

-Meat Squasher- 270 or 360 motion + K
hitlevel: throw
damage: 200
startup: 19 earliest (delayable by holding K)
active: 2
recovery: -
advantage on hit: hard knockdown
advantage on block: -
notes: after startup Hugo will grab in 1 frame when close to foe, puts foe in corner

-Ultra Throw- HCB.K
hitlevel: throw
damage: 60
startup: 10
active: 2
recovery: -
advantage on hit: wall bounce, hard knockdown
advantage on block: -
notes: EX version has more grabbing range

-Monster Lariat- QCF.K

-LK-
hitlevel: high
damage: 70
startup: 18
active: 3
recovery: 26
advantage on hit: float
advantage on block: -7
notes: armor from frames 1-17, or until first active
frame if Lariat is super charged, sets up juggle combo on hit

-MK-
hitlevel: high
damage: 70
startup: 22
active: 3
recovery: 26
advantage on hit: float
advantage on block: -7
notes: armor from frames 1-21, or until first active frame if Lariat is super charged, sets up juggle combo on hit

-HK-
hitlevel: high
damage: 70
startup: 28
active: 3
recovery: 26
advantage on hit: float
advantage on block: -7
notes: armor from frames 1-27, or until first active frame is Lariat is super charged, sets up juggle combo on hit

-EX- (QCF.KK)
hitlevel: high
damage: 70, 70, 70
startup: 15
active: 3 (15) 4 (16) 2
recovery: 23
advantage on hit: 0
advantage on block: -3
notes: armor from frames 1-14, or until first active frame if Lariat is super charged

Supert Art (SA)

-Gigas Breaker- QCF.KKK
hitlevel: high
damage: 70, 80, 80, 150
startup: 7
active: 3 (15) 4 (21) 2
recovery: 34
advantage on hit: hard knockdown
advantage on block: -14
notes: if KKK is held, full body invulnerable frames 1-3, armor begins frame 4, Hugo swings on 8th frame after release, if KKK is held beyond frame 36 Hugo halts attack

Cross Art (CA) QCF.MP+MK
hitlevel: high
damage: 100
startup: 10
active: 2
recovery: 52
advantage on hit: switch into partners super art
advantage on block: -32
notes: full body invulnerability frames 1-11
Last edited by OffDaCh3n3y on Thu Mar 22, 2012 11:54 am, edited 4 times in total.
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Combo usage and application

Postby OffDaCh3n3y » Wed Mar 21, 2012 1:37 am

Combo section


Important BnBs

s.LP > c.LK > c.MK or c.LK > c.MK
. The LP can be omitted but as it a rapid light its easy to throw out there as a quick poke, the LK to MK is a ver long reaching quick sweep set up that is only -2 on block, so its safe from everything but most supers so look out for that. Also this combo is Hugo's most effective anti-roll option next to jumping back then Meat Squasher. c.LP may be used at the beginning but you have to 1 frame link into the s.LP

c.MP > LP.Palm > walk forward slightly > s.LP,MP,HP,HP (launches)
. Now this can only be done after 1 palm and as soon as the palm hits, walk forward one step then chain combo from LP

Body Press > c.MP > LP.Palm > c.MP > LP.Palm > Super Art = 651
. A simple jump in to a 6 frame link (LP.Palm > c.MP) into another 6 frame link (LP.Palm > Super)

Body Press > c.MP > LP.Palm > c.MP > LK.Lariat > c.LP/s.LK/c.LK > MP.Palm > MK.Backbreaker = 517 no meter, 545 with EX
. Again not too difficult, the most difficult part is linking the MK.Backbreaker after a Palm juggle, the MP.Palm juggles the most effectively and the LK.Backbreaker will only connect in the corner where the MK will connect anywhere out of the corner, if you are still having difficulty linking into MK version then an EX can be substituted if you have meter to spare and will connect anywhere. In my preference is to use the c.LP normal as it lifts the opponent higher than the two LKs.

AA or Reversal Lariat > c.LP/s.LK/c.LK > MP.Palm > MK.Backbreaker/ EX.Backbreaker/ Super
. As an AA or a reversal the Lariat can be followed into his Palm juggle combo
. Note that his Lariat to Palm juggle is not possible on a tag in, but his lariat to a light attack to a super works as well as his Palm juggle combo minus the beginning Lariat

Ultra Throw > HK.Backbreaker = 260 damage
. Very simple combo off his wall throw, but doesn't work in a corner

Ultra Throw > Leap Attack > c.LP > MP.Palm > MK.Backbreaker/EX.Bb/Super
. As soon as you recover from the UT input DD.MK then continue into c.LP juggle combo, must be done outside of a corner, it is not advisable to do UT when the opponent is in a corner as the combo potential is very low

Body Press > c.MP > LP.Palm > c.MP > LK.Lariat > c.LP > Cross Art
. Anywhere on the screen combo into level 3

Body Press > c.MP > LK.Lariat > c.LP > Cross Art
. Shortened level 3 combo

Body Press > c.MP > LP.Palm > c.MP > LK.Lariat > c.LP > MP.Palm > c.LP > Cross Art
. Corner only variant of the level 3 combo

Body Press > c.MP > LP.Palm > c.MP > LK.Lariat > c.LP > MP.Palm > c.LP > Lariat charge > Forward Dash > Leap Attack > c.MP > LP.Palm > c.MP > LK.Lariat > c.LP > MP.Palm > Super
. Ok what this is, when you finish the first lariat loop instead of finishing the Palm juggle with a backbreaker or super like his other combos, do a simple c.LP then charge the lariat until the opponent hits the ground, you should flash once then forward dash into the leap attack, what this does is stores you a counter hit for your leap attack that gives you another combo, only works in the corner and the opponent must be crouching

Tagging Hugo in

Since Hugo has very damaging juggle combos from anywhere on the screen, tagging in Hugo is best done by launcher or when the opponent is in a float state

Tag in combos

From a Launcher you can do either of Hugo's Palm or Lariat juggles depending on how much meter you want to spend and the level of difficulty you are willing to perform

Launcher > Hugo comes in > c.LP > MP.Palm > MK.Backbreaker/ LK.Backbreaker (corner only) / EX (anywhere for added damage) / Super Art/ Cross Art
. My preferred tag in combo with Hugo as the MP.Palm give you 6 frames to link the MK.Backbreaker anywhere outside of the corner and the LK or EX version when in a corner. Alternatively you can burn 2 meters for the Super or 3 for the Cross Art after the MP.Palm depending on whether you need to kill off a character or do unrecoverable damage

Launcher > Hugo comes in > c.LP > LK.Lariat ( > Super Art/ Cross Art, if meter is available)
. A less damaging option but much easier not to drop if you are having difficulty with the Palm juggle, be noted that the regular juggle combo after a normal Lariat will not work after a tag in Lariat, but a SA or CA will connect

Launcher > Hugo comes in > s.LK > LK/ EX.Backbreaker (or even SA/ CA)
. The simplest juggle combo but causes a hard knockdown, Hugo can also simple go straight into his SA/CA after connecting a juggled normal

Tagging Hugo out

.Due to the large amount of frame advantage Hugo gets on his Palm you can tag cancel him out during a connected Palm
. His Lariat also causes a float state so tagging when the Lariat connects can lead to a juggle if you are fast enough and if not, then you just safe tagged out Hugo
. His Palm and Lariat are the two main specials you want to tag out on
. His Body Press, s/c.HP/HK's, and c.MK are the main normals you want to tag out on
Last edited by OffDaCh3n3y on Tue Apr 24, 2012 11:50 pm, edited 9 times in total.
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Team synergy and placement

Postby OffDaCh3n3y » Wed Mar 21, 2012 1:37 am

Overview

Hugo's size, range, vitality, and high damage without the need of meter allows Hugo to fit with almost any character as a point or an anchor. Hugo can take a lot of punishment before needing to tag out and can just as effectively build meter from his short or extended damage combos. However because of his poor mobility and large size with the lack of a reliable meterless anti-air leaves him at a disadvantage against most of the more frequently used characters (notable examples include Ryu, Rolento, Kazuya, Juri, Heihachi) the threat of being freely crossed up on and taking away his main way of advancement (jumping) can be frustrating. So a character with more mobility, an effective AA, or ways to start off combos work best with Hugo. A big advantage of Hugo is also being able to deal an easy 300-400 damage (depending on how much meter you want to use) after nearly any tag in makes Hugo a threat even when he is inactive.

Recommended partners

As mentioned earlier, any character fits well with Hugo depending on where you want him as a 1st or 2nd, If you have a meter reliant character but is very effective at landing a hit you can chain into a launcher and get a land an easy juggle combo (c.LP > MP.Palm > MK.Backbreaker) to get great damage, meter, and even set up for Hugo's terrific wake-up game. Or If your character is not reliant on meter then Hugo can use it for his max damage set ups, also this generally covers his weakness of cross-up rushdown and zoning. Good examples are Ryu (1st or 2nd) Rolento (1st) Asuka (1st) Heihachi (2nd) It is however, a much more solid game plan to have Hugo as a 2nd so you can get his easy damage juggle combo and have him ready for his offense.
Last edited by OffDaCh3n3y on Thu Mar 22, 2012 11:59 am, edited 2 times in total.
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Matchups

Postby OffDaCh3n3y » Thu Mar 22, 2012 11:10 am

reserved

-final page of guide-
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Re: How to be a German Wrestler by Cheney: Starring Hugo

Postby tylerox9 » Thu Mar 22, 2012 11:06 pm

Great guide so far man. Best Hugo guide I've seen around here. You are definately the Hugo champ on these forumns :D . Congrats on the Hugo overseer title. If anyone deserved it, that would be you. keep it up.
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Re: How to be a German Wrestler by Cheney: Starring Hugo

Postby Zombiebrian » Mon Apr 16, 2012 12:15 am

congrats on the $50 win cheney - now get some images up already
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Re: How to be a German Wrestler by Cheney: Starring Hugo

Postby BigBadWolf » Sat Apr 21, 2012 2:04 pm

what do you do to get in on a really good turtling Raven? that can run really good :?:
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Re: How to be a German Wrestler by Cheney: Starring Hugo

Postby OffDaCh3n3y » Sat Apr 21, 2012 9:42 pm

Against Raven they will most likely do the same pattern, shuriken, jump shuriken, teleport, etc repeat. Anyway first note that when you have meter you can reaction EX.Backbreaker if he does a jump back shuriken or what not, also if hes slow to toss one out to can try catching him with HK.Backbreaker from pretty far away. This is going to be frustrating because Raven can run pretty freely but just try to slowly approach and down block then when your about midscreen or less you can HK.Lariat through the normal shuriken. You can be cautious jumping in too as Raven has a vicious j.HK as well, but midscreen and back your super jump MK will more often than not beat him in the air when it gets to less than midscreen you can switch to Body Presses. Its going to be a tough match but block the ground ones while trying to gain ground and practice catching him out the air with Backbreaker, EX is your free AA and HK will work almost fullscreen. Also remember that the Palms also negate one projectile point, which is what the shurikens are, and EX.Palms negate 2 points which is EX.Shuriken. You might want to record a Raven doing alternating shurikens and practice that as well since this is a common threat you'll have to face. When you think your close enough, fish out the c.LK > c.MK or C.LK > Palms to keep Raven locked down but be wary when he has meter because smart people with Alpha Counter the blocked palms. In short, approach cautiously, capitalize on the gaps between the shurikens and when you think he will teleport get ready to LK chain. Also if all else fails you can use your tag partner to try and make up for the distance but if not dont get frustrated, armor through shurikens and look for an opening.
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