Street Fighter 3: 3rd Strike/Hugo/Archive

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Hugo's Character Select Portrait
Hugo's Neutral Stance

Introduction

Moves List

Normal Moves

Throws

Neck Hanging Three File:(lp).png File:(plus).png File:(lk).png
Body Slam File:(foward).png or File:(back).png File:(plus).png File:(lp).png File:(plus).png File:(lk).png

Command Normals

Body Press While jumping, File:(down).png File:(plus).png File:(hp).png
Hammer Hook File:(foward).png File:(plus).png File:(hp).png

Target Combos

  • None

Special Moves

Move Motion
Giant Palm Bomber File:(qcb).png File:(plus).png File:(punch).png Speed/Damage/Stun Damage vary for File:(lp).png,File:(mp).png or File:(hp).png
Moonsault Press File:(360).png File:(plus).png File:(punch).png Damage vary for File:(lp).png,File:(mp).png or File:(hp).png
Monster Lariat File:(qcf).png File:(plus).png File:(kick).png Speed/Damage/Stun Damage vary for File:(lk).png,File:(mk).png or File:(hk).png
Shootdown Backbreaker File:(dp).png File:(plus).png File:(kick).png Speed/Damage/Range vary for File:(lk).png,File:(mk).png or File:(hk).png
Meat Squasher File:(360).png File:(plus).png File:(kick).png Speed/Range vary for File:(lk).png,File:(mk).png or File:(hk).png
Ultra Throw File:(hcb).png File:(plus).png File:(kick).png

EX Moves

Move Name Motion
Giant Palm Bomber File:(qcb).png File:(plus).png File:(2p).png
Monster Lariat File:(qcf).png File:(plus).png File:(2k).png

Super Arts

Num. Super Art Name Motion Super Bars
I Gigas Breaker File:(360).png File:(360).png File:(plus).png File:(punch).png 1 stock
II Megaton Press File:(qcf).png File:(qcf).png File:(plus).png File:(kick).png Speed/Range vary for File:(lk).png,File:(mk).png or File:(hk).png 2 stocks
III Hammer Frenzy File:(qcf).png File:(qcf).png File:(plus).png File:(punch).png Keep File:(punch).png pushed for delay the attack 2 stocks

Move Analysis

Combos

Instead of Jumping HP, you can use Down HP in the air for any combo that starts with Jumping HP.

Combos: Midscreen

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

Combos:Corner

  • HCB HK-->QCB P-->F, D, DF HK
  • HCB HK-->QCB HPxxSA II

Stun Finisher

  • HCB HK-->Standing MP (x4)-->F, D, DF LK

Frame Data

Normals

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

Throws

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

Command Normals

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Damage Parry Stun Chains into itself Special Cancel Super Cancel

Special Moves

Move Startup Hit Recovery Blocked Advantage Damage Parry Stun Super Cancel

Super Arts

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

Additional Frame Data

Move Frames
Jump 5
Super Jump 7
Normal Wakeup 69
Tech Wakeup 54

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.

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.