Street Fighter 3: 3rd Strike/Hugo: Difference between revisions

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* Cancel options: self
* Cancel options: self
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/Stand%20LP}}
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/Stand%20LP}}
Shuts down mashers completely, occasional use for space control otherwise, lots of hurtbox extension, fairly niche.
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* Self meter gain: Whiff: 2, Hit: 12, Block: 8.
* Self meter gain: Whiff: 2, Hit: 12, Block: 8.
* Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
* Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
Along with crouch MP and crouch MK, forms the backbone of his neutral. Hugo slides forward during the swipe and can reach out low enough to counter many low pokes and sweeps, while retracting quickly to avoid whiff-punishes.
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/Stand%20MP}}
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/Stand%20MP}}
Really fun button, and a great poke for beginners. It can easily destroy low skill level players, with excellent reach and decent damage. However, the move is unsafe on block, meaning at higher levels it is rarely used. When Ken players start punishing MP on block with SA3, you'll know it's time to stop using this move.
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* Self meter gain: Whiff: 3, Hit: 21, Block: 11.
* Self meter gain: Whiff: 3, Hit: 21, Block: 11.
* Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
* Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
Overhead with deceptive range. Can be used as a pressure option after a deep jump-in to defeat guard jumps without being horribly unsafe on block. Will ground-slam airborne opponents.
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/Stand%20HP}}
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/Stand%20HP}}
This is an overhead move which does great stun/damage and is very easy to hit meaty thanks to its ample active frames. The move is slow enough to be visually reacted to, however very few players have enough experience fighting against Hugo to do this reliably. It's used very sparingly at higher levels, perhaps once a match after heavy conditioning.
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|description=
|description=
* Cancel options: sp su
* Cancel options: sp su
Surprisingly long-ranged move that can cancel into moves like Palm Bomber or Meat Squasher for sustained pressure.
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/Stand%20LK}}
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/Stand%20LK}}
An essential poke. Use it to set up frame traps with Giant Palm or an LK Meat Squasher.
LK will reach over low moves at the right spacing, such as sweep and low-forward. This means it can be used sparingly to apply pressure against character's attempting to bully with superior low normals. Somewhat overshadowed by cr.LK in a similar vein to cr.LP
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|data=
|data=
{{AttackData-3S
{{AttackData-3S
|startup=9
|startup=9, 25
|active=6
|active=6
|recovery=23
|recovery=23
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* Self meter gain: Whiff: 2, Hit: 13, Block: 7.
* Self meter gain: Whiff: 2, Hit: 13, Block: 7.
* Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
* Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
Two-hit attack where the second hit becomes an overhead. Mostly useful for its kara-cancel property but can also be used in odd situations like anti-air.
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/Stand%20MK}}
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/Stand%20MK}}
Suicide button, but also Hugo's best kara button, giving him an extremely easy kara into UOH + a decent kara throw.
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|name=Stand HK
|name=Stand HK
|input={{hk}}
|input={{hk}}
|subtitle=Drop Kick
|image=(hugoshk).gif
|image=(hugoshk).gif
|data=
|data=
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* Self meter gain: Whiff: 3, Hit: 21, Block: 11.
* Self meter gain: Whiff: 3, Hit: 21, Block: 11.
* Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
* Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
Infamously useless button that played a crucial role in Evo Moment #38.
Overhead attack that becomes airborne from frame 9. Can be steered with the joystick to extend or shorten the aerial drift.
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/Stand%20HK}}
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/Stand%20HK}}
button to use when youre feeling yourself
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* Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
* Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/Hammer%20Hook}}
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/Hammer%20Hook}}
Probably one of the worst buttons in the game, don't use outside of combos for the stun output. NOT AS USEFUL IN THE MIRROR AS YOU WOULD THINK
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<br>
<br>
<br>
<br>


==== Crouching Normals ====
==== Crouching Normals ====
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* Cancel options: self sp su
* Cancel options: self sp su
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/Crouch%20LP}}
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/Crouch%20LP}}
Essential hit confirm into SA3, but otherwise completely overshadowed by 2LK. You won't be using this often
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* Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
* Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/Crouch%20MP}}
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/Crouch%20MP}}
Essential, if clunky poke. You'll be using this to punish poorly-spaced fireballs and countering other pokes.
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* Self meter gain: Whiff: 3, Hit: 21, Block: 11.
* Self meter gain: Whiff: 3, Hit: 21, Block: 11.
* Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
* Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
Has significant forward shift, making it a surprisingly effective anti-air that slips past many jump-ins. Becomes airborne on frame 14.
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/Crouch%20HP}}
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/Crouch%20HP}}
only usable in the mirror otherwise you die
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|description=
|description=
* Cancel options: sp su
* Cancel options: sp su
Fast, low, cancelable button that is highly effective with Hammer Frenzy and EX Monster Lariat, or as a pressure button canceled into Palm Bomber or Meat Squasher. If blocked at point blank, can also be followed up with HP (overhead elbow) as a dirty high-low mixup.
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/Crouch%20LK}}
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/Crouch%20LK}}
Hugo's best button and one of the best lights in the game. You'll be using this constantly to check dashes or outframe other moves completely. Also your best cancel and frame-trap into clap/meat squasher. Hugo's best way of buffering Gigas by far
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* Self meter gain: Whiff: 2, Hit: 12, Block: 8.
* Self meter gain: Whiff: 2, Hit: 12, Block: 8.
* Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
* Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
Fastest sweep in the game; also possibly the farthest (outside of slides and Necro's sweep). Great for catching backdashes due to these traits.
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/Crouch%20MK}}
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/Crouch%20MK}}
Very, very good sweep - lots of range and active frames, fast, hits like a truck, gets you a lot of ground, making it an amazing counterpoke. Don't get too predictable with it as it's death on parry
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|onHitCrouch=D
|onHitCrouch=D
|onBlock=-43 ~ -18  
|onBlock=-43 ~ -18  
|parry=A
|parry=A, H
|damage=30
|damage=30
|stun=13
|stun=13
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* Self meter gain: Whiff: 3, Hit: 21, Block: 11.
* Self meter gain: Whiff: 3, Hit: 21, Block: 11.
* Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
* Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
Becomes an overhead halfway through. Horrible recovery time but can be useful as a surprise tool.
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/Crouch%20HK}}
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/Crouch%20HK}}
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FART ATTACK
<br>
<br>
<br>
<br>
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* Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
* Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/Jump%20MP}}
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/Jump%20MP}}
Nice air to air
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* Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
* Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/Jump%20HP}}
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/Jump%20HP}}
One of the best airs in the game, covers a third of the screen, tons of plus frames and damage and in general is hell for characters like Q or Akuma. Tends to whiff a lot on shorter characters, so be careful throwing it out.
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* Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
* Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/Jump%20MK}}
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/Jump%20MK}}
Hits very low very quickly, fairly useful at the end of a jump or after air parry and easily comboed out of. Hugo's fastest practical air but still overshadowed by j.HP/HK/Splash
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* Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
* Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/Jump%20HK}}
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/Jump%20HK}}
Hits like a truck, hits lower than j.HP. Useful against shorter characters. Has pretty low recovery, so you can sometimes feint it right before you hit the ground and trick the opponent into blocking
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* Self meter gain: Whiff: 3, Hit: 21, Block: 11.
* Self meter gain: Whiff: 3, Hit: 21, Block: 11.
* Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
* Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
The key behind Hugo's offensive pressure, Body Press can hit incredibly late during his jump-in, can crossup, and comes out fast enough to still work after jump-in parry attempts. Because it can hit so  early or late, it conditions opponents to be afraid of jumping away from a potential command grab (Moonsault Press, Ultra Throw, or Gigas Breaker).
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/Body%20Press}}
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/Body%20Press}}
Hugo's most fun move by far, tons of plus frames, crosses up, stays out forever. Would probably be broken on another character
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|description=
|description=
* 32 throw range
* 32 throw range
* Juggles into 5LP/2LP/2MP/EX lariat in the corner
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/Neck%20Hanging%20Three}}
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/Neck%20Hanging%20Three}}
Comboes into st.lp and/or cr.mp (or SA2/3 if you're wasteful) depending on the character, and gives tons of corner carry. Outside of the corner, do MK backbreaker to get right up in the opponent's face again.
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* 32 throw range
* 32 throw range
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/Body%20Slam}}
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/Body%20Slam}}
Leaves the opponent at the perfect clap range if they try to quick getup, and sets up a mixup if they don't. Deals lots of damage on top of that
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|stun=3
|stun=3
|description=
|description=
Can be kara'd with 5MK
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/Knee%20Attack}}
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/Knee%20Attack}}
Hugo doesn't need UOH that much thanks to having a much better overhead, but it's there to use
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{{AttackData-3S
{{AttackData-3S
|description=
|description=
* Unheld taunt - Increases damage for the next hit/combo (not throw) by 18.8% (maximum 1 taunt). Also increases defense for the rest of the round by 6.3% per taunt (maximum 4 taunts, 25% bonus)  
* Increases damage for the next hit/combo (not throw) by 18.8% (maximum 1 taunt).  
* Held taunt - Increases damage for the next hit/combo/throw by 25%. One taunt is the maximum.
* Increases defense for the rest of the round by 6.3% per taunt (maximum 4 taunts, 25% bonus)  
 
* When held increases damage for the next hit/combo/throw by 25%. One taunt is the maximum.
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/Intimidation}}
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/Intimidation}}
You probably won't be using this much or at all, especially the held version since it's much better to just use the time you spent taunting getting in instead
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*If this taunt is used, no bonus effect is applied
*If this taunt is used, no bonus effect is applied
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/Intimidation%20+%20Poison%20Taunt}}
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/Intimidation%20+%20Poison%20Taunt}}
ULTIMATE DISRESPECT
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* Self meter gain: Whiff: 2, Hit: 31, Block: ---.
* Self meter gain: Whiff: 2, Hit: 31, Block: ---.
* Opponent meter gain: Whiff: 0, Hit: 8, Block: ---.
* Opponent meter gain: Whiff: 0, Hit: 8, Block: ---.
Great for catching jump-outs, not so great for catching jump-ins due to how easily he can be hit in the face. Cannot be parried. LK version has a short, shallow angle.
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/LK%20Shootdown%20Backbreaker}}
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/LK%20Shootdown%20Backbreaker}}
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* Self meter gain: Whiff: 2, Hit: 31, Block: ---.
* Self meter gain: Whiff: 2, Hit: 31, Block: ---.
* Opponent meter gain: Whiff: 0, Hit: 8, Block: ---.
* Opponent meter gain: Whiff: 0, Hit: 8, Block: ---.
Cannot be parried. MK version has significant startup but goes farther than LK version.
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/MK%20Shootdown%20Backbreaker}}
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/MK%20Shootdown%20Backbreaker}}
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* Self meter gain: Whiff: 2, Hit: 31, Block: ---.
* Self meter gain: Whiff: 2, Hit: 31, Block: ---.
* Opponent meter gain: Whiff: 0, Hit: 8, Block: ---.
* Opponent meter gain: Whiff: 0, Hit: 8, Block: ---.
Cannot be parried. HK version has very far range and height and is great for following up an Ultra Throw if you're looking for corner carry.
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/HK%20Shootdown%20Backbreaker}}
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/HK%20Shootdown%20Backbreaker}}
"Anti-air" special move, but it loses to practically every jump-in, but unfortunately still basically Hugo's only anti-air. Hugo's most consistent option if you parry a jump-in and best option out of ultra throw. You can get a safe taunt out of this, but abusing the hard knockdown to get some ground is a much better idea. Button strength affects startup/distance travelled. HK version is sometimes useful as a hail-mary to get out of the corner.
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* Opponent meter gain: Whiff: 0, Hit: 8, Block: ---.
* Opponent meter gain: Whiff: 0, Hit: 8, Block: ---.
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/HP%20Moonsault%20Press}}
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/HP%20Moonsault%20Press}}
Hugo's most important move and what you'll want to condition the opponent into getting caught by. If you do the motion with 6321478P, be careful as if you miss UP then Hugo will try to clap instead, which usually results in you getting hit and losing ground. Light has more range than heavy but deals less damage, and strong is in the middle. NOT AN INVINCIBLE REVERSAL, meaning it can be shut down by a perfectly timed meaty, but still occasionally useful to get the opponent off you.
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* Opponent meter gain: Whiff: 0, Hit: 8, Block: ---.
* Opponent meter gain: Whiff: 0, Hit: 8, Block: ---.
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/HK%20Meat%20Squasher}}
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/HK%20Meat%20Squasher}}
Very hard to land, but if connected Hugo takes the opponent and puts them cornered in a side of the screen, and here's when Hugo can take advantage of the match. It doesn't do a lot of damage, but setups the opponent for you. Use the LK version immediately after a Body Press or when enemy likes to crouch in the middle of the screen, after a successful parry from an air attack, or during a parry on a ground attack. In those cases you can also do a Moonsault Press for the punish, but depend of your mixup game, the decision is yours to decide which attack you want to do, corner the enemy or punish him with a Moonsault. Throw-invincible during the run.
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=====<font style="visibility:hidden; float:right">63214+P</font>=====
=====<font style="visibility:hidden; float:right">214P</font>=====
{{MoveData
{{MoveData
|name=Giant Palm Bomber
|name=Giant Palm Bomber
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* Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
* Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/HP%20Giant%20Palm%20Bomber}}
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/HP%20Giant%20Palm%20Bomber}}
One of Hugo's best moves, very slow startup, but when hit or blocked but double-digits plus on block and can bait parries if used with SA1, making it an amazing move to use from a knockdown. LP clap is a nice high-priority poke and can catch many advancing moves like tackles or slash elbow. If you land a HP clap, you can either cash out LP clap>MP/EX lariat or gamble with a meat squasher to get the opponent straight to the corner. If you connect clap as an anti-air it can combo into backbreaker or lariat for incredible corner carry. Obliterates low-health characters especially Akuma
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{{AttackData-3S
{{AttackData-3S
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* Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
* Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/EX%20Giant%20Palm%20Bomber}}
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/EX%20Giant%20Palm%20Bomber}}
EX clap is rarely worth the meter. Instead save it for super moves which provide greater utility. Occasionally useful for chip kills.
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{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/HK%20Monster%20Lariat}}
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/HK%20Monster%20Lariat}}
}}
}}
Slow, death on block, terrible hitbox, practically impossible to combo into. Only sees niche use to close in space or after air connect clap.
{{AttackData-3S
{{AttackData-3S
|version=EX
|version=EX
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* Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
* Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/EX%20Monster%20Lariat}}
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/EX%20Monster%20Lariat}}
Very nice rewarding combo ender. You'll be using plenty of these if you run SA3, but if you're using SA1 retaining gigas is always better than spending meter on ex moves. If you do the move with negative edge (happens a lot if you special cancel quickly), Hugo is sent 3/4 screen, so be careful with how you combo into this.
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: none;"
}}
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* Opponent meter gain: Whiff: 0, Hit: 4, Block: ---.
* Opponent meter gain: Whiff: 0, Hit: 4, Block: ---.
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/HK%20Ultra%20Throw}}
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/HK%20Ultra%20Throw}}
Hard to find uses for, but very rewarding as a mixup, UT comboes grant more corner carry than SPD. UT > Clap > Backbreaker is a very scary option against a cornered opponent. Bizarrely the button strength affects the angle the opponent bounces off the wall at.
}}
}}
}}
}}
Line 941: Line 941:


==== Super Arts ====
==== Super Arts ====
=====<font style="visibility:hidden; float:right">42684268P</font>=====
=====<font style="visibility:hidden; float:right">4268426P</font>=====
{{MoveData
{{MoveData
|name=Gigas Breaker
|name=Gigas Breaker
|input={{360}}{{360}}+{{p}}
|input={{360}}{{hcb}}+{{p}}
|image=(hugosa1).gif
|image=(hugosa1).gif
|data=
|data=
{{AttackData-3S
{{AttackData-3S
|startup=1+0
|startup=0
|active=2
|active=2
|recovery=36
|recovery=36
Line 955: Line 955:
|description=
|description=
* 55 throw range
* 55 throw range
* 50% chance to catch the opponent if they jump on frame of activation
* If final hit will inflict fatal damage and timer hits 00 near the peak of the final leap, game time-out will be disabled
* If final hit will inflict fatal damage and timer hits 00 near the peak of the final leap, game time-out will be disabled
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/Gigas%20Breaker}}
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/Gigas%20Breaker}}
Hugo's most powerful Super Art, one of the most damaging in the game. A pseudo invincible grab, with excellent range and instant startup, making it unjumpable.
Gigas does not require a full 720 motion. Instead 540 degrees, most usually executed as: 6321478963214 is enough. Only the cardinal directions are required.
Good opponents will dramatically change their playstyle when this super is ready, in order to avoid a quick and painful death.
}}
}}
}}
}}
Line 1,002: Line 1,000:
* 51 throw range
* 51 throw range
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/HK%20Megaton%20Press}}
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/HK%20Megaton%20Press}}
Strength of button affects the travel distance and startup. Stocks 2 and very fast, but loses to practically everything. Can combo after neutral throw/ultra throw but is severely affected by scaling.
use if you're feeling yourself or for the memes
}}
}}
}}
}}
Line 1,011: Line 1,007:
|name=Hammer Frenzy
|name=Hammer Frenzy
|input={{qcf}}{{qcf}}+{{p}} (SA3)
|input={{qcf}}{{qcf}}+{{p}} (SA3)
|subtitle=Hammer Mountain (JP)
|image=(hugosa3).gif
|image=(hugosa3).gif
|data=
|data=
{{AttackData-3S
{{AttackData-3S
|startup=4
|startup=5
|active=18
|active=18
|recovery=47
|recovery=47
Line 1,023: Line 1,020:
|description=
|description=
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/Hammer%20Frenzy}}
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/Hammer%20Frenzy}}
Gives Hugo a valuable hit-confirm and true reversal, as well as ample meter to play with EX moves. Deals tons of damage/stun out of claps, even being able to touch-of-stun Akuma/Remy in the right circumstances. Has a cheeky overhead which can catch lots of lower level players off
}}
}}
}}
}}

Revision as of 03:10, 14 March 2025

Introduction

Hugo (or Andore as he was called in his initial debut as an enemy in the beat-em-up series Final Fight) is an ex-member of the Mad Gear Gang. His old gang now fallen, Hugo is determined to become the number one wrestler in the world, with his former gang member and long-time friend Poison as his manager. Hugo was first introduced to the Street Fighter series in Street Fighter III: 2nd Impact

Hugo is 3rd Strike's most straightforward grappler, moreso than Alex, and as such, requires exceptional patience to play. His impressive damage output puts a lot of mental overhead on the opponent and enables him to take games in only a few interactions if he can lock them down, but his slow move speed, committal buttons and unconventional-to-bad anti airs mean he often gets overwhelmed. Hugo is also the largest character in 3rd Strike, meaning he has a big set of hurtboxes, and combined with his unsafe pokes makes him exploitable in neutral and severely vulnerable against moves that aren't very strong versus other characters.

Super Arts

SA1: Gigas Breaker

Recommended

Gigas Breaker is great because it forces the opponent to play Hugo's game, lest they instantly lose half their health. Can be setup in a variety of ways including an SJ cancel/Tachi gigas. It can also be buffered in a dash, but is mostly used in a situation where a parry or block can lead to fat ass damage. Drawbacks include a lack of combo-ability and loss of some EX potential. Hayao is arguably the best known SAI player, also notable is Eriho.

  • Does incredible damage.
  • Instant startup, beats many moves.
  • Puts a lot of mental overhead on the opponent.
  • Usually takes close to or an entire round to fill the meter
  • If missed, Hugo is screwed.
  • Always be buffering 360 motions into your normals, jumps and other moves. This allows you to execute a second 360 on reaction, and thus Gigas on demand, without jumping.

SA2: Megaton Press

Not Recommended

Hugo's version of Aerial Russian Slam, being similarly useless. It has very low priority and is hard to land versus an aware opponent. It can be used to counter characters who want to be in the air a lot and force them to play a ground game. Can be comboed into in place of backbreaker. Most people pass it up to have either the power of Gigas or the flexibility of Hammer Mountain.

  • Excellent damage if hit raw
  • Gives Hugo a decent amount of EX to play with
  • Zero invulnerability; gets stuffed by most jump-ins if used on reaction
  • Particularly affected by damage scaling

SA3: Hammer Mountain

Recommended

Hammer Mountain is Hugo's most flexible SA. It deals decent damage and stun, can be used on wakeup or to charge through poke strings and as a whiff punisher. Easily confirmable from claps and jumping normals and allows for EX usage. The best known SAIII player is YSB. Hammer mountain is the best choice if you want to play a more hit-confirm based play-style, as opposed to the reactive style of Gigas.

  • Good damage output.
  • Has running/cancel gimmick, which is useful for longer range confirms.
  • Ample invincibility on startup
  • Great corner with a potent knockdown Hugo can capitalize on
  • Lots of moves that confirm into it
  • Occasional consistency issues
  • Easily baitable and death on block or whiff.
  • Cheeky overhead
Strengths Weaknesses
  • Highest unbuffed health in the game, and with taunts that can increase it further, which leads to a long match in which the opponent makes more mistakes
  • Longest range light attacks in the game, and many pokes with very far reach. His pressure moves also reach fairly far
  • Excellent damage output and can take the round off of 2 to 3 right guesses.
  • Claps allow for tight and extremely versatile pressure and mix-ups.
  • Very threatening with super, SA1 allows for tight and scary punishes, while SA3 is easily confirmable, corner carries well and has great range.
  • Limited pool of normals to choose from, most notably no consistent anti airs.
  • Slow pokes, making it difficult to whiff punish a lot of characters on reaction.
  • No true reversal outside of super, making it very hard for him to escape pressure if he starts a round on the back foot
  • Huge, tall hurtbox allows for unique combos and setups against him, and make certain moves that are trivial against other characters incredibly threatening for him.
  • Awful mobility, struggles to get in to start his pressure and his slow, floaty jump arc leaves him very vulnerable to anti airs.
  • Some characters have all the tools to easily and safely stay away from him.

Character Colors

(hcolor).gif
Hugo
#3S_HU
3S Hugo Art.png
Vitals
Life Points 1385
Stun Points 72
Super Art Stock/Size
SA1 1/128
SA2 2/112
SA3 2/88
Ground Movement
Forward Dash duration/distance 22 (80px)
Back Dash duration/distance 22 (69px)
Jumping
Back Jump duration 42(6+33+3)
Neutral Jump duration 44(6+35+3)
Forward Jump duration 43(6+34+3)
Back Super Jump duration 50(8+39+3)
Neutral Super Jump duration 49(8+38+3)
Forward Super Jump duration 50(8+39+3)
Wake up
Wake up duration 69
Quick rise duration 54
3S Frame Data Glossary
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 an asterisk (ex: 3*5). If there is a gap between sets of active frames, the gap is denoted by a number in parentheses (ex: 2(4)2)

Attack

Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked).

Cancel options

Available cancel options.

  • "ch": Chain cancel (into itself or another light attack), refer to description for options.
  • "self": Self-only chain cancel. Much more restrictive than a standard chain cancel.
  • "tc": Target combo, refer to description for options. Successive attacks in a target combo may warrant their own move entry.
  • "dash": Grounded dashes.
  • "sj": Super jump.
  • "sp": Special move.
  • "su": Super Art.
Damage

Attack damage on hit in life points. Notation may denote multi-hit or "sweet spot" damage values on certain frames.

Hit/Block

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. D refers to knockdown on hit.

"Cr. Hit" is an additional frame advantage value denoting if the advantage on hit changes when the defender is being hit while crouching.

Kara Range

Almost all normal attacks can be canceled into a special or a multi-button command within three frames of startup. During that time, some attacks will shift position forward or backward and affect the reach of the special or command accordingly. This is denoted in pixels of range. There are a handful of moves in the game that can be kara-canceled after this initial window and will be denoted as a late kara-cancel.

Link

A combo that is performed by inputting the second move after the first move has completely recovered (as opposed to cancelling the first move's animation). In 3S, the final frame of a move's hitstun allows a character to block a normal or special move, as well as some projectile supers. Therefore, an attack's frame advantage must be 2 frames greater than the followup move's startup in order to link. Ex: a +6 normal can link into a 4f normal/special, or a 5f super.

Parry

This field will show a value of A if the attack can be parried standing or crouching, H if it must be parried standing or L if it must be parried crouching.

Recovery

How many frames it takes for a move to finish after it's been active.

Startup

How many frames it takes before the move becomes 'active' or has a hitbox. 3S uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4.

Stun

Amount of stun added to the opponent's stun bar on hit.

Throw range

Range in pixels from the center of the character to the center of the opponent which allows a grab to connect.

Frame Data

Standing Normals

5LP
Stand LP
Lp.png
(hugolp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
4 4 8 -1 -1 -1 6 5 - - A
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options: self
FATonline.png
5MP
Stand MP
Mp.png
(hugomp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
10 7 12 -5 - 1 21 13 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 2, Hit: 12, Block: 8.
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.

Along with crouch MP and crouch MK, forms the backbone of his neutral. Hugo slides forward during the swipe and can reach out low enough to counter many low pokes and sweeps, while retracting quickly to avoid whiff-punishes.

FATonline.png
5HP
Stand HP
Hp.png
(hugohp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
16 7 15 -3 -1 1 30 21 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 3, Hit: 21, Block: 11.
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.

Overhead with deceptive range. Can be used as a pressure option after a deep jump-in to defeat guard jumps without being horribly unsafe on block. Will ground-slam airborne opponents.

FATonline.png
5LK
Stand LK
Lk.png
(hugolk).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
5 4 9 1 1 1 8 3 - - A
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options: sp su

Surprisingly long-ranged move that can cancel into moves like Palm Bomber or Meat Squasher for sustained pressure.

FATonline.png
5MK
Stand MK
Mk.png
(hugomk).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
9, 25 6 23 -4 1 3 19 13 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • 8 kara range
  • Self meter gain: Whiff: 2, Hit: 13, Block: 7.
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.

Two-hit attack where the second hit becomes an overhead. Mostly useful for its kara-cancel property but can also be used in odd situations like anti-air.

FATonline.png
5HK
Stand HK
Drop Kick
Hk.png
(hugoshk).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
21 8 28 -18 -2 3 26 19 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 3, Hit: 21, Block: 11.
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.

Infamously useless button that played a crucial role in Evo Moment #38.

Overhead attack that becomes airborne from frame 9. Can be steered with the joystick to extend or shorten the aerial drift.

FATonline.png




Command Normals

6HP
Hammer Hook
F.png+Hp.png
(hugofhp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
14 4 33 -14 4 4 28 21 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 3, Hit: 21, Block: 11.
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
FATonline.png




Crouching Normals

2LP
Crouch LP
D.png+Lp.png
(hugoclp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
4 3 8 -1 -1 -1 5 3 - - A
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options: self sp su
FATonline.png
2MP
Crouch MP
D.png+Mp.png
(hugocmp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
7 5 12 -2 -1 - 16 3 - - A
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 2, Hit: 12, Block: 8.
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
FATonline.png
2HP
Crouch HP
D.png+Hp.png
(hugochp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
13 10 37 -29 D D 19 13 - - A
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • 6 kara range
  • Self meter gain: Whiff: 3, Hit: 21, Block: 11.
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.

Has significant forward shift, making it a surprisingly effective anti-air that slips past many jump-ins. Becomes airborne on frame 14.

FATonline.png
2LK
Crouch LK
D.png+Lk.png
(hugoclk).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
3 3 7 2 2 2 7 3 - - L
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options: sp su

Fast, low, cancelable button that is highly effective with Hammer Frenzy and EX Monster Lariat, or as a pressure button canceled into Palm Bomber or Meat Squasher. If blocked at point blank, can also be followed up with HP (overhead elbow) as a dirty high-low mixup.

FATonline.png
2MK
Crouch MK
D.png+Mk.png
(hugocmk).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
8 5 17 -5 D D 17 3 - - L
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 2, Hit: 12, Block: 8.
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.

Fastest sweep in the game; also possibly the farthest (outside of slides and Necro's sweep). Great for catching backdashes due to these traits.

FATonline.png
2HK
Crouch HK
D.png+Hk.png
(hugochk).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
11 23 35 -43 ~ -18 D D 30 13 - - A, H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 3, Hit: 21, Block: 11.
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.

Becomes an overhead halfway through. Horrible recovery time but can be useful as a surprise tool.

FATonline.png




Jumping Normals

j.LP
Jump LP
U.png/Uf.png+Lp.png
(hugojlp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
4 11 - - - - 7 9 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
FATonline.png
j.MP
Jump MP
U.png/Uf.png+Mp.png
(hugojmp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
7 8 - - - - 17 13 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 2, Hit: 12, Block: 8.
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
FATonline.png
j.HP
Jump HP
U.png/Uf.png+Hp.png
(hugojhp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
12 5 - - - - 26 17 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 3, Hit: 21, Block: 11.
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
FATonline.png
j.LK
Jump LK
U.png/Uf.png+Lk.png
(hugojlk).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
4 16 - - - - 10 7 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
FATonline.png
j.MK
Jump MK
U.png/Uf.png+Mk.png
(hugojmk).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
6 7 - - - - 17 11 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 2, Hit: 12, Block: 8.
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
FATonline.png
j.HK
Jump HK
U.png/Uf.png+Hk.png
(hugojhk).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
12 7 - - - - 23 15 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 3, Hit: 21, Block: 11.
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
FATonline.png
2HP (air)
Body Press
D.png+Hp.png (air)
(hugojdhp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
9 - - - - - 17 17 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 3, Hit: 21, Block: 11.
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.

The key behind Hugo's offensive pressure, Body Press can hit incredibly late during his jump-in, can crossup, and comes out fast enough to still work after jump-in parry attempts. Because it can hit so early or late, it conditions opponents to be afraid of jumping away from a potential command grab (Moonsault Press, Ultra Throw, or Gigas Breaker).

FATonline.png




Throws

LPLK (mash)
Neck Hanging Three
Lp.png+Lk.png (mash)
(hugonht).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
2 1 21 - D D 21 27 - - -
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • 32 throw range
  • Juggles into 5LP/2LP/2MP/EX lariat in the corner
FATonline.png
4/6LPK
Body Slam
B.png/F.png+Lp.png+Lk.png
(hugobs).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
2 1 21 - D D 28 12 - - -
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • 32 throw range
FATonline.png




Universal Overhead

MPMK
Knee Attack
Mp.png+Mk.png
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
15 10 5 -5 ~ +2 0 ~ +8 1 ~ +9 7 3 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -

Can be kara'd with 5MK

FATonline.png




Taunts

HPHK
Intimidation
Hp.png+Hk.png
(hugotaunt).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
- - - - - - - - - - -
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Increases damage for the next hit/combo (not throw) by 18.8% (maximum 1 taunt).
  • Increases defense for the rest of the round by 6.3% per taunt (maximum 4 taunts, 25% bonus)
  • When held increases damage for the next hit/combo/throw by 25%. One taunt is the maximum.
FATonline.png
STHPHK
Intimidation + Poison Taunt
Hp.png+Hk.png+(Start)
(hugotauntpoison).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
- - - - - - - - - - -
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • If this taunt is used, no bonus effect is applied
FATonline.png




Special Moves

623K
Shootdown Backbreaker
Dp.png+K.png
(hugosbb).gif
Lk.png/Mk.png/Hk.png
LK Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
5 9 30 - - - 32 14 - - -
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • 34 throw range
  • Self meter gain: Whiff: 2, Hit: 31, Block: ---.
  • Opponent meter gain: Whiff: 0, Hit: 8, Block: ---.

Great for catching jump-outs, not so great for catching jump-ins due to how easily he can be hit in the face. Cannot be parried. LK version has a short, shallow angle.

FATonline.png


MK Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
17 10 25 - - - 32 14 - - -
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • 39 throw range
  • Self meter gain: Whiff: 2, Hit: 31, Block: ---.
  • Opponent meter gain: Whiff: 0, Hit: 8, Block: ---.

Cannot be parried. MK version has significant startup but goes farther than LK version.

FATonline.png


HK Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
12 12 29 - - - 32 14 - - -
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • 30 throw range
  • Self meter gain: Whiff: 2, Hit: 31, Block: ---.
  • Opponent meter gain: Whiff: 0, Hit: 8, Block: ---.

Cannot be parried. HK version has very far range and height and is great for following up an Ultra Throw if you're looking for corner carry.

FATonline.png
4268P
Moonsault Press
360.png+P.png
(hugomsp).gif
Lp.png/Mp.png/Hp.png
LP Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
2 2 36 - - - 42 18 - - -
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • 44 throw range
  • Self meter gain: Whiff: 2, Hit: 31, Block: ---.
  • Opponent meter gain: Whiff: 0, Hit: 8, Block: ---.
FATonline.png


MP Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
2 2 36 - - - 45 18 - - -
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • 38 throw range
  • Self meter gain: Whiff: 2, Hit: 31, Block: ---.
  • Opponent meter gain: Whiff: 0, Hit: 8, Block: ---.
FATonline.png


HP Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
2 2 36 - - - 49 18 - - -
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • 32 throw range
  • Self meter gain: Whiff: 2, Hit: 31, Block: ---.
  • Opponent meter gain: Whiff: 0, Hit: 8, Block: ---.
FATonline.png
4268K
Meat Squasher
360.png+K.png
(hugomsquasher).gif
Lk.png/Mk.png/Hk.png
LK Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
21 ~ 24 2 30 - - - 28 13 - - -
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • 32 throw range
  • Self meter gain: Whiff: 2, Hit: 31, Block: ---.
  • Opponent meter gain: Whiff: 0, Hit: 8, Block: ---.
FATonline.png


MK Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
31 ~ 52 2 33 - - - 28 13 - - -
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • 32 throw range
  • Self meter gain: Whiff: 2, Hit: 31, Block: ---.
  • Opponent meter gain: Whiff: 0, Hit: 8, Block: ---.
FATonline.png


HK Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
44 ~ 67 2 36 - - - 28 13 - - -
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • 32 throw range
  • Self meter gain: Whiff: 2, Hit: 31, Block: ---.
  • Opponent meter gain: Whiff: 0, Hit: 8, Block: ---.
FATonline.png
214P
Giant Palm Bomber
Qcb.png+P.png
(hugogpb).gif
Lp.png/Mp.png/Hp.png
Handy infographic2.png
hitbox infographic
(hugogpbex).gif
Ex.png
LP Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
17 2 9 11 13 15 19 15 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options: su
  • Self meter gain: Whiff: 3, Hit: 22, Block: 12.
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
FATonline.png


MP Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
19 2 7 16 18 20 22 17 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options: su
  • Self meter gain: Whiff: 3, Hit: 22, Block: 12.
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
FATonline.png


HP Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
22 2 6 19 21 23 24 19 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options: su
  • Self meter gain: Whiff: 3, Hit: 22, Block: 12.
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
FATonline.png


EX Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
22 3 10 10 - - 36 12 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options: su
  • Self meter gain: Whiff: -40, Hit: -40, Block: -40.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
FATonline.png
236K
Monster Lariat
Qcf.png+K.png
(hugoml).gif
Lk.png/Mk.png/Hk.png
(hugomlex).gif
Ex.png
LK Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
11 5 21 ~ 25 -8 - - 26 11 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 3, Hit: 18, Block: 12.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png


MK Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
15 5 23 ~ 27 -10 - - 28 13 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 3, Hit: 18, Block: 12.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png


HK Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
24 5 24 ~ 28 -11 - - 30 15 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 3, Hit: 18, Block: 12.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png


EX Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
6 6 31 ~ 35 -22 - - 24 13 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: -40, Hit: -40, Block: -40.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
FATonline.png
63214K
Ultra Throw
Hcb.png+K.png
(hugout).gif
Lk.png/Mk.png/Hk.png
LK Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
7 2 36 - - - 12 7 - - -
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • 23 throw range
  • Self meter gain: Whiff: 2, Hit: 20, Block: ---.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: ---.
FATonline.png


MK Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
7 2 36 - - - 12 7 - - -
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • 23 throw range
  • Self meter gain: Whiff: 2, Hit: 20, Block: ---.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: ---.
FATonline.png


HK Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
7 2 36 - - - 12 7 - - -
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • 23 throw range
  • Self meter gain: Whiff: 2, Hit: 20, Block: ---.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: ---.
FATonline.png




Super Arts

4268426P
Gigas Breaker
360.pngHcb.png+P.png
(hugosa1).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
0 2 36 - - - 102 18 - - -
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • 55 throw range
  • 50% chance to catch the opponent if they jump on frame of activation
  • If final hit will inflict fatal damage and timer hits 00 near the peak of the final leap, game time-out will be disabled
FATonline.png
236236K (SA2)
Megaton Press
Qcf.pngQcf.png+K.png (SA2)
(hugosa2).gif
Lk.png/Mk.png/Hk.png
LK Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
3 12 30 - - - 75 27 - - -
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • 51 throw range
FATonline.png


MK Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
5 16 34 - - - 75 27 - - -
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • 51 throw range
FATonline.png


HK Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
6 20 36 - - - 75 27 - - -
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • 51 throw range
FATonline.png
236236P (SA3)
Hammer Frenzy
Hammer Mountain (JP)
Qcf.pngQcf.png+P.png (SA3)
(hugosa3).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
5 18 47 -29 - - 64 24 - - A
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
FATonline.png

3S Navigation

General
Controls
Notation
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Characters
Akuma
Alex
Chun-Li
Dudley
Elena
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Ibuki
Ken
Makoto
Q
Necro
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Remy
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Sean
Twelve
Urien
Yang
Yun
Gill