Street Fighter 3: 3rd Strike/Hugo/Archive

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Hugo's Character Select Portrait
Hugo's Neutral Stance

Introduction

Specific Character Information

  • Stamina: 1300
  • Stun Bar Length (dots): 72
  • Stun Bar Recovery (frames it takes to recover 1 dot): 21
  • Taunt:

Unheld taunt - Increases damage for the next hit/combo by 18.8% (maximum 1 taunt). Also increases defence for the rest of the round by 6.3% per taunt (maximum 4 taunts, 25% bonus) Held taunt - Increases damage for the next hit/combo/throw by 25%. One taunt is the maximum.

  • Best Kara-Throw: MK

Colors

File:Hcolors2.png

Moves List

Basics/Legend

Move Motion
Foward F
Back B
Crouch C
Jump J
Jump Foward JF
Jump Backwards JB
Super Jump D-U
Super Jump Foward D-UF
Super Jump Backwards D-UB
Dash Foward FF
Dash Backwards BB
Quarter Circle Foward QCF
Quarter Circle Backwards QCB
Foward, Down, Down-Foward F,D,DF / DP
Full Circle 360
Double Full Circle 720
Guard (High) B when enemy is attacking
Guard (Low) DB when enemy is attacking
Parry (High) Tap F when about to take a hit
Parry (Low) Tap D when about to take a hit
Parry (Air) Tap F in air when about to take a hit
Red Parry Execute parry after blocking a hit in a combo
Punch (Any) P
Kick (Any) K
2 Punches PP
2 Kicks KK
3 Punches PPP
3 Kicks KKK
Jab LP
Strong MP
Fierce HP
Short LK
Foward MK
Roundhouse HK

Normal Moves

Move Motion
Jab LP
Strong MP
Fierce HP
Short LK
Foward MK
Roundhouse HK
Jumping Jab (Air) LP
Jumping Strong (Air) MP
Jumping Fierce (Air) HP
Jumping Short (Air) LK
Jumping Foward (Air) MK
Jumping Roundhouse (Air) HK
Universal Overhead MP MK
Taunt HP HK

Throws

Move Motion
Neck Hanging Three LP LK
Body Slam F LP LK or B LP LK

Command Normals

Move Motion
Hammer Hook F HP
Crouching Jab D LP
Crouching Strong D MP
Crouching Fierce D HP
Crouching Short D LK
Crouching Foward D MK
Crouching Roundhouse D HK
Body Press (Air) D HP

Target Combos

  • None

Special Moves

Move Motion
Giant Palm Bomber QCB P (Speed/Damage/Stun Damage vary for LP, MP or HP)
Moonsault Press 360 P (Damage/Range vary for LP, MP or HP)
Monster Lariat QCF K (Speed/Damage/Stun Damage vary for LK, MK or HK)
Shootdown Backbreaker F, D, DF K (Speed/Damage/Range vary for LK, MK or HK)
Meat Squasher 360 K (Speed/Range vary for LK, MK or HK)
Ultra Throw HCB K

EX Moves

Move Name Motion
Giant Palm Bomber QCB PP
Monster Lariat QCF KK

Super Arts

Num. Super Art Name Motion Super Bars
I Gigas Breaker 720 P 1 stock
II Megaton Press QCF QCF K (Speed/Range vary for LK, MK or HK) 2 stocks
III Hammer Frenzy QCF QCF P (Keep P pushed for delay the attack) 2 stocks

Move Analisys

All those sprites are taken from the site http://www.zweifuss.com/index.htm Please note that the images show in this section are for the 1st frame it hits, so this means the opponent is taking the hit in the image shown on the move. I use the 1st frame of every move because you will see the maximum range of every attack.

Normal Moves

(hugolp).gif
Move Motion Damage Stun Damage
Jab LP 35 5

Comments here


(hugomp).gif
Move Motion Damage Stun Damage
Strong MP 120 13

Comments here


(hugohp).gif
Move Motion Damage Stun Damage
Fierce FP 170 21

Comments here


(hugolk).gif
Move Motion Damage Stun Damage
Short LK 50 3

Comments here


(hugomk).gif
Move Motion Damage Stun Damage
Foward MK 70 9
(2nd Hit) - 50 5

Comments here


(hugojhk).gif
Move Motion Damage Stun Damage
Roundhouse HK 150 19

Comments here


(hugojlp).gif
Move Motion Damage Stun Damage
Jumping Jab (Air) LP 40 9

Comments here


(hugojlp).gif
Move Motion Damage Stun Damage
Jumping Strong (air) MP 100 13

Comments here


(hugojhp).gif
Move Motion Damage Stun Damage
Jumping Fierce (Air) HP 150 17

Comments here


(hugojlk).gif
Move Motion Damage Stun Damage
Jumping Short (Air) LK 60 7

Comments here


(hugojlk).gif
Move Motion Damage Stun Damage
Jumping Foward (Air) MK 100 11

Comments here


(hugojhk).gif
Move Motion Damage Stun Damage
Jumping Roundhouse (Air) HK 130 15

Comments here


(hugojlk).gif
Move Motion Damage Stun Damage
Universal Overhead MP MK 40 3

Comments here


Throws

(hugonht).gif
Move Motion Damage Stun Damage Throw Range
Neck Hanging Three LP LK 30x8 5x8 32

In corner, you can reset with D MP after the throw


(hugobs).gif
Move Motion Damage Stun Damage Throw Range
Body Slam F LP LK or B LP LK 160 13 32

Comments here

Command Normals

(hugofhp).gif
Move Motion Damage Stun Damage
Hammer Hook F HP 160 21

Long range and good stun damage, but very unsafe move.


(hugoclp).gif
Move Motion Damage Stun Damage
Crouching Jab D LP 30 3

Nice poke when close to the opponent, and can be chained 3 times.


(hugocmp).gif
Move Motion Damage Stun Damage
Crouching Strong D MP 90 3

Nice poke, has a bit more range than D LP.


(hugochp).gif
Move Motion Damage Stun Damage
Crouching Fierce D HP 110 13

Comments here


(hugoclk).gif
Move Motion Damage Stun Damage
Crouching Short D LK 40 3

Comments here


(hugocmk).gif
Move Motion Damage Stun Damage
Crouching Foward D MK 100 3

Knocks down if hits, combine with D HK for a nice wakeup guessing game. Watch out for reversals.


(hugochk).gif
Move Motion Damage Stun Damage
Crouching Roundhouse D HK 170 13

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 the enemy, entering into a guessing game. But remember that, if enemy blocks or parry the D HK move, you will be comboed or take huge damage. Watch out for reversals also.


(hugojdhp).gif
Move Motion Damage Stun Damage
Body Press (Air) D HP 100 17

Nice for cross-ups, but rarely you will have the chance to do it.


Special Moves

(hugogpb).gif
Move Motion Damage Stun Damage
Giant Palm Bomber (Jab) QCB LP 110 15
Giant Palm Bomber (Strong) QCB MP 125 17
Giant Palm Bomber (Fierce) QCB HP 140 19

Comments here


Move Motion Damage Stun Damage Throw Range
Moonsault Press (Jab) 360 LP 240 19 59
Moonsault Press (Strong) 360 MP 255 19 53
Moonsault Press (Fierce) 360 HP 280 19 47

Comments here


(hugoml).gif
Move Motion Damage Stun Damage
Monster Lariat (Short) QCF LK 150 11
Monster Lariat (Foward) QCF MK 160 13
Monster Lariat (Roundhouse) QCF HK 170 15

Comments here


Move Motion Damage Stun Damage Throw Range
Shootdown Backbreaker (Short) F, D, DF LK 180 15 21
Shootdown Backbreaker (Foward) F, D, DF MK 200 15 38
Shootdown Backbreaker (Roundhouse) F, D, DF HK 220 15 29

Comments here


Move Motion Damage Stun Damage Throw Range
Meat Squasher (Short) 360 LK 160 13 34
Meat Squasher (Foward) 360 MK 160 13 34
Meat Squasher (Roundhouse) 360 HK 160 13 34

Comments here


Move Motion Damage Stun Damage Throw Range
Ultra Throw (Short) HCB LK 70 7 38
Ultra Throw (Foward) HCB MK 70 7 38
Ultra Throw (Roundhouse) HCB HK 70 7 38

Comments here

EX Moves

(hugogpb).gif
Move Motion Damage Stun Damage
Giant Palm Bomber (EX) QCB PP 20 3
(2nd Hit) - 60 3
(3rd Hit) - 140 9

Comments here


(hugoml).gif
Move Motion Damage Stun Damage
Monster Lariat (EX) QCF KK 140 13

Comments here


Super Arts

Move Motion Damage Stun Damage Throw Range
Gigas Breaker 720 P 180 7 70
(2nd Shootdown Backbreaker) - 180 7 -
(Moonsault Press) - 270 7 -
  • Total Damage if all hits connect: 610

Comments here


Move Motion Damage Stun Damage Throw Range
Megaton Press (Short) QCF QCF LK 70 11 50
(Body Slam) - 380 19 -
Megaton Press (Foward) QCF QCF MK 70 11 50
(Body Slam) - 380 19 -
Megaton Press (Roundhouse) QCF QCF HK 70 11 50
(Body Slam) - 380 19 -
  • Total Damage if all hits connect: 450

Comments here


(hugosa3).gif
Move Motion Damage Stun Damage
Hammer Frenzy QCF P 80 7
(2nd Hit) - 90 5
(3rd Hit) - 80 5
(4th Hit) - 60 5
(5th Hit) - 120 7
  • Total Damage if all hits connect: 390

Comments here

Combos

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

Combos: Midscreen

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

Combos:Corner

  • HCB HK-->QCB P-->F, D, DF HK
  • HCB HK-->QCB 2P-->F, D, DF HK
  • HCB HK-->QCB HPxxSA II
  • Neutral Throw-->QCB 2P

Stun Finisher

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

Frame Data

Normals

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Damage Guard Parry Stun Chains into itself Special Cancel Super Cancel
Jab 4 3 8 -1 -1 -1 35 H/L H/L 5 Yes No No
Strong 10 6 12 -5 0 1 120 H/L H 13 No No No
Fierce 16 6 15 -3 -1 1 170 H H 21 No No No
Short 5 3 9 1 1 1 50 H/L H/L 3 No Yes Yes
Foward 9 1*3 23 -4 1 3 70 50 H H 9 5 No No No
Roundhouse 21 7 28 -13 3 3 150 H H 19 No No No
Jumping Jab 3 10 - - - - 40 H H 9 No No No
Jumping Strong 7 7 - - - - 100 H H 13 No No No
Jumping Fierce 13 4 - - - - 150 H H 17 No No No
Jumping Short 3 15 - - - - 60 H H 7 No No No
Jumping Foward 5 6 - - - - 100 H H 11 No No No
Jumping Roundhouse 11 6 - - - - 130 H H 15 No No No
Overhead 16~25 9 5 -5~7 0~7 1~9 40 H H 3 No No No

Throws

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

Command Normals

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Damage Guard Parry Stun Chains into itself Special Cancel Super Cancel
Hammer Hook 14 3 33 -14 - - 160 H H 21 No No No
Crouching Jab 4 2 8 -1 -1 -1 30 H/L H/L 3 Yes Yes Yes
Crouching Strong 7 4 12 -2 -1 0 90 H/L H/L 3 No No No
Crouching Fierce 13 9 37 -29 - - 110 H/L H/L 13 No No No
Crouching Short 3 2 7 2 2 2 40 L L 3 No Yes Yes
Crouching Foward 8 4 17 -5 - - 100 L L 3 No No No
Crouching Roundhouse 11 22 - -43 - - 170 H/L H/L 13 No No No
Body Press 9 - - - - - 100 H H 17 No No No

Special Moves

Move Startup Hit Recovery Blocked Advantage Damage Parry Stun Super Cancel
Giant Palm Bomber (Jab) 17 1 9 11 110 H 15 Yes
Giant Palm Bomber (Strong) 19 1 7 16 125 H 17 Yes
Giant Palm Bomber (Fierce) 22 1 6 19 140 H 19 Yes
Giant Palm Bomber (EX) 22*2 1*1 - - 20 60 H 3 3 Yes
" (Last Hit) 2 1 10 10 140 H 9 Yes
Moonsault Press (Jab) 2 1 36 - 240 - 19 No
Moonsault Press (Strong) 2 1 36 - 255 - 19 No
Moonsault Press (Fierce) 2 1 36 - 280 - 19 No
Monster Lariat (Short) 11 4 - -8 150 H 11 No
Monster Lariat (Foward) 15 4 - -10 160 H 13 No
Monster Lariat (Roundhouse) 24 4 - -11 170 H 15 No
Monster Lariat (EX) 7~27 5 - -22 140 H 13 No
Shootdown Backbreaker (Short) 5 8 30 - 180 - 15 No
Shootdown Backbreaker (Foward) 17 9 25 - 200 - 15 No
Shootdown Backbreaker (Roundhouse) 13 11 29 - 220 - 15 No
Meat Squasher (Short) 21~25 1 30 - 160 - 13 No
Meat Squasher (Foward) 31~53 1 33 - 160 - 13 No
Meat Squasher (Roundhouse) 44~68 1 36 - 160 - 13 No
Ultra Throw 7 1 36 - 70 - 7 No

Super Arts

Move Startup Hit Recovery Blocked Advantage Damage Parry Stun
Gigas Breaker (SA1) 1 1 36 - 180 180 - 7 7
" (Moonsault Press) - - - - 270 - 7
Megaton Press (SA2) (Short) 3 11 30 - 70 - 11
" (Body Press) - - - - 380 - 19
Megaton Press (SA2) (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

Dash Data

Dash Foward

Start-up frames In ground frames In air frames Recovery frames Total frames
None None 8 3 11


Dash Backwards

Start-up frames In ground frames In air frames Recovery frames Total frames
None None 16 3 19

Additional Frame Data

Move Frames
Jump 5
Super Jump 7
Normal Wakeup 69
Tech Wakeup 54
Taunt ??
Extended Taunt ??

Strategies

Overview

Super Art Selection

The SA you choose will depend on your preference and the matchup. The two most used supers are Gigas Breaker and Hammer Mountain.

Gigas Breaker is great because it creates a sense of fear in your opponent, has great comeback potential and can be setup in a variety of ways including an SJ cancel called a Tachi or standing gigas. It can also be buffered in a dash, but is mostly used in a situation where a parry or block can lead to fat ass damage. Drawbacks include a lack of combo-ability and loss of some EX potential. Hayao is arguably the best known SAI player, also notable is Eriho.

SAII isn't used much, but Megaton Press can be used a lot like Gief's Aerial Russian Slam. It can be used to counter characters who want to be in the air a lot, like Yun and Akuma and force them to play a ground game. It can also be used after an ultra throw, and in the corner after ultra throw and a clap. Does decent damage and allows for EX uses, most people pass it up to have either the power of Gigas or the flexibility of Hammer Mountain.

Hammer Mountain is Hugo's most flexible SA. It deals decent damage, can be used on wakeup or to charge through poke strings and as a whiff punisher. Deals excellent stun damage. Can be comboed from claps, clks, jhk, bodysplash, clk and allows for EX usage. It is one of two ways Hugo can deal big damage with a combo, the other is a clap comboed into EX clothesline. It is generally preferred in the Dudley matchup because he can escape Gigas/Earthquake Bomb with Backswing Blows and his strange hitbox. SAIII is also seemingly more popular in America than Japan, some of the best known mainly SAIII players include YSB, Adolfo Luevano, and Y-Da.

Kara-Techniques

Zoning

Mixups

Additional Notes

  • Personal Action: Attack and Defense up, max 4 per round. Holding HP HK = Throw damage up.
  • Hugo has a very high defense (only taunted Q surpass it).
  • Hugo has one of the highest stun bar.

Match-ups

Serious Advantage Match-ups

Hugo has no matchups where he is at a serious advantage.

Advantage Match-ups

Sean

Fair Match-ups

Q

Disadvantage Match-ups

Yun

Ken- Watch out for crossup air EX Tatsu!

Makoto- If the Makoto does too much dashing or Hayates, they can be stuffed with lk/clk/clp and anticipation mp/cmk. If she tries to fight on the ground and use the general Makoto playstyle, she'll likely get destroyed. Earthquake Bombs/Gigas will own her dash punches and close attacks that get blocked or parried. All of her useful pokes can be high parried besides clk and chp. Her only ground poke that can beat Hugo's crouching pokes is cmk which trades w/ Hugo's sweep. (in your favor) If the Makoto knows that she can't do a lot to Hugo on the ground, he will likely play it safe and try to hit with cmk on the ground, jumping tsurugi and safe (to parry/grab) jump ins. You have to then rely on Hugo's pretty bad anti airs and Backbreakers, try to bait her to jump with cmp and pokes, if she jumps for a tsurugi you can sometimes backbreak it on reaction. Cornering Makoto is the best thing you can do in this match... no need to worry so much with the big man about her Karakusa bullshit, she won't likely be able to land it due to Hugo's various throws beating hers and the aforementioned countering her ground offense. SAIII is recommended cause you can use it for another anti air and you're unlikely to Gigas a smart Makoto.

Yang

Akuma

Ibuki

Necro

Oro

Ryu

Alex

Remy

Elena

Twelve

Serious Disadvantage Match-ups

Chun Li- Chun is the master of ground combat, she can zone you really easily with her long high priority pokes and can atleast trade with everything Hugo has. She also has the threat of SAII.

Dudley- Dudley has the ability to outzone you with his long fierce and forward fierce, there isn't much to retalliate against this with rather than trading hits. His hits also do a lot of damage, but most importantly is the fact that his hitbox is strange so he is harder to throw. That combined with the powerful backswing blow makes this match difficult for Hugo. Even if you close the distance, he can still slip out, SAIII is generally preferred in this matchup, and your objective is to corner him and then control him there being mindful of his EX Uppercut.

Video Matches

Hayao

Hugo (Hayao) Vs. Akuma (Fume)

Hugo (Hayao) Vs. Chun-Li (Koshun)

Hugo (Hayao) Vs. Chun-Li (Koshun No Deshi)

Hugo (Hayao) Vs. Chun-Li (Umezono) (Amazing Gigas Breaker after parrying half Chun-Li's Houyouku-Sen)

Hugo (Hayao) Vs. Dudley (Fujiwara)

Hugo (Hayao) Vs. Dudley (Kokuzin)

Hugo (Hayao) Vs. Dudley (Jima)

Hugo (Hayao) Vs. Ibuki (Fume)

Hugo (Hayao) Vs. Ken (Teruchika) (Amazing parry at the end of the last round)

Hugo (Hayao) Vs. Ken (Haitani)

Hugo (Hayao) Vs. Ken (??)

Hugo (Hayao) Vs. Makoto (Shiroitachi)

Hugo (Hayao) Vs. Necro (PinoAB7)

Hugo (Hayao) Vs. Urien (ABE)

Hugo (Hayao) Vs. Urien (Ramen)

Hugo (Hayao) Vs. Urien (Afro)

Hugo (Hayao) Vs. Yun (KO)

Hugo (Hayao) Vs. Yun (Towel)

Hugo (Hayao) Vs. Yun (S)

Hugo (Hayao) Vs. Yun (Bagon)

Hugo (Hayao) Vs. Yun (BillyKane)

Hugo (Hayao) Vs. Yun (??)