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[[image:Hugofacesvc.png|right]] | [[image:Hugofacesvc.png|right]] | ||
Hugo, also known as Andore in the Final Fight series, debuted in the first FF game as a common enemy type (along with Poison), later debuting in Street Fighter III: 2nd Impact as a playable character. As the only grappler in the entire game, Hugo is unique in that regard to how he plays, but it's also arguable that he's seen better days. As a massive target on a tiny screen in a game filled to the brim with powerful zoners, to say Hugo fights an uphill battle is an understatement. He packs some decent tech, so he shouldn't be slept on in the rare instance you fight a Hugo player, but if you wish to play him yourself, pull out a pen and paper and start taking notes on his matchups. | Hugo, also known as Andore in the Final Fight series, debuted in the first FF game as a common enemy type (along with Poison), later debuting in Street Fighter III: 2nd Impact as a playable character. As the only grappler in the entire game, Hugo is unique in that regard to how he plays, but it's also arguable that he's seen better days. As a massive target on a tiny screen in a game filled to the brim with powerful zoners, to say Hugo fights an uphill battle is an understatement. He packs some decent tech, so he shouldn't be slept on in the rare instance you fight a Hugo player, but if you wish to play him yourself, pull out a pen and paper and start taking notes on his matchups. | ||
It's worth noting that the general consensus among players is that Hugo is definitely bottom 5, but not the worst character in the game. The reason the wiki sometimes refers to him as such, and why the infobox reflects him as being F tier, is because Lichmassacre believes him to be bottom tier. When you take into account a setting where everyone is allowed, the bosses, especially the final bosses, make for such one-sided matchups, if not outright unwinnable, that picking Hugo is asking to forfeit the match. Still, Lichmassacre agrees he's technically not the worst and has good tech going for him. However, he's still suffering in the long run. | |||
{{ ProConTable | {{ ProConTable | ||
| pros= | | pros= | ||
* '''SF3-Style Parries:''' Hugo can perform high and low parries similar to his fighting game of origin but with command inputs, providing | * '''SF3-Style Parries:''' Hugo can perform high and low parries similar to his fighting game of origin but with command inputs, providing him extra defense against fireballs and zoning to approach easier. Past that, however, his parries are too situational to be worth using over GCFS. They're nowhere near as good as SF3 parries, but not useless. | ||
* '''Tied Highest Health in the Game:''' Hugo will live the longest compared to everyone else in the game, allowing him more mistakes in neutral. | * '''Tied Highest Health in the Game:''' Hugo will live the longest compared to everyone else in the game, allowing him more mistakes in neutral. | ||
* '''360 Command Grab:''' Hugo's signature command grab stands out as one of the few of its kind in the game and among the best, packing decent range and ultimately being the crux of his gameplan. This is by far Hugo's best source of meterless damage. | * '''360 Command Grab:''' Hugo's signature command grab stands out as one of the few of its kind in the game and among the best, packing decent range and ultimately being the crux of his gameplan. This is by far Hugo's best source of meterless damage. | ||
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* '''Massive to a Detriment:''' Hugo is covering the entire height of the screen and is a massive target in general. Not even Earthquake is nearly as tall as he is. Hugo is also incredibly easy to cross up, challenged only by Earthquake as the easiest character in the game to cross up. This does offer Hugo one slight advantage, as his weird hurtboxes give some characters proximity issues that forces them to play differently, albeit ''very slightly.'' | * '''Massive to a Detriment:''' Hugo is covering the entire height of the screen and is a massive target in general. Not even Earthquake is nearly as tall as he is. Hugo is also incredibly easy to cross up, challenged only by Earthquake as the easiest character in the game to cross up. This does offer Hugo one slight advantage, as his weird hurtboxes give some characters proximity issues that forces them to play differently, albeit ''very slightly.'' | ||
* '''Slowest Character in the Game:''' Hugo is an incredibly sluggish character in several ways. His base buttons are alright and the majority of them aren't too slow, but Hugo can't reliably use most of them to keep up in a game as hectic as SVC. He has poor movement speed to boot, too. | * '''Slowest Character in the Game:''' Hugo is an incredibly sluggish character in several ways. His base buttons are alright and the majority of them aren't too slow, but Hugo can't reliably use most of them to keep up in a game as hectic as SVC. He has poor movement speed to boot, too. | ||
* '''Punishable Low Parry:''' Although unrealistic in most matches, Hugo is vulnerable for a single frame on his down parry in the middle of its active frames. If the opponent times it perfectly, this can result in a full combo punish and counts as a counter-hit. You're better off not using it to begin with to avoid such a phenomenon. | |||
* '''Low Threat Level:''' Despite being a grappler, and with damage normally being the one big selling point of grapplers, Hugo's best damage output without meter is still very lacking. He can still rack up some pretty big damage quickly if he's played well, but the lack of damage in most cases is made immediately apparent once Hugo eats a huge punish in problematic MUs or struggles to get in. | * '''Low Threat Level:''' Despite being a grappler, and with damage normally being the one big selling point of grapplers, Hugo's best damage output without meter is still very lacking. He can still rack up some pretty big damage quickly if he's played well, but the lack of damage in most cases is made immediately apparent once Hugo eats a huge punish in problematic MUs or struggles to get in. | ||
* '''Everything is Unsafe:''' Every choice you make with Hugo is a commitment. Poor movement, lack of ways to keep his turn, and a wide array of extremely unsafe moves means everything needs to be done with purpose to avoid severe punishment. | * '''Everything is Unsafe:''' Every choice you make with Hugo is a commitment. Poor movement, lack of ways to keep his turn, and a wide array of extremely unsafe moves means everything needs to be done with purpose to avoid severe punishment. |
Latest revision as of 17:59, 13 August 2024
ヒューゴー, Hugo | |
---|---|
Category | Normal |
Playstyle | Grappler |
Difficulty | Easy Gameplay, Hard Execution |
Max Mode Needed? | Essential |
Tier Placement | Pick Someone Else (F) |
Standing Hitbox | Huge |
Crouching Hitbox | Huge |
Defense Modifier | 208 |
Wall Jump | No |
Introduction
Hugo, also known as Andore in the Final Fight series, debuted in the first FF game as a common enemy type (along with Poison), later debuting in Street Fighter III: 2nd Impact as a playable character. As the only grappler in the entire game, Hugo is unique in that regard to how he plays, but it's also arguable that he's seen better days. As a massive target on a tiny screen in a game filled to the brim with powerful zoners, to say Hugo fights an uphill battle is an understatement. He packs some decent tech, so he shouldn't be slept on in the rare instance you fight a Hugo player, but if you wish to play him yourself, pull out a pen and paper and start taking notes on his matchups.
It's worth noting that the general consensus among players is that Hugo is definitely bottom 5, but not the worst character in the game. The reason the wiki sometimes refers to him as such, and why the infobox reflects him as being F tier, is because Lichmassacre believes him to be bottom tier. When you take into account a setting where everyone is allowed, the bosses, especially the final bosses, make for such one-sided matchups, if not outright unwinnable, that picking Hugo is asking to forfeit the match. Still, Lichmassacre agrees he's technically not the worst and has good tech going for him. However, he's still suffering in the long run.
Strengths | Weaknesses |
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|
|
SVC Chaos: SNK VS Capcom Frame Data Glossary | |
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Damage |
How much damage the attack does. This takes into account no defense modifiers, so the damage assumes a 0% damage modifier, or in other words the average defense modifier of 223 against characters like Kyo and Ryu.
|
Counter Damage |
How much damage the attack does on a counter hit, or when it connects with an opponent while they're performing an attack. Counter damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma. |
Guard |
Where the attack hits, and thus where it must be blocked.
|
Guard Crush |
How much guard meter damage the attack does to the green Guard Gauge. |
Stun |
How many points of stun the attack adds to the opponent's invisible Stun Gauge. |
Meter |
How much meter is gained for performing/landing the attack. Special moves earn meter both when activated and when they connect with the opponent, whether it hits them or they block it. |
Cancel |
The type of cancel the attack can perform.
|
Startup |
How many frames it takes before the move becomes 'active' or has a hitbox. The SVC Chaos wiki uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. Super and Exceed startup will calculate both the frames before and after the super flash animation as such: X+Y, with X being the startup frames before the flash animation and Y being the startup frames after the flash animation.
|
Active |
How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by a comma. (Example: 3, 4 - The attack has its first hitbox for 3 frames, then the second hitbox for 4 frames)
|
Recovery |
How many frames it takes for a move to finish after it's been active. |
Total |
The total number of frames the attack lasts on screen for. This adds up the startup, active, and recovery frames into one number. |
Hit/Block Adv |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.
|
Invulnerability |
Indicates whether there's any frames of invulnerability during the attack. |
Move List
Normal Moves
Close Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 5 | 4 | 9 | 18 | -1 | -3 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 5 | 4 | 10 | 19 | -2 | -4 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 16 | 7 | 14 | 37 | HKD | -3 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 12 | 3, (4), 4 | 29 | 52 | 2nd = -13 | 2nd = -15 | - | |
|
Far Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 14 | 3 | 45 | 62 | -28 | -30 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 22 | 4 | 41 | 67 | SKD | -27 | - | |
|
Crouch Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 5 | 3 | 9 | 17 | +0 | -2 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 4 | 3 | 8 | 15 | +1 | -1 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 12 | 10 | 48 | 70 | SKD | -40 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 9 | 5 | 20 | 34 | SKD | -7 | - | |
|
Jumping Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 4 | 11 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 4 | 16 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | nj = 12 ; dj = 11 | 6 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 12 | 8 | - | - | - | - | - | |
|
Command Normals
All of Hugo's command normals are important to him, so don't forget to use them in several matchups.
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 7 | 4 | 32 | 43 | -8 | -10 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 9 | 16 | 53 | 78 | HKD (+9) | -51 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 5 | 9 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 6 | 21 | 8 | 35 | X | X | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 8 | 8, (1), 1 | 2 | 20 | X | X | - | |
|
Throws
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 0 | Mid | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Special Moves
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
qcf B | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
qcf D | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
dp B | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
dp D | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
qcb A | - | - | Mid | - | - | - | - | - | - | - | - | +8 | +2 | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
qcb C | - | - | Mid | - | - | - | - | - | - | - | - | +16 | +10 | - |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Super Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
14x5 | 18 | Mid (Overhead on 3rd) | 2x5 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
56 | 56 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Exceed
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
48x3 | 48 | Throw | 0 | 0 | 0 | X | 0+0 | 1 | 24 | 25 | HKD (+36) | X | 1F (Full invulnerability at the very start.) | |
|
Strategy
Basic Strategy
Hugo's Game Plan
Hugo's unique parries and 360 command grab are the crux of his game plan, allowing him to retaliate from otherwise tense defensive situations with decent damage. His st.A/cr.A and f+A are his go-to pokes, and qcb+P can be used to dish out more significant damage on punishes. Despite qcb+P's heavy frame advantage, GCFS prevents claps from being more abusable against more knowledgeable opponents, so you will have to mix up your timing or your offensive options with buttons like cl.C or cr.D to score knockdowns. Hugo can be slow, but he has multiple ways to travel the screen, including his dash which is less committal due to being cancellable with a button in SVC, his dp+K which can sometimes be used to escape the corner, his running specials like qcf+K and 360+K, and his qcfx2+P super which runs forward surprisingly fast while the button used to perform it is being held.
Advanced Strategy
Using Parry
Hugo's parry is an essential tool for dealing with SVC's zoning, as you can cancel immediately after a successful parry into other moves. Notably, SVC doesn't have any low-hitting projectiles (take that Sagat), so Hugo can take advantage of the longer active frames on his high parry to absorb and incoming projectiles and position himself to punish with moves like Monster Lariat, scoring a knockdown and allowing him to initiate his game plan.
Match-Ups
Combos
SVC Chaos: SNK VS Capcom Quick Combo Notation Guide | |
---|---|
May change to numpad notation much later down the road. |
Starters
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
qcb+P Punish - qcb+C, qcb+A | TBA | TBA | TBA | TBA |
BnB Combos
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
qcb+P Punish, any follow-up | TBA | TBA | TBA | TBA | The foundation of all of Hugo's best combos. Keep in mind that this should be largely reserved for punishes only, as claps are unsafe if the opponent uses GCFS against them. |
(qcb+P Punish,) cr.A, qcf+K | TBA | TBA | TBA | TBA | A simple combo. You need to input the qcf+K right after the cr.A. Only works from a single cr.A due to the spacing. |
(qcb+P Punish,) cr./cl.A x5 | TBA | TBA | TBA | TBA | Use this if you need space. |
(qcb+P Punish,) cr.A, hcb+K, dp+K | TBA | TBA | TBA | TBA | A standard example of being able to combo into Ultra Throw that ends with Hugo's anti-air grab. |
(qcb+P Punish,) cr.A, hcb+K, qcf+K | TBA | TBA | TBA | TBA | An alternate ender to the Ultra Throw combo that leads to a different knockdown. |
qcb+P Punish, (cr.A x2,) 360+P | TBA | TBA | TBA | TBA | An example of being able to combo into Hugo's 360. |
(qcb+P Punish,) cr.A, hcb+K, qcfx2+K | TBA | TBA | TBA | TBA | The most damaging basic example of an Ultra Throw combo that uses meter. Great as a potential Max Mode combo ender without Exceed or if you need to burn meter otherwise. |
(qcb+P Punish / j.X,) cr.A x2, qcfx2+P | TBA | TBA | TBA | TBA | A tricky but possible combo. Good damage. |
qcb+P Punish, (cr.A x2,) Exceed | TBA | TBA | TBA | TBA | Much like with Hugo's 360, this route can be used to combo into Hugo's Exceed outside of Max Mode. Provides a better knockdown and significantly more damage. |
Max Mode Combos
In Max Mode, Hugo is a beast. He can cancel powerful moves like his f+A and his cl.D, for example. Now you'll see what he can do in his true form.
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
st.C, (C)qcf+K | TBA | TBA | TBA | TBA | A long range combo. Good to use if your opponent used a DP accidentally. |
qcb+C, cl.D(2), f+A, qcf+K | TBA | TBA | TBA | TBA | A tricky and good combo to start with. The damage is nice too. Watch out for the input after the f+A, because you can get a dp+K instead of a qcf+K. |
qcb+C, (Link) f+A, [(C)qcb+C, qcb+A, f+A,]xN, qcb+C, qcb+A, Exceed | TBA | TBA | TBA | TBA | Hugo's TOD combo with Exceed. You can just as easily initiate the combo with qcb+A or f+A as long as you enter the loop. If you've already used your Exceed, you can end with an Ultra Throw combo after the qcb+P link; the damage won't lead to a guaranteed TOD but will still be significant. |