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

From SuperCombo Wiki
No edit summary
No edit summary
Line 59: Line 59:
|-
|-
| Kick (Any) || K
| Kick (Any) || K
|-
| 2 Punches || PP
|-
| 2 Kicks || KK
|-
| 3 Punches || PPP
|-
| 3 Kicks || KKK
|-
|-
| Jab || LP
| Jab || LP
Line 103: Line 111:
| Jumping Roundhouse || '''(Air)''' HK || Nice range and priority
| Jumping Roundhouse || '''(Air)''' HK || Nice range and priority
|-
|-
| Universal Overhead || MP MK || .
| Universal Overhead || MP+MK || .
|-
|-
| Taunt || HP HK || Attack and defense up. Hold HP HK during taunt for throw damage up
| Taunt || HP+HK || Attack and defense up. Hold HP+HK during taunt for throw damage up
|}
|}


Line 114: Line 122:
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage'''
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage'''
|-
|-
| align="center" | Neck Hanging Three || align="center" | LP LK || align="center" | 30x8 || align="center" | 5x8  
| align="center" | Neck Hanging Three || align="center" | LP+LK || align="center" | 30x8 || align="center" | 5x8  
|}
|}
In corner, you can reset with D MP after the throw
In corner, you can reset with D+MP after the throw


{| border="1em" cellpadding="5" cellspacing="0" width="40%" style="border: 1px solid #999; background: #F2F2F2;"
{| border="1em" cellpadding="5" cellspacing="0" width="40%" style="border: 1px solid #999; background: #F2F2F2;"
Line 122: Line 130:
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage'''
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage'''
|-
|-
| align="center" | Body Slam || align="center" | F LP LK or B LP LK || align="center" | 160 || align="center" | 13
| align="center" | Body Slam || align="center" | F+LP+LK or B+LP+LK || align="center" | 160 || align="center" | 13
|}
|}
-
-
Line 132: Line 140:
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage'''  
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage'''  
|-
|-
| align="center" | Hammer Hook || align="center" | F HP || align="center" | 160 || align="center" | 21
| align="center" | Hammer Hook || align="center" | F+HP || align="center" | 160 || align="center" | 21
|}
|}
Long range and good stun damage, but very unsafe move.
Long range and good stun damage, but very unsafe move.
Line 140: Line 148:
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage'''  
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage'''  
|-
|-
| align="center" | Crouching Jab || align="center" | D LP || align="center" | 30 || align="center" | 3
| align="center" | Crouching Jab || align="center" | D+LP || align="center" | 30 || align="center" | 3
|}
|}
Nice poke when close to the opponent.
Nice poke when close to the opponent.
Line 148: Line 156:
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage'''
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage'''
|-
|-
| align="center" | Crouching Strong || align="center" | D MP || align="center" | 90 || align="center" | 3
| align="center" | Crouching Strong || align="center" | D+MP || align="center" | 90 || align="center" | 3
|}
|}
Nice poke.
Nice poke.
Line 156: Line 164:
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage'''
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage'''
|-
|-
| align="center" | Crouching Fierce || align="center" | D HP || align="center" | 110 || align="center" | 13
| align="center" | Crouching Fierce || align="center" | D+HP || align="center" | 110 || align="center" | 13
|}
|}
-
-
Line 164: Line 172:
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage'''
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage'''
|-
|-
| align="center" | Crouching Short || align="center" | D LK || align="center" | 40 || align="center" | 3
| align="center" | Crouching Short || align="center" | D+LK || align="center" | 40 || align="center" | 3
|}
|}
-
-
Line 172: Line 180:
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage'''
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage'''
|-
|-
| align="center" | Crouching Foward || align="center" | D MK || align="center" | 100 || align="center" | 3
| align="center" | Crouching Foward || align="center" | D+MK || align="center" | 100 || align="center" | 3
|}
|}
Knocks down if hits, combine with D HK for a nice wakeup guessing game. Watch out for reversals.
Knocks down if hits, combine with D+HK for a nice wakeup guessing game. Watch out for reversals.


{| border="1em" cellpadding="5" cellspacing="0" width="40%" style="border: 1px solid #999; background: #F2F2F2;"
{| border="1em" cellpadding="5" cellspacing="0" width="40%" style="border: 1px solid #999; background: #F2F2F2;"
Line 180: Line 188:
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage'''
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage'''
|-
|-
| align="center" | Crouching Roundhouse || align="center" | D HK || align="center" | 170 || align="center" | 13
| align="center" | Crouching Roundhouse || align="center" | D+HK || align="center" | 170 || align="center" | 13
|}
|}
This move is tricky, knocks down if hits, hits low at point blank or very close to the enemy, and hits high when you are at D MK range, this means if enemy is guarding low and you do D HK at D MK range, he will get hit and be knocked down again, use this "overhead" move combined with D MK for knocking down repeatedly the enemy, entering into a guessing game. But remember that, if enemy blocks or parry the D HK move, you will be comboed or take huge damage. Watch out for reversals also.
This move is tricky, knocks down if hits, hits low at point blank or very close to the enemy, and hits high when you are at D+MK range, this means if enemy is guarding low and you do D+HK at D+MK range, he will get hit and be knocked down again, use this "overhead" move combined with D+MK for knocking down repeatedly the enemy, entering into a guessing game. But remember that, if enemy blocks or parry the D+HK move, you will be comboed or take huge damage. Watch out for reversals also.


{| border="1em" cellpadding="5" cellspacing="0" width="40%" style="border: 1px solid #999; background: #F2F2F2;"
{| border="1em" cellpadding="5" cellspacing="0" width="40%" style="border: 1px solid #999; background: #F2F2F2;"
Line 188: Line 196:
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage'''
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage'''
|-
|-
| align="center" | Body Press || align="center" | '''(Air)''' D HP || align="center" | 100 || align="center" | 17
| align="center" | Body Press || align="center" | '''(Air)''' D+HP || align="center" | 100 || align="center" | 17
|}
|}
Nice for cross-ups, but rarely you will have the chance to do it
Nice for cross-ups, but rarely you will have the chance to do it
Line 202: Line 210:
| '''Move''' || '''Motion'''
| '''Move''' || '''Motion'''
|-
|-
| Giant Palm Bomber || QCB P (Speed/Damage/Stun Damage vary for LP, MP or HP)
| Giant Palm Bomber || QCB+P (Speed/Damage/Stun Damage vary for LP, MP or HP)
|-
|-
| Moonsault Press || 360 P (Damage/Range vary for LP, MP or HP)
| Moonsault Press || 360+P (Damage/Range vary for LP, MP or HP)
|-
|-
| Monster Lariat || QCF K (Speed/Damage/Stun Damage vary for LK, MK or HK)
| Monster Lariat || QCF+K (Speed/Damage/Stun Damage vary for LK, MK or HK)
|-
|-
| Shootdown Backbreaker || F, D, DF K (Speed/Damage/Range vary for LK, MK or HK)
| Shootdown Backbreaker || F, D, DF+K (Speed/Damage/Range vary for LK, MK or HK)
|-
|-
| Meat Squasher || 360 K (Speed/Range vary for LK, MK or HK)
| Meat Squasher || 360+K (Speed/Range vary for LK, MK or HK)
|-
|-
| Ultra Throw || HCB K
| Ultra Throw || HCB+K
|}
|}


Line 221: Line 229:
| '''Move Name''' || '''Motion'''
| '''Move Name''' || '''Motion'''
|-
|-
| Giant Palm Bomber || QCB PP
| Giant Palm Bomber || QCB+PP
|-
|-
| Monster Lariat || QCF KK
| Monster Lariat || QCF+KK
|}
|}


Line 232: Line 240:
| '''Num.''' || '''Super Art Name''' || '''Motion''' || '''Super Bars'''
| '''Num.''' || '''Super Art Name''' || '''Motion''' || '''Super Bars'''
|-
|-
| I || Gigas Breaker || 720 P || 1 stock
| I || Gigas Breaker || 720+P || 1 stock
|-
|-
| II || Megaton Press ||  QCF QCF K (Speed/Range vary for LK, MK or HK) || 2 stocks
| II || Megaton Press ||  QCF+QCF+K (Speed/Range vary for LK, MK or HK) || 2 stocks
|-
|-
| III || Hammer Frenzy ||  QCF QCF P (Keep P pushed for delay the attack) || 2 stocks
| III || Hammer Frenzy ||  QCF+QCF+P (Keep P pushed for delay the attack) || 2 stocks
|}
|}


Line 356: Line 364:
| align="center" | 1
| align="center" | 1
| align="center" | 3
| align="center" | 3
| align="center" | 70 50
| align="center" | 70+50
| align="center" | H/L
| align="center" | H/L
| align="center" | H
| align="center" | H
| align="center" | 9 5
| align="center" | 9+5
| style="background:#ff6666;" align="center" | No
| style="background:#ff6666;" align="center" | No
| style="background:#ff6666;" align="center" | No
| style="background:#ff6666;" align="center" | No
Line 713: Line 721:
| align="center" style="background:#cc99cc;" | -
| align="center" style="background:#cc99cc;" | -
| align="center" style="background:#cc99cc;" | -
| align="center" style="background:#cc99cc;" | -
| align="center" style="background:#cc99cc;" | 20 60
| align="center" style="background:#cc99cc;" | 20+60
| align="center" style="background:#cc99cc;" | H
| align="center" style="background:#cc99cc;" | H
| align="center" style="background:#cc99cc;" | 3 3
| align="center" style="background:#cc99cc;" | 3+3
| style="background:#99cc99;" align="center" | Yes
| style="background:#99cc99;" align="center" | Yes
|-
|-
| align="center" | '''" (2nd Hit)'''
| align="center" | '''" (Last Hit)'''
| align="center" | 2
| align="center" | 2
| align="center" | 1
| align="center" | 1
Line 885: Line 893:
| align="center" | 36
| align="center" | 36
| align="center" | -
| align="center" | -
| align="center" | 180 180
| align="center" | 180+180
| align="center" | -
| align="center" | -
| align="center" | 7 7
| align="center" | 7+7
|-
|-
| align="center" | '''" (Moonsault Press)'''
| align="center" | '''" (Moonsault Press)'''

Revision as of 16:20, 22 October 2007

Hugo's Character Select Portrait
Hugo's Neutral Stance

Introduction

Colors

File:Hcolors2.png

Moves List

Basics/Legend

Foward F
Back B
Crouch C
Jump J
Jump Foward JF
Jump Backwards JB
Super Jump D-U
Super Jump Foward D-UF
Super Jump Backwards D-UB
Dash Foward FF
Dash Backwards BB
Quarter Circle Foward QCF
Quarter Circle Backwards QCB
Foward, Down, Down-Foward F,D,DF / DP
Full Circle 360
Double Full Circle 720
Guard (High) B when enemy is attacking
Guard (Low) DB when enemy is attacking
Parry (High) Tap F when about to take a hit
Parry (Low) Tap D when about to take a hit
Parry (Air) Tap F in air when about to take a hit
Red Parry Execute parry after blocking a hit in a combo
Punch (Any) P
Kick (Any) K
2 Punches PP
2 Kicks KK
3 Punches PPP
3 Kicks KKK
Jab LP
Strong MP
Fierce HP
Short LK
Foward MK
Roundhouse HK

Normal Moves

Move Motion Information
Jab LP Nice poke when near the opponent
Strong MP One of Hugo's best poke
Fierce HP Overhead move. Does amazing stun damage
Short LK Nice poke when near the opponent
Foward MK 2 Hit attack, useful as anti-air
Roundhouse HK Overhead move, press F or B with the motion to move Hugo position during the move
Jumping Jab (Air) LP Nice range
Jumping Strong (Air) MP Nice range
Jumping Fierce (Air) HP Nice range
Jumping Short (Air) LK Low range
Jumping Foward (Air) MK Low range
Jumping Roundhouse (Air) HK Nice range and priority
Universal Overhead MP+MK .
Taunt HP+HK Attack and defense up. Hold HP+HK during taunt for throw damage up

Throws

Move Motion Damage Stun Damage
Neck Hanging Three LP+LK 30x8 5x8

In corner, you can reset with D+MP after the throw

Move Motion Damage Stun Damage
Body Slam F+LP+LK or B+LP+LK 160 13

-

Command Normals

Move Motion Damage Stun Damage
Hammer Hook F+HP 160 21

Long range and good stun damage, but very unsafe move.

Move Motion Damage Stun Damage
Crouching Jab D+LP 30 3

Nice poke when close to the opponent.

Move Motion Damage Stun Damage
Crouching Strong D+MP 90 3

Nice poke.

Move Motion Damage Stun Damage
Crouching Fierce D+HP 110 13

-

Move Motion Damage Stun Damage
Crouching Short D+LK 40 3

-

Move Motion Damage Stun Damage
Crouching Foward D+MK 100 3

Knocks down if hits, combine with D+HK for a nice wakeup guessing game. Watch out for reversals.

Move Motion Damage Stun Damage
Crouching Roundhouse D+HK 170 13

This move is tricky, knocks down if hits, hits low at point blank or very close to the enemy, and hits high when you are at D+MK range, this means if enemy is guarding low and you do D+HK at D+MK range, he will get hit and be knocked down again, use this "overhead" move combined with D+MK for knocking down repeatedly the enemy, entering into a guessing game. But remember that, if enemy blocks or parry the D+HK move, you will be comboed or take huge damage. Watch out for reversals also.

Move Motion Damage Stun Damage
Body Press (Air) D+HP 100 17

Nice for cross-ups, but rarely you will have the chance to do it

Target Combos

  • None

Special Moves

Move Motion
Giant Palm Bomber QCB+P (Speed/Damage/Stun Damage vary for LP, MP or HP)
Moonsault Press 360+P (Damage/Range vary for LP, MP or HP)
Monster Lariat QCF+K (Speed/Damage/Stun Damage vary for LK, MK or HK)
Shootdown Backbreaker F, D, DF+K (Speed/Damage/Range vary for LK, MK or HK)
Meat Squasher 360+K (Speed/Range vary for LK, MK or HK)
Ultra Throw HCB+K

EX Moves

Move Name Motion
Giant Palm Bomber QCB+PP
Monster Lariat QCF+KK

Super Arts

Num. Super Art Name Motion Super Bars
I Gigas Breaker 720+P 1 stock
II Megaton Press QCF+QCF+K (Speed/Range vary for LK, MK or HK) 2 stocks
III Hammer Frenzy QCF+QCF+P (Keep P pushed for delay the attack) 2 stocks

Move Analysis

Combos

Instead of Jumping HP, you can use Down HP in the air for any combo that starts with Jumping HP.

Combos: Midscreen

  • Jumping HP-->Standing LK-->QCF 2K
  • QCB 2P-->QCF HK
  • HCB HK-->SA II
  • QCB HP-->QCB MP/LPxxSA III
  • QCB HP-->QCB LP-->D MK
  • Jumping HP-->Standing LK-->SA III
  • HCB HK-->F, D, DF HK
  • QCB HP-->QCB MP/LP-->Crouching MK
  • QCB HP-->QCB MP/LP-->QCF 2K
  • Crouching LK-->SA III
  • C LP-->C LP-->SA III

Combos:Corner

  • HCB HK-->QCB P-->F, D, DF HK
  • HCB HK-->QCB 2P-->F, D, DF HK
  • HCB HK-->QCB HPxxSA II
  • Neutral Throw-->QCB 2P

Stun Finisher

  • HCB HK-->Standing MP (x4)-->F, D, DF LK

Frame Data

Normals

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Damage Guard Parry Stun Chains into itself Special Cancel Super Cancel
Jab 4 3 8 -1 -1 -1 35 H/L H/L 5 Yes No No
Strong 10 6 12 -5 0 1 120 H/L H 13 No No No
Fierce 16 6 15 -3 -1 1 170 H H 21 No No No
Short 5 3 9 1 1 1 50 H/L H/L 3 No Yes Yes
Foward 9 1*3 23 -4 1 3 70+50 H/L H 9+5 No No No
Roundhouse 21 7 28 -13 3 3 150 H H 19 No No No
Jumping Jab 3 10 - - - - 40 H H 9 No No No
Jumping Strong 7 7 - - - - 100 H H 13 No No No
Jumping Fierce 13 4 - - - - 150 H H 17 No No No
Jumping Short 3 15 - - - - 60 H H 7 No No No
Jumping Foward 5 6 - - - - 100 H H 11 No No No
Jumping Roundhouse 11 6 - - - - 130 H H 15 No No No
Overhead 16~25 9 5 -5~7 0~7 1~9 40 H H 3 No No No

Throws

Move Startup Hit Recovery Blocked Advantage Hit Advantage Damage Parry Stun Chains into itself Special Cancel Super Cancel
Neck Hanging Three 2 1 21 - - 30x8 - 5x8 No No No
Body Slam 2 1 21 - - 160 - 13 No No No

Command Normals

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Damage Guard Parry Stun Chains into itself Special Cancel Super Cancel
Hammer Hook 14 3 33 -14 - - 160 H H 21 No No No
Crouching Jab 4 2 8 -1 -1 -1 30 H/L H/L 3 Yes Yes Yes
Crouching Strong 7 4 12 -2 -1 0 90 H/L H/L 3 No No No
Crouching Fierce 13 9 37 -29 - - 110 H/L H/L 13 No No No
Crouching Short 3 2 7 2 2 2 40 L L 3 No Yes Yes
Crouching Foward 8 4 17 -5 - - 100 L L 3 No No No
Crouching Roundhouse 11 22 - -43 - - 170 H/L H/L 13 No No No
Body Press 9 - - - - - 100 H H 17 No No No

Special Moves

Move Startup Hit Recovery Blocked Advantage Damage Parry Stun Super Cancel
Giant Palm Bomber (Jab) 17 1 9 11 110 H 15 Yes
Giant Palm Bomber (Strong) 19 1 7 16 125 H 17 Yes
Giant Palm Bomber (Fierce) 22 1 6 19 140 H 19 Yes
Giant Palm Bomber (EX) 22*2 1*1 - - 20+60 H 3+3 Yes
" (Last Hit) 2 1 10 10 140 H 9 Yes
Moonsault Press (Jab) 2 1 36 - 240 - 19 No
Moonsault Press (Strong) 2 1 36 - 255 - 19 No
Moonsault Press (Fierce) 2 1 36 - 280 - 19 No
Monster Lariat (Short) 11 4 - -8 150 H 11 No
Monster Lariat (Foward) 15 4 - -10 160 H 13 No
Monster Lariat (Roundhouse) 24 4 - -11 170 H 15 No
Monster Lariat (EX) 7~27 5 - -22 140 H 13 No
Shootdown Backbreaker (Short) 5 8 30 - 180 - 15 No
Shootdown Backbreaker (Foward) 17 9 25 - 200 - 15 No
Shootdown Backbreaker (Roundhouse) 13 11 29 - 220 - 15 No
Meat Squasher (Short) 21~25 1 30 - 160 - 13 No
Meat Squasher (Foward) 31~53 1 33 - 160 - 13 No
Meat Squasher (Roundhouse) 44~68 1 36 - 160 - 13 No
Ultra Throw 7 1 36 - 70 - 7 No

Super Arts

Move Startup Hit Recovery Blocked Advantage Damage Parry Stun
Gigas Breaker (SA1) 1 1 36 - 180+180 - 7+7
" (Moonsault Press) - - - - 270 - 7
Megaton Press (SA2) (Short) 3 11 30 - 70 - 11
" (Body Press) - - - - 380 - 19
Megaton Press (SA2) (Foward) 5 15 34 - 70 - 11
" (Body Press) - - - - 380 - 19
Megaton Press (SA2) (Roundhouse) 7 19 36 - 70 - 11
" (Body Press) - - - - 380 - 19
Hammer Frenzy (SA3) 4 4 - - 80 H/L 7
" (2nd Hit) 12 2 - - 90 H/L 5
" (3rd Hit) 13 5 - - 80 H 5
" (4th Hit) - 1 - - 60 H 5
" (Last Hit) 20 1 47 -29 120 H/L 7

Additional Frame Data

Move Frames
Jump 5
Super Jump 7
Normal Wakeup 69
Tech Wakeup 54

Strategies

Overview

Super Art Selection

The SA you choose will depend on your preference and the matchup. The two most used supers are Gigas Breaker and Hammer Mountain.

Gigas Breaker is great because it creates a sense of fear in your opponent, has great comeback potential and can be setup in a variety of ways including an SJ cancel called a Tachi or standing 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.

SAII isn't used much, but Megaton Press can be used a lot like Gief's Aerial Russian Slam. It can be used to counter characters who want to be in the air a lot, like Yun and Akuma and force them to play a ground game. It can also be used after an ultra throw, and in the corner after ultra throw and a clap. Does decent damage and allows for EX uses, most people pass it up to have either the power of Gigas or the flexibility of Hammer Mountain.

Hammer Mountain is Hugo's most flexible SA. It deals decent damage, can be used on wakeup or to charge through poke strings and as a whiff punisher. Deals excellent stun damage. Can be comboed from claps, clks, jhk, bodysplash, clk and allows for EX usage. It is one of two ways Hugo can deal big damage with a combo, the other is a clap comboed into EX clothesline. It is generally preferred in the Dudley matchup because he can escape Gigas/Earthquake Bomb with Backswing Blows and his strange hitbox. SAIII is also seemingly more popular in America than Japan, some of the best known mainly SAIII players include YSB, Adolfo Luevano, and Y-Da.

Kara-Techniques

Zoning

Mixups

Additional Notes

  • Personal Action: Attack and Defense up, max 4 per round. Holding HP HK = Throw damage up.
  • Hugo has a very high defense (only taunted Q surpass it).
  • Hugo has one of the highest stun bar.

Match-ups

Serious Advantage Match-ups

Hugo has no matchups where he is at a serious advantage.

Advantage Match-ups

Sean

Fair Match-ups

Q

Disadvantage Match-ups

Yun

Ken- Watch out for crossup air EX Tatsu!

Makoto- If the Makoto does too much dashing or Hayates, they can be stuffed with lk/clk/clp and anticipation mp/cmk. If she tries to fight on the ground and use the general Makoto playstyle, she'll likely get destroyed. Earthquake Bombs/Gigas will own her dash punches and close attacks that get blocked or parried. All of her useful pokes can be high parried besides clk and chp. Her only ground poke that can beat Hugo's crouching pokes is cmk which trades w/ Hugo's sweep. (in your favor) If the Makoto knows that she can't do a lot to Hugo on the ground, he will likely play it safe and try to hit with cmk on the ground, jumping tsurugi and safe (to parry/grab) jump ins. You have to then rely on Hugo's pretty bad anti airs and Backbreakers, try to bait her to jump with cmp and pokes, if she jumps for a tsurugi you can sometimes backbreak it on reaction. Cornering Makoto is the best thing you can do in this match... no need to worry so much with the big man about her Karakusa bullshit, she won't likely be able to land it due to Hugo's various throws beating hers and the aforementioned countering her ground offense. SAIII is recommended cause you can use it for another anti air and you're unlikely to Gigas a smart Makoto.

Yang

Akuma

Ibuki

Necro

Oro

Ryu

Alex

Remy

Elena

Twelve

Serious Disadvantage Match-ups

Chun Li- Chun is the master of ground combat, she can zone you really easily with her long high priority pokes and can atleast trade with everything Hugo has. She also has the threat of SAII.

Dudley- Dudley has the ability to outzone you with his long fierce and forward fierce, there isn't much to retalliate against this with rather than trading hits. His hits also do a lot of damage, but most importantly is the fact that his hitbox is strange so he is harder to throw. That combined with the powerful backswing blow makes this match difficult for Hugo. Even if you close the distance, he can still slip out, SAIII is generally preferred in this matchup, and your objective is to corner him and then control him there being mindful of his EX Uppercut.

Video Matches

Hayao

Hugo (Hayao) Vs. Akuma (Fume)

Hugo (Hayao) Vs. Chun-Li (Koshun)

Hugo (Hayao) Vs. Chun-Li (Koshun No Deshi)

Hugo (Hayao) Vs. Chun-Li (Umezono) (Amazing Gigas Breaker after parrying half Chun-Li's Houyouku-Sen)

Hugo (Hayao) Vs. Dudley (Fujiwara)

Hugo (Hayao) Vs. Dudley (Kokuzin)

Hugo (Hayao) Vs. Dudley (Jima)

Hugo (Hayao) Vs. Ibuki (Fume)

Hugo (Hayao) Vs. Ken (Teruchika) (Amazing parry at the end of the last round)

Hugo (Hayao) Vs. Ken (Haitani)

Hugo (Hayao) Vs. Ken (??)

Hugo (Hayao) Vs. Makoto (Shiroitachi)

Hugo (Hayao) Vs. Necro (PinoAB7)

Hugo (Hayao) Vs. Urien (ABE)

Hugo (Hayao) Vs. Urien (Ramen)

Hugo (Hayao) Vs. Urien (Afro)

Hugo (Hayao) Vs. Yun (KO)

Hugo (Hayao) Vs. Yun (Towel)

Hugo (Hayao) Vs. Yun (S)

Hugo (Hayao) Vs. Yun (Bagon)

Hugo (Hayao) Vs. Yun (BillyKane)

Hugo (Hayao) Vs. Yun (??)