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[[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 124: Line 124:
| Jumping Roundhouse || '''(Air)''' HK
| Jumping Roundhouse || '''(Air)''' HK
|-
|-
| Universal Overhead || MP MK
| Universal Overhead || MP+MK
|-
|-
| Taunt || HP HK
| Taunt || HP+HK
|}
|}


Line 135: Line 135:
| '''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 146: Line 146:
| '''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 Foward || D MK
| Crouching Foward || D+MK
|-
|-
| Crouching Roundhouse || D HK
| Crouching Roundhouse || D+HK
|-
|-
| Body Press || '''(Air)''' D HP
| Body Press || '''(Air)''' D+HP
|}
|}


Line 173: Line 173:
| '''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 192: Line 192:
| '''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 203: Line 203:
| '''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 302: Line 302:
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Frames''' || align="center" | '''Gauge Increase'''
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Frames''' || align="center" | '''Gauge Increase'''
|-
|-
| align="center" | Unheld Taunt || align="center" | HP HK || align="center" | ?? || align="center" | ??
| align="center" | Unheld Taunt || align="center" | HP+HK || align="center" | ?? || align="center" | ??
|}
|}
''Comments here''
''Comments here''
Line 312: Line 312:
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Frames''' || align="center" | '''Gauge Increase'''
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Frames''' || align="center" | '''Gauge Increase'''
|-
|-
| align="center" | Held Taunt || align="center" | Hold HP HK || align="center" | ?? || align="center" | ??
| align="center" | Held Taunt || align="center" | Hold HP+HK || align="center" | ?? || align="center" | ??
|}
|}
''Comments here''
''Comments here''
Line 355: Line 355:
| 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" | '''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" | H or L || align="center" | H
| align="center" | 10 || align="center" | 7 || align="center" | 12 || align="center" | -5 || align="center" | 0 || align="center" | +1 || align="center" | H or L || align="center" | H
|}
|}
'''Gauge Increase'''
'''Gauge Increase'''
Line 379: Line 379:
| 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" | '''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" | H or L || align="center" | H or L
| align="center" | 16 || align="center" | 7 || align="center" | 15 || align="center" | -3 || align="center" | -1 || align="center" | +1 || align="center" | H or L || align="center" | H or L
|}
|}
'''Gauge Increase'''
'''Gauge Increase'''
Line 403: Line 403:
| 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" | '''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" | H or L || align="center" | H or L
| align="center" | 5 || align="center" | 4 || align="center" | 9 || align="center" | +1 || align="center" | +1 || align="center" | +1 || align="center" | H or L || align="center" | H or L
|}
|}
'''Gauge Increase'''
'''Gauge Increase'''
Line 420: Line 420:
| 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" | '''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" | Foward || align="center" | MK || align="center" | 115(70 50) || align="center" | 13(9 5) || align="center" | No || align="center" | No || align="center" | No
| align="center" | Foward || align="center" | MK || align="center" | 115(70+50) || align="center" | 13(9+5) || align="center" | No || align="center" | No || align="center" | No
|}
|}
'''Frame Data'''
'''Frame Data'''
Line 427: Line 427:
| 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" | '''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" | H or L/H || align="center" | H/H
| align="center" | 9/14 || align="center" | 2/4 || align="center" | 23 || align="center" | -4 || align="center" | +1 || align="center" | +3 || align="center" | H or L/H || align="center" | H/H
|}
|}
'''Gauge Increase'''
'''Gauge Increase'''
Line 434: Line 434:
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
| 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)
| align="center" | 7 || align="center" | 5 || align="center" | 11 || align="center" | 8(4+4)
|}
|}
''Comments here''
''Comments here''
Line 451: Line 451:
| 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" | '''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
| 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'''
'''Gauge Increase'''
Line 612: Line 612:
| 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" | '''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
| 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'''
'''Frame Data'''
Line 619: Line 619:
| 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" | '''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
| 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'''
'''Gauge Increase'''
Line 638: Line 638:
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Throw Range'''
| 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
| align="center" | Neck Hanging Three || align="center" | LP+LK || align="center" | 130(30x8) || align="center" | 24(5x8) || align="center" | 32
|}
|}
'''Frame Data'''
'''Frame Data'''
Line 645: Line 645:
| 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" | '''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" | -
| align="center" | 2 || align="center" | 1 || align="center" | 21 || align="center" | - || align="center" | - || align="center" | - || align="center" | LP+LK || align="center" | -
|}
|}
'''Gauge Increase'''
'''Gauge Increase'''
Line 654: Line 654:
| align="center" | 0 || align="center" | 7 (for the player who blocked) || align="center" | 24(3?x8)
| align="center" | 0 || align="center" | 7 (for the player who blocked) || align="center" | 24(3?x8)
|}
|}
In corner, you can reset with D MP after the throw
In corner, you can reset with D+MP after the throw




Line 662: Line 662:
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Throw Range'''
| 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
| align="center" | Body Slam || align="center" | F+LP+LK or B+LP+LK || align="center" | 160 || align="center" | 13 || align="center" | 32
|}
|}
'''Frame Data'''
'''Frame Data'''
Line 669: Line 669:
| 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" | '''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" | -
| align="center" | 2 || align="center" | 1 || align="center" | 21 || align="center" | - || align="center" | - || align="center" | - || align="center" | LP+LK || align="center" | -
|}
|}
'''Gauge Increase'''
'''Gauge Increase'''
Line 688: Line 688:
| 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" | '''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
| 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'''
'''Frame Data'''
Line 695: Line 695:
| 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" | '''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" | H or L || align="center" | H
| align="center" | 14 || align="center" | 4 || align="center" | 33 || align="center" | -14 || align="center" | +4 || align="center" | +4 || align="center" | H or L || align="center" | H
|}
|}
'''Gauge Increase'''
'''Gauge Increase'''
Line 712: Line 712:
| 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" | '''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
| 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'''
'''Frame Data'''
Line 719: Line 719:
| 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" | '''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
| 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'''
'''Gauge Increase'''
Line 736: Line 736:
| 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" | '''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
| 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'''
'''Frame Data'''
Line 760: Line 760:
| 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" | '''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
| 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'''
'''Frame Data'''
Line 784: Line 784:
| 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" | '''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
| 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'''
'''Frame Data'''
Line 808: Line 808:
| 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" | '''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
| 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'''
'''Frame Data'''
Line 815: Line 815:
| 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" | '''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
| 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'''
'''Gauge Increase'''
Line 832: Line 832:
| 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" | '''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 Foward || align="center" | C MK || align="center" | 100 || align="center" | 3 || align="center" | No || align="center" | No || align="center" | No
| align="center" | Crouch Foward || align="center" | C+MK || align="center" | 100 || align="center" | 3 || align="center" | No || align="center" | No || align="center" | No
|}
|}
'''Frame Data'''
'''Frame Data'''
Line 856: Line 856:
| 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" | '''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
| 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'''
'''Frame Data'''
Line 872: Line 872:
| align="center" | 3 || align="center" | 7 || align="center" | 15 || align="center" | 4
| 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.
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.




Line 880: Line 880:
| 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" | '''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
| 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'''
'''Frame Data'''
Line 906: Line 906:
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Super Cancel'''
| 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 (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 (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
| align="center" | Giant Palm Bomber (Fierce) || align="center" | QCB+HP || align="center" | 140 || align="center" | 18 || align="center" | 19 || align="center" | Yes
|}
|}
'''Frame Data'''
'''Frame Data'''
Line 917: Line 917:
| 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" | '''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" | H or L || align="center" | H
| 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" | H or L || 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" | H or L || 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" | H or L || 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" | H or L || 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" | H or L || align="center" | H
|}
|}
'''Gauge Increase'''
'''Gauge Increase'''
Line 942: Line 942:
| 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" | '''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 (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 (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
| 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'''
'''Frame Data'''
Line 978: Line 978:
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Super Cancel'''
| 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 (Short) || align="center" | QCF+LK || align="center" | 150 || align="center" | 19 || align="center" | 11 || align="center" | No
|-
|-
| align="center" | Monster Lariat (Foward) || align="center" | QCF MK || align="center" | 160 || align="center" | 20 || align="center" | 13 || align="center" | No
| align="center" | Monster Lariat (Foward) || 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
| align="center" | Monster Lariat (Roundhouse) || align="center" | QCF+HK || align="center" | 170 || align="center" | 21 || align="center" | 15 || align="center" | No
|}
|}
'''Frame Data'''
'''Frame Data'''
Line 1,012: Line 1,012:
{| border="1em" cellspacing="0" width="100%" style="border: 1px solid #999; background: #F2F2F2;"
{| 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
| 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 (Foward) || 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="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" | Shootdown Backbreaker (Short) || align="center" | 5 || align="center" | 9 || align="center" | 30 || align="center" | - || align="center" | - || align="center" | - || align="center" | - || align="center" | -
|-
| align="center" | Shootdown Backbreaker (Foward) || align="center" | 17 || align="center" | 10 || align="center" | 25 || align="center" | - || align="center" | - || align="center" | - || align="center" | - || align="center" | -
|-
| align="center" | Shootdown Backbreaker (Roundhouse) || align="center" | 12 || align="center" | 12 || align="center" | 29 || align="center" | - || align="center" | - || align="center" | - || align="center" | - || align="center" | -
|}
'''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 (Foward) || 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" | -
|}
''Comments here''
 
 
[[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 (Foward) || 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" | - || align="center" | - || align="center" | - || align="center" | -
|-
| align="center" | Meat Squasher (Foward) || align="center" | 30~52 || align="center" | 2 || align="center" | 33 || align="center" | - || align="center" | - || align="center" | - || align="center" | - || align="center" | -
|-
| align="center" | Meat Squasher (Roundhouse) || align="center" | 47~67 || align="center" | 2 || align="center" | 36 || align="center" | - || align="center" | - || align="center" | - || align="center" | - || align="center" | -
|}
'''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 (Foward) || 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" | -
|}
''Comments here''
 
 
[[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 (Foward) || 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" | - || align="center" | - || align="center" | - || align="center" | -
|-
| align="center" | Ultra Throw (Foward) || align="center" | 7 || align="center" | 2 || align="center" | 36 || align="center" | - || align="center" | - || align="center" | - || align="center" | - || align="center" | -
|-
| align="center" | Ultra Throw (Roundhouse) || align="center" | 7 || align="center" | 2 || align="center" | 36 || align="center" | - || align="center" | - || align="center" | - || align="center" | - || align="center" | -
|}
'''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 (Foward) || 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" | '''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" | 220(20+60+140) || align="center" | 23 || align="center" | 15(3+3+9) || 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 (EX) || align="center" | 22 || align="center" | 1 || align="center" | 10 || align="center" | +10 || align="center" | Down || align="center" | Down || align="center" | H or L/H or L/H or L || 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" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Super Cancel'''
|-
| align="center" | Monster Lariat (EX) || align="center" | QCF+KK || 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" | H or L/H or L/H or L || 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" | 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" | '''Super Art''' || align="center" | '''Super Art Name''' || align="center" | '''Super Art Stock''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage'''
|-
| align="center" | I || align="center" | Gigas Breaker || align="center" | 1 bar (???) || align="center" | 720+P || align="center" | 610(?+?+?) || align="center" | - || align="center" | 5
|}
'''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
|}
''Comments here''
 
 
[[Image:(hugosa2).gif|none]]
{| border="1em" cellspacing="0" width="95%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Super Art''' || align="center" | '''Super Art Name''' || 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 (??? each bar) || align="center" | QCF QCF+K || align="center" | 450(?+?) || align="center" | - || align="center" | 25 || align="center" | 50 || align="center" | 60~133
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="75%" 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" | - || align="center" | -
|-
| align="center" | Megaton Press (Foward) || align="center" | 5 || align="center" | 16 || align="center" | 34 || align="center" | - || align="center" | Down || align="center" | Down || align="center" | - || align="center" | -
|-
| align="center" | Megaton Press (Roundhouse) || align="center" | 7 || align="center" | 20 || align="center" | 36 || align="center" | - || align="center" | Down || align="center" | Down || align="center" | - || align="center" | -
|}
''Comments here''
 
 
[[Image:(hugosa3).gif|none]]
{| border="1em" cellspacing="0" width="75%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Super Art''' || align="center" | '''Super Art Name''' || 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 (??? each bar) || align="center" | QCF QCF+P || align="center" | 390(?+?+?+?+?) || align="center" | 98 || align="center" | 20
|}
'''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+H
|}
''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
*QCB 2P-->QCF HK
*HCB HK-->SA II
*QCB HP-->QCB MP/LPxxSA III
*QCB HP-->QCB LP-->D MK
*Jumping HP-->Standing LK-->SA III
*HCB HK-->F, D, DF HK
*QCB HP-->QCB MP/LP-->Crouching MK
*QCB HP-->QCB MP/LP-->QCF 2K
*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
 
== Frame Data ==
*All Framedatas in this section are taken from [http://ensabahnur.free.fr/Baston/index.php?page=gameChars&gameNum=20&gameName=Street%20Fighter%20III%20Third%20Strike Karathrow Mirror site]
 
=== Normals ===
{| border="1" cellspacing="0" align="center" width="100%"
! style="background:#99cccc;" | Move
! style="background:#99cccc;" | Startup
! style="background:#99cccc;" | Hit
! style="background:#99cccc;" | Recovery
! style="background:#99cccc;" | Blocked Advantage
! style="background:#99cccc;" | Hit Advantage
! style="background:#99cccc;" | Crouching Hit Advantage
! style="background:#99cccc;" | Damage
! style="background:#99cccc;" | Guard
! style="background:#99cccc;" | Parry
! style="background:#99cccc;" | Stun
! style="background:#99cccc;" | Chains into itself
! style="background:#99cccc;" | Special Cancel
! style="background:#99cccc;" | Super Cancel
|-
| style="background:#efefef;" align="center" | '''Jab'''
| align="center" | 4
| align="center" | 3
| align="center" | 8
| align="center" | -1
| align="center" | -1
| align="center" | -1
| align="center" | 35
| align="center" | H/L
| align="center" | H/L
| align="center" | 5
| style="background:#99cc99;" align="center" | Yes
| style="background:#ff6666;" align="center" | No
| style="background:#ff6666;" align="center" | No
|-
| style="background:#efefef;" align="center" | '''Strong'''
| align="center" style="background:#cc99cc;" | 10
| align="center" style="background:#cc99cc;" | 6
| align="center" style="background:#cc99cc;" | 12
| align="center" style="background:#cc99cc;" | -5
| align="center" style="background:#cc99cc;" | 0
| align="center" style="background:#cc99cc;" | 1
| align="center" style="background:#cc99cc;" | 120
| align="center" style="background:#cc99cc;" | H/L
| align="center" style="background:#cc99cc;" | H
| align="center" style="background:#cc99cc;" | 13
| style="background:#ff6666;" align="center" | No
| style="background:#ff6666;" align="center" | No
| style="background:#ff6666;" align="center" | No
|-
| style="background:#efefef;" align="center" | '''Fierce'''
| align="center" | 16
| align="center" | 6
| align="center" | 15
| align="center" | -3
| align="center" | -1
| align="center" | 1
| align="center" | 170
| align="center" | H
| align="center" | H
| align="center" | 21
| style="background:#ff6666;" align="center" | No
| style="background:#ff6666;" align="center" | No
| style="background:#ff6666;" align="center" | No
|-
| style="background:#efefef;" align="center" | '''Short'''
| align="center" style="background:#cc99cc;" | 5
| align="center" style="background:#cc99cc;" | 3
| align="center" style="background:#cc99cc;" | 9
| align="center" style="background:#cc99cc;" | 1
| align="center" style="background:#cc99cc;" | 1
| align="center" style="background:#cc99cc;" | 1
| align="center" style="background:#cc99cc;" | 50
| align="center" style="background:#cc99cc;" | H/L
| align="center" style="background:#cc99cc;" | H/L
| align="center" style="background:#cc99cc;" | 3
| style="background:#ff6666;" align="center" | No
| style="background:#99cc99;" align="center" | Yes
| style="background:#99cc99;" align="center" | Yes
|-
| style="background:#efefef;" align="center" | '''Foward'''
| align="center" | 9
| align="center" | 1*3
| align="center" | 23
| align="center" | -4
| align="center" | 1
| align="center" | 3
| align="center" | 70+50
| align="center" | H
| align="center" | H
| align="center" | 9+5
| style="background:#ff6666;" align="center" | No
| style="background:#ff6666;" align="center" | No
| style="background:#ff6666;" align="center" | No
|-
| style="background:#efefef;" align="center" | '''Roundhouse'''
| align="center" style="background:#cc99cc;" | 21
| align="center" style="background:#cc99cc;" | 7
| align="center" style="background:#cc99cc;" | 28
| align="center" style="background:#cc99cc;" | -13
| align="center" style="background:#cc99cc;" | 3
| align="center" style="background:#cc99cc;" | 3
| align="center" style="background:#cc99cc;" | 150
| align="center" style="background:#cc99cc;" | H
| align="center" style="background:#cc99cc;" | H
| align="center" style="background:#cc99cc;" | 19
| style="background:#ff6666;" align="center" | No
| style="background:#ff6666;" align="center" | No
| style="background:#ff6666;" align="center" | No
|-
| style="background:#efefef;" align="center" | '''Jumping Jab'''
| align="center" | 3
| align="center" | 10
| align="center" | -
| align="center" | -
| align="center" | -
| align="center" | -
| align="center" | 40
| align="center" | H
| align="center" | H
| align="center" | 9
| style="background:#ff6666;" align="center" | No
| style="background:#ff6666;" align="center" | No
| style="background:#ff6666;" align="center" | No
|-
| style="background:#efefef;" align="center" | '''Jumping Strong'''
| align="center" style="background:#cc99cc;" | 7
| align="center" style="background:#cc99cc;" | 7
| align="center" style="background:#cc99cc;" | -
| align="center" style="background:#cc99cc;" | -
| align="center" style="background:#cc99cc;" | -
| align="center" style="background:#cc99cc;" | -
| align="center" style="background:#cc99cc;" | 100
| align="center" style="background:#cc99cc;" | H
| align="center" style="background:#cc99cc;" | H
| align="center" style="background:#cc99cc;" | 13
| style="background:#ff6666;" align="center" | No
| style="background:#ff6666;" align="center" | No
| style="background:#ff6666;" align="center" | No
|-
| style="background:#efefef;" align="center" | '''Jumping Fierce'''
| align="center" | 13
| align="center" | 4
| align="center" | -
| align="center" | -
| align="center" | -
| align="center" | -
| align="center" | 150
| align="center" | H
| align="center" | H
| align="center" | 17
| style="background:#ff6666;" align="center" | No
| style="background:#ff6666;" align="center" | No
| style="background:#ff6666;" align="center" | No
|-
| style="background:#efefef;" align="center" | '''Jumping Short'''
| align="center" style="background:#cc99cc;" | 3
| align="center" style="background:#cc99cc;" | 15
| align="center" style="background:#cc99cc;" | -
| align="center" style="background:#cc99cc;" | -
| align="center" style="background:#cc99cc;" | -
| align="center" style="background:#cc99cc;" | -
| align="center" style="background:#cc99cc;" | 60
| align="center" style="background:#cc99cc;" | H
| align="center" style="background:#cc99cc;" | H
| align="center" style="background:#cc99cc;" | 7
| style="background:#ff6666;" align="center" | No
| style="background:#ff6666;" align="center" | No
| style="background:#ff6666;" align="center" | No
|-
| style="background:#efefef;" align="center" | '''Jumping Foward'''
| align="center" | 5
| align="center" | 6
| align="center" | -
| align="center" | -
| align="center" | -
| align="center" | -
| align="center" | 100
| align="center" | H
| align="center" | H
| align="center" | 11
| style="background:#ff6666;" align="center" | No
| style="background:#ff6666;" align="center" | No
| style="background:#ff6666;" align="center" | No
|-
| style="background:#efefef;" align="center" width="14%" | '''Jumping Roundhouse'''
| align="center" style="background:#cc99cc;" | 11
| align="center" style="background:#cc99cc;" | 6
| align="center" style="background:#cc99cc;" | -
| align="center" style="background:#cc99cc;" | -
| align="center" style="background:#cc99cc;" | -
| align="center" style="background:#cc99cc;" | -
| align="center" style="background:#cc99cc;" | 130
| align="center" style="background:#cc99cc;" | H
| align="center" style="background:#cc99cc;" | H
| align="center" style="background:#cc99cc;" | 15
| style="background:#ff6666;" align="center" | No
| style="background:#ff6666;" align="center" | No
| style="background:#ff6666;" align="center" | No
|-
| style="background:#efefef;" align="center" | '''Overhead'''
| align="center" | 16~25
| align="center" | 9
| align="center" | 5
| align="center" | -5~7
| align="center" | 0~7
| align="center" | 1~9
| align="center" | 40
| align="center" | H
| align="center" | H
| align="center" | 3
| style="background:#ff6666;" align="center" | No
| style="background:#ff6666;" align="center" | No
| style="background:#ff6666;" align="center" | No
|}
 
=== Throws ===
{| border="1" cellspacing="0" align="center" width="100%"
! style="background:#99cccc;" | Move
! style="background:#99cccc;" | Startup
! style="background:#99cccc;" | Hit
! style="background:#99cccc;" | Recovery
! style="background:#99cccc;" | Blocked Advantage
! style="background:#99cccc;" | Hit Advantage
! style="background:#99cccc;" | Damage
! style="background:#99cccc;" | Parry
! style="background:#99cccc;" | Stun
! style="background:#99cccc;" | Chains into itself
! style="background:#99cccc;" | Special Cancel
! style="background:#99cccc;" | Super Cancel
|-
| style="background:#efefef;" align="center" | '''Neck Hanging Three'''
| align="center" | 2
| align="center" | 1
| align="center" | 21
| align="center" | -
| align="center" | -
| align="center" | 30x8
| align="center" | -
| align="center" | 5x8
| style="background:#ff6666;" align="center" | No
| style="background:#ff6666;" align="center" | No
| style="background:#ff6666;" align="center" | No
|-
| style="background:#efefef;" align="center" | '''Body Slam'''
| align="center" style="background:#cc99cc;" | 2
| align="center" style="background:#cc99cc;" | 1
| align="center" style="background:#cc99cc;" | 21
| align="center" style="background:#cc99cc;" | -
| align="center" style="background:#cc99cc;" | -
| align="center" style="background:#cc99cc;" | 160
| align="center" style="background:#cc99cc;" | -
| align="center" style="background:#cc99cc;" | 13
| style="background:#ff6666;" align="center" | No
| style="background:#ff6666;" align="center" | No
| style="background:#ff6666;" align="center" | No
|}
 
=== Command Normals ===
{| border="1" cellspacing="0" align="center" width="100%"
! style="background:#99cccc;" | Move
! style="background:#99cccc;" | Startup
! style="background:#99cccc;" | Hit
! style="background:#99cccc;" | Recovery
! style="background:#99cccc;" | Blocked Advantage
! style="background:#99cccc;" | Hit Advantage
! style="background:#99cccc;" | Crouching Hit Advantage
! style="background:#99cccc;" | Damage
! style="background:#99cccc;" | Guard
! style="background:#99cccc;" | Parry
! style="background:#99cccc;" | Stun
! style="background:#99cccc;" | Chains into itself
! style="background:#99cccc;" | Special Cancel
! style="background:#99cccc;" | Super Cancel
|-
| style="background:#efefef;" align="center" | '''Hammer Hook'''
| align="center" | 14
| align="center" | 3
| align="center" | 33
| align="center" | -14
| align="center" | -
| align="center" | -
| align="center" | 160
| align="center" | H
| align="center" | H
| align="center" | 21
| style="background:#ff6666;" align="center" | No
| style="background:#ff6666;" align="center" | No
| style="background:#ff6666;" align="center" | No
|-
| style="background:#efefef;" align="center" | '''Crouching Jab'''
| align="center" style="background:#cc99cc;" | 4
| align="center" style="background:#cc99cc;" | 2
| align="center" style="background:#cc99cc;" | 8
| align="center" style="background:#cc99cc;" | -1
| align="center" style="background:#cc99cc;" | -1
| align="center" style="background:#cc99cc;" | -1
| align="center" style="background:#cc99cc;" | 30
| align="center" style="background:#cc99cc;" | H/L
| align="center" style="background:#cc99cc;" | H/L
| align="center" style="background:#cc99cc;" | 3
| style="background:#99cc99;" align="center" | Yes
| style="background:#99cc99;" align="center" | Yes
| style="background:#99cc99;" align="center" | Yes
|-
| style="background:#efefef;" align="center" | '''Crouching Strong'''
| align="center" | 7
| align="center" | 4
| align="center" | 12
| align="center" | -2
| align="center" | -1
| align="center" | 0
| align="center" | 90
| align="center" | H/L
| align="center" | H/L
| align="center" | 3
| style="background:#ff6666;" align="center" | No
| style="background:#ff6666;" align="center" | No
| style="background:#ff6666;" align="center" | No
|-
| style="background:#efefef;" align="center" | '''Crouching Fierce'''
| align="center" style="background:#cc99cc;" | 13
| align="center" style="background:#cc99cc;" | 9
| align="center" style="background:#cc99cc;" | 37
| align="center" style="background:#cc99cc;" | -29
| align="center" style="background:#cc99cc;" | -
| align="center" style="background:#cc99cc;" | -
| align="center" style="background:#cc99cc;" | 110
| align="center" style="background:#cc99cc;" | H/L
| align="center" style="background:#cc99cc;" | H/L
| align="center" style="background:#cc99cc;" | 13
| style="background:#ff6666;" align="center" | No
| style="background:#ff6666;" align="center" | No
| style="background:#ff6666;" align="center" | No
|-
| style="background:#efefef;" align="center" | '''Crouching Short'''
| align="center" | 3
| align="center" | 2
| align="center" | 7
| align="center" | 2
| align="center" | 2
| align="center" | 2
| align="center" | 40
| align="center" | L
| align="center" | L
| align="center" | 3
| style="background:#ff6666;" align="center" | No
| style="background:#99cc99;" align="center" | Yes
| style="background:#99cc99;" align="center" | Yes
|-
| style="background:#efefef;" align="center" | '''Crouching Foward'''
| align="center" style="background:#cc99cc;" | 8
| align="center" style="background:#cc99cc;" | 4
| align="center" style="background:#cc99cc;" | 17
| align="center" style="background:#cc99cc;" | -5
| align="center" style="background:#cc99cc;" | -
| align="center" style="background:#cc99cc;" | -
| align="center" style="background:#cc99cc;" | 100
| align="center" style="background:#cc99cc;" | L
| align="center" style="background:#cc99cc;" | L
| align="center" style="background:#cc99cc;" | 3
| style="background:#ff6666;" align="center" | No
| style="background:#ff6666;" align="center" | No
| style="background:#ff6666;" align="center" | No
|-
| style="background:#efefef;" align="center" width="15%" | '''Crouching Roundhouse'''
| align="center" | 11
| align="center" | 22
| align="center" | -
| align="center" | -43
| align="center" | -
| align="center" | -
| align="center" | 170
| align="center" | H/L
| align="center" | H/L
| align="center" | 13
| style="background:#ff6666;" align="center" | No
| style="background:#ff6666;" align="center" | No
| style="background:#ff6666;" align="center" | No
|-
| style="background:#efefef;" align="center" | '''Body Press'''
| align="center" style="background:#cc99cc;" | 9
| align="center" style="background:#cc99cc;" | -
| align="center" style="background:#cc99cc;" | -
| align="center" style="background:#cc99cc;" | -
| align="center" style="background:#cc99cc;" | -
| align="center" style="background:#cc99cc;" | -
| align="center" style="background:#cc99cc;" | 100
| align="center" style="background:#cc99cc;" | H
| align="center" style="background:#cc99cc;" | H
| align="center" style="background:#cc99cc;" | 17
| style="background:#ff6666;" align="center" | No
| style="background:#ff6666;" align="center" | No
| style="background:#ff6666;" align="center" | No
|}
 
=== Special Moves ===
 
{| border="1" cellspacing="0" align="center" width="90%"
! style="background:#99cccc;" | Move
! style="background:#99cccc;" | Startup
! style="background:#99cccc;" | Hit
! style="background:#99cccc;" | Recovery
! style="background:#99cccc;" | Blocked Advantage
! style="background:#99cccc;" | Damage
! style="background:#99cccc;" | Parry
! style="background:#99cccc;" | Stun
! style="background:#99cccc;" | Super Cancel
|-
| style="background:#efefef;" align="center" | '''Giant Palm Bomber (Jab)'''
| align="center" | 17
| align="center" | 1
| align="center" | 9
| align="center" | 11
| align="center" | 110
| align="center" | H
| align="center" | 15
| style="background:#99cc99;" align="center" | Yes
|-
| style="background:#efefef;" align="center" | '''Giant Palm Bomber (Strong)'''
| align="center" style="background:#cc99cc;" | 19
| align="center" style="background:#cc99cc;" | 1
| align="center" style="background:#cc99cc;" | 7
| align="center" style="background:#cc99cc;" | 16
| align="center" style="background:#cc99cc;" | 125
| align="center" style="background:#cc99cc;" | H
| align="center" style="background:#cc99cc;" | 17
| style="background:#99cc99;" align="center" | Yes
|-
| style="background:#efefef;" align="center" | '''Giant Palm Bomber (Fierce)'''
| align="center" | 22
| align="center" | 1
| align="center" | 6
| align="center" | 19
| align="center" | 140
| align="center" | H
| align="center" | 19
| style="background:#99cc99;" align="center" | Yes
|-
| style="background:#efefef;" align="center" | '''Giant Palm Bomber (EX)'''
| align="center" style="background:#cc99cc;" | 22*2
| align="center" style="background:#cc99cc;" | 1*1
| align="center" style="background:#cc99cc;" | -
| align="center" style="background:#cc99cc;" | -
| align="center" style="background:#cc99cc;" | 20+60
| align="center" style="background:#cc99cc;" | H
| align="center" style="background:#cc99cc;" | 3+3
| style="background:#99cc99;" align="center" | Yes
|-
| align="center" | '''" (Last Hit)'''
| align="center" | 2
| align="center" | 1
| align="center" | 10
| align="center" | 10
| align="center" | 140
| align="center" | H
| align="center" | 9
| style="background:#99cc99;" align="center" | Yes
|-
| style="background:#efefef;" align="center" | '''Moonsault Press (Jab)'''
| align="center" style="background:#cc99cc;" | 2
| align="center" style="background:#cc99cc;" | 1
| align="center" style="background:#cc99cc;" | 36
| align="center" style="background:#cc99cc;" | -
| align="center" style="background:#cc99cc;" | 240
| align="center" style="background:#cc99cc;" | -
| align="center" style="background:#cc99cc;" | 19
| style="background:#ff6666;" align="center" | No
|-
| style="background:#efefef;" align="center" | '''Moonsault Press (Strong)'''
| align="center" | 2
| align="center" | 1
| align="center" | 36
| align="center" | -
| align="center" | 255
| align="center" | -
| align="center" | 19
| style="background:#ff6666;" align="center" | No
|-
| style="background:#efefef;" align="center" | '''Moonsault Press (Fierce)'''
| align="center" style="background:#cc99cc;" | 2
| align="center" style="background:#cc99cc;" | 1
| align="center" style="background:#cc99cc;" | 36
| align="center" style="background:#cc99cc;" | -
| align="center" style="background:#cc99cc;" | 280
| align="center" style="background:#cc99cc;" | -
| align="center" style="background:#cc99cc;" | 19
| style="background:#ff6666;" align="center" | No
|-
| style="background:#efefef;" align="center" | '''Monster Lariat (Short)'''
| align="center" | 11
| align="center" | 4
| align="center" | -
| align="center" | -8
| align="center" | 150
| align="center" | H
| align="center" | 11
| style="background:#ff6666;" align="center" | No
|-
| style="background:#efefef;" align="center" | '''Monster Lariat (Foward)'''
| align="center" style="background:#cc99cc;" | 15
| align="center" style="background:#cc99cc;" | 4
| align="center" style="background:#cc99cc;" | -
| align="center" style="background:#cc99cc;" | -10
| align="center" style="background:#cc99cc;" | 160
| align="center" style="background:#cc99cc;" | H
| align="center" style="background:#cc99cc;" | 13
| style="background:#ff6666;" align="center" | No
|-
| style="background:#efefef;" align="center" | '''Monster Lariat (Roundhouse)'''
| align="center" | 24
| align="center" | 4
| align="center" | -
| align="center" | -11
| align="center" | 170
| align="center" | H
| align="center" | 15
| style="background:#ff6666;" align="center" | No
|-
| style="background:#efefef;" align="center" | '''Monster Lariat (EX)'''
| align="center" style="background:#cc99cc;" | 7~27
| align="center" style="background:#cc99cc;" | 5
| align="center" style="background:#cc99cc;" | -
| align="center" style="background:#cc99cc;" | -22
| align="center" style="background:#cc99cc;" | 140
| align="center" style="background:#cc99cc;" | H
| align="center" style="background:#cc99cc;" | 13
| style="background:#ff6666;" align="center" | No
|-
| style="background:#efefef;" align="center" | '''Shootdown Backbreaker (Short)'''
| align="center" | 5
| align="center" | 8
| align="center" | 30
| align="center" | -
| align="center" | 180
| align="center" | -
| align="center" | 15
| style="background:#ff6666;" align="center" | No
|-
| style="background:#efefef;" align="center" | '''Shootdown Backbreaker (Foward)'''
| align="center" style="background:#cc99cc;" | 17
| align="center" style="background:#cc99cc;" | 9
| align="center" style="background:#cc99cc;" | 25
| align="center" style="background:#cc99cc;" | -
| align="center" style="background:#cc99cc;" | 200
| align="center" style="background:#cc99cc;" | -
| align="center" style="background:#cc99cc;" | 15
| style="background:#ff6666;" align="center" | No
|-
| style="background:#efefef;" align="center" | '''Shootdown Backbreaker (Roundhouse)'''
| align="center" | 13
| align="center" | 11
| align="center" | 29
| align="center" | -
| align="center" | 220
| align="center" | -
| align="center" | 15
| style="background:#ff6666;" align="center" | No
|-
| style="background:#efefef;" align="center" | '''Meat Squasher (Short)'''
| align="center" style="background:#cc99cc;" | 21~25
| align="center" style="background:#cc99cc;" | 1
| align="center" style="background:#cc99cc;" | 30
| align="center" style="background:#cc99cc;" | -
| align="center" style="background:#cc99cc;" | 160
| align="center" style="background:#cc99cc;" | -
| align="center" style="background:#cc99cc;" | 13
| style="background:#ff6666;" align="center" | No
|-
| style="background:#efefef;" align="center" | '''Meat Squasher (Foward)'''
| align="center" | 31~53
| align="center" | 1
| align="center" | 33
| align="center" | -
| align="center" | 160
| align="center" | -
| align="center" | 13
| style="background:#ff6666;" align="center" | No
|-
| style="background:#efefef;" align="center" | '''Meat Squasher (Roundhouse)'''
| align="center" style="background:#cc99cc;" | 44~68
| align="center" style="background:#cc99cc;" | 1
| align="center" style="background:#cc99cc;" | 36
| align="center" style="background:#cc99cc;" | -
| align="center" style="background:#cc99cc;" | 160
| align="center" style="background:#cc99cc;" | -
| align="center" style="background:#cc99cc;" | 13
| style="background:#ff6666;" align="center" | No
|-
| style="background:#efefef;" align="center" | '''Ultra Throw'''
| align="center" | 7
| align="center" | 1
| align="center" | 36
| align="center" | -
| align="center" | 70
| align="center" | -
| align="center" | 7
| style="background:#ff6666;" align="center" | No
|}
 
=== Super Arts ===
{| border="1" cellspacing="0" align="center" width="90%"
! style="background:#99cccc;" | Move
! style="background:#99cccc;" | Startup
! style="background:#99cccc;" | Hit
! style="background:#99cccc;" | Recovery
! style="background:#99cccc;" | Blocked Advantage
! style="background:#99cccc;" | Damage
! style="background:#99cccc;" | Parry
! style="background:#99cccc;" | Stun
|-
| style="background:#efefef;" align="center" | '''Gigas Breaker (SA1)'''
| align="center" | 1
| align="center" | 1
| align="center" | 36
| align="center" | -
| align="center" | 180+180
| align="center" | -
| align="center" | 7+7
|-
| align="center" | '''" (Moonsault Press)'''
| align="center" style="background:#cc99cc;" | -
| align="center" style="background:#cc99cc;" | -
| align="center" style="background:#cc99cc;" | -
| align="center" style="background:#cc99cc;" | -
| align="center" style="background:#cc99cc;" | 270
| align="center" style="background:#cc99cc;" | -
| align="center" style="background:#cc99cc;" | 7
|-
| style="background:#efefef;" align="center" | '''Megaton Press (SA2) (Short)'''
| align="center" | 3
| align="center" | 11
| align="center" | 30
| align="center" | -
| align="center" | 70
| align="center" | -
| align="center" | 11
|-
| align="center" | '''" (Body Press)'''
| align="center" style="background:#cc99cc;" | -
| align="center" style="background:#cc99cc;" | -
| align="center" style="background:#cc99cc;" | -
| align="center" style="background:#cc99cc;" | -
| align="center" style="background:#cc99cc;" | 380
| align="center" style="background:#cc99cc;" | -
| align="center" style="background:#cc99cc;" | 19
|-
| style="background:#efefef;" align="center" | '''Megaton Press (SA2) (Foward)'''
| align="center" | 5
| align="center" | 15
| align="center" | 34
| align="center" | -
| align="center" | 70
| align="center" | -
| align="center" | 11
|-
| align="center" | '''" (Body Press)'''
| align="center" style="background:#cc99cc;" | -
| align="center" style="background:#cc99cc;" | -
| align="center" style="background:#cc99cc;" | -
| align="center" style="background:#cc99cc;" | -
| align="center" style="background:#cc99cc;" | 380
| align="center" style="background:#cc99cc;" | -
| align="center" style="background:#cc99cc;" | 19
|-
| style="background:#efefef;" align="center" | '''Megaton Press (SA2) (Roundhouse)'''
| align="center" | 7
| align="center" | 19
| align="center" | 36
| align="center" | -
| align="center" | 70
| align="center" | -
| align="center" | 11
|-
| align="center" | '''" (Body Press)'''
| align="center" style="background:#cc99cc;" | -
| align="center" style="background:#cc99cc;" | -
| align="center" style="background:#cc99cc;" | -
| align="center" style="background:#cc99cc;" | -
| align="center" style="background:#cc99cc;" | 380
| align="center" style="background:#cc99cc;" | -
| align="center" style="background:#cc99cc;" | 19
|-
| style="background:#efefef;" align="center" | '''Hammer Frenzy (SA3)'''
| align="center" | 4
| align="center" | 4
| align="center" | -
| align="center" | -
| align="center" | 80
| align="center" | H/L
| align="center" | 7
|-
| align="center" | '''" (2nd Hit)'''
| align="center" style="background:#cc99cc;" | 12
| align="center" style="background:#cc99cc;" | 2
| align="center" style="background:#cc99cc;" | -
| align="center" style="background:#cc99cc;" | -
| align="center" style="background:#cc99cc;" | 90
| align="center" style="background:#cc99cc;" | H/L
| align="center" style="background:#cc99cc;" | 5
|-
| align="center" | '''" (3rd Hit)'''
| align="center" | 13
| align="center" | 5
| align="center" | -
| align="center" | -
| align="center" | 80
| align="center" | H
| align="center" | 5
|-
| align="center" | '''" (4th Hit)'''
| align="center" style="background:#cc99cc;" | -
| align="center" style="background:#cc99cc;" | 1
| align="center" style="background:#cc99cc;" | -
| align="center" style="background:#cc99cc;" | -
| align="center" style="background:#cc99cc;" | 60
| align="center" style="background:#cc99cc;" | H
| align="center" style="background:#cc99cc;" | 5
|-
| align="center" | '''" (Last Hit)'''
| align="center" | 20
| align="center" | 1
| align="center" | 47
| align="center" | -29
| align="center" | 120
| align="center" | H/L
| align="center" | 7
|}
 
== 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===
 
[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 (??)]
 
{{Template:3rd Strike}}
 
[[Category: Street Fighter 3: 3rd Strike]]
[[Category: Hugo]]

Revision as of 06:49, 11 November 2007

Hugo's Character Select Portrait
Hugo's Neutral Stance

Introduction

Specific Character Information

  • Stamina: 1300
  • Stun Bar Length (dots): 72
  • Stun Bar Recovery (frames it takes to recover 1 dot): 21
  • Taunt:

Unheld taunt - Increases damage for the next hit/combo by 18.8% (maximum 1 taunt). Also increases defence 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

Colors

File:Hcolors2.png

Moves List

Basic Moves

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

Normal Moves

Move Motion
Jab LP
Strong MP
Fierce HP
Short LK
Foward MK
Roundhouse HK
Jumping Jab (Air) LP
Jumping Strong (Air) MP
Jumping Fierce (Air) HP
Jumping Short (Air) LK
Jumping Foward (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 Foward 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, 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.

Basic Moves

(hugodf).gif
Move Start-up frames In ground frames In air frames Recovery frames Total frames
Dash Foward - - 8 3 11

Comments here


(hugodb).gif
Move Start-up frames In ground frames In air frames Recovery frames Total frames
Dash Backwards - - 16 3 19

Comments here


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

Comments here


(hugojump).gif
Move Motion 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


Move Motion Frames Gauge Increase
Unheld Taunt HP+HK ?? ??

Comments here


Move Motion Frames Gauge Increase
Held Taunt Hold HP+HK ?? ??

Comments here


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 H or L H or L

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 H or L H

Gauge Increase

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

Comments here


(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 H or L H or L

Gauge Increase

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

Comments here


(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 H or L H or L

Gauge Increase

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

Comments here


(hugomk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Foward 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 H or L/H H/H

Gauge Increase

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

Comments here


(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

Comments here


(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

Comments here


(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 Foward (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)

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 H or L 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.


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 H or L H or L

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 H or L H or L

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 H or L H or L

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 Foward 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

Comments here


(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


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 H or L H
Giant Palm Bomber (Strong) 19 2 7 +16 +18 +20 H or L H
Giant Palm Bomber (Fierce) 22 2 6 +19 +21 +23 H or L 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

Comments here


(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 - - - - -
Moonsault Press (Strong) 2 2 36 - - - - -
Moonsault Press (Fierce) 2 2 36 - - - - -

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 -

Comments here


(hugoml).gif
Move Motion Damage Blocked Damage Stun Damage Super Cancel
Monster Lariat (Short) QCF+LK 150 19 11 No
Monster Lariat (Foward) 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 H or L H
Monster Lariat (Foward) 15 5 23~27 -10 Down Down H or L H
Monster Lariat (Roundhouse) 24 5 24~28 -11 Down Down H or L H

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Monster Lariat (Short) 3 8 13 4
Monster Lariat (Foward) 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 (Foward) 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 - - - - -
Shootdown Backbreaker (Foward) 17 10 25 - - - - -
Shootdown Backbreaker (Roundhouse) 12 12 29 - - - - -

Gauge Increase

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

Comments here


(hugomsquasher).gif
Move Motion Damage Blocked Damage Stun Damage Throw Range Super Cancel
Meat Squasher (Short) 360+LK 160 - 13 34 No
Meat Squasher (Foward) 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 - - - - -
Meat Squasher (Foward) 30~52 2 33 - - - - -
Meat Squasher (Roundhouse) 47~67 2 36 - - - - -

Gauge Increase

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

Comments here


(hugout).gif
Move Motion Damage Blocked Damage Stun Damage Throw Range Super Cancel
Ultra Throw (Short) HCB+LK 70 - 7 38 No
Ultra Throw (Foward) 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 - - - - -
Ultra Throw (Foward) 7 2 36 - - - - -
Ultra Throw (Roundhouse) 7 2 36 - - - - -

Gauge Increase

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

Comments here


EX Moves

(hugogpb).gif
Move Motion Damage Blocked Damage Stun Damage Super Cancel
Giant Palm Bomber (EX) QCB+PP 220(20+60+140) 23 15(3+3+9) Yes

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 H or L/H or L/H or L 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 Damage Blocked Damage Stun Damage Super Cancel
Monster Lariat (EX) QCF+KK 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 H or L/H or L/H or L H/H/H

Gauge Increase

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

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Super Arts

(hugosa1).gif
Super Art Super Art Name Super Art Stock Motion Damage Blocked Damage Stun Damage
I Gigas Breaker 1 bar (???) 720+P 610(?+?+?) - 5

Frame Data

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

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(hugosa2).gif
Super Art Super Art Name Super Art Stock Motion Damage Blocked Damage Stun Damage Throw Range (Front) Throw Range (Up & Down)
II Megaton Press 2 bars (??? each bar) QCF QCF+K 450(?+?) - 25 50 60~133

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 - -
Megaton Press (Foward) 5 16 34 - Down Down - -
Megaton Press (Roundhouse) 7 20 36 - Down Down - -

Comments here


(hugosa3).gif
Super Art Super Art Name Super Art Stock Motion Damage Blocked Damage Stun Damage
III Hammer Frenzy 2 bars (??? each bar) QCF QCF+P 390(?+?+?+?+?) 98 20

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+H

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

Frame Data

Normals

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Damage Guard Parry Stun Chains into itself Special Cancel Super Cancel
Jab 4 3 8 -1 -1 -1 35 H/L H/L 5 Yes No No
Strong 10 6 12 -5 0 1 120 H/L H 13 No No No
Fierce 16 6 15 -3 -1 1 170 H H 21 No No No
Short 5 3 9 1 1 1 50 H/L H/L 3 No Yes Yes
Foward 9 1*3 23 -4 1 3 70+50 H H 9+5 No No No
Roundhouse 21 7 28 -13 3 3 150 H H 19 No No No
Jumping Jab 3 10 - - - - 40 H H 9 No No No
Jumping Strong 7 7 - - - - 100 H H 13 No No No
Jumping Fierce 13 4 - - - - 150 H H 17 No No No
Jumping Short 3 15 - - - - 60 H H 7 No No No
Jumping Foward 5 6 - - - - 100 H H 11 No No No
Jumping Roundhouse 11 6 - - - - 130 H H 15 No No No
Overhead 16~25 9 5 -5~7 0~7 1~9 40 H H 3 No No No

Throws

Move Startup Hit Recovery Blocked Advantage Hit Advantage Damage Parry Stun Chains into itself Special Cancel Super Cancel
Neck Hanging Three 2 1 21 - - 30x8 - 5x8 No No No
Body Slam 2 1 21 - - 160 - 13 No No No

Command Normals

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Damage Guard Parry Stun Chains into itself Special Cancel Super Cancel
Hammer Hook 14 3 33 -14 - - 160 H H 21 No No No
Crouching Jab 4 2 8 -1 -1 -1 30 H/L H/L 3 Yes Yes Yes
Crouching Strong 7 4 12 -2 -1 0 90 H/L H/L 3 No No No
Crouching Fierce 13 9 37 -29 - - 110 H/L H/L 13 No No No
Crouching Short 3 2 7 2 2 2 40 L L 3 No Yes Yes
Crouching Foward 8 4 17 -5 - - 100 L L 3 No No No
Crouching Roundhouse 11 22 - -43 - - 170 H/L H/L 13 No No No
Body Press 9 - - - - - 100 H H 17 No No No

Special Moves

Move Startup Hit Recovery Blocked Advantage Damage Parry Stun Super Cancel
Giant Palm Bomber (Jab) 17 1 9 11 110 H 15 Yes
Giant Palm Bomber (Strong) 19 1 7 16 125 H 17 Yes
Giant Palm Bomber (Fierce) 22 1 6 19 140 H 19 Yes
Giant Palm Bomber (EX) 22*2 1*1 - - 20+60 H 3+3 Yes
" (Last Hit) 2 1 10 10 140 H 9 Yes
Moonsault Press (Jab) 2 1 36 - 240 - 19 No
Moonsault Press (Strong) 2 1 36 - 255 - 19 No
Moonsault Press (Fierce) 2 1 36 - 280 - 19 No
Monster Lariat (Short) 11 4 - -8 150 H 11 No
Monster Lariat (Foward) 15 4 - -10 160 H 13 No
Monster Lariat (Roundhouse) 24 4 - -11 170 H 15 No
Monster Lariat (EX) 7~27 5 - -22 140 H 13 No
Shootdown Backbreaker (Short) 5 8 30 - 180 - 15 No
Shootdown Backbreaker (Foward) 17 9 25 - 200 - 15 No
Shootdown Backbreaker (Roundhouse) 13 11 29 - 220 - 15 No
Meat Squasher (Short) 21~25 1 30 - 160 - 13 No
Meat Squasher (Foward) 31~53 1 33 - 160 - 13 No
Meat Squasher (Roundhouse) 44~68 1 36 - 160 - 13 No
Ultra Throw 7 1 36 - 70 - 7 No

Super Arts

Move Startup Hit Recovery Blocked Advantage Damage Parry Stun
Gigas Breaker (SA1) 1 1 36 - 180+180 - 7+7
" (Moonsault Press) - - - - 270 - 7
Megaton Press (SA2) (Short) 3 11 30 - 70 - 11
" (Body Press) - - - - 380 - 19
Megaton Press (SA2) (Foward) 5 15 34 - 70 - 11
" (Body Press) - - - - 380 - 19
Megaton Press (SA2) (Roundhouse) 7 19 36 - 70 - 11
" (Body Press) - - - - 380 - 19
Hammer Frenzy (SA3) 4 4 - - 80 H/L 7
" (2nd Hit) 12 2 - - 90 H/L 5
" (3rd Hit) 13 5 - - 80 H 5
" (4th Hit) - 1 - - 60 H 5
" (Last Hit) 20 1 47 -29 120 H/L 7

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

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 (??)