Street Fighter 3: 3rd Strike/Hugo/Archive

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Hugo's Character Select Portrait
Hugo's Neutral Stance

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

(hcolor).gif

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

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