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[http://www.youtube.com/results?search_query=StormKubo+Hugo+USF4 StormKubo] (JP), [http://www.youtube.com/results?search_query=Alex+Valle+Hugo+USF4 Alex Valle] (US), [http://www.youtube.com/results?search_query=RB+Hugo+USF4 RB] (TW) | [http://www.youtube.com/results?search_query=StormKubo+Hugo+USF4 StormKubo] (JP), [http://www.youtube.com/results?search_query=Alex+Valle+Hugo+USF4 Alex Valle] (US), [http://www.youtube.com/results?search_query=RB+Hugo+USF4 RB] (TW) | ||
== Ultra SFIV Changes == | == Ultra SFIV Changes == |
Latest revision as of 14:16, 28 June 2025
Introduction
With his days as a Mad Gear enforcer behind him, Hugo hopes to make a name for himself in the world of professional wrestling. Despite his gigantic size, Hugo has a shy, almost childlike personality. His mother encouraged him to grow like a potato, which can thrive in hostile enviornments. Under Poison's management, Hugo has become a minor celebrity.
Hugo towers over the competition in terms of size, damage, and durability. He has a large selection of throws for a variety of uses, including a throw that immediately puts your opponent in the corner, which is exactly where you want them. The caveat is that his massive size not only makes him slow, but also makes it difficult to get around projectiles or air attacks. A good Hugo player knows how to use Hugo's massive size to effectively control their opponent's space, acting as a moving wall that pushes them towards the corner, where there is little chance of escape.
Pick if you like: | Avoid if you dislike: |
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Players to Watch
StormKubo (JP), Alex Valle (US), RB (TW)
Ultra SFIV Changes
Frame Data Glossary - USFIV | |
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Active |
How many frames a move remains active (can hurt opponents) for. For projectiles with a limited active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.
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Cancel |
Available options for canceling one move into another move.
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Damage |
Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y. Damage listed in () parentheses may be the total damage of all hits, or the damage of an alternate version (like a non-cinematic Ultra connect) based on context. This will usually be explained in the description.
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Guard |
Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), HL is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked. If an attack cannot be blocked, like a Level 3 Focus Attack, no Guard property will be listed (and no Block data will be given in the frame data columns).
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On Hit/Block |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover 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.
KD refers to knockdown on hit, with SKD = Soft Knockdown (allows quick wake-up) and HKD = Hard Knockdown (no quick wake-up). If a KD Advantage is listed (HKD +30), this refers to the amount of time the attacker is free to move before the defender has recovered from their knockdown. This also assumes that Delayed Wake-up is not used.
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Recovery |
How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.
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Startup |
How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.
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Juggle Info |
When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:
The following is a more detailed overview of the juggle system:
Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value.
Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.
Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.
An example to tie everything together:
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