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{{NASB Character Intro|char=hugh |full=Hugh Neutron|short= | {{NASB Character Intro|char=hugh |full=Hugh Neutron|short=Hugh | ||
| franchise = Jimmy Neutron: Boy Genius | | franchise = Jimmy Neutron: Boy Genius | ||
| weight = | | weight = | ||
| charactercord = | | charactercord = | ||
| homestage = | | homestage = Duck, Duck, Pie! | ||
|content= | |content= | ||
Line 12: | Line 12: | ||
|content1= | |content1= | ||
== Story == | == Story == | ||
'''''Once when I was seven years old I sat on a banana, and of course, that changed my life.''''' | |||
Hubert Beaumont "Hugh" Neutron is the father of Jimmy Neutron. He hails from the titular series ''Jimmy Neutron: Boy Genius''. He's a very eccentric, goofy man with a fascination for pies and ducks. He's known to be quirky and absent-minded, but is always a good-natured father figure at the end of the day to his son Jimmy, and a loving husband to his wife Judy.<br> | |||
Hugh's inclusion in Nickelodeon All-Star Brawl originated from an internet campaign to add him to the game, backed by none other than his voice actor, Mark DeCarlo. He was later added as the Summer DLC for the Universe Pack. | |||
== Gameplay == | == Gameplay == | ||
Much like his personality, Hugh is a very quirky and unorthodox character in Nick All-Star Brawl. For example, he is extremely slow on the ground when just using his dash, but to make up for it, his wavedash is one of, if not the best in the game due to how slippery it is. He is also the only floaty character in the game, having a double jump that allows him to soar in the air higher than the rest of the cast. Perhaps most unique to Hugh, though, is the fact that he has a back air. By holding strafe and back when performing a neutral air, Hugh will instead do his back air move. This is extremely useful for edgeguarding and his combo game. He also has a great recovery, as both his up special and double jump help aid him when the time comes. | |||
Hugh's full potential has yet to be explored in full detail as he is a rather new addition to the cast. However, from what is known thus far, he is most proficient at edgeguarding and anti-airing his opponents, while struggling if he gets stuck in a combo or his opponent lands on top of him offstage.<br> | |||
<br> | |||
Oh, also, by doing [[File:360.png]]+Taunt, he will do his own version of Chun-Li's Hoyokusen. No, I'm not kidding. | |||
|content2= | |content2= | ||
{{Content Box|content= | {{Content Box|content= | ||
<center><youtube> | <center><youtube>sLr26gYGHZ4</youtube></center> | ||
}} | }} | ||
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{{ProConTable | {{ProConTable | ||
|pros= | |pros= | ||
* | *One of if not the best wavedash in the game. Sends him very far forward and is useful for getting in on opponents as well as giving him tricky movement. | ||
*Double jump allows him to go higher than any other character in the game. This is useful for both edgeguarding and his combo game. | |||
**Only character in the game that can double jump cancel. Can carry momentum from his double jump into his aerials. | |||
*Strong anti-air game with his neutral air and back air. Back air in particular allows for very unique combos. | |||
*Taunt kick move does '''30%''' and kills most light characters around 80%. It's also Frame 8. | |||
*Strong Up Air and Down Strong are both great kill moves. | |||
*His Light Down Air is very safe on block (+5), very disjointed, can be canceled on hit, and is very good against more linear recoveries such as Nigel and CatDog's. | |||
*Relatively decent pokes, in both Down Light (1 and 2) and Jab. | |||
*Okay projectiles. | |||
*Best voice acting in the game. Hugh Nation! | |||
|cons= | |cons= | ||
* | * Hugh is ''abhorrently'' slow on the ground without his wavedash. He has the same run speed as Reptar. | ||
* Tall midweight, with a floaty double jump. This allows him to get comboed easily and combo-heavy characters like Garfield can be a real struggle. | |||
* Down Light 3-5 are pretty bad. | |||
*Both of his down aerials are "stall-n-falls", meaning he cannot cancel the move until he hits the ground or (in Light Down Air's case) the opponent. This makes breaking out of combos significantly harder for him to do, and edgeguarding with these moves can be an extreme risk. | |||
* Worst strong dash in the game. Can't be used to cancel into another move, its horrendously slow and its only real use is for a Hail Mary edgeguard situation. | |||
* As of the Rocko patch, his kick move is considerably harder to do due to a bug, hindering its usability in his kit. | |||
* Due to his double jump, he struggles to get out of Down Air chains compared to most of the cast. | |||
* Very unorthodox and input-heavy character with a lot of weaknesses, meaning he is hard to use at higher levels. | |||
}} | }} | ||
== Moves List == | |||
=== Light Attacks === | |||
{{MoveData | |||
|image= NASBHUGHNL.png | |||
|caption= "You can't beat the classics!" | |||
|name= Pie to the Face | |||
|input= 5L / Neutral Light | |||
|data= | |||
{{AttackData-NASB | |||
|Damage=5% | |||
|Startup=5 | |||
|Active=5-6 | |||
|Total Frames=32 | |||
|Safety=-18 / -4 | |||
|description= | |||
* A quick jab with a pie, good for stunlocking. | |||
* This move can cancel into Light Neutral 2 on frames 16-17. | |||
* Block safety is -20 normally, but is -6 when cancelled into Light Neutral 2. | |||
}} | |||
{{AttackData-NASB | |||
|Damage=5% | |||
|Startup=4 | |||
|Active=4-7 | |||
|Total Frames=32 | |||
|Safety=-19 / +1 | |||
|description= | |||
* Continued pie swipes, good for comboing larger characters and intercepting incoming moves. | |||
* This move can cancel into itself on frames 10-17. | |||
* Block safety is -19 normally, but is +1 when cancelled into itself. | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= NASBHUGHUL.png | |||
|caption= "Ha! Get down! Bend the knee! Bend the knee and touch the sky! Ha!" | |||
|name= The Osseus System Jam | |||
|linkname= 8L | |||
|input= 8L / Up Light | |||
|data= | |||
{{AttackData-NASB | |||
|Damage=6% | |||
|Startup=5 | |||
|Active=5-9 | |||
|Total Frames=30 | |||
|Safety=-16 | |||
|description= | |||
* Hugh points upwards, very good for juggling and transitioning grounded combos to aerial ones. | |||
* This move can be held, but the hitbox does not remain active. However, you can input left and right to scoot around. It's fun! | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= HUGHDL1.png | |||
|caption= "When you're a duck you're a duck all the way!" | |||
|image2= NASBHUGHDL.png | |||
|caption2= "From the first time you quack to the last egg you lay!" | |||
|image3= HUGHDL3.png | |||
|caption3= "When you're a duck you live in a blind!" | |||
|image4= HUGHDL4.png | |||
|caption4= "With a little orange and some fresh melon rind!" | |||
|image5= HUGHDL5.png | |||
|caption5= "Du-u-u-u-u-ucks! The Musical." | |||
|name= Ducks the Musical | |||
|linkname= 2L | |||
|input= 2L / Down Light | |||
|data= | |||
{{AttackData-NASB | |||
|Damage=7% | |||
|Startup=6 | |||
|Active=6-8 | |||
|Total Frames=25 | |||
|Safety=-10 / -6 | |||
|description= | |||
Hugh performs a 5-part sliding dance. Each subsequent press of the light button performs the next step in the dance. A low hitting move that knocks opponents into the air and spikes airborne opponents offstage. | |||
* Cancels into Light Down 2 as early as frame 19. | |||
* Block safety is -10 normally, but -6 when cancelled into Light Down 2. | |||
}} | |||
{{AttackData-NASB | |||
|Damage=7% | |||
|Startup=4 | |||
|Active=4-7 | |||
|Total Frames=25 | |||
|Safety=-12 / -9 | |||
|description= | |||
* Cancels into Light Down 3 as early as frame 19. | |||
* Block safety is -12 normally, but -9 when cancelled into Light Down 3.<br> | |||
}} | |||
{{AttackData-NASB | |||
|Damage=7% | |||
|Startup=5 | |||
|Active=5-7 | |||
|Total Frames=25 | |||
|Safety=-11 / -8 | |||
|description= | |||
* Cancels into Light Down 4 as early as frame 19. | |||
* Block safety is -11 normally, but -8 when cancelled into Light Down 4.<br> | |||
}} | |||
{{AttackData-NASB | |||
|Damage=7% | |||
|Startup=5 | |||
|Active=5-9 | |||
|Total Frames=25 | |||
|Safety=-11 / -6 | |||
|description= | |||
* Cancels into Light Down 5 as early as frame 19. | |||
* Block safety is -11 normally, but -6 when cancelled into Light Down 5.<br> | |||
}} | |||
{{AttackData-NASB | |||
|Damage=7% | |||
|Startup=3 | |||
|Active=3-8 | |||
|Total Frames=35 | |||
|Safety=-23 | |||
|description= | |||
* The final hit. | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= HUGHLDASH.png | |||
|caption= "Hey, boys! Just going to get... woah!" | |||
|name= Flower Trip | |||
|linkname= 66L | |||
|input= 66L / Run Light | |||
|data= | |||
{{AttackData-NASB | |||
|Damage=5% | |||
|Startup=5 | |||
|Active=5-12 | |||
|Total Frames=46 | |||
|Safety=-37 | |||
|description= | |||
* Hugh trips on a flower, sending him forward with a little speed. | |||
* This move is very useful because it can be cancelled on hit. Try using it with Down Strong or jump and grab! | |||
}} | |||
}}<br> | |||
=== Jumping/Air Light Attacks === | |||
{{MoveData | |||
|image= HUGHNLA.png | |||
|caption= I'll try spinning, that's a good trick! | |||
|name= Straight Spin | |||
|linkname= j5L | |||
|input= j5L / Jump Neutral Light | |||
|data= | |||
{{AttackData-NASB | |||
|Damage=6% | |||
|Startup=6 | |||
|Active=6-12 | |||
|Total Frames=30 | |||
|Safety=-5 | |||
|Max Landing Lag= 16 | |||
|description= | |||
* A fairly standard spin move, covers all of Hugh's body. | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= HUGHBLA.png | |||
|caption= I'll try spinning, that's a good trick! (But on a different axis!) | |||
|name= Hugh Back Air | |||
|linkname= j4L | |||
|input= j4L / Jump Back Light | |||
|data= | |||
{{AttackData-NASB | |||
|Damage=1% (Multi) 6% (Final) | |||
|Startup=8 | |||
|Active=8-23 | |||
|Total Frames=38 | |||
|Safety=-1 | |||
|Max Landing Lag= 16 | |||
|description= | |||
* To perform, hold the strafe button to lock direction. Press light attack in the air while inputting backwards movement. | |||
* Literally the only back air in the game. Only Hugh has one. | |||
* This move is a multi-hit, and combos into itself at the right percent. | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= HUGHULA.png | |||
|caption= "(giggling) Whoo, I feel so light and airy!" | |||
|name= Water Fountain | |||
|linkname= j8L | |||
|input= j8L / Jump Up Light | |||
|data= | |||
{{AttackData-NASB | |||
|Damage=6% | |||
|Startup=10 | |||
|Active=10-12 | |||
|Total Frames=32 | |||
|Safety=-6 | |||
|Max Landing Lag= 16 | |||
|description= | |||
* Hugh spits some water upwards. Great for juggling and keeping opponents in the air. | |||
}} | |||
}} <br> | |||
{{MoveData | |||
|image= HUGHDLA.png | |||
|caption= As seen in Season 3 Episode 4 of Jimmy Neutron, "Fundemonium"! | |||
|name= Duck Pogo Stick | |||
|linkname= j2lL | |||
|input= j2L / Jump Down Light | |||
|data= | |||
{{AttackData-NASB | |||
|Damage=8% | |||
|Startup=20 | |||
|Active=20-44 | |||
|Total Frames=64 | |||
|Safety=+5 | |||
|Max Landing Lag= 4 | |||
|description= | |||
* Hugh grabs his trusty pogo stick and goes straight downwards, this move cannot be cancelled unless you hit an opponent or fall for long enough. | |||
* After hitting an opponent or projectile, Hugh will bounce off of them, how about that! | |||
* You can input another Down Light Aerial after hitting one prior, keep the chain going! | |||
}} | |||
}} <br> | |||
=== Strong Attacks === | |||
{{MoveData | |||
|image= HUGHSN.png | |||
|caption= "Honey, I'm home!" "Did you get the groceries?" "No, I bought something even better! Say hello to my new friend Flippy!" | |||
|name= Flippy | |||
|linkname= 5S | |||
|input= 5S / Neutral Strong | |||
|data= | |||
{{AttackData-NASB | |||
|Damage=13% | |||
|Startup=17 | |||
|Active=17-20 | |||
|RPS Frames= 9-20 | |||
|Total Frames=56 | |||
|Safety=-20 | |||
|description= | |||
* Hugh thrusts flippy out in front of him, hold the button and Hugh will turn around and perform the move again in the other direction! | |||
}} | |||
}} <br> | |||
{{MoveData | |||
|image= HUGHUS.png | |||
|caption= "Aunt Mo's Pies? No... no, they could never replace the ones I love. But, hey, look at all the pie! Yes! I will do it! I... WILL... LIVEEEEEEEEEEEEEE!" | |||
|name= I Will Live! | |||
|linkname= 8S | |||
|input= 8S / Up Strong | |||
|data= | |||
{{AttackData-NASB | |||
|Damage=14% | |||
|Startup=15 | |||
|Active=15-18 | |||
|RPS Frames= 7-18 | |||
|Total Frames=42 | |||
|Safety=-8 | |||
|description= | |||
* Hugh raises up 2 stacks of pie boxes in his hands, good for catching opponents on platforms. | |||
* Be careful! The hitboxes only reach above platforms on Hugh's hands, not above his head! | |||
}} | |||
}} <br> | |||
{{MoveData | |||
|image= HUGHDS.png | |||
|caption= "Don't tell the others, but you're my favorite." | |||
|name= Favorite Duck | |||
|linkname= 2S | |||
|input= 2S / Down Strong | |||
|data= | |||
{{AttackData-NASB | |||
|Damage=16% | |||
|Startup=15 | |||
|Active=15-20 | |||
|RPS Frames= 7-20 | |||
|Total Frames= 40 | |||
|Safety=-6 | |||
|description= | |||
* Hugh slams his favorite duck downwards, spiking opponents. | |||
* This move has a few hitboxes that reach high up at the beginning of the move, sometimes you can catch an opponent on a platform with them! | |||
* Additionally, the move spikes regardless of where in the animation it hits. | |||
}} | |||
}} <br> | |||
{{MoveData | |||
|image= HUGHSDASH.png | |||
|caption= "Sugarbooger, we need pruning power, pronto!" | |||
|name= Laser Plunge | |||
|linkname= 66S | |||
|input= 66S / Run Strong | |||
|data= | |||
{{AttackData-NASB | |||
|Damage=11% | |||
|Startup=23 | |||
|Active=23-End | |||
|RPS Frames= None | |||
|Total Frames= Lasts until it hits the ground. | |||
|Safety=-27 | |||
|description= | |||
* Hugh jumps into the air and comes down with Jimmy's laser sword. | |||
* This move cannot be cancelled on hit. | |||
* This move does not snap to ledge, if you go off the stage that's your stock gone. | |||
* This move can be used to spike the opponent in the air, however. | |||
}} | |||
}} <br> | |||
=== Jumping/Air Strong Attacks === | |||
{{MoveData | |||
|image= HUGHNSA.png | |||
|caption= "At least it's coming out of the attic not the basement!" | |||
|name= Burping Soda | |||
|linkname= j5S | |||
|input= j5S / Jump Neutral Strong | |||
|data= | |||
{{AttackData-NASB | |||
|Damage=14% | |||
|Startup=17 | |||
|Active=17-22 | |||
|RPS Frames= 9-22 | |||
|Total Frames=42 | |||
|Safety=-5 | |||
|Max Landing Lag= 25 | |||
|description= | |||
* Hugh drinks some of Jimmy's burping soda and produces a large burp. A large-sized hitbox useful for ledge-guarding and finishing off high % opponents. | |||
}} | |||
}} <br> | |||
{{MoveData | |||
|image= HUGHUSA.png | |||
|caption= "Taco Shack, Taco Shack, you'll eat cheese until you yak! Frijoles there are always black, give a big piñata whack! Taco, Taco, Taco Shack! Ya ha!" | |||
|name= Favorite Ukelele | |||
|linkname= j8S | |||
|input= j8S / Jump Up Strong | |||
|data= | |||
{{AttackData-NASB | |||
|Damage=13% | |||
|Startup=17 | |||
|Active=17-22 | |||
|RPS Frames= 9-22 | |||
|Total Frames=40 | |||
|Safety=-6 | |||
|Max Landing Lag=26 | |||
|description= | |||
* Hugh swings his ukelele upwards, creating a giant hitbox. | |||
* This move can shark on most stages, and is a great move for creating a save recovery and getup. | |||
}} | |||
}} <br> | |||
{{MoveData | |||
|image= HUGHDSA.png | |||
|caption= "Okay, you're the genius. Plunge headfirst screaming, then sponge, then dry. (screams)" | |||
|name= Pool Dive | |||
|linkname= j2S | |||
|input= j2S / Jump Down Strong | |||
|data= | |||
{{AttackData-NASB | |||
|Damage=15% | |||
|Startup=21 | |||
|Active=21-End | |||
|RPS Frames= 13-End | |||
|Total Frames= This move lasts until Hugh hits the ground. | |||
|Safety=-11 | |||
|Max Landing Lag= 30 | |||
|description= | |||
* Hugh's other down aerial that sends him straight down, except this time there's no bounce. | |||
* This move is highly situational, but you gain massive respect if you pull it off. | |||
}} | |||
}} <br> | |||
=== Special Attacks === | |||
{{MoveData | |||
|image= HUGHNSPEC.png | |||
|caption= "Hey, watch me shot-put this potato!" (glass breaking) "Ow! My eye!" | |||
|name= Fly Duck! Fly! | |||
|linkname= 5P | |||
|input= 5P / Neutral Special | |||
|data= | |||
{{AttackData-NASB | |||
|Damage=7% | |||
|Startup=16 | |||
|Active=16-82 | |||
|Total Frames=38 | |||
}} | |||
{{AttackData-NASB | |||
|Damage=7% / 15% | |||
|Startup=5 | |||
|Active=5-71 | |||
|Total Frames=27 | |||
|description= | |||
* Hugh grabs a duck and throws it. You can throw it immediately or hold the special button and Hugh will aim the duck overhead in an arc, ending 180 degrees behind him. | |||
* You can release the duck at whatever angle you want and it will fly in that direction. | |||
* Hold the move all the way to upgrade the duck to a level 2 projectile and do 2x the normal damage! | |||
* The duck also makes a great stunlock tool! | |||
}} | |||
}} <br> | |||
{{MoveData | |||
|image= HUGHUSPEC.png | |||
|caption= "Once when I was seven years old I sat on a banana and of course that changed my life..." | |||
|name= Banana Dream | |||
|linkname= 8P | |||
|input= 8P / Up Special | |||
|data= | |||
{{AttackData-NASB | |||
|Damage=5% to 40% | |||
|Startup=1 | |||
|Active=1-10 | |||
|Total Frames=40 | |||
|Safety=-35 | |||
|Max Landing Lag= 40 | |||
|description= | |||
* One of the best recovery moves in the game, you get a ton of mileage out of this banana! | |||
* Every time you press the special button again while using this move the landing hit gains 5% more, capping at 40% after the maximum 8 button presses. | |||
}} | |||
}} <br> | |||
{{MoveData | |||
|image= HUGHDSPEC.png | |||
|caption= "I sold that boring old heap of metal I used to drive because from now on, if it ain't cool, it ain't Hugh!" | |||
|name= Let's Ride Jimbo | |||
|linkname= 2P | |||
|input= 2P / Down Special | |||
|data= | |||
{{AttackData-NASB | |||
|Damage=5% | |||
|Startup=31 | |||
|Active=31-End | |||
|description = | |||
Down Special (Riding) | |||
* Cancels into Down Special's turnaround and projectile variants as early as frame 22. | |||
}} | |||
{{AttackData-NASB | |||
|Damage=15% | |||
|Startup=12 | |||
|Active=12-17 | |||
|Total Frames=40 | |||
|description= | |||
Down Special (Turnaround) | |||
* Cancels into itself and Down Special's projectile variant as early as frame 24. | |||
}} | |||
{{AttackData-NASB | |||
|Damage=7% | |||
|Startup=10 | |||
|Active=10-69 | |||
|Total Frames=30 | |||
|description= | |||
Down Special (Projectile / Getting Off) | |||
* Hugh abandons the bike, turning it into a projectile that obeys gravity. | |||
Overall | |||
* This move can be used high in the air while recovering to make a safe landing, and the turnaround in the air can be used to secure a sneaky stock on an approaching opponent. | |||
* However, while riding the bike Hugh can still be hit, so be careful! | |||
* Additionally, the projectile variant of the bike can be picked up and thrown, so watch out for that! | |||
}} | |||
}} <br> | |||
=== Taunts === | |||
{{MoveData | |||
|image= HUGHTAUNT1.png | |||
|caption= If you listen closely you can hear Hugh main's hearts break when they accidentally input this instead of the kicks. | |||
|name= Just a Minute! | |||
|linkname= Weapon Activation | |||
|input= Taunt Button | |||
|data= | |||
Hugh's taunt from the episode "Billion Dollar Boy" when he taunts Cindy and Libby after losing to Jimmy in a kite fighting contest. "Neutrons rule! Whoop-de-whoop! In your face!" | |||
}} <br> | |||
{{MoveData | |||
|image= HUGHTAUNT2.png | |||
|caption= "Hugh Nation!" | |||
|name= Thank You, Internet! | |||
|linkname= Weapon Activation | |||
|input= Taunt Button + Strafe | |||
|data= | |||
Hugh's taunt from the episode "Journey to the Center of Carl" where Hugh performs this move after jamming out to the Osseus System Jam. | |||
This move is performed by holding the strafe button and pressing taunt. Hugh thanks the internet and Hugh Nation for helping him get into the game! | |||
}} | |||
=== Secret Move === | |||
{{MoveData | |||
|image= HUGHSECRET.png | |||
|caption= "What's really important is you have to give a little razzle-dazzle. Give 'em a show!" | |||
|name= Kick out the Jam! | |||
|input= 360 Motion + Taunt | |||
|data= | |||
{{AttackData-NASB | |||
|Damage=31% (Full Combo) | |||
|Startup=8 | |||
|Active= 8-103, 8-10, 18-20, 28-30, 34-36, 48-50, 60-62, 69-71, 80-82, 100-102 | |||
|Total Frames=115 | |||
|Safety=-9 | |||
|description= | |||
* One of the best moves in the game, kills fairly early with a full combo! | |||
* This move is a reference to Chun Li's super. | |||
* While Hugh never performs this move in the show, the line "Kick out the Jam!" is from the episode "Jimmy for President". | |||
}} | |||
}} <br> | |||
== Colors == | |||
[[File:NASB_hugh_character.png|200px]] | |||
[[File:HUGHALT.webp|200px]] | |||
{{Navbox-NASB}} | {{Navbox-NASB}} | ||
[[Category:Nickelodeon All-Star Brawl]] | [[Category:Nickelodeon All-Star Brawl]] |
Latest revision as of 12:57, 9 November 2022
Story
Once when I was seven years old I sat on a banana, and of course, that changed my life.
Hubert Beaumont "Hugh" Neutron is the father of Jimmy Neutron. He hails from the titular series Jimmy Neutron: Boy Genius. He's a very eccentric, goofy man with a fascination for pies and ducks. He's known to be quirky and absent-minded, but is always a good-natured father figure at the end of the day to his son Jimmy, and a loving husband to his wife Judy.
Hugh's inclusion in Nickelodeon All-Star Brawl originated from an internet campaign to add him to the game, backed by none other than his voice actor, Mark DeCarlo. He was later added as the Summer DLC for the Universe Pack.
Gameplay
Much like his personality, Hugh is a very quirky and unorthodox character in Nick All-Star Brawl. For example, he is extremely slow on the ground when just using his dash, but to make up for it, his wavedash is one of, if not the best in the game due to how slippery it is. He is also the only floaty character in the game, having a double jump that allows him to soar in the air higher than the rest of the cast. Perhaps most unique to Hugh, though, is the fact that he has a back air. By holding strafe and back when performing a neutral air, Hugh will instead do his back air move. This is extremely useful for edgeguarding and his combo game. He also has a great recovery, as both his up special and double jump help aid him when the time comes.
Hugh's full potential has yet to be explored in full detail as he is a rather new addition to the cast. However, from what is known thus far, he is most proficient at edgeguarding and anti-airing his opponents, while struggling if he gets stuck in a combo or his opponent lands on top of him offstage.
Oh, also, by doing +Taunt, he will do his own version of Chun-Li's Hoyokusen. No, I'm not kidding.
Strengths | Weaknesses |
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Moves List
Light Attacks
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
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5% | 5 | 5-6 | 32 | -18 / -4 | |
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Damage | Startup Frames | Active Frames | Total Frames | Safety | |
5% | 4 | 4-7 | 32 | -19 / +1 | |
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Damage | Startup Frames | Active Frames | Total Frames | Safety | |
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6% | 5 | 5-9 | 30 | -16 | |
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Damage | Startup Frames | Active Frames | Total Frames | Safety | |
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7% | 6 | 6-8 | 25 | -10 / -6 | |
Hugh performs a 5-part sliding dance. Each subsequent press of the light button performs the next step in the dance. A low hitting move that knocks opponents into the air and spikes airborne opponents offstage.
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Damage | Startup Frames | Active Frames | Total Frames | Safety | |
7% | 4 | 4-7 | 25 | -12 / -9 | |
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Damage | Startup Frames | Active Frames | Total Frames | Safety | |
7% | 5 | 5-7 | 25 | -11 / -8 | |
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Damage | Startup Frames | Active Frames | Total Frames | Safety | |
7% | 5 | 5-9 | 25 | -11 / -6 | |
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Damage | Startup Frames | Active Frames | Total Frames | Safety | |
7% | 3 | 3-8 | 35 | -23 | |
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Damage | Startup Frames | Active Frames | Total Frames | Safety | |
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5% | 5 | 5-12 | 46 | -37 | |
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Jumping/Air Light Attacks
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
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6% | 6 | 6-12 | 30 | -5 | |
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Damage | Startup Frames | Active Frames | Total Frames | Safety | |
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1% (Multi) 6% (Final) | 8 | 8-23 | 38 | -1 | |
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Damage | Startup Frames | Active Frames | Total Frames | Safety | |
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6% | 10 | 10-12 | 32 | -6 | |
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Damage | Startup Frames | Active Frames | Total Frames | Safety | |
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8% | 20 | 20-44 | 64 | +5 | |
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Strong Attacks
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
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13% | 17 | 17-20 | 56 | -20 | |
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Damage | Startup Frames | Active Frames | Total Frames | Safety | |
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14% | 15 | 15-18 | 42 | -8 | |
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Damage | Startup Frames | Active Frames | Total Frames | Safety | |
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16% | 15 | 15-20 | 40 | -6 | |
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Damage | Startup Frames | Active Frames | Total Frames | Safety | |
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11% | 23 | 23-End | Lasts until it hits the ground. | -27 | |
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Jumping/Air Strong Attacks
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
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14% | 17 | 17-22 | 42 | -5 | |
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Damage | Startup Frames | Active Frames | Total Frames | Safety | |
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13% | 17 | 17-22 | 40 | -6 | |
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Damage | Startup Frames | Active Frames | Total Frames | Safety | |
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15% | 21 | 21-End | This move lasts until Hugh hits the ground. | -11 | |
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Special Attacks
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
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7% | 16 | 16-82 | 38 | - | |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
7% / 15% | 5 | 5-71 | 27 | - | |
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Damage | Startup Frames | Active Frames | Total Frames | Safety | |
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5% to 40% | 1 | 1-10 | 40 | -35 | |
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Damage | Startup Frames | Active Frames | Total Frames | Safety | |
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5% | 31 | 31-End | - | - | |
Down Special (Riding)
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Damage | Startup Frames | Active Frames | Total Frames | Safety | |
15% | 12 | 12-17 | 40 | - | |
Down Special (Turnaround)
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Damage | Startup Frames | Active Frames | Total Frames | Safety | |
7% | 10 | 10-69 | 30 | - | |
Down Special (Projectile / Getting Off)
Overall
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Taunts
Secret Move
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
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31% (Full Combo) | 8 | 8-103, 8-10, 18-20, 28-30, 34-36, 48-50, 60-62, 69-71, 80-82, 100-102 | 115 | -9 | |
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