Street Fighter 3: 3rd Strike/Hugo/2021/Introduction: Difference between revisions

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* Easily beats other moves.  
* Easily beats other moves.  
* A few options to confirms into it.
* A few options to confirms into it.
{{ ProConTable
| pros=
* Highest unbuffed health in the game, and with taunts that can increase it further, making him harder to kill and allowing players to do more mistakes
* Longest range light attacks in the game, and many pokes with very far reach. his pressure moves also reach fairly far
* Deal high damage in general, both in combos, with normals alone or with his command grab
* Claps allow for tight and extremely versitile pressure and mixups, especially if it manages to lend him a knockdown
* very threatening with super, sa1 allows for tight and scary punishes, while sa3 is easily confirmable, corner carries well and has great range.
| cons=
* Heavy attacks are horrifically slow, avoid using them.
* His normals can often be easily whiffed punished if not used carefully
* Massive hurtbox allows for optimized combos and unique setups that won't work against everyone.
* Awful mobility, struggles to get in close.
* Has several matchups he heavily struggles in
}}
[[Category: Street Fighter III: 3rd Strike]]
[[Category: Street Fighter III: 3rd Strike]]

Revision as of 01:38, 27 September 2021

Introduction

Hugo (or Andore as he was called in his initial debut as an enemy in the beat-em-up series Final Fight) is an ex-member of the Mad Gear Gang. His old gang now fallen, Hugo is determined to become the number one wrestler in the world, with his former gang member and long-time friend Poison as his manager. Hugo was first introduced to the Street Fighter series in Street Fighter III: 2nd Impact

Hugo is 3rd Strike's most straightforward grappler, moreso than Alex, and as such, requires exceptional patience to play. He can do a highly impressive amount of damage with only a few moves (theoretically capable of KOing Chun-Li with only 4 uses of his main command grab, the Moonsault Press), but getting within range is certainly not easy. Hugo is also the largest character in 3rd Strike, meaning he has a big set of hitboxes, which other characters can use to easily hit-confirm many combos and Super Arts. He is also the slowest among them, so most of the time, blocking a move from the opponent doesn't automatically mean you have the opportunity to counteract with a combo or command grab, like other characters can do, such as Chun-Li. So it's easy to say that Hugo’s punishing game off of blocks isn't all that strong.


Super Arts

SA1: Gigas Breaker

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.

  • Does incredible damage.
  • Instant startup, beats many moves.
  • Is a larger meter - hard to fill.
  • If missed, Hugo is screwed.
  • Create unique dynamics in matches.
  • Free setups after, on opponent's wakeup.
  • Always be buffering 360 motions into your normals, jumps and other moves. This allows you to execute a second 360 on reaction, and thus Gigas on demand, without jumping.

SA2: Megaton Press

Megaton Press isn't used much, but can be used a lot like Gief's Aerial Russian Slam. It has very low priority and is hard to land versuss an aware opponent. It can be used to counter characters who want to be in the air a lot, like Oro and Ibuki 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.

  • Does good damage.
  • If missed, Hugo is screwed.
  • Easily beaten by other moves.

SA3: 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, c.lks, j.hk, bodysplash, c.lk 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. The best known SAIII player is YSB. Hammer mountain is the best choice if you want to player more hit-confirm based play-style, as oppossed to the reactive style of Gigas.

  • Does great damage.
  • Has running/cancel gimmick, which is useful for longer range confirms.
  • Easily beats other moves.
  • A few options to confirms into it.
Strengths Weaknesses
  • Highest unbuffed health in the game, and with taunts that can increase it further, making him harder to kill and allowing players to do more mistakes
  • Longest range light attacks in the game, and many pokes with very far reach. his pressure moves also reach fairly far
  • Deal high damage in general, both in combos, with normals alone or with his command grab
  • Claps allow for tight and extremely versitile pressure and mixups, especially if it manages to lend him a knockdown
  • very threatening with super, sa1 allows for tight and scary punishes, while sa3 is easily confirmable, corner carries well and has great range.
  • Heavy attacks are horrifically slow, avoid using them.
  • His normals can often be easily whiffed punished if not used carefully
  • Massive hurtbox allows for optimized combos and unique setups that won't work against everyone.
  • Awful mobility, struggles to get in close.
  • Has several matchups he heavily struggles in