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| [[Image:Hugo3s-stance.gif|frame|right|Hugo's Neutral Stance]] | | [[Image:Hugo3s-stance.gif|frame|right|Hugo's Neutral Stance]] |
| ==Introduction== | | ==Introduction== |
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Line 131: |
| | Jumping Roundhouse || '''(Air)''' HK | | | Jumping Roundhouse || '''(Air)''' HK |
| |- | | |- |
| | Universal Overhead || MP+MK | | | Universal Overhead || MP MK |
| |- | | |- |
| | Taunt || HP+HK | | | Taunt || HP HK |
| |} | | |} |
|
| |
|
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Line 142: |
| | '''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 153: |
Line 153: |
| | '''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 180: |
Line 180: |
| | '''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 199: |
Line 199: |
| | '''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 210: |
Line 210: |
| | '''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 |
| |} | | |} |
|
| |
|
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Line 232: |
| *'''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 & Down)''': Range of the throw, up and down from your character (in pixels) | | *'''Throw Range (Up |
| *'''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="25%" style="border: 1px solid #999; background: #F2F2F2;"
| |
| |-
| |
| ! align="center" | Move
| |
| ! align="center" | Total frames
| |
| |-
| |
| | align="center" | Dash Forward
| |
| | align="center" | 22
| |
| |}
| |
| ''Comments here''
| |
| | |
| | |
| [[Image:(hugodb).gif|none]]
| |
| {| border="1em" cellspacing="0" width="25%" style="border: 1px solid #999; background: #F2F2F2;"
| |
| |-
| |
| ! align="center" | Move
| |
| ! align="center" | Total frames
| |
| |-
| |
| | align="center" | Dash Backwards
| |
| | align="center" | 20
| |
| |}
| |
| ''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" | 68? || 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" | 95? || 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" | 16 || 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" | 16 || 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" | 16 || 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, also parry resets the juggle count (and thus resets all scaling).
| |
| *'''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
| |
| |}
| |
| Hugo best poke, has long range and its somewhat safe.
| |
| | |
| | |
| [[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
| |
| |}
| |
| This is an overhead move, meaning if opponent is blocking low, he will eat it. Used a lot after a succesful Body Press, of even as a wakeup, but watch out for reversals.
| |
| | |
| | |
| [[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
| |
| |}
| |
| Nice poke, and even if it doesn't combo, do a Giant Palm Bomber (LP) after it, or a Meat Squasher (LK). You leave very small window to react at opponent.
| |
| | |
| | |
| [[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)
| |
| |}
| |
| 2-hit attack, and the 2nd hit is an overhead. Normally MK its considered a nice anti-air. Althrough MP has more range and its safer, the first hit of MK hits higher, so if you know the range of this move and you don't have time to react a jump with a Shootdown Backbreaker, try MK.
| |
| | |
| | |
| [[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
| |
| |}
| |
| Overhead move again, but whiffed close to the opponent, means you will be punished. It have too much recovery
| |
| | |
| | |
| [[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
| |
| |}
| |
| Nice range, its useful when enemy is far from you. Do it when you're falling from a jump, so it will prevent oponents jumps while you're in the air or landing. Watch out for Akuma's Zankuu Hadouken anyway.
| |
| | |
| | |
| [[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)
| |
| |}
| |
| After succesfully pulled off this throw, you have the chance to taunt safely. Also 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. Should be good for attacking opponents far away and getting close jumping.
| |
| | |
| | |
| [[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
| |
| |}
| |
| Hugo 2nd most useful poke, has a lot of range. This is Hugo's normal sweep move.
| |
| | |
| | |
| [[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, Remy, etc).
| |
| Remember also, even if the Body Press gets blocked (cross-up or not) a nice thing to do after it is a standing HP, or standing LK followed by Giant Palm Bomber (LP), and even a LK Meat Squasher to put the opponent into the corner.
| |
| | |
| === 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
| |
| |}
| |
| One of Hugo's best special moves, it have very slow startup, specially HP version, but when hit or blocked, it have a large amount of frame advantage. Normally you can combo the HP version into the MP one, and the MP into the LP, but looking at the Frame Datas, the timing is very strict, so combo the HP version into the LP one, then standing MP to a nice 3hit combo. You can try the LP version into a Meat Squasher (LK), but don't do it with HP version, enemy will be stuned by the hit and the Meat Squasher will whiff. This one i didnt test it, but after a blocked Giant Palm Bomber, good Hugo players tend to dash forward after the blocked hit. So what about GPB LP then dash forward then inmediately a Moonsault Press? You're on the range for it...
| |
| | |
| | |
| [[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" | -
| |
| |}
| |
| Another good special move for Hugo, it takes a large amount of life, but the motion it's tricky, why? well, because if you do the Moonsault without jumping (and that's how need to be done), sometimes you will not make the motion well, and you can "launch" a HP Giant Palm Bomber when you really need the fast startup damaging Moonsault, as a result, enemy will kick you, so master well the motion.
| |
| As we can see it the tables, LP does less damage than HP, but it have more throw range. So make right desicions during a match and see what punch you have to use. A whiffed Moonsault its somewhat punishable. Even sometimes a Moonsault on wakeup seems a nice idea when done as a reversal, to people who likes to stay near you during a wakeup doing crouching LKs or LPs, but BEWARE of Universal Overhead moves, they are in the air and if you do a Moonsault Press before they hit you, you will not grab them, and they will hit you.
| |
| | |
| | |
| [[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" | -
| |
| |}
| |
| Hugo's anti-air special move, but it doesn't have ANY priority, meaning you only can catch them if the opponent doesn't do any attack during a jump, you must grab it cleanly to success. With Air Tatsumakis, well, its a lotto, sometimes you grab them, sometimes you get hit. Use it after a succesfull Ultra Throw. Keep in mind that it have terrible recovery, don't do this move randomly or prepare yourself. You can use this move as a teleport, if you're cornered, the HK version travels very far, so you can go to the middle of the screen with this move. Also you can even try to use this move as an anti-fireball, but its very risky to do it. If the opponent is the Ansatsuken Type (note: NOT REMY) and you expect a fireball from far away, do this move with HK version, then when you're going to reach the ground, do the 360motion and try to moonsaultpress them when they are still recovering from the Hadouken. Althrough this option its not the most safe (because if done late you're at point blank in front of an Ansatsuken, and you have some recovery from the move), its an idea to have in mind.
| |
| And another important thing to keep it, after a succesful Shootdown Backbreaker, you can taunt safely. Yes, taunt. 4 taunts gives you 25% more defense, and this means Hugo's defense is higher than a 2-times-taunted-Q.
| |
| | |
| | |
| [[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" | -
| |
| |}
| |
| Very hard to connect, but if doing well (well, if opponents does well :P) Hugo takes the opponent and puts them cornered in a side of the screen, and here's when Hugo can take advantage of the match. It doesn't do a lot of damage, but setups the opponent for you. Use the LK version inmediately after a Body Press, or LK version when enemy likes to crouch in the middle of the screen. Don't use the HK, NEVER, its already hard to connect the LK one, so...
| |
| | |
| | |
| [[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
| |
| |}
| |
| Hugo most powerful Super Art, doing 2 Backbreakers and a Moonsault press for the finish, also having invincibility (kinda) during startup, and it takes half lifebar from the opponent. Note that Gigas can not be comboed and cannot catch opponents in blockstun. The most important thing about this Super Art its how to make opponents eat it. Where to do it? Almost NEVER during wakeups, opponent will see your MAX gauge, and normally, he will do any trap for you to whiff this Super Art, like an Universal Overhead when you wake up (he is in the air, so you will not catch him), or just jump to avoid it. So instead use it buffered with another move. That move can be anything, from a LP Giant Palm Bomber (blocked or whiffed), a dash, or even in an empty jump. The dash trick works very nice, althrough you need to find the right moment to do it (like when he is crouching waiting for you to do something, then dash at Gigas range and...Gigas him). Also a good tactic its to buffer the first 360motion into a blocked Giant Palm Bomber (LP), then walk a bit foward, and do another 360motion. Another good one is when enemy is cornered, you do a LK at point blank, and inmediately after (NOT SUPERCANCEL) do the Gigas, this needs to be trained because if done too early, the opponent will be in blockstun, and Gigas will whiff. Watch out for the first frames of a Shoryuken, it will beat Gigas, also watch out for Dudley, because apart of his strange hitboxes, one time he got me off the Super Art (startup, not after whiffed) with a low Jab. That's strange, because i've catched a lot of Kens in the middle of a sweep and grabing then, so i guess its not about hitboxes, maybe it's about priority. The bad thing about this Super Art is the limited usage of EX moves and, the more you get used to Gigas, the more you hate SA2 and SA3
| |
| | |
| | |
| [[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
| |
| *Jumping HP-->Standing LK-->SA III
| |
| *QCB 2P-->QCF HK
| |
| *QCB HP-->QCB MP/LPxxSA III
| |
| *QCB HP-->QCB LP-->D MK
| |
| *QCB HP-->QCB MP/LP-->Crouching MK
| |
| *QCB HP-->QCB MP/LP-->QCF 2K
| |
| *HCB HK-->F, D, DF HK
| |
| *HCB HK-->SA II
| |
| *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
| |
| *HCB HK-->Standing MP (x3)-->QCF LK
| |
| *HCB HK-->Standing MP (x3)-->SA II
| |
| | |
| == 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===
| |
| Hayao (はやお) is Japan's best Hugo player, and one of the most skilled Hugo's in the world (if not the best), using SA1 (Gigas Breaker). Here you have videos of some of his matches. Look at them and learn from the Master how a Hugo player should be played. Watch carefully those matches to see nice combos, opportunities to using SA1, poking, parry attacks, when a move should be used, what moves can be countered, and what to do against certain opponents.
| |
| | |
| [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 (??)]
| |
| | |
| ==Discussion==
| |
| | |
| http://forums.shoryuken.com/forumdisplay.php?f=86
| |
| | |
| {{Template:3rd Strike}}
| |
| | |
| [[Category: Street Fighter 3: 3rd Strike]]
| |
| [[Category: Hugo]]
| |