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

Basic Moves

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

  • Hugo has no Target Combos

Special Moves

Move Motion
Giant Palm Bomber QCB P
Moonsault Press 360 P
Monster Lariat QCF K
Shootdown Backbreaker F, D, DF K
Meat Squasher 360 K
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 2 stocks
III Hammer Frenzy QCF QCF P (Keep P pushed for delay the attack) 2 stocks

Move Analisys

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 (except taunt, dash and 2nd throw image sprites) because you will see the maximum range of every attack (mostly of the attacks). Note also that those images are ACCURATE, they are exactly the 1rst frame it hits, so enemy takes damage but they still dont make the "pain" frame.

Basic Moves

(hugodf).gif
Move Start-up frames In ground frames In air frames Recovery frames Total frames
Dash Foward - - 8 3 11

Comments here


(hugodb).gif
Move Start-up frames In ground frames In air frames Recovery frames Total frames
Dash Backwards - - 16 3 19

Comments here


(hugojump).gif
Move Motion Frames
Jump BU or U or FU 5

Comments here


(hugojump).gif
Move Motion Frames
Super Jump DBU or DU or DFU 7

Comments here


(hugow).gif
Move Motion Frames
Normal Wakeup - 69

Comments here


(hugotw).gif
Move Motion Frames
Tech Wakeup Tap D when hitting the ground 54

Comments here


Move Motion Frames Gauge Increase
Unheld Taunt HP HK ?? ??

Comments here


Move Motion Frames Gauge Increase
Held Taunt Hold HP HK ?? ??

Comments here


Normal Moves

(hugolp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Jab LP 35 5 Yes No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
4 4 8 -1 -1 -1 H or L H or L

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 2 3 4

Comments here


(hugomp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Strong MP 120 13 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
10 7 12 -5 0 1 H or L H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 5 9 4

Comments here


(hugohp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Fierce HP 170 21 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
16 7 15 -3 -1 1 H or L H or L

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 7 15 4

Comments here


(hugolk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Short LK 50 3 No Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
5 4 9 1 1 1 H or L H or L

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 2 3 4

Comments here


(hugomk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Foward MK 115(70 50) 13(9 5) No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
9/14 2/4 23 -4 1 3 H or L/H H/H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
7 5 11 8(4 4)

Comments here


(hugojhk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Roundhouse HK 150 19 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
21 8 28 -13 3 3 H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 7 15 4

Comments here


(hugojlp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Jump Jab (Air) LP 40 9 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
3 11 - - - - H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 2 3 4

Comments here


(hugojlp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Jump Strong (Air) MP 100 13 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
6 8 - - - - H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 5 9 4

Comments here


(hugojhp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Jump Fierce (Air) HP 150 17 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
11 5 - - - - H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 7 15 4

Comments here


(hugojlk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Jump Short (Air) LK 60 7 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
3 16 - - - - H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 2 3 4

Comments here


(hugojlk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Jump Foward (Air) MK 100 11 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
5 7 - - - - H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 5 9 4

Comments here


(hugojhk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Jump Roundhouse (Air) HK 130 15 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
11 7 - - - - H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 7 15 4

Comments here


(hugojlk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Universal Overhead MP MK 40 3 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
15 10 5 -5~ 7 0~ 8 1~ 9 H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

Comments here


Throws

(hugonht).gif
Move Motion Damage Stun Damage Throw Range
Neck Hanging Three LP LK 130(30x8) 24(5x8) 32

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
2 1 21 - - - LP LK -

Gauge Increase

Miss Blocked Hit
0 7 (for the player who blocked) 24(3?x8)

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

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
2 1 21 - - - LP LK -

Gauge Increase

Miss Blocked Hit
0 7 (for the player who blocked) 7

Comments here


Command Normals

(hugofhp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Hammer Hook F HP 160 21 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
14 4 33 -14 4 4 H or L H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 7 15 4

Long range and good stun damage, but very unsafe move if blocked or missed.


Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Drop Kick F HK or B HK 150 19 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
21 8 27 -12 4 4 H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 7 15 4

Comments here


(hugoclp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Crouch Jab C LP 30 3 Yes Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
4 3 8 -1 -1 -1 H or L H or L

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 2 3 4

Comments here


(hugocmp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Crouch Strong C MP 120 13 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
7 5 12 -2 -1 0 H or L H or L

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 5 9 4

Comments here


(hugochp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Crouch Fierce C HP 110 13 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
13 10 37 -29 Down Down H or L H or L

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 7 15 4

Comments here


(hugoclk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Crouch Short C LK 40 3 No Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
3 3 7 2 2 2 L L

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 2 3 4

Comments here


(hugocmk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Crouch Foward C MK 100 3 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
8 5 17 -5 Down Down L L

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 5 9 4

Comments here


(hugochk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Crouch Roundhouse C HK 170 13 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
11 23 24~38 -43 Down Down H(far) or L(close) H(far) or L(close)

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 7 15 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.


(hugojdhp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Body Press JF, D HP 100 17 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
9 Until landing - - - - H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 7 15 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.

Special Moves

(hugogpb).gif
Move Motion Damage Blocked Damage Stun Damage Super Cancel
Giant Palm Bomber (Jab) QCB LP 110 14 15 Yes
Giant Palm Bomber (Strong) QCB MP 125 16 17 Yes
Giant Palm Bomber (Fierce) QCB HP 140 18 19 Yes

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Giant Palm Bomber (Jab) 17 2 9 11 13 15 H or L H
Giant Palm Bomber (Strong) 19 2 7 16 18 20 H or L H
Giant Palm Bomber (Fierce) 22 2 6 19 21 23 H or L H

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Giant Palm Bomber (Jab) 3 8 16 4
Giant Palm Bomber (Strong) 3 8 16 4
Giant Palm Bomber (Fierce) 3 8 16 4

Comments here


(hugomsp).gif
Move Motion Damage Blocked Damage Stun Damage Throw Range Super Cancel
Moonsault Press (Jab) 360 LP 240 - 19 59 No
Moonsault Press (Strong) 360 MP 255 - 19 53 No
Moonsault Press (Fierce) 360 HP 280 - 19 47 No

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Moonsault Press (Jab) 2 2 36 - - - - -
Moonsault Press (Strong) 2 2 36 - - - - -
Moonsault Press (Fierce) 2 2 36 - - - - -

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Moonsault Press (Jab) 5 - 31 -
Moonsault Press (Strong) 5 - 31 -
Moonsault Press (Fierce) 5 - 31 -

Comments here


(hugoml).gif
Move Motion Damage Blocked Damage Stun Damage Super Cancel
Monster Lariat (Short) QCF LK 150 19 11 No
Monster Lariat (Foward) QCF MK 160 20 13 No
Monster Lariat (Roundhouse) QCF HK 170 21 15 No

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Monster Lariat (Short) 11 5 21~25 -8 Down Down H or L H
Monster Lariat (Foward) 15 5 23~27 -10 Down Down H or L H
Monster Lariat (Roundhouse) 24 5 24~28 -11 Down Down H or L H

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Monster Lariat (Short) 3 8 13 4
Monster Lariat (Foward) 3 8 13 4
Monster Lariat (Roundhouse) 3 8 13 4

Comments here


(hugosbb).gif
Move Motion Damage Blocked Damage Stun Damage Throw Range (Front) Throw Range (Up