online birthday cards bubba sparxx fsbo i need to look at sample resumes big white ass march katana sword ladies flashing sex toy stores kiss korean lyrics suck me bitch sex toy stores download christian ringtones download music ringtones mach one inc rockstar games island wood i get around beach boys lyrics macintosh online poker roaring twenties to be succesful feet fuck kennesaw real estate dodo bird periodic table of the elements equal economic opportunity fire jacket pollen email notifier buy zovirax pittsburgh international airport parking live cameras in london incestgrrl actor audition nas server comparison ms window 98se michigan fishing boats for sale buy ritalin anime ringtone download audiovox ringtones how to pick a lock search aol members profiles anal plug rebound 2005 browser swish max key teen sex stories woman owned small business loan maui real estate civil war sex black pussy william milligan teen girl pissing zoloft online male dancer gb hair straightener excessive drooling spanish english name translation kiddy porn free sprint ringtones one day at a time free talking ringtones radio scanner numbers oil and gas kentucky individual income tax forms las mgm ticket vegas night and the city deniro atlantic city gambling rules audio sounds of orgasm yankees cute sayings ablation plasma car pictures philips tv india prices male bukkake nyc traffic cam verizon ringtone free samsung ringtones young bikini models ff10 hentai 2005 cadillac picture crested butte river property missing girl ice cream cone hainan island china wild hearts conversions imitrex free cum shots over big black tits tgirls are pretty w3c dom event model 2 rpg stick super fiona phillips international girl scout uniforms wall shelf units p2p pre teen sex look better as girl fractions modems free online greetings searchgalleries kate babyoil joanie hill seamed stockings green cards macau horse digestion reverse telephone number look up naked beyonce biggest cock in the world selma barbosa pontoon boats faults.cn online gifts zestoretic starting a small business faults.cn cat fights kingdom used rolex shingles symptoms regional aircraft appraisal rs components wrought iron chandelier supreme court cases fragrance lirra.cn map direction verizon wireless virginia beach amphitheater what does herpes look like riding cock colin farrell nude hot naked men faux paint dubai jobs contenitori shaved head c5 corvette accessories horny spanish flys swollen lymph nodes weapons florida fishing guides huge knockers you spin me right round shaw cable chrono trigger yanine diaz couches preteen free kidney cleanse ducati birthday cakes tattoo patterns cottonmouth name badge holders elfen lied hot female models potassium outback nudist beaches middle school sex espresso grinders car show koi pond filter saltwater fish celica horny spanish flies teen locker room energy efficient boiler controls scar tissue erotico carrots kiteboarding flower tucci performance brake pad fountain pens 8thstreetlatina battery packs honeycomb shades free website submission fast gas scooter outdoor fireplaces toyo tires krista kelly singapore airlines gunge gorillaz clint eastwood daycare management software oxy cotton easter straip.cn used exercise bikes embarrassing moments web ranking software dg leons furniture lonely girls baby blankets free downloadable ringtones
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
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
- All those sprites are taken from the site http://www.zweifuss.com/index.htm
- All Framedatas in "Move Analisys" section are taken from Game Restaurant
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
Move | Start-up frames | In ground frames | In air frames | Recovery frames | Total frames |
---|---|---|---|---|---|
Dash Foward | - | - | 8 | 3 | 11 |
Comments here
Move | Start-up frames | In ground frames | In air frames | Recovery frames | Total frames |
---|---|---|---|---|---|
Dash Backwards | - | - | 16 | 3 | 19 |
Comments here
Move | Motion | Frames |
Jump | BU or U or FU | 5 |
Comments here
Move | Motion | Frames |
Super Jump | DBU or DU or DFU | 7 |
Comments here
Move | Motion | Frames |
Normal Wakeup | - | 69 |
Comments here
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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.
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
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
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
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
Move | Motion | Damage | Blocked Damage | Stun Damage | Throw Range (Front) | Throw Range (Up |