
Hugo
TBW
In a nutshell
Hugo towers over the competition in terms of size, damage, and durability. He has a large selection of throws for a variety of uses, including a throw that immediately puts your opponent in the corner, which is exactly where you want them. The caveat is that his massive size not only makes him slow, but also makes it difficult to get around projectiles or air attacks. A good Hugo player knows how to use Hugo's massive size to effectively control their opponent's space, acting as a moving wall that pushes them towards the corner, where there is little chance of escape.
Ultra SFIV Changes
(New to Ultra SFIV Console Digital Release)
- Stand MP: Damage increased to 120 from 100
- Crouch MP: Damage increased to 110 from 80
- Hammer Hook (F + HP): Removed Overhead properties and changed to a high attack
- Red Focus Attack: Level 1 on hit versus airborne opponents no longer gives a Free Juggle
- Shootdown Backbreaker: Light, Medium, and Hard versions Super Meter gain decreased on hit to 80 from 110;
- Shootdown Backbreaker: When cancelled into after the last hit of Hammer Mountain (SC), a special 100 damage, 100 stun Shootdown Backbreaker occurs
- EX Shootdown Backbreaker: Startup nvincibility increased to 5 frames from 4 frames
- Moonsault Press: Light, Medium, and Hard versions' startup reduced to 2 frames from 3 frames
- Giant Palm Bomber: Medium version startup reduced to 19 frames from 21 frames
- Ultra Throw: Light, Medium, and Hard versions grab range reduced to the same range as Hard Moonsault Press
- EX Ultra Throw: Grab range reduced to the same as Light Moonsault Press
- Monster Lariat: Light version no longer has a running motion, attack occurs in place; damage reduced to 100 from 120
- EX Monster Lariat: Now has infinite armor until 3 frames before attack startup; can now be canceled into Super Combos or EX Focus Attacks
- Hammer Mountain (SC): Now has invincibility while in the running motion towards the opponent (minimum 3 frames, maximum 11 frames)
- Hammer Mountain (SC): Given more Juggle Potential to combo on airborne opponents; damage reduced to 300 from 360
- Hammer Mountain (SC): No longer can be cancelled into Shootdown Backbreaker on block
- Gigas Breaker (UC1): Total frames increased to 49 frames from 39 frames
(New to 1.04 Update)
- Dizzy: Dizzy hurtbox now comes out at the same time as other characters
- Stand LP: Recovery reduced from 11 frames to 7 frames; advantage on hit is +6 from +2, advantage on block is +2 from -2
- Stand MP: Fixed bug where Hugo could be counter-hit after startup
- Crouch HK: Pushbox moved backward
- Moonsault Press: Heavy version's damage increased to 250 from 230; stun increased to 200 from 150
- Moonsault Press: Light, Medium, and Heavy versions can no longer be counter-hit during startup
- Giant Palm Bomber: All versions are now projectile invincible on hand hurtbox until the end of active frames; overall hurtbox changed; pushback on hit increased; attack still occurs if connected with a projectile
- Shootdown Backbreaker: EX version's damage reduced to 160 from 180; horizontal distance during descent reduced
- Shootdown Backbreaker: All versions' buffer window shortened
- Ultra Throw: All versions can no longer be counter-hit during startup
- Meat Squasher: All versions can no longer be counter-hit during startup
- Hammer Mountain: All versions now fully invincible until the end of active frames on 1st hit
Character Specific Data
Hugo
VITALS | |||||
---|---|---|---|---|---|
Health: | 1100 | Stun: | 1100 | W-Ultra Scaling: | 60% |
WALKING | DASHING | ||||
Forward Walk Speed: | 0.022 | Forward Dash Distance: | 1.16818 | ||
Back Walk Speed: | 0.018 | Forward Dash Total Frames: | 21 | ||
JUMPING | Back Dash Distance: | 1.03966 | |||
Jump Height Apex: | Back Dash Total Frames: | 30 | |||
Jump Total Frames: | 43 (8+35) | Back Dash Invincibility: | 9 | ||
Forward Jump Distance: | 1.36 | Back Dash Airborne: | 17 | ||
Back Jump Distance | 1.36 | Back Dash Recovery: | 4 | ||
THROWS | WAKE-UP TIMING | ||||
Forward Throw Range: | 0.930 | Face Up Total Frames: | |||
Back Throw Range: | 0.948 | Face Down Total Frames: | |||
NOTABLE MOVE CLASSES | |||||
High Attacks: | HP,MK,HK,Crouch HK, Leap Attack | Hard Knockdowns: | Crouch MK, Crouch HP, Crouch HK | ||
Low Attacks: | Crouch LK, Crouch MK | Armor Breakers: | Lariat, EX Lariat | ||
FOCUS ATTACK DATA | |||||
Level 1 Focus Startup Frames: | 10+16 | L1 EX Red Focus Attack Combo Lead-Ins: | MP/HP Giant Palm Bomber | ||
Level 2 Focus Startup Frames: | 18+18 | ||||
Level 3 Focus Startup Frames: | 68 | ||||
L1 Focus Attack Forward Dash: | -5 | L2 FA Forward Dash (On Block): | +1 | ||
L1 Focus Attack Back Dash: | -14 | L2 FA Back Dash (On Block): | -8 |
Frame Data (At A Glance)
More detailed Frame Data Table at bottom of page.
Moves
Standing Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Stand LP |
Stand Jab | lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Stand MP |
Stand Strong | mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Stand HP |
Stand Fierce | hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Stand LK |
Stand Short | lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Stand MK |
Stand Forward | mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Stand HK |
Stand Roundhouse | hk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Crouching Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Crouch LP |
Crouch Jab | d + lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch MP |
Crouch Strong | d + mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch HP |
Crouch Fierce | d + hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch LK |
Crouch Short | d + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch MK |
Crouch Forward | d + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch HK |
Crouch Roundhouse | d + hk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Jumping Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Jump LP |
Jump Jab | (in air) lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Jump MP |
Jump Strong | (in air) mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Jump HP |
Jump Fierce | (in air) hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Jump LK |
Jump Short | (in air) lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Jump MK |
Jump Forward | (in air) mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Jump HK |
Jump Roundhouse | (in air) hk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Unique Attacks
Name | Nickname | Command | Notes | |
File:No image.png |
Hammer Hook |
Hook Punch | f + hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Leap Attack |
Hopping Knee | d d + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Body Press |
Body Splash | (in air) d + hp | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Focus Attacks
Name | Nickname | Command | Notes | |
File:No image.png | Focus Attack (Level 1) | Level 1 Focus | mp + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png | Focus Attack (Level 2) | Level 2 Focus | mp + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png | Focus Attack (Level 3) | Level 3 Focus | mp + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Throws
Name | Nickname | Command | Notes | |
File:No image.png |
Neck Hanging Tree |
Forward Throw | f or n + lp + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Body Slam |
Back Throw | b + lp + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Special Moves
Name | Nickname | Command | Notes | |
File:No image.png |
Giant Palm Bomber |
Clap | qcb + p ex | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Moonsault Press |
Spinning Pile Driver | 360 + p ex | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Shootdown Backbreaker |
Backbreaker | dp + k ex | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Meat Squasher |
Running Grab | 360 + k ex | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Ultra Throw |
Wall Throw | hcb + k | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Monster Lariat |
Lariat | qcf + k ex armorbreak | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Super Combo
Name | Nickname | Command | Notes | |
File:No image.png |
Hammer Mountain |
Super Combo | qcf qcf + p | Hold p to perform feint; Last hit can be canceled into Shootdown Backbreaker |
~~ Uses and Strategies ~~ (No uses/strategies) |
Ultra Combos
Name | Nickname | Command | Notes | |
File:No image.png |
Gigas Breaker |
Ultra Combo I | 360 360 + 3p | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Megaton Press |
Ultra Combo II | qcf qcf + 3k | |
~~ Uses and Strategies ~~ (No uses/strategies) |
The Basics
Combos
Strategy
Matchups
vs. Abel
vs. Adon
vs. Akuma/Gouki
vs. Balrog/Boxer
vs. Blanka
vs. C. Viper
vs. Cammy
vs. Chun-Li
vs. Cody
vs. Dan
vs. Decapre
vs. Dee Jay
vs. Dhalsim
vs. Dudley
vs. E. Honda
vs. El Fuerte
vs. Elena
vs. Evil Ryu
vs. Fei Long
vs. Gen
vs. Gouken
vs. Guile
vs. Guy
vs. Hakan
vs. Hugo (self)
vs. Ibuki
vs. Juri
vs. Ken
vs. M.Bison/Dictator
vs. Makoto
vs. Oni
vs. Poison
vs. Rolento
vs. Rose
vs. Rufus
vs. Ryu
vs. Sagat
vs. Sakura
vs. Seth
vs. T.Hawk
vs. Vega/Claw
vs. Yang
vs. Yun
vs. Zangief
Frame Data