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SONICPHOENIX (talk | contribs) (added move descriptions back they were fun i liked them) |
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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, fairly niche. | |||
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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/Stand%20MP}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/Stand%20MP}} | ||
''Hugo's MP is a 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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* 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/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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* Cancel options: sp su | * Cancel options: sp su | ||
{{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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* 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/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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* 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/Stand%20HK}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/Stand%20HK}} | ||
do not use this | |||
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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}} | ||
suicide button but its funny if youre fighting the mirror | |||
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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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* 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/Crouch%20HP}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/Crouch%20HP}} | ||
never ever use | |||
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* Cancel options: sp su | * Cancel options: sp su | ||
{{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 move 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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* 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%20MK}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/Crouch%20MK}} | ||
Very, very good sweep - lots of range, 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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}} | }} | ||
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FART ATTACK | |||
<br> | <br> | ||
<br> | <br> | ||
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|description= | |description= | ||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/Jump%20LP}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/Jump%20LP}} | ||
You'll use this move once every century | |||
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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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|description= | |description= | ||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/Jump%20LK}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Hugo/normal/Jump%20LK}} | ||
Slightly better than j.lp but that's not saying much | |||
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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 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 | |||
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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/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 | ||
{{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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|description= | |description= | ||
{{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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* Held taunt - Increases damage for the next hit/combo/throw by 25%. One taunt is the maximum. | * Held taunt - 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 | |||
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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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* 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%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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|stun=13 | |stun=13 | ||
|description= | |description= | ||
* 32 throw range | * 32 throw range | ||
* Self meter gain: Whiff: 2, Hit: 31, Block: ---. | * Self meter gain: Whiff: 2, Hit: 31, Block: ---. | ||
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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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* 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. | |||
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|description= | |description= | ||
* 55 throw range | * 55 throw range | ||
* 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. | |||
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* 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 | |||
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|data= | |data= | ||
{{AttackData-3S | {{AttackData-3S | ||
|startup= | |startup=4 | ||
|active=18 | |active=18 | ||
|recovery=47 | |recovery=47 | ||
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|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 17:35, 6 September 2023
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 |
---|---|
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Character Colors
Hugo #3S_HU | |
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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 | |
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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.
|
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
5MP
5HP
5LK
5MK
5HK
Command Normals
6HP
Crouching Normals
2LP
2MP
2HP
2LK
2MK
2HK
FART ATTACK
Jumping Normals
j.LP
j.MP
j.HP
j.LK
j.MK
j.HK
2HP (air)
Throws
LPLK (mash)
4/6LPK
Universal Overhead
MPMK
Taunts
HPHK
STHPHK
Special Moves
623K
4268P
4268K
63214+P
236K
63214K