Street Fighter X Tekken/Hugo

From SuperCombo Wiki
Street Fighter X TekkenSFxTLogo.png
Street Fighter X Tekken#CharactersStreet Fighter X Tekken/Character HealthStreet Fighter X Tekken/Basic ElementsStreet Fighter X Tekken/MovementStreet Fighter X Tekken/Solo OffenseStreet Fighter X Tekken/Capcom Juggle SystemSFxTHeaderButtons.png

Hugo

Sfxt hugo face.jpg

Ideal Team Position: Anchor


Hugo is a tall and sluggish grappler. Because of this, Hugo excels in one main area: his remarkable damage output. Hugo's tricky pokes and claps can make it difficult for the opponent to find an opening to counter attack, and if they make one slip up, they'll be taking a boat load of damage. Due to him being a grappler, he has a very hard time getting in, with bad movement options and only a few solid pokes. That's why its best to have him as an anchor, so his opponent can deal with getting in so Hugo can bombard the opponent with his insane damage.


Strengths Weaknesses
  • Has some of the highest damage output in the game, with his super dealing the highest damage in the game.
  • Claps are all safe on block and lead to a combo on hit.
  • Lariat (qcf+k), Hugo's CADC move, has armor while charging and is great to threaten in neutral.
  • EX Lariat is a safe tag on block and allows for your partner to get a full jump in combo on hit.
  • Command grabs to keep your opponent guessing at point blank.
  • Has the biggest hurtbox in the game.
  • On top of his huge hitbox, he has the slowest walk speed.
  • Light Lariat can't combo from lights, meaning your most meaningful damage route must be done from a medium.
  • Although having a command grab is better than not having one, the range on Hugo's SPD and Ultra Throw are beyond awful.
    • On top of that, if Hugo does manage to land an SPD, there isn't much he can do to pressure afterwards, as he has no good options for chasing a forward roll without a read.


Moves

Normal Attacks

Name
Command
Notes
Standing Light Punch
lp
rpdfire
Standing Medium Punch
mp
Standing Hard Punch
hp
high
knockdown vs airborne
Standing Light Kick
lk
Standing Medium Kick
mk
Standing Hard Kick
hk
high
hardknockdown vs airborne
can be steered with f and b
Crouching Light Punch
d + lp
rpdfire
speccancel
Crouching Medium Punch
d + mp
speccancel
Crouching Hard Punch
d + hp
speccancel
hardknockdown
Crouching Light Kick
d + lk
rpdfire
low
speccancel
Crouching Medium Kick
d + mk
low
hardknockdown
Crouching Hard Kick
d + hk
high
hardknockdown
Jump Light Punch
ub / u / uf + lp
high
Jump Medium Punch
ub / u / uf + mp
high
Jump Hard Punch
ub / u / uf + hp
high
Jump Light Kick
ub / u / uf + lk
high
Jump Medium Kick
ub / u / uf + mk
high
crossup
Jump Hard Kick
ub / u / uf + hk
high


Unique Attacks

Name
Command
Notes
Body Press
air d + hp
crossup
knockdown vs airborne
Hammer Hook
f + hp
knockdown vs airborne
Leap Attack
d --- n --- d + mk
high
knockdown vs airborne

Throws

Name
Command
Notes
Neck Hanging Tree
f or n + lp + lk
throw
Body Slam
b + lp + lk
throw

Special Moves

Name
Command
Notes
Giant Palm Breaker
qcb + p
ex
knockdown vs airborne
Moonsault Press
360 + p
ex throw
Shootdown Backbreaker
dp + k
ex airthrow
Meat Squasher
360 + k
ex throw
Ultra Throw
hcb + k
ex throw
Monster Lariat
qcf + k
ex chrg
knockdown when not ex

Super Combo

Name
Command
Notes
Gigas Breaker
qcf + 3k
hold 3k to miss


Move Analysis

Normal Moves

N/A


Unique Attacks

N/A


Normal Throws

N/A


Special Moves

N/A


Super Combos

N/A


The Basics

N/A


Advanced Strategy

N/A


Combos

Bread and Butters

  • N/A

Hit Confirm Combos

  • N/A

Advanced Combos

  • N/A

Combos Into Supers

  • N/A