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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: 1385, 1400 with 1 taunt, 1535 with 2 taunts, 1670 with 3 taunts, 1870 with 4 taunts.
- Stun Bar Length (in pixels): 72 (Long)
- 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