Street Fighter IV Remix/Hugo: Difference between revisions

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''Hugo and Poison both joined the tournament for different reasons. Hugo joined because he really likes the sound of the words meat and also squasher, and he made a move called meat squasher, and he performs it as often as he can and turns people into wall beef.''
''Hugo and Poison both joined the tournament for different reasons. Hugo joined because he really likes the sound of the words meat and also squasher, and he made a move called meat squasher, and he performs it as often as he can and turns people into wall beef.''
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Originating as a common enemy in the Final Fight series before being adapted into a unique character, '''Hugo''' is an all-risk grappler who makes his primary objective getting in, staying in, and forcing you to respect his advantage. As with most versions of Hugo, his defining trait is his 214P special move, '''Giant Palm,''' or lovingly known by the community as "claps". Despite their long startup, the heavier versions of claps are extremely useful for forcing respect out of your opponent, with EX Giant Palm being a source of amazing plus frames on-demand. Despite being equipped with three command grabs, Hugo is a good bit different from the rest of Remix's cast of grapplers - his SPD, '''Moonsault Press,''' has been changed to a DP motion, and '''Ultra Throw''' now acts as one of his main combo tools, tossing the opponent against the wall and allowing him to combo after with multiple wallsplats thanks to the properties of his standing heavy punch.  
'''Hugo''' is massive. There's just no better way to describe the guy: his damage is massive, his normals are massive, his hurtbox is massive, everything about him is massive. While the average Hugo player may be more familiar with him as a grappler, as he is in his USF4 appearance, his buffed normals and strong cancels lead him to play a much more slow and neutral oriented gameplan.


However, the problems that tend to trouble Hugo in every game are also present here - for one, his damage is ludicrously low. Without the commitment of resources in some way, Hugo on average has some of the lowest meterless damage in the entire game, and while Ultra Throw can be comboed after meterlessly, you can't hitconfirm it unless you spend a bar. Additionally, although his normals are great for their size, they're tremendously slow, and in a game that emphasizes whiff punishing like how Remix does, throwing out a button at a bad time can be a death sentence. Above all, Hugo's greatest weakness may be his unbelievable size - his model is solidly larger than the next biggest character, and he's prone to dozens of unique infinites and instant overhead setups. Hugo demands perfection in order to make do with his weaknesses and make his strengths shine - he's an all-risk character, but the amount of reward he gets for going all-in is questionable, at best.
Hugo has a normal for every single situation. His lights are fast, extremely long ranged, and buffer safely into hitconfirmable specials that lead to absurd damage. He has super far reaching mediums like 5MP and 2MK, and the god button 5MK to do everything else for him. His heavies are more situational, but shine in their niches, like the ''completely strike invuln'' 2HP which acts as a brutal anti-air and reversal tool, or the extremely plus 5HK dropkick, or the armored and special cancellable 2HK. His air normals sport absurd disjoints as well, making him nearly impossible to anti-air. Even his command normals are absurd, like the do-it-all 4HP or armored overhead 6HP.
 
These normals would be much less powerful however if it weren't for the fact that Hugo hits like a runaway train. Even stray hits can easily convert into 600+, and with meter his confirms become longer and more damaging. EX Clap is extremely plus and leads to nearly 700 damage, EX Meat Squasher is a hitconfirmable running command grab that guarantees corner and leads to followups, and EX Back Breaker is a massive invuln anti-air that starts and extends combos. Every hit with Hugo does over half health and nearly guarantees the corner.
 
Once Hugo gets his hard knockdown, he gets to run extremely powerful offense. Clap RPS is the name of the game with Hugo, mixing between frametraps and tick throws with Ultra Throw. The aforementioned 6HP overhead can help to open up patient opponents, and his j.2HP Body Splash is an active till landing crossup that can be made extremely ambiguous over a knockdown.  
 
Hugo's massiveness is also his key weakness however. His hurtbox is hilariously big. Many characters (including himself!) have instant overheads, new fuzzies, and higher damage routing. His size also hurts his mobility as well. Hugo has a hard time approaching and dealing with zoning due to these, which makes matchups like Poison or Guile a bit of a chore. Still, even in these matchups, Hugo still threatens stupid damage and great oki off any good hit.  
 
Hugo is a big guy with big damage and even bigger normals. If you like characters who feel like playing as a giant, and deal hilarious damage off any good hit, Hugo is an extremely strong bet.
{{ProConTable
{{ProConTable
| pros =
| pros =
* '''High Health:''' Hugo has the highest pool of health in the entire game, a comfortable 1100. This makes him a good bit harder to kill than the rest of the cast, especially in matchups against characters with low damage.
* '''Damage:''' It's hard to understate just how much damage Hugo deals on average compared to other Remix characters. While he isn't the highest peak damage, every hit with Hugo breaks 400 easily, and even with no meter spent a strong 5HP starter punish can top out 650 damage with ease. Hugo regularly two touches even other 1100 health characters without even needing to finish the second combo, and with meter to spare by the end of it.
* '''Armored Run:''' Hugo's forward run is fully armored, giving him a bit of room to work with when it comes to approaching.
* '''Normals:''' Hugo has some of the best normals in the entire game. Almost every single button in Hugo's kit outranges most of the cast, while also being safe, fast, and leading to massive damage. Approaching Hugo can be a nightmare, as he also sports ridiculous anti-airs that lead to the same high reward. Hugo can turn one mistake or risk into an entire round win.
* '''Buttons:''' When they're working, they're ''really good'' - Hugo's best buttons, such as st.LP, st.MP, cr.LP, cr.LK and cr.MK are great for controlling space, making a kind of protective forcefield around Hugo.
* '''Clap:''' The defining special of Hugo's kit. Claps are the bow on an already strong gameplan, solidifying his confirms and extending his pressure, and acting as safe buffers from his normals. They also act as the backbone of his combos, dealing tons of damage alongside his already high damage normals.
* '''Still A Grappler, Kinda:''' While Hugo's signature command grab Moonsault is a bit underwhelming, his other two grabs, Meat Squasher and Ultra Throw, are some of the most threatening grabs in the game. Ultra Throw sports crazy range, especially on EX which is longer range than even some of Hugo's normals, and wallbounces for full massive damage combos, while Meat Squasher has the slow startup in exchange for running forward and sending the opponent all the way into the corner, and also leading to a full combo. While Clap sets up the respect to block, these two grabs make the opponent rethink blocking, and open them up for Hugo's massive damage anti-airs or reversal punishes.
* '''Health:''' Hugo's health pool accentuates his patient gameplan, as he can more frequently trade or afford to take a short light starter combo, or take a bigger risk and live where other characters might die.
| cons =
| cons =
* '''Sluggish:''' Hugo is just too big and slow for a game like Remix - he's in a unique situation of being forced to deal with a majority of zoning done by other characters, even though his run is armored against fireballs. Additionally, he's the unfortunate victim of a multitude of character-exclusive infinites and fuzzy setups, making it even more difficult for him to deal with offense. Outside of running the opponent down, Hugo is terribly slow, with one of the worst walkspeeds in the entire game, making getting in on characters like Guile and Poison a Sisyphean task. 
* '''Extremely, Comically Big:''' Calling Hugo a big body is a bit of an understatement. His hurtbox is nearly double the size of even other big characters, to the point that his crouch is still taller than some characters standing hurtboxes. Hugo is subject to fuzzies, instant overheads, longer hitconfirms, and easier juggles or unique routes. His size also makes neutral more of a pain, as stray pokes or projectiles are fairly likely to catch him.  
* '''Awful Defense:''' Hugo has no invincible reversal without meter, and if he chooses to spend, his reversals are exclusively command grabs, with very low reward at that. In a game with belligerent reversals that commonly disrespect pressure, Hugo feels behind the bell curve in this regard, considering he has to rely on alpha counter heavily to escape dangerous situations.
* '''Slow:''' Run is Hugo's sole unique mobility option, and it's fairly slow by Remix movement standards. His base walkspeed is underwhelming, and he has no way to alter his jump arc, making Hugo much slower in movement than other characters.
* '''Bad Damage:''' Hugo's damage output without resources is quite possibly the lowest in the game, and it's not like it gets much better with meter - his most common normals do a surprisingly low amount of damage, and you won't get a confirm worth much unless you get an extremely unrealistic starter.
* '''Buttons:''' Even though his light and medium normals are quite useful, half of Hugo's suite of buttons are still completely useless. His HK buttons are almost unusable, and his HP buttons are only slightly better. Due to his limited air mobility, Hugo also can't get much out of any of his jump buttons, with the exception of body splash (j.2HP).
* '''No Threat of Throw:''' Despite being a grappler, Hugo's reward on the throw end of his mixup is shockingly below average, with no combo off of his universal throw and SPD. Additionally, Meat Squasher is a candidate for one of the worst special moves in the game, locking Hugo into the animation until it finishes, so a character with three command grabs ends up only having one that he really uses, being Ultra Throw.
}}
}}
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</div>

Revision as of 23:41, 4 September 2024

Introduction

Hugo and Poison both joined the tournament for different reasons. Hugo joined because he really likes the sound of the words meat and also squasher, and he made a move called meat squasher, and he performs it as often as he can and turns people into wall beef.


Hugo is massive. There's just no better way to describe the guy: his damage is massive, his normals are massive, his hurtbox is massive, everything about him is massive. While the average Hugo player may be more familiar with him as a grappler, as he is in his USF4 appearance, his buffed normals and strong cancels lead him to play a much more slow and neutral oriented gameplan.

Hugo has a normal for every single situation. His lights are fast, extremely long ranged, and buffer safely into hitconfirmable specials that lead to absurd damage. He has super far reaching mediums like 5MP and 2MK, and the god button 5MK to do everything else for him. His heavies are more situational, but shine in their niches, like the completely strike invuln 2HP which acts as a brutal anti-air and reversal tool, or the extremely plus 5HK dropkick, or the armored and special cancellable 2HK. His air normals sport absurd disjoints as well, making him nearly impossible to anti-air. Even his command normals are absurd, like the do-it-all 4HP or armored overhead 6HP.

These normals would be much less powerful however if it weren't for the fact that Hugo hits like a runaway train. Even stray hits can easily convert into 600+, and with meter his confirms become longer and more damaging. EX Clap is extremely plus and leads to nearly 700 damage, EX Meat Squasher is a hitconfirmable running command grab that guarantees corner and leads to followups, and EX Back Breaker is a massive invuln anti-air that starts and extends combos. Every hit with Hugo does over half health and nearly guarantees the corner.

Once Hugo gets his hard knockdown, he gets to run extremely powerful offense. Clap RPS is the name of the game with Hugo, mixing between frametraps and tick throws with Ultra Throw. The aforementioned 6HP overhead can help to open up patient opponents, and his j.2HP Body Splash is an active till landing crossup that can be made extremely ambiguous over a knockdown.

Hugo's massiveness is also his key weakness however. His hurtbox is hilariously big. Many characters (including himself!) have instant overheads, new fuzzies, and higher damage routing. His size also hurts his mobility as well. Hugo has a hard time approaching and dealing with zoning due to these, which makes matchups like Poison or Guile a bit of a chore. Still, even in these matchups, Hugo still threatens stupid damage and great oki off any good hit.

Hugo is a big guy with big damage and even bigger normals. If you like characters who feel like playing as a giant, and deal hilarious damage off any good hit, Hugo is an extremely strong bet.

Strengths Weaknesses
  • Damage: It's hard to understate just how much damage Hugo deals on average compared to other Remix characters. While he isn't the highest peak damage, every hit with Hugo breaks 400 easily, and even with no meter spent a strong 5HP starter punish can top out 650 damage with ease. Hugo regularly two touches even other 1100 health characters without even needing to finish the second combo, and with meter to spare by the end of it.
  • Normals: Hugo has some of the best normals in the entire game. Almost every single button in Hugo's kit outranges most of the cast, while also being safe, fast, and leading to massive damage. Approaching Hugo can be a nightmare, as he also sports ridiculous anti-airs that lead to the same high reward. Hugo can turn one mistake or risk into an entire round win.
  • Clap: The defining special of Hugo's kit. Claps are the bow on an already strong gameplan, solidifying his confirms and extending his pressure, and acting as safe buffers from his normals. They also act as the backbone of his combos, dealing tons of damage alongside his already high damage normals.
  • Still A Grappler, Kinda: While Hugo's signature command grab Moonsault is a bit underwhelming, his other two grabs, Meat Squasher and Ultra Throw, are some of the most threatening grabs in the game. Ultra Throw sports crazy range, especially on EX which is longer range than even some of Hugo's normals, and wallbounces for full massive damage combos, while Meat Squasher has the slow startup in exchange for running forward and sending the opponent all the way into the corner, and also leading to a full combo. While Clap sets up the respect to block, these two grabs make the opponent rethink blocking, and open them up for Hugo's massive damage anti-airs or reversal punishes.
  • Health: Hugo's health pool accentuates his patient gameplan, as he can more frequently trade or afford to take a short light starter combo, or take a bigger risk and live where other characters might die.
  • Extremely, Comically Big: Calling Hugo a big body is a bit of an understatement. His hurtbox is nearly double the size of even other big characters, to the point that his crouch is still taller than some characters standing hurtboxes. Hugo is subject to fuzzies, instant overheads, longer hitconfirms, and easier juggles or unique routes. His size also makes neutral more of a pain, as stray pokes or projectiles are fairly likely to catch him.
  • Slow: Run is Hugo's sole unique mobility option, and it's fairly slow by Remix movement standards. His base walkspeed is underwhelming, and he has no way to alter his jump arc, making Hugo much slower in movement than other characters.
Hugo
[[File:|center|300px]]
Character Data
Health 1100
Chains N/A
Walkspeed {{{walkspeed}}}
Forward Dash Duration X frames
Forward Dash Distance {{{dashdistance}}}
Backdash Duration X frames
Backdash Invuln {{{backdashinvuln}}} frames
Unique Movement Run

Normals

Standing Normals

5LP

Standing Light Punch
5LP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

5MP

Standing Medium Punch
5MP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

5HP

Standing Heavy Punch
5HP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

5LK

Standing Light Kick
5LK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

5MK

Standing Medium Kick
5MK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

5HK

Standing Heavy Kick
5HK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X


Crouching Normals

2LP

Crouching Light Punch
2LP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

2MP

Crouching Medium Punch
2MP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

2HP

Crouching Heavy Punch
2HP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

2LK

Crouching Light Kick
2LK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

2MK

Crouching Medium Kick
2MK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

2HK

Crouching Heavy Kick
2HK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

Jumping Normals

j.LP

Jumping Light Punch
j.LP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Overhead SP, SU X X X ~ ~

j.MP

Jumping Medium Punch
j.MP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Overhead SP, SU X X X ~ ~

j.HP

Jumping Heavy Punch
j.HP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Overhead SP, SU X X X ~ ~

j.LK

Jumping Light Kick
j.LK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Overhead SP, SU X X X ~ ~

j.MK

Jumping Medium Kick
j.MK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Overhead SP, SU X X X ~ ~

j.HK

Jumping Heavy Kick
j.HK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Overhead SP, SU X X X ~ ~

Command Normals

Command Normal 1

Command Normal 1
Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SP, SU X X X X X

Command Normal 2

Command Normal 2
Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SP, SU X X X X X

Command Normal 3

Command Normal 3
Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SP, SU X X X X X


Universal Mechanics

Forward Throw

Forward Throw
5LP+LK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Throw N/A X X X X X

Backward Throw

Backward Throw
4LP+LK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Throw X X X X X X

Alpha Counter

Alpha Counter
HP+HK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid X X X X X X

Special Moves

Special Move 1

Special Move 1
LP Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
MP Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
HP Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X

Special Move 2

Special Move 2
LK Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
MK Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
HK Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X

Special Move 3

Special Move 3
LK Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
MK Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
HK Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X

Special Move 4

Special Move 4
LP Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
MP Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
HP Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X

Super Moves

Super Move 1

Super Move 1
Damage Guard Cancel Startup Active Recovery On Hit On Block
X - - X X X X X

Super Move 2

Super Move 2
Damage Guard Cancel Startup Active Recovery On Hit On Block
X - - X X X X X


Game Navigation

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Hugo