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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 126: Line 126:
| Jumping Roundhouse || '''(Air)''' HK
| Jumping Roundhouse || '''(Air)''' HK
|-
|-
| Universal Overhead || MP MK
| Universal Overhead || MP+MK
|-
|-
| Taunt || HP HK
| Taunt || HP+HK
|}
|}


Line 137: Line 137:
| '''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 148: Line 148:
| '''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 Forward || D MK
| Crouching Forward || D+MK
|-
|-
| Crouching Roundhouse || D HK
| Crouching Roundhouse || D+HK
|-
|-
| Body Press || '''(Air)''' D HP
| Body Press || '''(Air)''' D+HP
|}
|}


Line 175: Line 175:
| '''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 194: Line 194:
| '''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 205: Line 205:
| '''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 227: Line 227:
*'''Throw Range''': Range of the throw (in pixels)
*'''Throw Range''': Range of the throw (in pixels)
*'''Throw Range (Front)''': Range of the throw in front of your character (in pixels)
*'''Throw Range (Front)''': Range of the throw in front of your character (in pixels)
*'''Throw Range (Up
*'''Throw Range (Up & Down)''': Range of the throw, up and down from your character (in pixels)
*'''Gauge Needed''': Gauge you need to execute the EX move (in pixels)
*'''Num.''': Super Art number
*'''Super Art''': Super Art name
*'''Super Art Stock''': Number of Gauge Bars the Super Art have, also the lenght of each bar (in pixels)
Frame Data
*'''Startup''': Number of frames it takes to start the move
*'''Hit''': Number of frames that can hit the opponent
*'''Recovery''': Number of frames it takes to recover from the move
*'''Blocked Advantage''': Number of frames you are in advantage/disvantage after opponent have been blocked the hit
*'''Hit Advantage''': Number of frames you are in advantage/disvantage after opponent have been take the hit
*'''Crouching Hit Advantage''': Number of frames you are in advantage/disvantage after opponent have been take the hit while he is crouching
* + # : You have # frames of advantage
* - # : You have # frames of disvantage
* # ~ # : Advantage/disvantage can vary from # to #
*Down: Enemy gets knocked down
*'''Guard''': How opponent must guard the move, High (H), Low (L) or both (HL)
*'''Parry''': How opponent must parry the move, High (H), Low (L) or both (HL)
Gauge Increase
*'''Miss''': Gauge you gain if you miss the move (in pixels)
*'''Blocked''': Gauge you gain if the move gets blocked (in pixels)
*'''Hit''': Gauge you gain if you hit the opponent with the move (in pixels)
*'''Parry''': Gauge opponent gains when he parry the move (in pixels)
 
=== Basic Moves ===
 
[[Image:(hugodf).gif|none]]
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
|-
! align="center" | Move
! align="center" | Start-up frames
! align="center" | In ground frames
! align="center" | In air frames
! align="center" | Recovery frames
! align="center" | Total frames
|-
| align="center" | Dash Forward
| align="center" | -
| align="center" | -
| align="center" | 8
| align="center" | 3
| align="center" | 11
|}
''Comments here''
 
 
[[Image:(hugodb).gif|none]]
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
|-
! align="center" | Move
! align="center" | Start-up frames
! align="center" | In ground frames
! align="center" | In air frames
! align="center" | Recovery frames
! align="center" | Total frames
|-
| align="center" | Dash Backwards
| align="center" | -
| align="center" | -
| align="center" | 16
| align="center" | 3
| align="center" | 19
|}
''Comments here''
 
 
[[Image:(hugojump).gif|none]]
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Startup Frames'''
|-
| align="center" | Jump || align="center" | BU or U or FU || align="center" | 5
|}
''Comments here''
 
 
[[Image:(hugojump).gif|none]]
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Startup Frames'''
|-
| align="center" | Super Jump || align="center" | DBU or DU or DFU || align="center" | 7
|}
''Comments here''
 
 
[[Image:(hugow).gif|none]]
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Frames'''
|-
| align="center" | Normal Wakeup || align="center" | - || align="center" | 69
|}
''Comments here''
 
 
[[Image:(hugotw).gif|none]]
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Move''' || align="center" | '''Motion''' || align="center" | '''Frames'''
|-
| align="center" | Tech Wakeup || align="center" | Tap D when hitting the ground || align="center" | 54
|}
''Comments here''
 
 
[[Image:(hugotaunt).gif|none]]
{| border="1em" cellspacing="0" width="40%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| 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" | 6
|}
''Comments here''
 
 
[[Image:(hugotaunt).gif|none]]
{| border="1em" cellspacing="0" width="40%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| 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" | 6
|}
''Comments here''
 
 
[[Image:(hugoparry).gif|none]]
{| border="1em" cellspacing="0" width="35%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Move''' || align="center" | '''Motion'''
|-
| align="center" | Parry (High) || align="center" | Tap F when about taking a hit
|-
| align="center" | Parry (Low) || align="center" | Tap D when about taking a hit
|-
| align="center" | Parry (Air) || align="center" | Tap F in air when about taking a hit
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="95%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Move''' || align="center" | '''Frames you're frozen''' || align="center" | '''Frames opponent is frozen''' || align="center" | '''Frame Advantage when parry is successful''' || align="center" | '''Frames before you can try another parry'''
|-
| align="center" | Parry (High) || align="center" | 16 || align="center" | 20? || align="center" | +4(LP/LK) +3(MP/MK) +2(HP/HK) 0(Special/Super)  -16(Fireball) || align="center" | 24(19 when attack comes from the air)*,**
|-
| align="center" | Parry (Low) || align="center" | 16 || align="center" | 20? || align="center" | +4(LP/LK) +3(MP/MK) +2(HP/HK) 0(Special/Super)  -16(Fireball) || align="center" | 24(19 when attack comes from the air)*,**
|-
| align="center" | Parry (Air) || align="center" | 16 || align="center" | 20? || align="center" | +4(LP/LK) +3(MP/MK) +2(HP/HK) 0(Special/Super)  -16(Fireball) || align="center" | 21(19 when attack comes from the air)*,**
|}
{| border="1em" cellspacing="0" width="70%" style="border: 1px solid #999; background: #F2F2F2;"
|-
|* (If a parry attempt is successful, the 19/21/24 frame restriction is taken away and you can attempt another parry immediately)
|-
|** (If another attack connects within 2 frames of your parry, it will automatically be parried)
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Move''' || align="center" | '''Gauge Increase'''
|-
| align="center" | Parry (High) || align="center" | 4***
|-
| align="center" | Parry (Low) || align="center" | 4***
|-
| align="center" | Parry (Air) || align="center" | 4***
|}
{| border="1em" cellspacing="0" width="57%" style="border: 1px solid #999; background: #F2F2F2;"
|-
|*** (You gain 4 of gauge for whatever attack parried, and for whatever hit you parry during multihit attack)
|}
You can buffer any motion during High or Low parry, but NOT during Air parry.
*'''Parry information is taken from Shoryuken Forums, more exactly, from user JinraiPVC. Thanks for this information dude'''
 
=== Normal Moves ===
 
[[Image:(hugolp).gif|none]]
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| 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" | Jab || align="center" | LP || align="center" | 35 || align="center" | 5 || align="center" | Yes || align="center" | No || align="center" | No
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="60%" 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" | 4 || align="center" | 8 || align="center" | -1 || align="center" | -1 || align="center" | -1 || align="center" | HL || align="center" | HL
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | 0 || align="center" | 2 || align="center" | 3 || align="center" | 4
|}
''Comments here''
 
 
[[Image:(hugomp).gif|none]]
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| 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" | Strong || align="center" | MP || align="center" | 120 || align="center" | 13 || align="center" | No || align="center" | No || align="center" | No
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="60%" 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" | 10 || align="center" | 7 || align="center" | 12 || align="center" | -5 || align="center" | 0 || align="center" | +1 || align="center" | HL || align="center" | H
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | 2 || align="center" | 5 || align="center" | 9 || align="center" | 4
|}
''Comments here''
 
 
[[Image:(hugohp).gif|none]]
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| 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" | Fierce || align="center" | HP || align="center" | 170 || align="center" | 21 || align="center" | No || align="center" | No || align="center" | No
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="60%" 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" | 16 || align="center" | 7 || align="center" | 15 || align="center" | -3 || align="center" | -1 || align="center" | +1 || align="center" | HL || align="center" | HL
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | 3 || align="center" | 7 || align="center" | 15 || align="center" | 4
|}
''Comments here''
 
 
[[Image:(hugolk).gif|none]]
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| 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" | Short || align="center" | LK || align="center" | 50 || align="center" | 3 || align="center" | No || align="center" | Yes || align="center" | Yes
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="60%" 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" | 5 || align="center" | 4 || align="center" | 9 || align="center" | +1 || align="center" | +1 || align="center" | +1 || align="center" | HL || align="center" | HL
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | 0 || align="center" | 2 || align="center" | 3 || align="center" | 4
|}
''Comments here''
 
 
[[Image:(hugomk).gif|none]]
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| 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" | Forward || align="center" | MK || align="center" | 115(70+50) || align="center" | 13(9+5) || align="center" | No || align="center" | No || align="center" | No
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="60%" 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" | 9/14 || align="center" | 2/4 || align="center" | 23 || align="center" | -4 || align="center" | +1 || align="center" | +3 || align="center" | HL/H || align="center" | H/H
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| 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)
|}
''Comments here''
 
 
[[Image:(hugojhk).gif|none]]
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| 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" | Roundhouse || align="center" | HK || align="center" | 150 || align="center" | 19 || align="center" | No || align="center" | No || align="center" | No
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="60%" 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" | 21 || align="center" | 8 || align="center" | 28 || align="center" | -13 || align="center" | +3 || align="center" | +3 || align="center" | H || align="center" | H
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | 3 || align="center" | 7 || align="center" | 15 || align="center" | 4
|}
''Comments here''
 
 
[[Image:(hugojlp).gif|none]]
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| 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" | Jump Jab || align="center" | (Air) LP || align="center" | 40 || align="center" | 9 || align="center" | No || align="center" | No || align="center" | No
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="60%" 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" | 3 || align="center" | 11 || align="center" | - || align="center" | - || align="center" | - || align="center" | - || align="center" | H || align="center" | H
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | 0 || align="center" | 2 || align="center" | 3 || align="center" | 4
|}
''Comments here''
 
 
[[Image:(hugojlp).gif|none]]
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| 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" | Jump Strong || align="center" | (Air) MP || align="center" | 100 || align="center" | 13 || align="center" | No || align="center" | No || align="center" | No
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="60%" 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" | 6 || align="center" | 8 || align="center" | - || align="center" | - || align="center" | - || align="center" | - || align="center" | H || align="center" | H
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | 2 || align="center" | 5 || align="center" | 9 || align="center" | 4
|}
''Comments here''
 
 
[[Image:(hugojhp).gif|none]]
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| 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" | Jump Fierce || align="center" | (Air) HP || align="center" | 150 || align="center" | 17 || align="center" | No || align="center" | No || align="center" | No
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="60%" 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" | 11 || align="center" | 5 || align="center" | - || align="center" | - || align="center" | - || align="center" | - || align="center" | H || align="center" | H
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | 3 || align="center" | 7 || align="center" | 15 || align="center" | 4
|}
''Comments here''
 
 
[[Image:(hugojlk).gif|none]]
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| 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" | Jump Short || align="center" | (Air) LK || align="center" | 60 || align="center" | 7 || align="center" | No || align="center" | No || align="center" | No
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="60%" 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" | 3 || align="center" | 16 || align="center" | - || align="center" | - || align="center" | - || align="center" | - || align="center" | H || align="center" | H
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | 0 || align="center" | 2 || align="center" | 3 || align="center" | 4
|}
''Comments here''
 
 
[[Image:(hugojlk).gif|none]]
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| 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" | Jump Forward || align="center" | (Air) MK || align="center" | 100 || align="center" | 11 || align="center" | No || align="center" | No || align="center" | No
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="60%" 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" | 5 || align="center" | 7 || align="center" | - || align="center" | - || align="center" | - || align="center" | - || align="center" | H || align="center" | H
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | 2 || align="center" | 5 || align="center" | 9 || align="center" | 4
|}
''Comments here''
 
 
[[Image:(hugojhk).gif|none]]
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| 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" | Jump Roundhouse || align="center" | (Air) HK || align="center" | 130 || align="center" | 15 || align="center" | No || align="center" | No || align="center" | No
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="60%" 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" | 11 || align="center" | 7 || align="center" | - || align="center" | - || align="center" | - || align="center" | - || align="center" | H || align="center" | H
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | 3 || align="center" | 7 || align="center" | 15 || align="center" | 4
|}
''Comments here''
 
 
[[Image:(hugojlk).gif|none]]
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| 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
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="60%" 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" | 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'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | 0 || align="center" | 1 || align="center" | 2 || align="center" | 4
|}
''Comments here''
 
 
==== Throws ====
 
[[Image:(hugonht).gif|none]]
{| border="1em" cellspacing="0" width="50%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| 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
|}
'''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" | 2 || align="center" | 1 || align="center" | 21 || align="center" | - || align="center" | - || align="center" | - || align="center" | LP+LK || align="center" | -
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="25%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit'''
|-
| 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
 
 
[[Image:(hugobs).gif|none]]
{| border="1em" cellspacing="0" width="50%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| 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
|}
'''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" | 2 || align="center" | 1 || align="center" | 21 || align="center" | - || align="center" | - || align="center" | - || align="center" | LP+LK || align="center" | -
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="25%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit'''
|-
| align="center" | 0 || align="center" | 7 (for the player who blocked) || align="center" | 7
|}
''Comments here''
 
 
==== Command Normals ====
 
[[Image:(hugofhp).gif|none]]
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| 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
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="60%" 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" | 14 || align="center" | 4 || align="center" | 33 || align="center" | -14 || align="center" | +4 || align="center" | +4 || align="center" | HL || align="center" | H
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | 3 || align="center" | 7 || align="center" | 15 || align="center" | 4
|}
Long range and good stun damage, but very unsafe move if blocked or missed.
 
 
[[Image:(hugojhk).gif|none]]
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| 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
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="60%" 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" | 21 || align="center" | 8 || align="center" | 27 || align="center" | -12 || align="center" | +4 || align="center" | +4 || align="center" | H || align="center" | H
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | 3 || align="center" | 7 || align="center" | 15 || align="center" | 4
|}
''Comments here''
 
 
[[Image:(hugoclp).gif|none]]
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| 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
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="60%" 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" | 3 || align="center" | 8 || align="center" | -1 || align="center" | -1 || align="center" | -1 || align="center" | HL || align="center" | HL
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | 0 || align="center" | 2 || align="center" | 3 || align="center" | 4
|}
''Comments here''
 
 
[[Image:(hugocmp).gif|none]]
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| 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
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="60%" 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" | 7 || align="center" | 5 || align="center" | 12 || align="center" | -2 || align="center" | -1 || align="center" | 0 || align="center" | HL || align="center" | HL
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | 2 || align="center" | 5 || align="center" | 9 || align="center" | 4
|}
''Comments here''
 
 
[[Image:(hugochp).gif|none]]
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| 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
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="60%" 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" | 13 || align="center" | 10 || align="center" | 37 || align="center" | -29 || align="center" | Down || align="center" | Down || align="center" | HL || align="center" | HL
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | 3 || align="center" | 7 || align="center" | 15 || align="center" | 4
|}
''Comments here''
 
 
[[Image:(hugoclk).gif|none]]
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| 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
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="60%" 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" | 3 || align="center" | 3 || align="center" | 7 || align="center" | +2 || align="center" | +2 || align="center" | +2 || align="center" | L || align="center" | L
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | 0 || align="center" | 2 || align="center" | 3 || align="center" | 4
|}
''Comments here''
 
 
[[Image:(hugocmk).gif|none]]
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| 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 Forward || align="center" | C+MK || align="center" | 100 || align="center" | 3 || align="center" | No || align="center" | No || align="center" | No
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="60%" 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" | 8 || align="center" | 5 || align="center" | 17 || align="center" | -5 || align="center" | Down || align="center" | Down || align="center" | L || align="center" | L
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | 2 || align="center" | 5 || align="center" | 9 || align="center" | 4
|}
''Comments here''
 
 
[[Image:(hugochk).gif|none]]
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| 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
|}
'''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" | 11 || align="center" | 23 || align="center" | 24~38 || align="center" | -43 || align="center" | Down || align="center" | Down || align="center" | H(far) or L(close) || align="center" | H(far) or L(close)
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| 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.
 
 
[[Image:(hugojdhp).gif|none]]
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| 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
|}
'''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" | 9 || align="center" | Until landing || align="center" | - || align="center" | - || align="center" | - || align="center" | - || align="center" | H || align="center" | H
|}
'''Gauge Increase'''
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Miss''' || align="center" | '''Blocked''' || align="center" | '''Hit''' || align="center" | '''Parry (Gauge for opponent)'''
|-
| align="center" | 3 || align="center" | 7 || align="center" | 15 || align="center" | 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, also after a succesful Moonsault Press, if enemy doesnt do a tech wakeup, superjump to the opponent when you touch the ground (will not work on characters that have quick wakeup, such as Dudley).
 
=== Special 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 (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 (Fierce) || align="center" | QCB+HP || align="center" | 140 || align="center" | 18 || align="center" | 19 || 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 (Jab) || align="center" | 17 || align="center" | 2 || align="center" | 9 || align="center" | +11 || align="center" | +13 || align="center" | +15 || align="center" | HL || 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" | HL || 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" | HL || align="center" | 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 (Jab) || align="center" | 3 || align="center" | 8 || align="center" | 16 || align="center" | 4
|-
| align="center" | Giant Palm Bomber (Strong) || align="center" | 3 || align="center" | 8 || align="center" | 16 || align="center" | 4
|-
| align="center" | Giant Palm Bomber (Fierce) || align="center" | 3 || align="center" | 8 || align="center" | 16 || align="center" | 4
|}
''Comments here''
 
 
[[Image:(hugomsp).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" | '''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 (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
|}
'''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" | Moonsault Press (Jab) || align="center" | 2 || align="center" | 2 || align="center" | 36 || align="center" | - || align="center" | Down || align="center" | Down || align="center" | Impossible || align="center" | Impossible
|-
| align="center" | Moonsault Press (Strong) || align="center" | 2 || align="center" | 2 || align="center" | 36 || align="center" | - || align="center" | Down || align="center" | Down || align="center" | Impossible || align="center" | Impossible
|-
| align="center" | Moonsault Press (Fierce) || align="center" | 2 || align="center" | 2 || align="center" | 36 || align="center" | - || align="center" | Down || align="center" | Down || align="center" | Impossible || align="center" | Impossible
|}
'''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" | Moonsault Press (Jab) || align="center" | 5 || align="center" | - || align="center" | 31 || align="center" | -
|-
| align="center" | Moonsault Press (Strong) || align="center" | 5 || align="center" | - || align="center" | 31 || align="center" | -
|-
| align="center" | Moonsault Press (Fierce) || align="center" | 5 || align="center" | - || align="center" | 31 || align="center" | -
|}
''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 (Short) || align="center" | QCF+LK || align="center" | 150 || align="center" | 19 || align="center" | 11 || align="center" | No
|-
| align="center" | Monster Lariat (Forward) || 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
|}
'''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 (Short) || align="center" | 11 || align="center" | 5 || align="center" | 21~25 || align="center" | -8 || align="center" | Down || align="center" | Down || align="center" | HL || align="center" | H
|-
| align="center" | Monster Lariat (Forward) || align="center" | 15 || align="center" | 5 || align="center" | 23~27 || align="center" | -10 || align="center" | Down || align="center" | Down || align="center" | HL || align="center" | H
|-
| align="center" | Monster Lariat (Roundhouse) || align="center" | 24 || align="center" | 5 || align="center" | 24~28 || align="center" | -11 || align="center" | Down || align="center" | Down || align="center" | HL || align="center" | 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 (Short) || align="center" | 3 || align="center" | 8 || align="center" | 13 || align="center" | 4
|-
| align="center" | Monster Lariat (Forward) || align="center" | 3 || align="center" | 8 || align="center" | 13 || align="center" | 4
|-
| align="center" | Monster Lariat (Roundhouse) || align="center" | 3 || align="center" | 8 || align="center" | 13 || align="center" | 4
|}
''Comments here''
 
 
[[Image:(hugosbb).gif|none]]
{| 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 & 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 (Forward) || 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="85%" 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" | Down || align="center" | Down || align="center" | Impossible || align="center" | Impossible
|-
| align="center" | Shootdown Backbreaker (Forward) || align="center" | 17 || align="center" | 10 || align="center" | 25 || align="center" | - || align="center" | Down || align="center" | Down || align="center" | Impossible || align="center" | Impossible
|-
| align="center" | Shootdown Backbreaker (Roundhouse) || align="center" | 12 || align="center" | 12 || align="center" | 29 || align="center" | - || align="center" | Down || align="center" | Down || align="center" | Impossible || align="center" | Impossible
|}
'''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 (Forward) || 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 (Forward) || 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" | Down || align="center" | Down || align="center" | Impossible || align="center" | Impossible
|-
| align="center" | Meat Squasher (Forward) || align="center" | 30~52 || align="center" | 2 || align="center" | 33 || align="center" | - || align="center" | Down || align="center" | Down || align="center" | Impossible || align="center" | Impossible
|-
| align="center" | Meat Squasher (Roundhouse) || align="center" | 47~67 || align="center" | 2 || align="center" | 36 || align="center" | - || align="center" | Down || align="center" | Down || align="center" | Impossible || align="center" | Impossible
|}
'''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 (Forward) || 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 (Forward) || 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" | Down || align="center" | Down || align="center" | Impossible || align="center" | Impossible
|-
| align="center" | Ultra Throw (Forward) || align="center" | 7 || align="center" | 2 || align="center" | 36 || align="center" | - || align="center" | Down || align="center" | Down || align="center" | Impossible || align="center" | Impossible
|-
| align="center" | Ultra Throw (Roundhouse) || align="center" | 7 || align="center" | 2 || align="center" | 36 || align="center" | - || align="center" | Down || align="center" | Down || align="center" | Impossible || align="center" | Impossible
|}
'''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 (Forward) || 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" | '''Gauge Needed''' || 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" | 40 || align="center" | 220* || align="center" | 23** || align="center" | 15*** || align="center" | Yes
|}
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
|-
|* (20+60+140) Damage is when all hits connect.
|-
|** (?+?+?) Damage is when all hits connect.
|-
|*** (3+3+9) Damage is when all hits connect.
|}
'''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" | HL/HL/HL || 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" | '''Gauge Needed''' || 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" | 40 || 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" | HL || align="center" | 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" | '''Num.''' || align="center" | '''Super Art''' || align="center" | '''Super Art Stock''' || align="center" | '''Motion''' || align="center" | '''Damage''' || align="center" | '''Blocked Damage''' || align="center" | '''Stun Damage''' || align="center" | '''Throw Range'''
|-
| align="center" | I || align="center" | Gigas Breaker || align="center" | 1 bar (128) || align="center" | 720+P || align="center" | 610* || align="center" | - || align="center" | 5** || align="center" | 70
|}
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
|-
|* (180?+180?+270?) Damage is when all hits connect.
|-
|** (?+?+?) Damage is when all hits connect.
|}
'''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" | '''Num.''' || align="center" | '''Super Art''' || 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 (112 each bar) || align="center" | QCF QCF+K || align="center" | 450* || align="center" | - || align="center" | 25** || align="center" | 50 || align="center" | 60~133
|}
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
|-
|* (70?+380?) Damage is when all hits connect.
|-
|** (?+?) Damage is when all hits connect.
|}
'''Frame Data'''
{| border="1em" cellspacing="0" width="80%" 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" | Impossible || align="center" | Impossible
|-
| align="center" | Megaton Press (Forward) || align="center" | 5 || align="center" | 16 || align="center" | 34 || align="center" | - || align="center" | Down || align="center" | Down || align="center" | Impossible || align="center" | Impossible
|-
| align="center" | Megaton Press (Roundhouse) || align="center" | 7 || align="center" | 20 || align="center" | 36 || align="center" | - || align="center" | Down || align="center" | Down || align="center" | Impossible || align="center" | Impossible
|}
''Comments here''
 
 
[[Image:(hugosa3).gif|none]]
{| border="1em" cellspacing="0" width="75%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Num.''' || align="center" | '''Super Art''' || 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 (88 each bar) || align="center" | QCF QCF+P || align="center" | 390* || align="center" | 98** || align="center" | 20***
|}
{| border="1em" cellspacing="0" width="35%" style="border: 1px solid #999; background: #F2F2F2;"
|-
|* (80?+90?+80?+60?+120?) Damage is when all hits connect.
|-
|** (?+?+?+?+?) Damage is when all hits connect.
|-
|*** (?+?+?+?+?) Damage is when all hits connect.
|}
'''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/HL
|}
''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], and are quite different from the "Move Analisys". Please use the Frame Data from "Move Analisys", since they are more accurate.
 
=== 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" | '''Forward'''
| 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 Forward'''
| 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 Forward'''
| 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 (Forward)'''
| 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 (Forward)'''
| 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 (Forward)'''
| 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) (Forward)'''
| 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 08:46, 4 December 2007

Hugo's Character Select Portrait
Hugo's Neutral Stance

Introduction

Specific Character Information

  • Stamina: 1300
  • Stun Bar Length (in pixels): 72
  • Stun Bar Recovery (frames it takes to recover 1 pixel): 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 Convention
Forward F
Back B
Crouch C
Jump J
Jump Forward JF
Jump Backwards JB
Super Jump D-U
Super Jump Forward D-UF
Super Jump Backwards D-UB
Dash Forward FF
Dash Backwards BB
Quarter Circle Forward QCF
Quarter Circle Backwards QCB
Forward, Down, Down-Forward 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
Forward MK
Roundhouse HK
Universal Overhead UOH

Normal Moves

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

General

  • Move: Move name
  • Motion: What you must do to execute the move
  • Damage: Damage it does (in pixels)
  • Stun Damage: Stun Damage it does (in pixels)
  • Chains into itself: If you can combo into the same movement
  • Special Cancel: If you can cancel the move into a Special Move
  • Super Cancel: If you can cancel the move into a Super Art
  • Throw Range: Range of the throw (in pixels)
  • Throw Range (Front): Range of the throw in front of your character (in pixels)
  • Throw Range (Up & Down): Range of the throw, up and down from your character (in pixels)
  • Gauge Needed: Gauge you need to execute the EX move (in pixels)
  • Num.: Super Art number
  • Super Art: Super Art name
  • Super Art Stock: Number of Gauge Bars the Super Art have, also the lenght of each bar (in pixels)

Frame Data

  • Startup: Number of frames it takes to start the move
  • Hit: Number of frames that can hit the opponent
  • Recovery: Number of frames it takes to recover from the move
  • Blocked Advantage: Number of frames you are in advantage/disvantage after opponent have been blocked the hit
  • Hit Advantage: Number of frames you are in advantage/disvantage after opponent have been take the hit
  • Crouching Hit Advantage: Number of frames you are in advantage/disvantage after opponent have been take the hit while he is crouching
  • + # : You have # frames of advantage
  • - # : You have # frames of disvantage
  • # ~ # : Advantage/disvantage can vary from # to #
  • Down: Enemy gets knocked down
  • Guard: How opponent must guard the move, High (H), Low (L) or both (HL)
  • Parry: How opponent must parry the move, High (H), Low (L) or both (HL)

Gauge Increase

  • Miss: Gauge you gain if you miss the move (in pixels)
  • Blocked: Gauge you gain if the move gets blocked (in pixels)
  • Hit: Gauge you gain if you hit the opponent with the move (in pixels)
  • Parry: Gauge opponent gains when he parry the move (in pixels)

Basic Moves

(hugodf).gif
Move Start-up frames In ground frames In air frames Recovery frames Total frames
Dash Forward - - 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 Startup Frames
Jump BU or U or FU 5

Comments here


(hugojump).gif
Move Motion Startup 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


(hugotaunt).gif
Move Motion Frames Gauge Increase
Unheld Taunt HP+HK ?? 6

Comments here


(hugotaunt).gif
Move Motion Frames Gauge Increase
Held Taunt Hold HP+HK ?? 6

Comments here


Move Motion
Parry (High) Tap F when about taking a hit
Parry (Low) Tap D when about taking a hit
Parry (Air) Tap F in air when about taking a hit

Frame Data

Move Frames you're frozen Frames opponent is frozen Frame Advantage when parry is successful Frames before you can try another parry
Parry (High) 16 20? +4(LP/LK) +3(MP/MK) +2(HP/HK) 0(Special/Super) -16(Fireball) 24(19 when attack comes from the air)*,**
Parry (Low) 16 20? +4(LP/LK) +3(MP/MK) +2(HP/HK) 0(Special/Super) -16(Fireball) 24(19 when attack comes from the air)*,**
Parry (Air) 16 20? +4(LP/LK) +3(MP/MK) +2(HP/HK) 0(Special/Super) -16(Fireball) 21(19 when attack comes from the air)*,**
* (If a parry attempt is successful, the 19/21/24 frame restriction is taken away and you can attempt another parry immediately)
** (If another attack connects within 2 frames of your parry, it will automatically be parried)

Gauge Increase

Move Gauge Increase
Parry (High) 4***
Parry (Low) 4***
Parry (Air) 4***
*** (You gain 4 of gauge for whatever attack parried, and for whatever hit you parry during multihit attack)

You can buffer any motion during High or Low parry, but NOT during Air parry.

  • Parry information is taken from Shoryuken Forums, more exactly, from user JinraiPVC. Thanks for this information dude

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 HL HL

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 HL 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 HL HL

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 HL HL

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
Forward 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 HL/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 Forward (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 HL 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.


(hugojhk).gif
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 HL HL

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 HL HL

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 HL HL

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 Forward 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, also after a succesful Moonsault Press, if enemy doesnt do a tech wakeup, superjump to the opponent when you touch the ground (will not work on characters that have quick wakeup, such as Dudley).

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 HL H
Giant Palm Bomber (Strong) 19 2 7 +16 +18 +20 HL H
Giant Palm Bomber (Fierce) 22 2 6 +19 +21 +23 HL 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 - Down Down Impossible Impossible
Moonsault Press (Strong) 2 2 36 - Down Down Impossible Impossible
Moonsault Press (Fierce) 2 2 36 - Down Down Impossible Impossible

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 (Forward) 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 HL H
Monster Lariat (Forward) 15 5 23~27 -10 Down Down HL H
Monster Lariat (Roundhouse) 24 5 24~28 -11 Down Down HL H

Gauge Increase

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

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Shootdown Backbreaker (Short) 5 - 31 -
Shootdown Backbreaker (Forward) 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 (Forward) 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 - Down Down Impossible Impossible
Meat Squasher (Forward) 30~52 2 33 - Down Down Impossible Impossible
Meat Squasher (Roundhouse) 47~67 2 36 - Down Down Impossible Impossible

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Meat Squasher (Short) 3 - 22 -
Meat Squasher (Forward) 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 (Forward) 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 - Down Down Impossible Impossible
Ultra Throw (Forward) 7 2 36 - Down Down Impossible Impossible
Ultra Throw (Roundhouse) 7 2 36 - Down Down Impossible Impossible

Gauge Increase

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

Comments here


EX Moves

(hugogpb).gif
Move Motion Gauge Needed Damage Blocked Damage Stun Damage Super Cancel
Giant Palm Bomber (EX) QCB+PP 40 220* 23** 15*** Yes
* (20+60+140) Damage is when all hits connect.
** (?+?+?) Damage is when all hits connect.
*** (3+3+9) Damage is when all hits connect.

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 HL/HL/HL 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 Gauge Needed Damage Blocked Damage Stun Damage Super Cancel
Monster Lariat (EX) QCF+KK 40 140~180 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 HL H

Gauge Increase

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

Comments here


Super Arts

(hugosa1).gif
Num. Super Art Super Art Stock Motion Damage Blocked Damage Stun Damage Throw Range
I Gigas Breaker 1 bar (128) 720+P 610* - 5** 70
* (180?+180?+270?) Damage is when all hits connect.
** (?+?+?) Damage is when all hits connect.

Frame Data

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

Comments here


(hugosa2).gif
Num. Super Art Super Art Stock Motion Damage Blocked Damage Stun Damage Throw Range (Front) Throw Range (Up & Down)
II Megaton Press 2 bars (112 each bar) QCF QCF+K 450* - 25** 50 60~133
* (70?+380?) Damage is when all hits connect.
** (?+?) Damage is when all hits connect.

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

Comments here


(hugosa3).gif
Num. Super Art Super Art Stock Motion Damage Blocked Damage Stun Damage
III Hammer Frenzy 2 bars (88 each bar) QCF QCF+P 390* 98** 20***
* (80?+90?+80?+60?+120?) Damage is when all hits connect.
** (?+?+?+?+?) Damage is when all hits connect.
*** (?+?+?+?+?) Damage is when all hits connect.

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/HL

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 Karathrow Mirror site, and are quite different from the "Move Analisys". Please use the Frame Data from "Move Analisys", since they are more accurate.

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
Forward 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 Forward 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 Forward 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 (Forward) 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 (Forward) 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 (Forward) 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) (Forward) 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 (??)