american people textbook aviations jobs womens self defense products nobody s home avril lavigne chantal day kreviazuk these space ship sangrias supernalotto kids books porn peep show jose cuervo kawasaki lawn mower parts summer camp crafts neuroblastoma blast bomb london ball cheap golf used teen twink modeling agency snl video clips dad sucking his sons cock will not be ignored belgian chocolate passworduniverse kiss the sky viceroy homes ontario accommodation budget en language language londen nl nl site old school love totti the beatles come together lyric car vin number check donne alessandria the place promised in our early days dvd grati ariete 445 desktop architect activesync bluetooth com port amy sue cooper nude pic poor blood circulation wall mounted curio cabinet sex after prom possibili argomenti esame di stato 2004 pegasus statue archive glasgow photo school average temperature in cancun in april reluctant young men enermax - eg701ax-vh(w)sfma coolergiant jukebox hero videosmaster com pure essential oil ashanti ass newborn baby diaper drink sepltura micro hi fi benq 19 pollici toronto hotels milwaukee real estate brokers bug bunny picture prices for old baseball card antivirus agv gratuito lindsey lohan topless das boot penis pumping movie invasive species management plan exwife slander assassin artwork mambo italiano allen set wrench affare finanza yu ai kai san jose installing a hot tub piedi furia exercise trampoline celtic knot lavatrice da incasso las vegas newspaper apple computer inc florida cose fare episode foamy friend jessica simpsons dog breed daisy pet friendly cabin rental in gatlinburg tn execution hanging woman free gun magazine and catalog big booty hoe london sun uk human pony mistress ninilchik ak tidus yuna salina gary null playhouse kits enclosed swimming pool slide hot girl pool sarah conner feat natural just one last preteen girls having sex time share resale canada duke power nc blooregard q kazoo deck boat falmouth ma real estate dance flatley lord michael saras secrets randall food market jennifer love hewitts breast size computer practical joke restarting apache 2 adolescent depression holy blood holy grail speed comparison mac pc milk token advertisement h3 hummer new free nude older woman alcoholic drinks wmor tampa spark life quiz shelby county portal new york state unemployment www pel las vegas golf grey sonia filipino teen girl scranton university online baylor 2007 cadillac escalade tere bin lyric super shuttle philadelphia life is beautiful theme song fantasy final hentai manga medical coding information hair kit removal wax real estate utah bull sharks document raj travel any concert problem zoloft psx bios 2.0 aquarium marine printable monkey coloring pages job pharmaceutical rep sales lcd dvd p2p file shareing renault laguna 1.8 little nude lolitas la vie fait ce qu elle veut sospetti in famiglia phoenix project vietnam winchester ammunition redundant dhcp server consolidation loan secured scars soviet union president
Introduction
Hugo is a grappler, and requires patience, a lot of patience. He can do impressive amount of damage with only some command grabs, but getting into the range for those command grabs it's not easy, that's why you need to be patient and get close in a safe way. He's big, meaning he have a big set of hitboxes, which other characters can use this to "hit confirm" a lot of his Super Arts and combos. He is also slow, and most of the time blocking a move from the opponent doesn't mean you can take opportunity to give them some damage, like some other characters can do.
Keep in mind that for be a good Hugo player you must master the 360 motion. Sometimes when opponent is near and you parry something, a simple throw won't make it any good compared to the damage a Moonsault Press can do. It's like you are playing Ken and the opponent (Ryu for ex) misses a HP Shoryuken near point blank. Ken will not go for a throw or a sweep, he will do the Target Combo followed by SA3. Then with Hugo, specially Hugo, you must exploit to the max any whiffed moves or succesfully parry attemps near point blank to "Moonsaultpress" them, because Hugo its not the Ansatsuken type, and like i said before, getting at close range its not easy.
Also remember to taunt when you have the chance and when its safe. Four (4) unheld taunts with Hugo means he has 25% more defense, and with this, he's the 2nd highest defense rating in the game (only 3-taunted Q surpass it, but have more than a 2-taunted Q). So even if it looks "anti-sportshipman", take use of the taunts, thats why they are there.
Specific Character Information
- Stamina: 1300 (1625 with 4 taunts)
- Stun Bar Length (in pixels): 72
- Stun Bar Recovery (frames it takes to recover 1 pixel): 21
- Taunt:
Unheld taunt - Increases damage for the next hit/combo by 18.8% (maximum 1 taunt). Also increases defense 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
Character Colors
Moves List
Basic Moves
Move | Convention |
Forward | F |
Back | B |
Crouch | C |
Jump | J |
Jump Forward | JF |
Jump Backwards | JB |
Super Jump | D-U |
Super Jump Forward | D-UF |
Super Jump Backwards | D-UB |
Dash Forward | FF |
Dash Backwards | BB |
Quarter Circle Forward | QCF |
Quarter Circle Backwards | QCB |
Forward, Down, Down-Forward | 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 |
Forward | MK |
Roundhouse | HK |
Universal Overhead | UOH |
Normal Moves
Move | Motion |
Jab | LP |
Strong | MP |
Fierce | HP |
Short | LK |
Forward | MK |
Roundhouse | HK |
Jumping Jab | (Air) LP |
Jumping Strong | (Air) MP |
Jumping Fierce | (Air) HP |
Jumping Short | (Air) LK |
Jumping Forward | (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 Forward | 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, jump, 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.
General
- Move: Move name
- Motion: What you must do to execute the move
- Damage: Damage it does (in pixels)
- Stun Damage: Stun Damage it does (in pixels)
- Chains into itself: If you can combo into the same movement
- Special Cancel: If you can cancel the move into a Special Move
- Super Cancel: If you can cancel the move into a Super Art
- Throw Range: Range of the throw (in pixels)
- Throw Range (Front): Range of the throw in front of your character (in pixels)
- Throw Range (Up