Street Fighter X Tekken/Hugo: Difference between revisions

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Anchor
Anchor
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Hugo is a tall and sluggish grappler. Because of this, Hugo excels in one main area: his remarkable damage output. Hugo's tricky pokes and claps can make it difficult for the opponent to find an opening to counter attack, and if they make one slip up, they'll be taking a boat load of damage. Due to him being a grappler, he has a very hard time getting in, with bad movement options and only a few solid pokes. That's why its best to have him as an anchor, so his opponent can deal with getting in so Hugo can bombard the opponent with his insane damage.
Hugo is a tall and sluggish grappler. Because of this, Hugo excels in one main area: his remarkable damage output. Hugo's tricky pokes and claps can make it difficult for the opponent to find an opening to {{counter}} attack, and if they make one slip up, they'll be taking a boat load of damage. Due to him being a grappler, he has a very hard time getting in, with bad movement options and only a few solid pokes. That's why its best to have him as an anchor, so his opponent can deal with getting in so Hugo can bombard the opponent with his insane damage.
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*Has some of the highest damage output in the game, with his super dealing the highest damage in the game.
*Has some of the highest damage output in the game, with his super dealing the highest damage in the game.
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{{SFxTMoveListHeader}}
{{SFxTMoveListHeader}}
{{SFxTMoveListRow | Standing Light Punch | lp | rpdfire }}
{{SFxTMoveListRow | Standing Light Punch | {{lp}} | {{rpdfire}} }}
{{SFxTMoveListRow | Standing Medium Punch | mp |  }}
{{SFxTMoveListRow | Standing Medium Punch | {{mp}} |  }}
{{SFxTMoveListRow | Standing Hard Punch | hp | high <br> knockdown vs airborne }}
{{SFxTMoveListRow | Standing Hard Punch | {{hp}} | {{high}} <br> {{knockdown}} vs airborne }}
{{SFxTMoveListRow | Standing Light Kick | lk | }}
{{SFxTMoveListRow | Standing Light Kick | {{lk}} | }}
{{SFxTMoveListRow | Standing Medium Kick | mk |  }}
{{SFxTMoveListRow | Standing Medium Kick | {{mk}} |  }}
{{SFxTMoveListRow | Standing Hard Kick | hk | high <br> hardknockdown vs airborne <br> can be steered with f and b }}
{{SFxTMoveListRow | Standing Hard Kick | {{hk}} | {{high}} <br> {{hardknockdown}} vs airborne <br> can be steered with {{f}} and {{b}} }}
{{SFxTMoveListRow | Crouching Light Punch | d + lp | rpdfire <br> speccancel }}
{{SFxTMoveListRow | Crouching Light Punch | {{d}} + {{lp}} | {{rpdfire}} <br> {{speccancel}} }}
{{SFxTMoveListRow | Crouching Medium Punch | d + mp | speccancel }}
{{SFxTMoveListRow | Crouching Medium Punch | {{d}} + {{mp}} | {{speccancel}} }}
{{SFxTMoveListRow | Crouching Hard Punch | d + hp | speccancel <br> hardknockdown }}
{{SFxTMoveListRow | Crouching Hard Punch | {{d}} + {{hp}} | {{speccancel}} <br> {{hardknockdown}} }}
{{SFxTMoveListRow | Crouching Light Kick | d + lk | rpdfire <br> low <br> speccancel }}
{{SFxTMoveListRow | Crouching Light Kick | {{d}} + {{lk}} | {{rpdfire}} <br> {{low}} <br> {{speccancel}} }}
{{SFxTMoveListRow | Crouching Medium Kick | d + mk | low <br> hardknockdown }}
{{SFxTMoveListRow | Crouching Medium Kick | {{d}} + {{mk}} | {{low}} <br> {{hardknockdown}} }}
{{SFxTMoveListRow | Crouching Hard Kick | d + hk | high <br> hardknockdown  }}
{{SFxTMoveListRow | Crouching Hard Kick | {{d}} + {{hk}} | {{high}} <br> {{hardknockdown}} }}
{{SFxTMoveListRow | Jump Light Punch | ub / u / uf + lp | high }}
{{SFxTMoveListRow | Jump Light Punch | {{ub}} / {{u}} / {{uf}} + {{lp}} | {{high}} }}
{{SFxTMoveListRow | Jump Medium Punch | ub / u / uf + mp | high }}
{{SFxTMoveListRow | Jump Medium Punch | {{ub}} / {{u}} / {{uf}} + {{mp}} | {{high}} }}
{{SFxTMoveListRow | Jump Hard Punch | ub / u / uf + hp | high }}
{{SFxTMoveListRow | Jump Hard Punch | {{ub}} / {{u}} / {{uf}} + {{hp}} | {{high}} }}
{{SFxTMoveListRow | Jump Light Kick | ub / u / uf + lk | high }}
{{SFxTMoveListRow | Jump Light Kick | {{ub}} / {{u}} / {{uf}} + {{lk}} | {{high}} }}
{{SFxTMoveListRow | Jump Medium Kick | ub / u / uf + mk | high <br> crossup }}
{{SFxTMoveListRow | Jump Medium Kick | {{ub}} / {{u}} / {{uf}} + {{mk}} | {{high}} <br> crossup }}
{{SFxTMoveListRow | Jump Hard Kick | ub / u / uf + hk | high }}
{{SFxTMoveListRow | Jump Hard Kick | {{ub}} / {{u}} / {{uf}} + {{hk}} | {{high}} }}
{{MoveListFooter}}
{{MoveListFooter}}


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{{SFxTMoveListHeader}}
{{SFxTMoveListHeader}}
{{SFxTMoveListRow | Body Press | air d + hp | crossup <br> knockdown vs airborne }}
{{SFxTMoveListRow | Body Press | air {{d}} + {{hp}} | crossup <br> {{knockdown}} vs airborne }}
{{SFxTMoveListRow | Hammer Hook | f + hp | knockdown vs airborne }}
{{SFxTMoveListRow | Hammer Hook | {{f}} + {{hp}} | {{knockdown}} vs airborne }}
{{SFxTMoveListRow | Leap Attack | d --- n --- d + mk | high <br> knockdown vs airborne }}
{{SFxTMoveListRow | Leap Attack | {{d}} {{---}} {{n}} {{---}} {{d}} + {{mk}} | {{high}} <br> {{knockdown}} vs airborne }}
{{MoveListFooter}}
{{MoveListFooter}}


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{{SFxTMoveListHeader}}
{{SFxTMoveListHeader}}
{{SFxTMoveListRow | Neck Hanging Tree | f or n + lp + lk | throw }}
{{SFxTMoveListRow | Neck Hanging Tree | {{f}} or {{n}} + {{lp}} + {{lk}} | {{throw}} }}
{{SFxTMoveListRow | Body Slam | b + lp + lk | throw }}
{{SFxTMoveListRow | Body Slam | {{b}} + {{lp}} + {{lk}} | {{throw}} }}
{{MoveListFooter}}
{{MoveListFooter}}


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{{SFxTMoveListHeader}}
{{SFxTMoveListHeader}}
{{SFxTMoveListRow | Giant Palm Breaker | qcb + p | ex <br> knockdown vs airborne }}
{{SFxTMoveListRow | Giant Palm Breaker | {{qcb}} + {{p}} | {{ex}} <br> {{knockdown}} vs airborne }}
{{SFxTMoveListRow | Moonsault Press | 360 + p | ex throw }}
{{SFxTMoveListRow | Moonsault Press | {{360}} + {{p}} | {{ex}} {{throw}} }}
{{SFxTMoveListRow | Shootdown Backbreaker | dp + k | ex airthrow }}
{{SFxTMoveListRow | Shootdown Backbreaker | {{dp}} + {{k}} | {{ex}} {{airthrow}} }}
{{SFxTMoveListRow | Meat Squasher  | 360 + k | ex throw }}
{{SFxTMoveListRow | Meat Squasher  | {{360}} + {{k}} | {{ex}} {{throw}} }}
{{SFxTMoveListRow | Ultra Throw | hcb + k | ex throw }}
{{SFxTMoveListRow | Ultra Throw | {{hcb}} + {{k}} | {{ex}} {{throw}} }}
{{SFxTMoveListRow | Monster Lariat | qcf + k | ex chrg <br> knockdown when not ex <br>  }}
{{SFxTMoveListRow | Monster Lariat | {{qcf}} + {{k}} | {{ex}} {{chrg}} <br> {{knockdown}} when not {{ex}} <br>  }}
{{MoveListFooter}}
{{MoveListFooter}}


==== Super Combo ====
==== Super Combo ====
{{SFxTMoveListHeader}}
{{SFxTMoveListHeader}}
{{SFxTMoveListRow | Gigas Breaker | qcf + 3k | hold 3k to miss }}
{{SFxTMoveListRow | Gigas Breaker | {{qcf}} + {{3k}} | hold {{3k}} to miss }}
{{MoveListFooter}}
{{MoveListFooter}}


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* N/A
* N/A


[[Category: Street Fighter X Tekken]]
[[Category:Street Fighter X Tekken]]

Revision as of 02:03, 9 December 2020

Street Fighter X TekkenSFxTLogo.png
Street Fighter X Tekken#CharactersStreet Fighter X Tekken/Character HealthStreet Fighter X Tekken/Basic ElementsStreet Fighter X Tekken/MovementStreet Fighter X Tekken/Solo OffenseStreet Fighter X Tekken/Capcom Juggle SystemSFxTHeaderButtons.png

Hugo

Sfxt hugo face.jpg

Ideal Team Position: Anchor


Hugo is a tall and sluggish grappler. Because of this, Hugo excels in one main area: his remarkable damage output. Hugo's tricky pokes and claps can make it difficult for the opponent to find an opening to Counter.png attack, and if they make one slip up, they'll be taking a boat load of damage. Due to him being a grappler, he has a very hard time getting in, with bad movement options and only a few solid pokes. That's why its best to have him as an anchor, so his opponent can deal with getting in so Hugo can bombard the opponent with his insane damage.


Strengths Weaknesses
  • Has some of the highest damage output in the game, with his super dealing the highest damage in the game.
  • Claps are all safe on block and lead to a combo on hit.
  • Lariat (qcf+k), Hugo's CADC move, has armor while charging and is great to threaten in neutral.
  • EX Lariat is a safe tag on block and allows for your partner to get a full jump in combo on hit.
  • Command grabs to keep your opponent guessing at point blank.
  • Has the biggest hurtbox in the game.
  • Slowest walk speed prevents him from closing the gap reliably.
  • Light Lariat can't combo from lights, meaning your most meaningful damage route must be done from a medium.
  • Although having a command grab is better than not having one, the range on Hugo's SPD and Ultra Throw are beyond awful.
    • On top of that, if Hugo does manage to land an SPD, there isn't much he can do to pressure afterwards, as he has no good options for chasing a forward roll without a read.


Moves

Normal Attacks

Name
Command
Notes
Standing Light Punch
Lp.png
Rpdfire.png
Standing Medium Punch
Mp.png
Standing Hard Punch
Hp.png
High.png
Knockdown.png vs airborne
Standing Light Kick
Lk.png
Standing Medium Kick
Mk.png
Standing Hard Kick
Hk.png
High.png
Hardknockdown.png vs airborne
can be steered with F.png and B.png
Crouching Light Punch
D.png + Lp.png
Rpdfire.png
Speccancel.png
Crouching Medium Punch
D.png + Mp.png
Speccancel.png
Crouching Hard Punch
D.png + Hp.png
Speccancel.png
Hardknockdown.png
Crouching Light Kick
D.png + Lk.png
Rpdfire.png
Low.png
Speccancel.png
Crouching Medium Kick
D.png + Mk.png
Low.png
Hardknockdown.png
Crouching Hard Kick
D.png + Hk.png
High.png
Hardknockdown.png
Jump Light Punch
Ub.png / U.png / Uf.png + Lp.png
High.png
Jump Medium Punch
Ub.png / U.png / Uf.png + Mp.png
High.png
Jump Hard Punch
Ub.png / U.png / Uf.png + Hp.png
High.png
Jump Light Kick
Ub.png / U.png / Uf.png + Lk.png
High.png
Jump Medium Kick
Ub.png / U.png / Uf.png + Mk.png
High.png
crossup
Jump Hard Kick
Ub.png / U.png / Uf.png + Hk.png
High.png


Unique Attacks

Name
Command
Notes
Body Press
air D.png + Hp.png
crossup
Knockdown.png vs airborne
Hammer Hook
F.png + Hp.png
Knockdown.png vs airborne
Leap Attack
D.png ---.png N.png ---.png D.png + Mk.png
High.png
Knockdown.png vs airborne

Throws

Name
Command
Notes
Neck Hanging Tree
F.png or N.png + Lp.png + Lk.png
Throw.png
Body Slam
B.png + Lp.png + Lk.png
Throw.png

Special Moves

Name
Command
Notes
Giant Palm Breaker
Qcb.png + P.png
Ex.png
Knockdown.png vs airborne
Moonsault Press
360.png + P.png
Ex.png Throw.png
Shootdown Backbreaker
Dp.png + K.png
Ex.png Airthrow.png
Meat Squasher
360.png + K.png
Ex.png Throw.png
Ultra Throw
Hcb.png + K.png
Ex.png Throw.png
Monster Lariat
Qcf.png + K.png
Ex.png Chrg.png
Knockdown.png when not Ex.png

Super Combo

Name
Command
Notes
Gigas Breaker
Qcf.png + 3k.png
hold 3k.png to miss


Move Analysis

Normal Moves

N/A


Unique Attacks

N/A


Normal Throws

N/A


Special Moves

N/A


Super Combos

N/A


The Basics

N/A


Advanced Strategy

N/A


Combos

Bread and Butters

  • N/A

Hit Confirm Combos

  • N/A

Advanced Combos

  • N/A

Combos Into Supers

  • N/A