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

From SuperCombo Wiki
mNo edit summary
No edit summary
Line 1: Line 1:
[http://tinishav.w8w.pl/view/american-people.html american people textbook] [http://meghann.w8w.pl/small/aviations-jobs.html aviations jobs] [http://britanycha.w8w.pl/wiki/womens-self-defense.html womens self defense products] [http://nobody-s-home.fallway.info/ nobody s home avril lavigne] [http://shizuewinstead.pop3.ru/lib/these-days-chantal.html chantal day kreviazuk these] [http://lauraleegerhard.freehostia.com/space-ship.html space ship] [http://nellysalaam.ifrance.com/sangrias.html sangrias] [http://supernalotto.esta-feta.info/ supernalotto] [http://mrkgnao.datadiri.us/topic/kids-books.html kids books] [http://thelmabounds.ifrance.com/peep-shows.html porn peep show] [http://myeshavoss.pop3.ru/content/jose-cuervo.html jose cuervo] [http://katelyns.w8w.pl/blog/kawasaki-lawn.html kawasaki lawn mower parts] [http://genovevaloar.free-site-host.com/directory/summer-crafts.html summer camp crafts] [http://rosanne.w8w.pl/resources/neuroblastoma.html neuroblastoma] [http://clarisamatchett.freehostia.com/article/london-bomb-blast.html blast bomb london] [http://genovevaloar.free-site-host.com/directory/cheap-golf-ball.html ball cheap golf used] [http://teen-twink.distains.info/index.html teen twink] [http://dotfitts.freehostia.com/pages/modeling-agency.html modeling agency] [http://meghann.w8w.pl/small/snl-video-clips.html snl video clips] [http://dad-sucking-his.plinker.info/index.html dad sucking his sons cock] [http://clarisamatchett.freehostia.com/article/will-not-be-ignored.html will not be ignored] [http://ethylwilkey.ifrance.com/small/belgian-chocolate.html belgian chocolate] [http://passworduniverse.kingbolt.info/index.html passworduniverse] [http://domenicaswearin.freehostia.com/kiss-the-sky.html kiss the sky] [http://staceetammaro.pop3.ru/viceroy-homes.html viceroy homes ontario] [http://neomirivenbark.pop3.ru/new/accommodation.html accommodation budget en language language londen nl nl site] [http://scarlettlakey.ifrance.com/article/old-school-love.html old school love] [http://genovevaloar.free-site-host.com/directory/totti.html totti] [http://beautyilst.datadiri.org/description/beatles-come.html the beatles come together lyric] [http://palmiradagostin.pop3.ru/pages/car-vin-number.html car vin number check] [http://donne-alessandria.unfoxy.info/ donne alessandria] [http://fatimahcrunk.ifrance.com/the-place-promised.html the place promised in our early days dvd] [http://grati-ariete-445.yautias.info/ grati ariete 445] [http://renaposton.ifrance.com/blog/desktop-architect.html desktop architect] [http://sonwheless.ifrance.com/activesync-bluetooth.html activesync bluetooth com port] [http://staceetammaro.pop3.ru/amy-sue-cooper.html amy sue cooper nude pic] [http://punkking157.ide.am/library/circulation.html poor blood circulation] [http://maireje.w8w.pl/library/curio-cabinet.html wall mounted curio cabinet] [http://lidiame.w8w.pl/comments/sex-after-prom.html sex after prom] [http://possibili-argomenti.unfoxy.info/ possibili argomenti esame di stato 2004] [http://beautyilst.datadiri.org/description/pegasus-statue.html pegasus statue] [http://katelyns.w8w.pl/blog/archive-glasgow.html archive glasgow photo school] [http://nellysalaam.ifrance.com/average-temperature.html average temperature in cancun in april] [http://glyndap.w8w.pl/wiki/reluctant-young.html reluctant young men] [http://enermax---eg701ax-vhwsfma.maybee.info/ enermax - eg701ax-vh(w)sfma coolergiant] [http://gemamarkland.free-site-host.com/content/jukebox-hero.html jukebox hero] [http://videosmaster-com.maybee.info/ videosmaster com] [http://tinishav.w8w.pl/view/pure-essential.html pure essential oil] [http://ashanti-ass.kiekie.info/index.html ashanti ass] [http://dotfitts.freehostia.com/pages/newborn-baby-diaper.html newborn baby diaper] [http://caridadkulik.ifrance.com/drink.html drink] [http://barbiegoggins.ide.am/blog/sepltura.html sepltura] [http://micro-hi-fi.maybee.info/ micro hi fi] [http://benq-19-pollici.fallway.info/ benq 19 pollici] [http://rubiedunlap.ifrance.com/comments/toronto-hotels.html toronto hotels] [http://venessadrake.ifrance.com/milwaukee-real.html milwaukee real estate brokers] [http://bug.zoonic.info/ bug bunny picture] [http://neomirivenbark.pop3.ru/new/prices-for-old.html prices for old baseball card] [http://antivirus-agv.unfoxy.info/ antivirus agv gratuito] [http://lindsey-lohan.euploid.info/index.html lindsey lohan topless] [http://ethylwilkey.ifrance.com/small/das-boot.html das boot] [http://penis-pumping.nonionic.info/index.html penis pumping movie] [http://lauraleegerhard.freehostia.com/invasive-species.html invasive species management plan] [http://gemamarkland.free-site-host.com/content/exwife-slander.html exwife slander] [http://britanycha.w8w.pl/wiki/assassin-artwork.html assassin artwork] [http://mambo-italiano.furison.info/index.html mambo italiano] [http://sonwheless.ifrance.com/allen-set-wrench.html allen set wrench] [http://affare-finanza.calusa.info/ affare finanza] [http://annfarrer.pop3.ru/web/yu-ai-kai-san-jose.html yu ai kai san jose] [http://britanycha.w8w.pl/wiki/installing-a-hot.html installing a hot tub] [http://piedi-furia.esta-feta.info/ piedi furia] [http://dotfitts.freehostia.com/pages/exercise-trampoline.html exercise trampoline] [http://renaposton.ifrance.com/blog/celtic-knot.html celtic knot] [http://lavatrice-da-incasso.fallway.info/ lavatrice da incasso] [http://las-vegas-newspaper.furison.info/index.html las vegas newspaper] [http://venessadrake.ifrance.com/about-apple-computer.html apple computer inc] [http://florida-cose-fare.fallway.info/ florida cose fare] [http://palmiradagostin.pop3.ru/pages/all-foamy-episodes.html episode foamy friend] [http://staceetammaro.pop3.ru/jessica-simpsons.html jessica simpsons dog breed daisy] [http://gatlinburg-cabins.plinker.info/index.html pet friendly cabin rental in gatlinburg tn] [http://happymother.profil.tc/execution-of.html execution hanging woman] [http://mrkgnao.datadiri.us/topic/gun-magazines.html free gun magazine and catalog] [http://demetriusklink.free-site-host.com/topic/hoe.html big booty hoe] [http://domenicaswearin.freehostia.com/the-sun-uk.html london sun uk] [http://mrkgnao.datadiri.us/topic/human-pony-mistress.html human pony mistress] [http://nellysalaam.ifrance.com/ninilchik.html ninilchik ak] [http://dollydiva.profil.tc/new/tidus.html tidus yuna] [http://masakobriceno.pop3.ru/blog/salina.html salina] [http://sonwheless.ifrance.com/gary-null.html gary null] [http://playhouse-kits.furison.info/index.html playhouse kits] [http://mrkgnao.datadiri.us/topic/enclosed-swimming.html enclosed swimming pool slide] [http://girl-pool.plinker.info/index.html hot girl pool] [http://sarah-conner.unfoxy.info/ sarah conner feat natural just one last] [http://preteen-girls.nonionic.info/index.html preteen girls having sex] [http://timeshare-canada.plinker.info/index.html time share resale canada] [http://gemamarkland.free-site-host.com/content/duke-power.html duke power nc] [http://palmiradagostin.pop3.ru/pages/kazoo.html blooregard q kazoo] [http://demetriusklink.free-site-host.com/topic/deck-boat.html deck boat] [http://rosanne.w8w.pl/resources/falmouth-ma-real.html falmouth ma real estate] [http://adelaidecelis.pop3.ru/the-lord-of-the.html dance flatley lord michael] [http://ethylwilkey.ifrance.com/small/saras-secrets.html saras secrets] [http://ickapiga.ide.am/pages/randall-food.html randall food market] [http://staceetammaro.pop3.ru/jennifer-love.html jennifer love hewitts breast size] [http://renaposton.ifrance.com/blog/computer-jokes.html computer practical joke] [http://carriberkowitz.free-site-host.com/restarting-apache.html restarting apache 2] [http://thelmabounds.ifrance.com/adolescent-depression.html adolescent depression] [http://holy-blood-holy.preteria.info/index.html holy blood holy grail] [http://genovevaloar.free-site-host.com/directory/speed-comparison.html speed comparison mac pc] [http://ethylwilkey.ifrance.com/small/milk-token.html milk token] [http://myrtispettie.pop3.ru/articles/advertisement-h3.html advertisement h3 hummer new] [http://tmdexter.datadiri.us/data/older-women-nude.html free nude older woman] [http://katelyns.w8w.pl/blog/alcoholic-drinks.html alcoholic drinks] [http://fatimahcrunk.ifrance.com/wmor-tampa.html wmor tampa] [http://gemamarkland.free-site-host.com/content/spark-life-quiz.html spark life quiz] [http://ethylwilkey.ifrance.com/small/shelby-county.html shelby county portal] [http://gemamarkland.free-site-host.com/content/new-york-state.html new york state unemployment] [http://staceetammaro.pop3.ru/www-pel.html www pel] [http://punkking157.ide.am/library/golf-in-las.html las vegas golf] [http://grey-sonia.maybee.info/ grey sonia] [http://filipino-teens.duddie.info/index.html filipino teen girl] [http://venessadrake.ifrance.com/scranton-university.html scranton university online] [http://lateshacl.w8w.pl/wiki/baylor.html baylor] [http://rosanne.w8w.pl/resources/2007-cadillac-escalade.html 2007 cadillac escalade] [http://gemamarkland.free-site-host.com/content/tere.html tere bin lyric] [http://gemamarkland.free-site-host.com/content/super-shuttle-philadelphia.html super shuttle philadelphia] [http://dotfitts.freehostia.com/pages/life-is-beautiful.html life is beautiful theme song] [http://final-fantasy.distains.info/index.html fantasy final hentai manga] [http://sonwheless.ifrance.com/medical-coding.html medical coding information] [http://shizuewinstead.pop3.ru/lib/wax-hair-removal.html hair kit removal wax] [http://caridadkulik.ifrance.com/real-estate-utah.html real estate utah] [http://marlyscat.w8w.pl/bull-sharks.html bull sharks] [http://maddyriddle.ide.am/resources/document.html document] [http://domenicaswearin.freehostia.com/raj-travel.html raj travel] [http://myeshavoss.pop3.ru/content/any-concert-problem.html any concert problem zoloft] [http://maireje.w8w.pl/library/psx-bios.html psx bios] [http://maireje.w8w.pl/library/20-aquarium-marine.html 2.0 aquarium marine] [http://scarlettlakey.ifrance.com/article/monkey-coloring.html printable monkey coloring pages] [http://gaylavillalpand.pop3.ru/view/job-pharmaceutical.html job pharmaceutical rep sales] [http://lcd-dvd.shellak.info/ lcd dvd] [http://nellysalaam.ifrance.com/p2p-file-shareing.html p2p file shareing] [http://renault-laguna.yautias.info/ renault laguna 1.8] [http://little-nude-lolitas.kingbolt.info/index.html little nude lolitas] [http://la-vie-fait-ce.unfoxy.info/ la vie fait ce qu elle veut] [http://sospetti-in-famiglia.stooper.info/ sospetti in famiglia] [http://dotfitts.freehostia.com/pages/phoenix-project.html phoenix project vietnam] [http://genovevaloar.free-site-host.com/directory/winchester-ammunition.html winchester ammunition] [http://clarisamatchett.freehostia.com/article/redundant-dhcp.html redundant dhcp server] [http://gemamarkland.free-site-host.com/content/secured-loans.html consolidation loan secured] [http://ramonafillmore.ide.am/q/scars.html scars] [http://daylelz.datadiri.us/soviet-union-president.html soviet union president] [[Image:Hugo3sport.gif|frame|right|Hugo's Character Select Portrait]]
[[Image:Hugo3sport.gif|frame|right|Hugo's Character Select Portrait]]
[[Image:Hugo3s-stance.gif|frame|right|Hugo's Neutral Stance]]
[[Image:Hugo3s-stance.gif|frame|right|Hugo's Neutral Stance]]
==Introduction==
==Introduction==
Line 131: Line 131:
| Jumping Roundhouse || '''(Air)''' HK
| Jumping Roundhouse || '''(Air)''' HK
|-
|-
| Universal Overhead || MP MK
| Universal Overhead || MP+MK
|-
|-
| Taunt || HP HK
| Taunt || HP+HK
|}
|}


Line 142: Line 142:
| '''Move''' || '''Motion'''
| '''Move''' || '''Motion'''
|-
|-
| Neck Hanging Three || LP LK
| Neck Hanging Three || LP+LK
|-
|-
| Body Slam || F LP LK or B LP LK
| Body Slam || F+LP+LK or B+LP+LK
|}
|}


Line 153: Line 153:
| '''Move''' || '''Motion'''
| '''Move''' || '''Motion'''
|-
|-
| Hammer Hook || F HP
| Hammer Hook || F+HP
|-
|-
| Crouching Jab || D LP
| Crouching Jab || D+LP
|-
|-
| Crouching Strong || D MP
| Crouching Strong || D+MP
|-
|-
| Crouching Fierce || D HP
| Crouching Fierce || D+HP
|-
|-
| Crouching Short || D LK
| Crouching Short || D+LK
|-
|-
| Crouching Forward || D MK
| Crouching Forward || D+MK
|-
|-
| Crouching Roundhouse || D HK
| Crouching Roundhouse || D+HK
|-
|-
| Body Press || '''(Air)''' D HP
| Body Press || '''(Air)''' D+HP
|}
|}


Line 180: Line 180:
| '''Move''' || '''Motion'''
| '''Move''' || '''Motion'''
|-
|-
| Giant Palm Bomber || QCB P
| Giant Palm Bomber || QCB+P
|-
|-
| Moonsault Press || 360 P
| Moonsault Press || 360+P
|-
|-
| Monster Lariat || QCF K
| Monster Lariat || QCF+K
|-
|-
| Shootdown Backbreaker || F, D, DF K
| Shootdown Backbreaker || F, D, DF+K
|-
|-
| Meat Squasher || 360 K
| Meat Squasher || 360+K
|-
|-
| Ultra Throw || HCB K
| Ultra Throw || HCB+K
|}
|}


Line 199: Line 199:
| '''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 210: Line 210:
| '''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 || 2 stocks
| II || Megaton Press ||  QCF+QCF+K || 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 232: Line 232:
*'''Throw Range''': Range of the throw (in pixels)
*'''Throw Range''': Range of the throw (in pixels)
*'''Throw Range (Front)''': Range of the throw in front of your character (in pixels)
*'''Throw Range (Front)''': Range of the throw in front of your character (in pixels)
*'''Throw Range (Up
*'''Throw Range (Up & Down)''': Range of the throw, up and down from your character (in pixels)
*'''Gauge Needed''': Gauge you need to execute the EX move (in pixels)
*'''Num.''': Super Art number
*'''Super Art''': Super Art name
*'''Super Art Stock''': Number of Gauge Bars the Super Art have, also the lenght of each bar (in pixels)
Frame Data
*'''Startup''': Number of frames it takes to start the move
*'''Hit''': Number of frames that can hit the opponent
*'''Recovery''': Number of frames it takes to recover from the move
*'''Blocked Advantage''': Number of frames you are in advantage/disvantage after opponent have been blocked the hit
*'''Hit Advantage''': Number of frames you are in advantage/disvantage after opponent have been take the hit
*'''Crouching Hit Advantage''': Number of frames you are in advantage/disvantage after opponent have been take the hit while he is crouching
* + # : You have # frames of advantage
* - # : You have # frames of disvantage
* # ~ # : Advantage/disvantage can vary from # to #
*Down: Enemy gets knocked down
*'''Guard''': How opponent must guard the move, High (H), Low (L) or both (HL)
*'''Parry''': How opponent must parry the move, High (H), Low (L) or both (HL)
Gauge Increase
*'''Miss''': Gauge you gain if you miss the move (in pixels)
*'''Blocked''': Gauge you gain if the move gets blocked (in pixels)
*'''Hit''': Gauge you gain if you hit the opponent with the move (in pixels)
*'''Parry''': Gauge opponent gains when he parry the move (in pixels)
 
=== Basic Moves ===
 
[[Image:(hugodf).gif|none]]
{| border="1em" cellspacing="0" width="25%" style="border: 1px solid #999; background: #F2F2F2;"
|-
! align="center" | Move
! align="center" | Total frames
|-
| align="center" | Dash Forward
| align="center" | 22
|}
''Comments here''
 
 
[[Image:(hugodb).gif|none]]
{| border="1em" cellspacing="0" width="25%" style="border: 1px solid #999; background: #F2F2F2;"
|-
! align="center" | Move
! align="center" | Total frames
|-
| align="center" | Dash Backwards
| align="center" | 20
|}
''Comments here''
 
 
[[Image:(hugojump).gif|none]]
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Startup Frames'''
|-
| align="center" | Jump || align="center" | BU or U or FU || align="center" | 5
|}
''Comments here''
 
 
[[Image:(hugojump).gif|none]]
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Startup Frames'''
|-
| align="center" | Super Jump || align="center" | DBU or DU or DFU || align="center" | 7
|}
''Comments here''
 
 
[[Image:(hugow).gif|none]]
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Frames'''
|-
| align="center" | Normal Wakeup || align="center" | - || align="center" | 69
|}
''Comments here''
 
 
[[Image:(hugotw).gif|none]]
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Frames'''
|-
| align="center" | Tech Wakeup || align="center" | Tap D when hitting the ground || align="center" | 54
|}
''Comments here''
 
 
[[Image:(hugotaunt).gif|none]]
{| border="1em" cellspacing="0" width="40%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Frames''' || align="center" | '''Gauge Increase'''
|-
| align="center" | Unheld Taunt || align="center" | HP+HK || align="center" | 68? || align="center" | 6
|}
''Comments here''
 
 
[[Image:(hugotaunt).gif|none]]
{| border="1em" cellspacing="0" width="40%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Frames''' || align="center" | '''Gauge Increase'''
|-
| align="center" | Held Taunt || align="center" | Hold HP+HK || align="center" | 95? || align="center" | 6
|}
''Comments here''
 
 
[[Image:(hugoparry).gif|none]]
{| border="1em" cellspacing="0" width="35%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Move''' || align="center" | '''Motion'''
|-
| align="center" | Parry (High) || align="center" | Tap F when about taking a hit
|-
| align="center" | Parry (Low) || align="center" | Tap D when about taking a hit
|-
| align="center" | Parry (Air) || align="center" | Tap F in air when about taking a hit
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="95%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Move''' || align="center" | '''Frames you're frozen''' || align="center" | '''Frames opponent is frozen''' || align="center" | '''Frame Advantage when parry is successful''' || align="center" | '''Frames before you can try another parry'''
|-
| align="center" | Parry (High) || align="center" | 16 || align="center" | 20? || align="center" | +4(LP/LK) +3(MP/MK) +2(HP/HK) 0(Special/Super)  -16(Fireball) || align="center" | 24(19 when attack comes from the air)*,**
|-
| align="center" | Parry (Low) || align="center" | 16 || align="center" | 20? || align="center" | +4(LP/LK) +3(MP/MK) +2(HP/HK) 0(Special/Super)  -16(Fireball) || align="center" | 24(19 when attack comes from the air)*,**
|-
| align="center" | Parry (Air) || align="center" | 16 || align="center" | 20? || align="center" | +4(LP/LK) +3(MP/MK) +2(HP/HK) 0(Special/Super)  -16(Fireball) || align="center" | 21(19 when attack comes from the air)*,**
|}
{| border="1em" cellspacing="0" width="70%" style="border: 1px solid #999; background: #F2F2F2;"
|-
|* (If a parry attempt is successful, the 19/21/24 frame restriction is taken away and you can attempt another parry immediately)
|-
|** (If another attack connects within 2 frames of your parry, it will automatically be parried)
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Move''' || align="center" | '''Gauge Increase'''
|-
| align="center" | Parry (High) || align="center" | 4***
|-
| align="center" | Parry (Low) || align="center" | 4***
|-
| align="center" | Parry (Air) || align="center" | 4***
|}
{| border="1em" cellspacing="0" width="57%" style="border: 1px solid #999; background: #F2F2F2;"
|-
|*** (You gain 4 of gauge for whatever attack parried, and for whatever hit you parry during multihit attack)
|}
You can buffer any motion during High or Low parry, but NOT during Air parry.
*'''Parry information is taken from Shoryuken Forums, more exactly, from user JinraiPVC. Thanks for this information dude'''
 
=== Normal Moves ===
 
[[Image:(hugolp).gif|none]]
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel'''
|-
| align="center" | Jab || align="center" | LP || align="center" | 35 || align="center" | 5 || align="center" | Yes || align="center" | No || align="center" | No
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | 4 || align="center" | 4 || align="center" | 8 || align="center" | -1 || align="center" | -1 || align="center" | -1 || align="center" | HL || align="center" | HL
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | 0 || align="center" | 2 || align="center" | 3 || align="center" | 4
|}
''Comments here''
 
 
[[Image:(hugomp).gif|none]]
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel'''
|-
| align="center" | Strong || align="center" | MP || align="center" | 120 || align="center" | 13 || align="center" | No || align="center" | No || align="center" | No
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | 10 || align="center" | 7 || align="center" | 12 || align="center" | -5 || align="center" | 0 || align="center" | +1 || align="center" | HL || align="center" | H
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | 2 || align="center" | 5 || align="center" | 9 || align="center" | 4
|}
Hugo best poke, has long range and its somewhat safe.
 
 
[[Image:(hugohp).gif|none]]
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel'''
|-
| align="center" | Fierce || align="center" | HP || align="center" | 170 || align="center" | 21 || align="center" | No || align="center" | No || align="center" | No
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | 16 || align="center" | 7 || align="center" | 15 || align="center" | -3 || align="center" | -1 || align="center" | +1 || align="center" | HL || align="center" | HL
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | 3 || align="center" | 7 || align="center" | 15 || align="center" | 4
|}
This is an overhead move, meaning if opponent is blocking low, he will eat it. Used a lot after a succesful Body Press, of even as a wakeup, but watch out for reversals.
 
 
[[Image:(hugolk).gif|none]]
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel'''
|-
| align="center" | Short || align="center" | LK || align="center" | 50 || align="center" | 3 || align="center" | No || align="center" | Yes || align="center" | Yes
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | 5 || align="center" | 4 || align="center" | 9 || align="center" | +1 || align="center" | +1 || align="center" | +1 || align="center" | HL || align="center" | HL
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | 0 || align="center" | 2 || align="center" | 3 || align="center" | 4
|}
Nice poke, and even if it doesn't combo, do a Giant Palm Bomber (LP) after it, or a Meat Squasher (LK). You leave very small window to react at opponent.
 
 
[[Image:(hugomk).gif|none]]
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel'''
|-
| align="center" | Forward || align="center" | MK || align="center" | 115(70+50) || align="center" | 13(9+5) || align="center" | No || align="center" | No || align="center" | No
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | 9/14 || align="center" | 2/4 || align="center" | 23 || align="center" | -4 || align="center" | +1 || align="center" | +3 || align="center" | HL/H || align="center" | H/H
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | 7 || align="center" | 5 || align="center" | 11 || align="center" | 8(4+4)
|}
2-hit attack, and the 2nd hit is an overhead. Normally MK its considered a nice anti-air. Althrough MP has more range and its safer, the first hit of MK hits higher, so if you know the range of this move and you don't have time to react a jump with a Shootdown Backbreaker, try MK.
 
 
[[Image:(hugojhk).gif|none]]
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel'''
|-
| align="center" | Roundhouse || align="center" | HK || align="center" | 150 || align="center" | 19 || align="center" | No || align="center" | No || align="center" | No
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | 21 || align="center" | 8 || align="center" | 28 || align="center" | -13 || align="center" | +3 || align="center" | +3 || align="center" | H || align="center" | H
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | 3 || align="center" | 7 || align="center" | 15 || align="center" | 4
|}
Overhead move again, but whiffed close to the opponent, means you will be punished. It have too much recovery
 
 
[[Image:(hugojlp).gif|none]]
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel'''
|-
| align="center" | Jump Jab || align="center" | (Air) LP || align="center" | 40 || align="center" | 9 || align="center" | No || align="center" | No || align="center" | No
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | 3 || align="center" | 11 || align="center" | - || align="center" | - || align="center" | - || align="center" | - || align="center" | H || align="center" | H
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | 0 || align="center" | 2 || align="center" | 3 || align="center" | 4
|}
''Comments here''
 
 
[[Image:(hugojlp).gif|none]]
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel'''
|-
| align="center" | Jump Strong || align="center" | (Air) MP || align="center" | 100 || align="center" | 13 || align="center" | No || align="center" | No || align="center" | No
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | 6 || align="center" | 8 || align="center" | - || align="center" | - || align="center" | - || align="center" | - || align="center" | H || align="center" | H
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | 2 || align="center" | 5 || align="center" | 9 || align="center" | 4
|}
''Comments here''
 
 
[[Image:(hugojhp).gif|none]]
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel'''
|-
| align="center" | Jump Fierce || align="center" | (Air) HP || align="center" | 150 || align="center" | 17 || align="center" | No || align="center" | No || align="center" | No
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | 11 || align="center" | 5 || align="center" | - || align="center" | - || align="center" | - || align="center" | - || align="center" | H || align="center" | H
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | 3 || align="center" | 7 || align="center" | 15 || align="center" | 4
|}
Nice range, its useful when enemy is far from you. Do it when you're falling from a jump, so it will prevent oponents jumps while you're in the air or landing. Watch out for Akuma's Zankuu Hadouken anyway.
 
 
[[Image:(hugojlk).gif|none]]
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel'''
|-
| align="center" | Jump Short || align="center" | (Air) LK || align="center" | 60 || align="center" | 7 || align="center" | No || align="center" | No || align="center" | No
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | 3 || align="center" | 16 || align="center" | - || align="center" | - || align="center" | - || align="center" | - || align="center" | H || align="center" | H
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | 0 || align="center" | 2 || align="center" | 3 || align="center" | 4
|}
''Comments here''
 
 
[[Image:(hugojlk).gif|none]]
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel'''
|-
| align="center" | Jump Forward || align="center" | (Air) MK || align="center" | 100 || align="center" | 11 || align="center" | No || align="center" | No || align="center" | No
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | 5 || align="center" | 7 || align="center" | - || align="center" | - || align="center" | - || align="center" | - || align="center" | H || align="center" | H
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | 2 || align="center" | 5 || align="center" | 9 || align="center" | 4
|}
''Comments here''
 
 
[[Image:(hugojhk).gif|none]]
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel'''
|-
| align="center" | Jump Roundhouse || align="center" | (Air) HK || align="center" | 130 || align="center" | 15 || align="center" | No || align="center" | No || align="center" | No
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | 11 || align="center" | 7 || align="center" | - || align="center" | - || align="center" | - || align="center" | - || align="center" | H || align="center" | H
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | 3 || align="center" | 7 || align="center" | 15 || align="center" | 4
|}
''Comments here''
 
 
[[Image:(hugojlk).gif|none]]
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel'''
|-
| align="center" | Universal Overhead || align="center" | MP+MK || align="center" | 40 || align="center" | 3 || align="center" | No || align="center" | No || align="center" | No
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | 15 || align="center" | 10 || align="center" | 5 || align="center" | -5~+7 || align="center" | 0~+8 || align="center" | +1~+9 || align="center" | H || align="center" | H
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | 0 || align="center" | 1 || align="center" | 2 || align="center" | 4
|}
''Comments here''
 
 
==== Throws ====
 
[[Image:(hugonht).gif|none]]
{| border="1em" cellspacing="0" width="50%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Throw Range'''
|-
| align="center" | Neck Hanging Three || align="center" | LP+LK || align="center" | 130(30x8) || align="center" | 24(5x8) || align="center" | 32
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | 2 || align="center" | 1 || align="center" | 21 || align="center" | - || align="center" | - || align="center" | - || align="center" | LP+LK || align="center" | -
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="25%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit'''
|-
| align="center" | 0 || align="center" | 7 (for the player who blocked) || align="center" | 24(3?x8)
|}
After succesfully pulled off this throw, you have the chance to taunt safely. Also in corner, you can reset with D+MP after the throw.
 
 
[[Image:(hugobs).gif|none]]
{| border="1em" cellspacing="0" width="50%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Throw Range'''
|-
| align="center" | Body Slam || align="center" | F+LP+LK or B+LP+LK || align="center" | 160 || align="center" | 13 || align="center" | 32
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | 2 || align="center" | 1 || align="center" | 21 || align="center" | - || align="center" | - || align="center" | - || align="center" | LP+LK || align="center" | -
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="25%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit'''
|-
| align="center" | 0 || align="center" | 7 (for the player who blocked) || align="center" | 7
|}
''Comments here''
 
==== Command Normals ====
 
[[Image:(hugofhp).gif|none]]
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel'''
|-
| align="center" | Hammer Hook || align="center" | F+HP || align="center" | 160 || align="center" | 21 || align="center" | No || align="center" | No || align="center" | No
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | 14 || align="center" | 4 || align="center" | 33 || align="center" | -14 || align="center" | +4 || align="center" | +4 || align="center" | HL || align="center" | H
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | 3 || align="center" | 7 || align="center" | 15 || align="center" | 4
|}
Long range and good stun damage, but very unsafe move if blocked or missed. Should be good for attacking opponents far away and getting close jumping.
 
 
[[Image:(hugojhk).gif|none]]
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel'''
|-
| align="center" | Drop Kick || align="center" | F+HK or B+HK || align="center" | 150 || align="center" | 19 || align="center" | No || align="center" | No || align="center" | No
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | 21 || align="center" | 8 || align="center" | 27 || align="center" | -12 || align="center" | +4 || align="center" | +4 || align="center" | H || align="center" | H
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | 3 || align="center" | 7 || align="center" | 15 || align="center" | 4
|}
''Comments here''
 
 
[[Image:(hugoclp).gif|none]]
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel'''
|-
| align="center" | Crouch Jab || align="center" | C+LP || align="center" | 30 || align="center" | 3 || align="center" | Yes || align="center" | Yes || align="center" | Yes
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | 4 || align="center" | 3 || align="center" | 8 || align="center" | -1 || align="center" | -1 || align="center" | -1 || align="center" | HL || align="center" | HL
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | 0 || align="center" | 2 || align="center" | 3 || align="center" | 4
|}
''Comments here''
 
 
[[Image:(hugocmp).gif|none]]
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel'''
|-
| align="center" | Crouch Strong || align="center" | C+MP || align="center" | 120 || align="center" | 13 || align="center" | No || align="center" | No || align="center" | No
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | 7 || align="center" | 5 || align="center" | 12 || align="center" | -2 || align="center" | -1 || align="center" | 0 || align="center" | HL || align="center" | HL
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | 2 || align="center" | 5 || align="center" | 9 || align="center" | 4
|}
''Comments here''
 
 
[[Image:(hugochp).gif|none]]
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel'''
|-
| align="center" | Crouch Fierce || align="center" | C+HP || align="center" | 110 || align="center" | 13 || align="center" | No || align="center" | No || align="center" | No
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | 13 || align="center" | 10 || align="center" | 37 || align="center" | -29 || align="center" | Down || align="center" | Down || align="center" | HL || align="center" | HL
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | 3 || align="center" | 7 || align="center" | 15 || align="center" | 4
|}
''Comments here''
 
 
[[Image:(hugoclk).gif|none]]
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel'''
|-
| align="center" | Crouch Short || align="center" | C+LK || align="center" | 40 || align="center" | 3 || align="center" | No || align="center" | Yes || align="center" | Yes
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | 3 || align="center" | 3 || align="center" | 7 || align="center" | +2 || align="center" | +2 || align="center" | +2 || align="center" | L || align="center" | L
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | 0 || align="center" | 2 || align="center" | 3 || align="center" | 4
|}
''Comments here''
 
 
[[Image:(hugocmk).gif|none]]
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel'''
|-
| align="center" | Crouch Forward || align="center" | C+MK || align="center" | 100 || align="center" | 3 || align="center" | No || align="center" | No || align="center" | No
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | 8 || align="center" | 5 || align="center" | 17 || align="center" | -5 || align="center" | Down || align="center" | Down || align="center" | L || align="center" | L
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | 2 || align="center" | 5 || align="center" | 9 || align="center" | 4
|}
Hugo 2nd most useful poke, has a lot of range. This is Hugo's normal sweep move.
 
 
[[Image:(hugochk).gif|none]]
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel'''
|-
| align="center" | Crouch Roundhouse || align="center" | C+HK || align="center" | 170 || align="center" | 13 || align="center" | No || align="center" | No || align="center" | No
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="70%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | 11 || align="center" | 23 || align="center" | 24~38 || align="center" | -43 || align="center" | Down || align="center" | Down || align="center" | H(far) or L(close) || align="center" | H(far) or L(close)
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | 3 || align="center" | 7 || align="center" | 15 || align="center" | 4
|}
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 a "teenage mutant ninja TURTLE" opponent, 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.
 
 
[[Image:(hugojdhp).gif|none]]
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Chains into itself''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel'''
|-
| align="center" | Body Press || align="center" | JF, D+HP || align="center" | 100 || align="center" | 17 || align="center" | No || align="center" | No || align="center" | No
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | 9 || align="center" | Until landing || align="center" | - || align="center" | - || align="center" | - || align="center" | - || align="center" | H || align="center" | H
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | 3 || align="center" | 7 || align="center" | 15 || align="center" | 4
|}
Nice for cross-ups, but rarely you will have the chance to do it. If you throw the opponent (Body Slam) and he doesnt do a tech wakeup, go for the cross-up with Body Press, also after a succesful Moonsault Press, if enemy doesnt do a tech wakeup, superjump to the opponent when you touch the ground (will not work on characters that have quick wakeup, such as Dudley, Remy, etc).
Remember also, even if the Body Press gets blocked (cross-up or not) a nice thing to do after it is a standing HP, or standing LK followed by Giant Palm Bomber (LP), and even a LK Meat Squasher to put the opponent into the corner.
 
=== Special Moves ===
 
[[Image:(hugogpb).gif|none]]
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Super Cancel'''
|-
| align="center" | Giant Palm Bomber (Jab) || align="center" | QCB+LP || align="center" | 110 || align="center" | 14 || align="center" | 15 || align="center" | Yes
|-
| align="center" | Giant Palm Bomber (Strong) || align="center" | QCB+MP || align="center" | 125 || align="center" | 16 || align="center" | 17 || align="center" | Yes
|-
| align="center" | Giant Palm Bomber (Fierce) || align="center" | QCB+HP || align="center" | 140 || align="center" | 18 || align="center" | 19 || align="center" | Yes
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="80%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Move''' || align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | Giant Palm Bomber (Jab) || align="center" | 17 || align="center" | 2 || align="center" | 9 || align="center" | +11 || align="center" | +13 || align="center" | +15 || align="center" | HL || align="center" | H
|-
| align="center" | Giant Palm Bomber (Strong) || align="center" | 19 || align="center" | 2 || align="center" | 7 || align="center" | +16 || align="center" | +18 || align="center" | +20 || align="center" | HL || align="center" | H
|-
| align="center" | Giant Palm Bomber (Fierce) || align="center" | 22 || align="center" | 2 || align="center" | 6 || align="center" | +19 || align="center" | +21 || align="center" | +23 || align="center" | HL || align="center" | H
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="50%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Move''' || align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | Giant Palm Bomber (Jab) || align="center" | 3 || align="center" | 8 || align="center" | 16 || align="center" | 4
|-
| align="center" | Giant Palm Bomber (Strong) || align="center" | 3 || align="center" | 8 || align="center" | 16 || align="center" | 4
|-
| align="center" | Giant Palm Bomber (Fierce) || align="center" | 3 || align="center" | 8 || align="center" | 16 || align="center" | 4
|}
One of Hugo's best special moves, it have very slow startup, specially HP version, but when hit or blocked, it have a large amount of frame advantage. Normally you can combo the HP version into the MP one, and the MP into the LP, but looking at the Frame Datas, the timing is very strict, so combo the HP version into the LP one, then standing MP to a nice 3hit combo. You can try the LP version into a Meat Squasher (LK), but don't do it with HP version, enemy will be stuned by the hit and the Meat Squasher will whiff. This one i didnt test it, but after a blocked Giant Palm Bomber, good Hugo players tend to dash forward after the blocked hit. So what about GPB LP then dash forward then inmediately a Moonsault Press? You're on the range for it...
 
 
[[Image:(hugomsp).gif|none]]
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Throw Range''' || align="center" | '''Super Cancel'''
|-
| align="center" | Moonsault Press (Jab) || align="center" | 360+LP || align="center" | 240 || align="center" | - || align="center" | 19 || align="center" | 59 || align="center" | No
|-
| align="center" | Moonsault Press (Strong) || align="center" | 360+MP || align="center" | 255 || align="center" | - || align="center" | 19 || align="center" | 53 || align="center" | No
|-
| align="center" | Moonsault Press (Fierce) || align="center" | 360+HP || align="center" | 280 || align="center" | - || align="center" | 19 || align="center" | 47 || align="center" | No
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="80%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Move''' || align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | Moonsault Press (Jab) || align="center" | 2 || align="center" | 2 || align="center" | 36 || align="center" | - || align="center" | Down || align="center" | Down || align="center" | Impossible || align="center" | Impossible
|-
| align="center" | Moonsault Press (Strong) || align="center" | 2 || align="center" | 2 || align="center" | 36 || align="center" | - || align="center" | Down || align="center" | Down || align="center" | Impossible || align="center" | Impossible
|-
| align="center" | Moonsault Press (Fierce) || align="center" | 2 || align="center" | 2 || align="center" | 36 || align="center" | - || align="center" | Down || align="center" | Down || align="center" | Impossible || align="center" | Impossible
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="50%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Move''' || align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | Moonsault Press (Jab) || align="center" | 5 || align="center" | - || align="center" | 31 || align="center" | -
|-
| align="center" | Moonsault Press (Strong) || align="center" | 5 || align="center" | - || align="center" | 31 || align="center" | -
|-
| align="center" | Moonsault Press (Fierce) || align="center" | 5 || align="center" | - || align="center" | 31 || align="center" | -
|}
Another good special move for Hugo, it takes a large amount of life, but the motion it's tricky, why? well, because if you do the Moonsault without jumping (and that's how need to be done), sometimes you will not make the motion well, and you can "launch" a HP Giant Palm Bomber when you really need the fast startup damaging Moonsault, as a result, enemy will kick you, so master well the motion.
As we can see it the tables, LP does less damage than HP, but it have more throw range. So make right desicions during a match and see what punch you have to use. A whiffed Moonsault its somewhat punishable. Even sometimes a Moonsault on wakeup seems a nice idea when done as a reversal, to people who likes to stay near you during a wakeup doing crouching LKs or LPs, but BEWARE of Universal Overhead moves, they are in the air and if you do a Moonsault Press before they hit you, you will not grab them, and they will hit you.
 
 
[[Image:(hugoml).gif|none]]
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Super Cancel'''
|-
| align="center" | Monster Lariat (Short) || align="center" | QCF+LK || align="center" | 150 || align="center" | 19 || align="center" | 11 || align="center" | No
|-
| align="center" | Monster Lariat (Forward) || align="center" | QCF+MK || align="center" | 160 || align="center" | 20 || align="center" | 13 || align="center" | No
|-
| align="center" | Monster Lariat (Roundhouse) || align="center" | QCF+HK || align="center" | 170 || align="center" | 21 || align="center" | 15 || align="center" | No
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="80%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Move''' || align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | Monster Lariat (Short) || align="center" | 11 || align="center" | 5 || align="center" | 21~25 || align="center" | -8 || align="center" | Down || align="center" | Down || align="center" | HL || align="center" | H
|-
| align="center" | Monster Lariat (Forward) || align="center" | 15 || align="center" | 5 || align="center" | 23~27 || align="center" | -10 || align="center" | Down || align="center" | Down || align="center" | HL || align="center" | H
|-
| align="center" | Monster Lariat (Roundhouse) || align="center" | 24 || align="center" | 5 || align="center" | 24~28 || align="center" | -11 || align="center" | Down || align="center" | Down || align="center" | HL || align="center" | H
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="50%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Move''' || align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | Monster Lariat (Short) || align="center" | 3 || align="center" | 8 || align="center" | 13 || align="center" | 4
|-
| align="center" | Monster Lariat (Forward) || align="center" | 3 || align="center" | 8 || align="center" | 13 || align="center" | 4
|-
| align="center" | Monster Lariat (Roundhouse) || align="center" | 3 || align="center" | 8 || align="center" | 13 || align="center" | 4
|}
''Comments here''
 
 
[[Image:(hugosbb).gif|none]]
{| border="1em" cellspacing="0" width="100%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Throw Range (Front)''' || align="center" | '''Throw Range (Up & Down)''' || align="center" | '''Super Cancel'''
|-
| align="center" | Shootdown Backbreaker (Short) || align="center" | F, D, DF+LK || align="center" | 180 || align="center" | - || align="center" | 15 || align="center" | 21 || align="center" | 71~122 || align="center" | No
|-
| align="center" | Shootdown Backbreaker (Forward) || align="center" | F, D, DF+MK || align="center" | 200 || align="center" | - || align="center" | 15 || align="center" | 38 || align="center" | 75~110 || align="center" | No
|-
| align="center" | Shootdown Backbreaker (Roundhouse) || align="center" | F, D, DF+HK || align="center" | 220 || align="center" | - || align="center" | 15 || align="center" | 29 || align="center" | 76~117 || align="center" | No
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="85%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Move''' || align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | Shootdown Backbreaker (Short) || align="center" | 5 || align="center" | 9 || align="center" | 30 || align="center" | - || align="center" | Down || align="center" | Down || align="center" | Impossible || align="center" | Impossible
|-
| align="center" | Shootdown Backbreaker (Forward) || align="center" | 17 || align="center" | 10 || align="center" | 25 || align="center" | - || align="center" | Down || align="center" | Down || align="center" | Impossible || align="center" | Impossible
|-
| align="center" | Shootdown Backbreaker (Roundhouse) || align="center" | 12 || align="center" | 12 || align="center" | 29 || align="center" | - || align="center" | Down || align="center" | Down || align="center" | Impossible || align="center" | Impossible
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="50%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Move''' || align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | Shootdown Backbreaker (Short) || align="center" | 5 || align="center" | - || align="center" | 31 || align="center" | -
|-
| align="center" | Shootdown Backbreaker (Forward) || align="center" | 5 || align="center" | - || align="center" | 31 || align="center" | -
|-
| align="center" | Shootdown Backbreaker (Roundhouse) || align="center" | 5 || align="center" | - || align="center" | 31 || align="center" | -
|}
Hugo's anti-air special move, but it doesn't have ANY priority, meaning you only can catch them if the opponent doesn't do any attack during a jump, you must grab it cleanly to success. With Air Tatsumakis, well, its a lotto, sometimes you grab them, sometimes you get hit. Use it after a succesfull Ultra Throw. Keep in mind that it have terrible recovery, don't do this move randomly or prepare yourself. You can use this move as a teleport, if you're cornered, the HK version travels very far, so you can go to the middle of the screen with this move. Also you can even try to use this move as an anti-fireball, but its very risky to do it. If the opponent is the Ansatsuken Type (note: NOT REMY) and you expect a fireball from far away, do this move with HK version, then when you're going to reach the ground, do the 360motion and try to moonsaultpress them when they are still recovering from the Hadouken. Althrough this option its not the most safe (because if done late you're at point blank in front of an Ansatsuken, and you have some recovery from the move), its an idea to have in mind.
And another important thing to keep it, after a succesful Shootdown Backbreaker, you can taunt safely. Yes, taunt. 4 taunts gives you 25% more defense, and this means Hugo's defense is higher than a 2-times-taunted-Q.
 
 
[[Image:(hugomsquasher).gif|none]]
{| border="1em" cellspacing="0" width="70%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Throw Range''' || align="center" | '''Super Cancel'''
|-
| align="center" | Meat Squasher (Short) || align="center" | 360+LK || align="center" | 160 || align="center" | - || align="center" | 13 || align="center" | 34 || align="center" | No
|-
| align="center" | Meat Squasher (Forward) || align="center" | 360+MK || align="center" | 160 || align="center" | - || align="center" | 13 || align="center" | 34 || align="center" | No
|-
| align="center" | Meat Squasher (Roundhouse) || align="center" | 360+HK || align="center" | 160 || align="center" | - || align="center" | 13 || align="center" | 34 || align="center" | No
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="80%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Move''' || align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | Meat Squasher (Short) || align="center" | 20~24 || align="center" | 2 || align="center" | 30 || align="center" | - || align="center" | Down || align="center" | Down || align="center" | Impossible || align="center" | Impossible
|-
| align="center" | Meat Squasher (Forward) || align="center" | 30~52 || align="center" | 2 || align="center" | 33 || align="center" | - || align="center" | Down || align="center" | Down || align="center" | Impossible || align="center" | Impossible
|-
| align="center" | Meat Squasher (Roundhouse) || align="center" | 47~67 || align="center" | 2 || align="center" | 36 || align="center" | - || align="center" | Down || align="center" | Down || align="center" | Impossible || align="center" | Impossible
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="50%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Move''' || align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | Meat Squasher (Short) || align="center" | 3 || align="center" | - || align="center" | 22 || align="center" | -
|-
| align="center" | Meat Squasher (Forward) || align="center" | 3 || align="center" | - || align="center" | 22 || align="center" | -
|-
| align="center" | Meat Squasher (Roundhouse) || align="center" | 3 || align="center" | - || align="center" | 22 || align="center" | -
|}
Very hard to connect, but if doing well (well, if opponents does well :P) 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 inmediately after a Body Press, or LK version when enemy likes to crouch in the middle of the screen. Don't use the HK, NEVER, its already hard to connect the LK one, so...
 
 
[[Image:(hugout).gif|none]]
{| border="1em" cellspacing="0" width="70%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Throw Range''' || align="center" | '''Super Cancel'''
|-
| align="center" | Ultra Throw (Short) || align="center" | HCB+LK || align="center" | 70 || align="center" | - || align="center" | 7 || align="center" | 38 || align="center" | No
|-
| align="center" | Ultra Throw (Forward) || align="center" | HCB+MK || align="center" | 70 || align="center" | - || align="center" | 7 || align="center" | 38 || align="center" | No
|-
| align="center" | Ultra Throw (Roundhouse) || align="center" | HCB+HK || align="center" | 70 || align="center" | - || align="center" | 7 || align="center" | 38 || align="center" | No
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="80%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Move''' || align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | Ultra Throw (Short) || align="center" | 7 || align="center" | 2 || align="center" | 36 || align="center" | - || align="center" | Down || align="center" | Down || align="center" | Impossible || align="center" | Impossible
|-
| align="center" | Ultra Throw (Forward) || align="center" | 7 || align="center" | 2 || align="center" | 36 || align="center" | - || align="center" | Down || align="center" | Down || align="center" | Impossible || align="center" | Impossible
|-
| align="center" | Ultra Throw (Roundhouse) || align="center" | 7 || align="center" | 2 || align="center" | 36 || align="center" | - || align="center" | Down || align="center" | Down || align="center" | Impossible || align="center" | Impossible
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="50%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Move''' || align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | Ultra Throw (Short) || align="center" | 5 || align="center" | - || align="center" | 22 || align="center" | -
|-
| align="center" | Ultra Throw (Forward) || align="center" | 5 || align="center" | - || align="center" | 22 || align="center" | -
|-
| align="center" | Ultra Throw (Roundhouse) || align="center" | 5 || align="center" | - || align="center" | 22 || align="center" | -
|}
''Comments here''
 
=== EX Moves ===
 
[[Image:(hugogpb).gif|none]]
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Gauge Needed''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Super Cancel'''
|-
| align="center" | Giant Palm Bomber (EX) || align="center" | QCB+PP || align="center" | 40 || align="center" | 220* || align="center" | 23** || align="center" | 15*** || align="center" | Yes
|}
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
|-
|* (20+60+140) Damage is when all hits connect.
|-
|** (?+?+?) Damage is when all hits connect.
|-
|*** (3+3+9) Damage is when all hits connect.
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="80%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Move''' || align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | Giant Palm Bomber (EX) || align="center" | 22 || align="center" | 1 || align="center" | 10 || align="center" | +10 || align="center" | Down || align="center" | Down || align="center" | HL/HL/HL || align="center" | H/H/H
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="50%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Move''' || align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | Giant Palm Bomber (EX) || align="center" | - || align="center" | - || align="center" | - || align="center" | 12(4+4+4)
|}
''Comments here''
 
 
[[Image:(hugoml).gif|none]]
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Gauge Needed''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Super Cancel'''
|-
| align="center" | Monster Lariat (EX) || align="center" | QCF+KK || align="center" | 40 || align="center" | 140~180 || align="center" | 18~23 || align="center" | 13~17 || align="center" | No
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="80%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Move''' || align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | Monster Lariat (EX) || align="center" | 6~26 || align="center" | 6 || align="center" | 31~35 || align="center" | -22 || align="center" | Down || align="center" | Down || align="center" | HL || align="center" | H
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="50%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Move''' || align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | Monster Lariat (EX) || align="center" | - || align="center" | - || align="center" | - || align="center" | 4
|}
''Comments here''
 
 
=== Super Arts ===
 
[[Image:(hugosa1).gif|none]]
{| border="1em" cellspacing="0" width="75%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Num.''' || align="center" | '''Super Art''' || align="center" | '''Super Art Stock''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Throw Range'''
|-
| align="center" | I || align="center" | Gigas Breaker || align="center" | 1 bar (128) || align="center" | 720+P || align="center" | 610* || align="center" | - || align="center" | 5** || align="center" | 70
|}
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
|-
|* (180?+180?+270?) Damage is when all hits connect.
|-
|** (?+?+?) Damage is when all hits connect.
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | 1 || align="center" | 2 || align="center" | 36 || align="center" | - || align="center" | Down || align="center" | Down || align="center" | Impossible || align="center" | Impossible
|}
Hugo most powerful Super Art, doing 2 Backbreakers and a Moonsault press for the finish, also having invincibility (kinda) during startup, and it takes half lifebar from the opponent. Note that Gigas can not be comboed and cannot catch opponents in blockstun. The most important thing about this Super Art its how to make opponents eat it. Where to do it? Almost NEVER during wakeups, opponent will see your MAX gauge, and normally, he will do any trap for you to whiff this Super Art, like an Universal Overhead when you wake up (he is in the air, so you will not catch him), or just jump to avoid it. So instead use it buffered with another move. That move can be anything, from a LP Giant Palm Bomber (blocked or whiffed), a dash, or even in an empty jump. The dash trick works very nice, althrough you need to find the right moment to do it (like when he is crouching waiting for you to do something, then dash at Gigas range and...Gigas him). Also a good tactic its to buffer the first 360motion into a blocked Giant Palm Bomber (LP), then walk a bit foward, and do another 360motion. Another good one is when enemy is cornered, you do a LK at point blank, and inmediately after (NOT SUPERCANCEL) do the Gigas, this needs to be trained because if done too early, the opponent will be in blockstun, and Gigas will whiff. Watch out for the first frames of a Shoryuken, it will beat Gigas, also watch out for Dudley, because apart of his strange hitboxes, one time he got me off the Super Art (startup, not after whiffed) with a low Jab. That's strange, because i've catched a lot of Kens in the middle of a sweep and grabing then, so i guess its not about hitboxes, maybe it's about priority. The bad thing about this Super Art is the limited usage of EX moves and, the more you get used to Gigas, the more you hate SA2 and SA3
 
 
[[Image:(hugosa2).gif|none]]
{| border="1em" cellspacing="0" width="95%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Num.''' || align="center" | '''Super Art''' || align="center" | '''Super Art Stock''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Throw Range (Front)''' || align="center" | '''Throw Range (Up & Down)'''
|-
| align="center" | II || align="center" | Megaton Press || align="center" | 2 bars (112 each bar) || align="center" | QCF QCF+K || align="center" | 450* || align="center" | - || align="center" | 25** || align="center" | 50 || align="center" | 60~133
|}
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
|-
|* (70?+380?) Damage is when all hits connect.
|-
|** (?+?) Damage is when all hits connect.
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="80%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Super Art Name''' || align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | Megaton Press (Short) || align="center" | 3 || align="center" | 12 || align="center" | 30 || align="center" | - || align="center" | Down || align="center" | Down || align="center" | Impossible || align="center" | Impossible
|-
| align="center" | Megaton Press (Forward) || align="center" | 5 || align="center" | 16 || align="center" | 34 || align="center" | - || align="center" | Down || align="center" | Down || align="center" | Impossible || align="center" | Impossible
|-
| align="center" | Megaton Press (Roundhouse) || align="center" | 7 || align="center" | 20 || align="center" | 36 || align="center" | - || align="center" | Down || align="center" | Down || align="center" | Impossible || align="center" | Impossible
|}
''Comments here''
 
 
[[Image:(hugosa3).gif|none]]
{| border="1em" cellspacing="0" width="75%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Num.''' || align="center" | '''Super Art''' || align="center" | '''Super Art Stock''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage'''
|-
| align="center" | III || align="center" | Hammer Frenzy || align="center" | 2 bars (88 each bar) || align="center" | QCF QCF+P || align="center" | 390* || align="center" | 98** || align="center" | 20***
|}
{| border="1em" cellspacing="0" width="35%" style="border: 1px solid #999; background: #F2F2F2;"
|-
|* (80?+90?+80?+60?+120?) Damage is when all hits connect.
|-
|** (?+?+?+?+?) Damage is when all hits connect.
|-
|*** (?+?+?+?+?) Damage is when all hits connect.
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="70%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Startup''' || align="center" | '''Hit''' || align="center" | '''Recovery''' || align="center" | '''Blocked Advantage''' || align="center" | '''Hit Advantage''' || align="center" | '''Crouching Hit Advantage''' || align="center" | '''Guard''' || align="center" | '''Parry'''
|-
| align="center" | 4 || align="center" | 5 || align="center" | 47 || align="center" | -29 || align="center" | Down || align="center" | Down || align="center" | HL/HL/H/H/HL || align="center" | HL/HL/H/H/HL
|}
''Comments here''
 
==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
*Jumping HP-->Standing LK-->SA III
*QCB 2P-->QCF HK
*QCB HP-->QCB MP/LPxxSA III
*QCB HP-->QCB LP-->D MK
*QCB HP-->QCB MP/LP-->Crouching MK
*QCB HP-->QCB MP/LP-->QCF 2K
*HCB HK-->F, D, DF HK
*HCB HK-->SA II
*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
*HCB HK-->Standing MP (x3)-->QCF LK
*HCB HK-->Standing MP (x3)-->SA II
 
== 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===
Hayao (はやお) is Japan's best Hugo player, and one of the most skilled Hugo's in the world (if not the best), using SA1 (Gigas Breaker). Here you have videos of some of his matches. Look at them and learn from the Master how a Hugo player should be played. Watch carefully those matches to see nice combos, opportunities to using SA1, poking, parry attacks, when a move should be used, what moves can be countered, and what to do against certain opponents.
 
[http://www.youtube.com/watch?v=rnDYiZARAtY Hugo (Hayao) Vs. Akuma (Fume)]
 
[http://www.youtube.com/watch?v=qcWea8WdnxI Hugo (Hayao) Vs. Chun-Li (Koshun)]
 
[http://www.youtube.com/watch?v=yeQjBVGSkg0 Hugo (Hayao) Vs. Chun-Li (Koshun No Deshi)]
 
[http://www.youtube.com/watch?v=FwP6yD72WQA Hugo (Hayao) Vs. Chun-Li (Umezono)] (Amazing Gigas Breaker after parrying half Chun-Li's Houyouku-Sen)
 
[http://www.youtube.com/watch?v=yJ8GDQZYnrg Hugo (Hayao) Vs. Dudley (Fujiwara)]
 
[http://www.youtube.com/watch?v=XgZ7f1Faous Hugo (Hayao) Vs. Dudley (Kokuzin)]
 
[http://www.youtube.com/watch?v=FekBWqE9ueA Hugo (Hayao) Vs. Dudley (Jima)]
 
[http://www.youtube.com/watch?v=_EIIdfxZ9co Hugo (Hayao) Vs. Ibuki (Fume)]
 
[http://www.youtube.com/watch?v=yILMLyJE4Qc Hugo (Hayao) Vs. Ken (Teruchika)] (Amazing parry at the end of the last round)
 
[http://www.youtube.com/watch?v=pH7EqLB52ho Hugo (Hayao) Vs. Ken (Haitani)]
 
[http://www.youtube.com/watch?v=kIO20PfFruo Hugo (Hayao) Vs. Ken (??)]
 
[http://www.youtube.com/watch?v=HPMpaY2ejso Hugo (Hayao) Vs. Makoto (Shiroitachi)]
 
[http://www.youtube.com/watch?v=x_Scq5Xw5oM Hugo (Hayao) Vs. Necro (PinoAB7)]
 
[http://www.youtube.com/watch?v=j8PQLUXGO3Y Hugo (Hayao) Vs. Urien (ABE)]
 
[http://www.youtube.com/watch?v=o57PYK0vs08 Hugo (Hayao) Vs. Urien (Ramen)]
 
[http://www.youtube.com/watch?v=RRcGwf0Jcas Hugo (Hayao) Vs. Urien (Afro)]
 
[http://www.youtube.com/watch?v=Z-2ZiWjgCew Hugo (Hayao) Vs. Yun (KO)]
 
[http://www.youtube.com/watch?v=dtYHavbk5iw Hugo (Hayao) Vs. Yun (Towel)]
 
[http://www.youtube.com/watch?v=1T52Iu3lp1k Hugo (Hayao) Vs. Yun (S)]
 
[http://www.youtube.com/watch?v=y83BMxGZZQQ Hugo (Hayao) Vs. Yun (Bagon)]
 
[http://www.youtube.com/watch?v=gInih0yrLHI Hugo (Hayao) Vs. Yun (BillyKane)]
 
[http://www.youtube.com/watch?v=lN0iVprW43U Hugo (Hayao) Vs. Yun (??)]
 
==Discussion==
 
http://forums.shoryuken.com/forumdisplay.php?f=86
 
{{Template:3rd Strike}}
 
[[Category: Street Fighter 3: 3rd Strike]]
[[Category: Hugo]]

Revision as of 19:02, 7 January 2008

Hugo's Character Select Portrait
Hugo's Neutral Stance

Introduction

Hugo is a grappler, and requires patience, a lot of patience. He can do impressive amount of damage with only some command grabs, but getting into the range for those command grabs it's not easy, that's why you need to be patient and get close in a safe way. He's big, meaning he have a big set of hitboxes, which other characters can use this to "hit confirm" a lot of his Super Arts and combos. He is also slow, and most of the time blocking a move from the opponent doesn't mean you can take opportunity to give them some damage, like some other characters can do.

Keep in mind that for be a good Hugo player you must master the 360 motion. Sometimes when opponent is near and you parry something, a simple throw won't make it any good compared to the damage a Moonsault Press can do. It's like you are playing Ken and the opponent (Ryu for ex) misses a HP Shoryuken near point blank. Ken will not go for a throw or a sweep, he will do the Target Combo followed by SA3. Then with Hugo, specially Hugo, you must exploit to the max any whiffed moves or succesfully parry attemps near point blank to "Moonsaultpress" them, because Hugo its not the Ansatsuken type, and like i said before, getting at close range its not easy.

Also remember to taunt when you have the chance and when its safe. Four (4) unheld taunts with Hugo means he has 25% more defense, and with this, he's the 2nd highest defense rating in the game (only 3-taunted Q surpass it, but have more than a 2-taunted Q). So even if it looks "anti-sportshipman", take use of the taunts, thats why they are there.

Specific Character Information

  • Stamina: 1300 (1625 with 4 taunts)
  • Stun Bar Length (in pixels): 72
  • Stun Bar Recovery (frames it takes to recover 1 pixel): 21
  • Taunt:

Unheld taunt - Increases damage for the next hit/combo 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) Held taunt - Increases damage for the next hit/combo/throw by 25%. One taunt is the maximum.

  • Best Kara-Throw: MK

Character Colors

(hcolor).gif

Moves List

Basic Moves

Move Convention
Forward F
Back B
Crouch C
Jump J
Jump Forward JF
Jump Backwards JB
Super Jump D-U
Super Jump Forward D-UF
Super Jump Backwards D-UB
Dash Forward FF
Dash Backwards BB
Quarter Circle Forward QCF
Quarter Circle Backwards QCB
Forward, Down, Down-Forward 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
Forward MK
Roundhouse HK
Universal Overhead UOH

Normal Moves

Move Motion
Jab LP
Strong MP
Fierce HP
Short LK
Forward MK
Roundhouse HK
Jumping Jab (Air) LP
Jumping Strong (Air) MP
Jumping Fierce (Air) HP
Jumping Short (Air) LK
Jumping Forward (Air) MK
Jumping Roundhouse (Air) HK
Universal Overhead MP+MK
Taunt HP+HK

Throws

Move Motion
Neck Hanging Three LP+LK
Body Slam F+LP+LK or B+LP+LK

Command Normals

Move Motion
Hammer Hook F+HP
Crouching Jab D+LP
Crouching Strong D+MP
Crouching Fierce D+HP
Crouching Short D+LK
Crouching Forward D+MK
Crouching Roundhouse D+HK
Body Press (Air) D+HP

Target Combos

Hugo has no Target Combos

Special Moves

Move Motion
Giant Palm Bomber QCB+P
Moonsault Press 360+P
Monster Lariat QCF+K
Shootdown Backbreaker F, D, DF+K
Meat Squasher 360+K
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 2 stocks
III Hammer Frenzy QCF+QCF+P (Keep P pushed for delay the attack) 2 stocks

Move Analisys

Please note that the images show in this section are for the 1st frame it hits, so this means the opponent is taking the hit in the image shown on the move. I use the 1st frame of every move (except taunt, jump, dash and 2nd throw image sprites) because you will see the maximum range of every attack (mostly of the attacks). Note also that those images are ACCURATE, they are exactly the 1rst frame it hits, so enemy takes damage but they still dont make the "pain" frame.

General

  • Move: Move name
  • Motion: What you must do to execute the move
  • Damage: Damage it does (in pixels)
  • Stun Damage: Stun Damage it does (in pixels)
  • Chains into itself: If you can combo into the same movement
  • Special Cancel: If you can cancel the move into a Special Move
  • Super Cancel: If you can cancel the move into a Super Art
  • Throw Range: Range of the throw (in pixels)
  • Throw Range (Front): Range of the throw in front of your character (in pixels)
  • Throw Range (Up & Down): Range of the throw, up and down from your character (in pixels)
  • Gauge Needed: Gauge you need to execute the EX move (in pixels)
  • Num.: Super Art number
  • Super Art: Super Art name
  • Super Art Stock: Number of Gauge Bars the Super Art have, also the lenght of each bar (in pixels)

Frame Data

  • Startup: Number of frames it takes to start the move
  • Hit: Number of frames that can hit the opponent
  • Recovery: Number of frames it takes to recover from the move
  • Blocked Advantage: Number of frames you are in advantage/disvantage after opponent have been blocked the hit
  • Hit Advantage: Number of frames you are in advantage/disvantage after opponent have been take the hit
  • Crouching Hit Advantage: Number of frames you are in advantage/disvantage after opponent have been take the hit while he is crouching
  • + # : You have # frames of advantage
  • - # : You have # frames of disvantage
  • # ~ # : Advantage/disvantage can vary from # to #
  • Down: Enemy gets knocked down
  • Guard: How opponent must guard the move, High (H), Low (L) or both (HL)
  • Parry: How opponent must parry the move, High (H), Low (L) or both (HL)

Gauge Increase

  • Miss: Gauge you gain if you miss the move (in pixels)
  • Blocked: Gauge you gain if the move gets blocked (in pixels)
  • Hit: Gauge you gain if you hit the opponent with the move (in pixels)
  • Parry: Gauge opponent gains when he parry the move (in pixels)

Basic Moves

(hugodf).gif
Move Total frames
Dash Forward 22

Comments here


(hugodb).gif
Move Total frames
Dash Backwards 20

Comments here


(hugojump).gif
Move Motion Startup Frames
Jump BU or U or FU 5

Comments here


(hugojump).gif
Move Motion Startup Frames
Super Jump DBU or DU or DFU 7

Comments here


(hugow).gif
Move Motion Frames
Normal Wakeup - 69

Comments here


(hugotw).gif
Move Motion Frames
Tech Wakeup Tap D when hitting the ground 54

Comments here


(hugotaunt).gif
Move Motion Frames Gauge Increase
Unheld Taunt HP+HK 68? 6

Comments here


(hugotaunt).gif
Move Motion Frames Gauge Increase
Held Taunt Hold HP+HK 95? 6

Comments here


Move Motion
Parry (High) Tap F when about taking a hit
Parry (Low) Tap D when about taking a hit
Parry (Air) Tap F in air when about taking a hit

Frame Data

Move Frames you're frozen Frames opponent is frozen Frame Advantage when parry is successful Frames before you can try another parry
Parry (High) 16 20? +4(LP/LK) +3(MP/MK) +2(HP/HK) 0(Special/Super) -16(Fireball) 24(19 when attack comes from the air)*,**
Parry (Low) 16 20? +4(LP/LK) +3(MP/MK) +2(HP/HK) 0(Special/Super) -16(Fireball) 24(19 when attack comes from the air)*,**
Parry (Air) 16 20? +4(LP/LK) +3(MP/MK) +2(HP/HK) 0(Special/Super) -16(Fireball) 21(19 when attack comes from the air)*,**
* (If a parry attempt is successful, the 19/21/24 frame restriction is taken away and you can attempt another parry immediately)
** (If another attack connects within 2 frames of your parry, it will automatically be parried)

Gauge Increase

Move Gauge Increase
Parry (High) 4***
Parry (Low) 4***
Parry (Air) 4***
*** (You gain 4 of gauge for whatever attack parried, and for whatever hit you parry during multihit attack)

You can buffer any motion during High or Low parry, but NOT during Air parry.

  • Parry information is taken from Shoryuken Forums, more exactly, from user JinraiPVC. Thanks for this information dude

Normal Moves

(hugolp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Jab LP 35 5 Yes No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
4 4 8 -1 -1 -1 HL HL

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 2 3 4

Comments here


(hugomp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Strong MP 120 13 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
10 7 12 -5 0 +1 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 5 9 4

Hugo best poke, has long range and its somewhat safe.


(hugohp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Fierce HP 170 21 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
16 7 15 -3 -1 +1 HL HL

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 7 15 4

This is an overhead move, meaning if opponent is blocking low, he will eat it. Used a lot after a succesful Body Press, of even as a wakeup, but watch out for reversals.


(hugolk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Short LK 50 3 No Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
5 4 9 +1 +1 +1 HL HL

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 2 3 4

Nice poke, and even if it doesn't combo, do a Giant Palm Bomber (LP) after it, or a Meat Squasher (LK). You leave very small window to react at opponent.


(hugomk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Forward MK 115(70+50) 13(9+5) No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
9/14 2/4 23 -4 +1 +3 HL/H H/H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
7 5 11 8(4+4)

2-hit attack, and the 2nd hit is an overhead. Normally MK its considered a nice anti-air. Althrough MP has more range and its safer, the first hit of MK hits higher, so if you know the range of this move and you don't have time to react a jump with a Shootdown Backbreaker, try MK.


(hugojhk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Roundhouse HK 150 19 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
21 8 28 -13 +3 +3 H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 7 15 4

Overhead move again, but whiffed close to the opponent, means you will be punished. It have too much recovery


(hugojlp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Jump Jab (Air) LP 40 9 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
3 11 - - - - H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 2 3 4

Comments here


(hugojlp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Jump Strong (Air) MP 100 13 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
6 8 - - - - H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 5 9 4

Comments here


(hugojhp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Jump Fierce (Air) HP 150 17 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
11 5 - - - - H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 7 15 4

Nice range, its useful when enemy is far from you. Do it when you're falling from a jump, so it will prevent oponents jumps while you're in the air or landing. Watch out for Akuma's Zankuu Hadouken anyway.


(hugojlk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Jump Short (Air) LK 60 7 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
3 16 - - - - H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 2 3 4

Comments here


(hugojlk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Jump Forward (Air) MK 100 11 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
5 7 - - - - H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 5 9 4

Comments here


(hugojhk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Jump Roundhouse (Air) HK 130 15 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
11 7 - - - - H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 7 15 4

Comments here


(hugojlk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Universal Overhead MP+MK 40 3 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
15 10 5 -5~+7 0~+8 +1~+9 H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

Comments here


Throws

(hugonht).gif
Move Motion Damage Stun Damage Throw Range
Neck Hanging Three LP+LK 130(30x8) 24(5x8) 32

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
2 1 21 - - - LP+LK -

Gauge Increase

Miss Blocked Hit
0 7 (for the player who blocked) 24(3?x8)

After succesfully pulled off this throw, you have the chance to taunt safely. Also in corner, you can reset with D+MP after the throw.


(hugobs).gif
Move Motion Damage Stun Damage Throw Range
Body Slam F+LP+LK or B+LP+LK 160 13 32

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
2 1 21 - - - LP+LK -

Gauge Increase

Miss Blocked Hit
0 7 (for the player who blocked) 7

Comments here

Command Normals

(hugofhp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Hammer Hook F+HP 160 21 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
14 4 33 -14 +4 +4 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 7 15 4

Long range and good stun damage, but very unsafe move if blocked or missed. Should be good for attacking opponents far away and getting close jumping.


(hugojhk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Drop Kick F+HK or B+HK 150 19 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
21 8 27 -12 +4 +4 H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 7 15 4

Comments here


(hugoclp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Crouch Jab C+LP 30 3 Yes Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
4 3 8 -1 -1 -1 HL HL

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 2 3 4

Comments here


(hugocmp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Crouch Strong C+MP 120 13 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
7 5 12 -2 -1 0 HL HL

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 5 9 4

Comments here


(hugochp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Crouch Fierce C+HP 110 13 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
13 10 37 -29 Down Down HL HL

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 7 15 4

Comments here


(hugoclk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Crouch Short C+LK 40 3 No Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
3 3 7 +2 +2 +2 L L

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 2 3 4

Comments here


(hugocmk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Crouch Forward C+MK 100 3 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
8 5 17 -5 Down Down L L

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 5 9 4

Hugo 2nd most useful poke, has a lot of range. This is Hugo's normal sweep move.


(hugochk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Crouch Roundhouse C+HK 170 13 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
11 23 24~38 -43 Down Down H(far) or L(close) H(far) or L(close)

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 7 15 4

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 a "teenage mutant ninja TURTLE" opponent, 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.


(hugojdhp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Body Press JF, D+HP 100 17 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
9 Until landing - - - - H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 7 15 4

Nice for cross-ups, but rarely you will have the chance to do it. If you throw the opponent (Body Slam) and he doesnt do a tech wakeup, go for the cross-up with Body Press, also after a succesful Moonsault Press, if enemy doesnt do a tech wakeup, superjump to the opponent when you touch the ground (will not work on characters that have quick wakeup, such as Dudley, Remy, etc). Remember also, even if the Body Press gets blocked (cross-up or not) a nice thing to do after it is a standing HP, or standing LK followed by Giant Palm Bomber (LP), and even a LK Meat Squasher to put the opponent into the corner.

Special Moves

(hugogpb).gif
Move Motion Damage Blocked Damage Stun Damage Super Cancel
Giant Palm Bomber (Jab) QCB+LP 110 14 15 Yes
Giant Palm Bomber (Strong) QCB+MP 125 16 17 Yes
Giant Palm Bomber (Fierce) QCB+HP 140 18 19 Yes

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Giant Palm Bomber (Jab) 17 2 9 +11 +13 +15 HL H
Giant Palm Bomber (Strong) 19 2 7 +16 +18 +20 HL H
Giant Palm Bomber (Fierce) 22 2 6 +19 +21 +23 HL H

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Giant Palm Bomber (Jab) 3 8 16 4
Giant Palm Bomber (Strong) 3 8 16 4
Giant Palm Bomber (Fierce) 3 8 16 4

One of Hugo's best special moves, it have very slow startup, specially HP version, but when hit or blocked, it have a large amount of frame advantage. Normally you can combo the HP version into the MP one, and the MP into the LP, but looking at the Frame Datas, the timing is very strict, so combo the HP version into the LP one, then standing MP to a nice 3hit combo. You can try the LP version into a Meat Squasher (LK), but don't do it with HP version, enemy will be stuned by the hit and the Meat Squasher will whiff. This one i didnt test it, but after a blocked Giant Palm Bomber, good Hugo players tend to dash forward after the blocked hit. So what about GPB LP then dash forward then inmediately a Moonsault Press? You're on the range for it...


(hugomsp).gif
Move Motion Damage Blocked Damage Stun Damage Throw Range Super Cancel
Moonsault Press (Jab) 360+LP 240 - 19 59 No
Moonsault Press (Strong) 360+MP 255 - 19 53 No
Moonsault Press (Fierce) 360+HP 280 - 19 47 No

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Moonsault Press (Jab) 2 2 36 - Down Down Impossible Impossible
Moonsault Press (Strong) 2 2 36 - Down Down Impossible Impossible
Moonsault Press (Fierce) 2 2 36 - Down Down Impossible Impossible

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Moonsault Press (Jab) 5 - 31 -
Moonsault Press (Strong) 5 - 31 -
Moonsault Press (Fierce) 5 - 31 -

Another good special move for Hugo, it takes a large amount of life, but the motion it's tricky, why? well, because if you do the Moonsault without jumping (and that's how need to be done), sometimes you will not make the motion well, and you can "launch" a HP Giant Palm Bomber when you really need the fast startup damaging Moonsault, as a result, enemy will kick you, so master well the motion. As we can see it the tables, LP does less damage than HP, but it have more throw range. So make right desicions during a match and see what punch you have to use. A whiffed Moonsault its somewhat punishable. Even sometimes a Moonsault on wakeup seems a nice idea when done as a reversal, to people who likes to stay near you during a wakeup doing crouching LKs or LPs, but BEWARE of Universal Overhead moves, they are in the air and if you do a Moonsault Press before they hit you, you will not grab them, and they will hit you.


(hugoml).gif
Move Motion Damage Blocked Damage Stun Damage Super Cancel
Monster Lariat (Short) QCF+LK 150 19 11 No
Monster Lariat (Forward) QCF+MK 160 20 13 No
Monster Lariat (Roundhouse) QCF+HK 170 21 15 No

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Monster Lariat (Short) 11 5 21~25 -8 Down Down HL H
Monster Lariat (Forward) 15 5 23~27 -10 Down Down HL H
Monster Lariat (Roundhouse) 24 5 24~28 -11 Down Down HL H

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Monster Lariat (Short) 3 8 13 4
Monster Lariat (Forward) 3 8 13 4
Monster Lariat (Roundhouse) 3 8 13 4

Comments here


(hugosbb).gif
Move Motion Damage Blocked Damage Stun Damage Throw Range (Front) Throw Range (Up & Down) Super Cancel
Shootdown Backbreaker (Short) F, D, DF+LK 180 - 15 21 71~122 No
Shootdown Backbreaker (Forward) F, D, DF+MK 200 - 15 38 75~110 No
Shootdown Backbreaker (Roundhouse) F, D, DF+HK 220 - 15 29 76~117 No

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Shootdown Backbreaker (Short) 5 9 30 - Down Down Impossible Impossible
Shootdown Backbreaker (Forward) 17 10 25 - Down Down Impossible Impossible
Shootdown Backbreaker (Roundhouse) 12 12 29 - Down Down Impossible Impossible

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Shootdown Backbreaker (Short) 5 - 31 -
Shootdown Backbreaker (Forward) 5 - 31 -
Shootdown Backbreaker (Roundhouse) 5 - 31 -

Hugo's anti-air special move, but it doesn't have ANY priority, meaning you only can catch them if the opponent doesn't do any attack during a jump, you must grab it cleanly to success. With Air Tatsumakis, well, its a lotto, sometimes you grab them, sometimes you get hit. Use it after a succesfull Ultra Throw. Keep in mind that it have terrible recovery, don't do this move randomly or prepare yourself. You can use this move as a teleport, if you're cornered, the HK version travels very far, so you can go to the middle of the screen with this move. Also you can even try to use this move as an anti-fireball, but its very risky to do it. If the opponent is the Ansatsuken Type (note: NOT REMY) and you expect a fireball from far away, do this move with HK version, then when you're going to reach the ground, do the 360motion and try to moonsaultpress them when they are still recovering from the Hadouken. Althrough this option its not the most safe (because if done late you're at point blank in front of an Ansatsuken, and you have some recovery from the move), its an idea to have in mind. And another important thing to keep it, after a succesful Shootdown Backbreaker, you can taunt safely. Yes, taunt. 4 taunts gives you 25% more defense, and this means Hugo's defense is higher than a 2-times-taunted-Q.


(hugomsquasher).gif
Move Motion Damage Blocked Damage Stun Damage Throw Range Super Cancel
Meat Squasher (Short) 360+LK 160 - 13 34 No
Meat Squasher (Forward) 360+MK 160 - 13 34 No
Meat Squasher (Roundhouse) 360+HK 160 - 13 34 No

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Meat Squasher (Short) 20~24 2 30 - Down Down Impossible Impossible
Meat Squasher (Forward) 30~52 2 33 - Down Down Impossible Impossible
Meat Squasher (Roundhouse) 47~67 2 36 - Down Down Impossible Impossible

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Meat Squasher (Short) 3 - 22 -
Meat Squasher (Forward) 3 - 22 -
Meat Squasher (Roundhouse) 3 - 22 -

Very hard to connect, but if doing well (well, if opponents does well :P) 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 inmediately after a Body Press, or LK version when enemy likes to crouch in the middle of the screen. Don't use the HK, NEVER, its already hard to connect the LK one, so...


(hugout).gif
Move Motion Damage Blocked Damage Stun Damage Throw Range Super Cancel
Ultra Throw (Short) HCB+LK 70 - 7 38 No
Ultra Throw (Forward) HCB+MK 70 - 7 38 No
Ultra Throw (Roundhouse) HCB+HK 70 - 7 38 No

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Ultra Throw (Short) 7 2 36 - Down Down Impossible Impossible
Ultra Throw (Forward) 7 2 36 - Down Down Impossible Impossible
Ultra Throw (Roundhouse) 7 2 36 - Down Down Impossible Impossible

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Ultra Throw (Short) 5 - 22 -
Ultra Throw (Forward) 5 - 22 -
Ultra Throw (Roundhouse) 5 - 22 -

Comments here

EX Moves

(hugogpb).gif
Move Motion Gauge Needed Damage Blocked Damage Stun Damage Super Cancel
Giant Palm Bomber (EX) QCB+PP 40 220* 23** 15*** Yes
* (20+60+140) Damage is when all hits connect.
** (?+?+?) Damage is when all hits connect.
*** (3+3+9) Damage is when all hits connect.

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Giant Palm Bomber (EX) 22 1 10 +10 Down Down HL/HL/HL H/H/H

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Giant Palm Bomber (EX) - - - 12(4+4+4)

Comments here


(hugoml).gif
Move Motion Gauge Needed Damage Blocked Damage Stun Damage Super Cancel
Monster Lariat (EX) QCF+KK 40 140~180 18~23 13~17 No

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Monster Lariat (EX) 6~26 6 31~35 -22 Down Down HL H

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Monster Lariat (EX) - - - 4

Comments here


Super Arts

(hugosa1).gif
Num. Super Art Super Art Stock Motion Damage Blocked Damage Stun Damage Throw Range
I Gigas Breaker 1 bar (128) 720+P 610* - 5** 70
* (180?+180?+270?) Damage is when all hits connect.
** (?+?+?) Damage is when all hits connect.

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
1 2 36 - Down Down Impossible Impossible

Hugo most powerful Super Art, doing 2 Backbreakers and a Moonsault press for the finish, also having invincibility (kinda) during startup, and it takes half lifebar from the opponent. Note that Gigas can not be comboed and cannot catch opponents in blockstun. The most important thing about this Super Art its how to make opponents eat it. Where to do it? Almost NEVER during wakeups, opponent will see your MAX gauge, and normally, he will do any trap for you to whiff this Super Art, like an Universal Overhead when you wake up (he is in the air, so you will not catch him), or just jump to avoid it. So instead use it buffered with another move. That move can be anything, from a LP Giant Palm Bomber (blocked or whiffed), a dash, or even in an empty jump. The dash trick works very nice, althrough you need to find the right moment to do it (like when he is crouching waiting for you to do something, then dash at Gigas range and...Gigas him). Also a good tactic its to buffer the first 360motion into a blocked Giant Palm Bomber (LP), then walk a bit foward, and do another 360motion. Another good one is when enemy is cornered, you do a LK at point blank, and inmediately after (NOT SUPERCANCEL) do the Gigas, this needs to be trained because if done too early, the opponent will be in blockstun, and Gigas will whiff. Watch out for the first frames of a Shoryuken, it will beat Gigas, also watch out for Dudley, because apart of his strange hitboxes, one time he got me off the Super Art (startup, not after whiffed) with a low Jab. That's strange, because i've catched a lot of Kens in the middle of a sweep and grabing then, so i guess its not about hitboxes, maybe it's about priority. The bad thing about this Super Art is the limited usage of EX moves and, the more you get used to Gigas, the more you hate SA2 and SA3


(hugosa2).gif
Num. Super Art Super Art Stock Motion Damage Blocked Damage Stun Damage Throw Range (Front) Throw Range (Up & Down)
II Megaton Press 2 bars (112 each bar) QCF QCF+K 450* - 25** 50 60~133
* (70?+380?) Damage is when all hits connect.
** (?+?) Damage is when all hits connect.

Frame Data

Super Art Name Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Megaton Press (Short) 3 12 30 - Down Down Impossible Impossible
Megaton Press (Forward) 5 16 34 - Down Down Impossible Impossible
Megaton Press (Roundhouse) 7 20 36 - Down Down Impossible Impossible

Comments here


(hugosa3).gif
Num. Super Art Super Art Stock Motion Damage Blocked Damage Stun Damage
III Hammer Frenzy 2 bars (88 each bar) QCF QCF+P 390* 98** 20***
* (80?+90?+80?+60?+120?) Damage is when all hits connect.
** (?+?+?+?+?) Damage is when all hits connect.
*** (?+?+?+?+?) Damage is when all hits connect.

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
4 5 47 -29 Down Down HL/HL/H/H/HL HL/HL/H/H/HL

Comments here

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
  • Jumping HP-->Standing LK-->SA III
  • QCB 2P-->QCF HK
  • QCB HP-->QCB MP/LPxxSA III
  • QCB HP-->QCB LP-->D MK
  • QCB HP-->QCB MP/LP-->Crouching MK
  • QCB HP-->QCB MP/LP-->QCF 2K
  • HCB HK-->F, D, DF HK
  • HCB HK-->SA II
  • 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
  • HCB HK-->Standing MP (x3)-->QCF LK
  • HCB HK-->Standing MP (x3)-->SA II

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

Hayao (はやお) is Japan's best Hugo player, and one of the most skilled Hugo's in the world (if not the best), using SA1 (Gigas Breaker). Here you have videos of some of his matches. Look at them and learn from the Master how a Hugo player should be played. Watch carefully those matches to see nice combos, opportunities to using SA1, poking, parry attacks, when a move should be used, what moves can be countered, and what to do against certain opponents.

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 (??)

Discussion

http://forums.shoryuken.com/forumdisplay.php?f=86