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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.'' | ||
----- | ----- | ||
'''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. | |||
{{ProConTable | {{ProConTable | ||
| pros = | | pros = | ||
* ''' | * '''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. | |||
| cons = | | cons = | ||
* ''' | * '''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. | |||
* ''' | |||
}} | }} | ||
</div> | </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 |
---|---|
|
|
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
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5MP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5HP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5LK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5MK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5HK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
Crouching Normals
2LP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2MP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2HP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2LK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2MK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
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
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.MP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.HP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.LK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.MK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.HK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
Command Normals
Command Normal 1
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | SP, SU | X | X | X | X | X |
Command Normal 2
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | SP, SU | X | X | X | X | X |
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
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Throw | N/A | X | X | X | X | X |
Backward Throw
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Throw | X | X | X | X | X | X |
Alpha Counter
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | X | X | X | X | X | X |
Special Moves
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
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
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
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
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | - | X | X | X | X | X |
Super Move 2
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | - | X | X | X | X | X |