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 , this means the Framedata isn't from the Dreamcast version like Karathrow site, it's from Arcade version.
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 & Down): Range of the throw, up and down from your character (in pixels)
- Gauge Needed: Gauge you need to execute the EX move (in pixels)
- Num.: Super Art number
- Super Art: Super Art name
- Super Art Stock: Number of Gauge Bars the Super Art have, also the lenght of each bar (in pixels)
Frame Data
- Startup: Number of frames it takes to start the move
- Hit: Number of frames that can hit the opponent
- Recovery: Number of frames it takes to recover from the move
- Blocked Advantage: Number of frames you are in advantage/disvantage after opponent have been blocked the hit
- Hit Advantage: Number of frames you are in advantage/disvantage after opponent have been take the hit
- Crouching Hit Advantage: Number of frames you are in advantage/disvantage after opponent have been take the hit while he is crouching
- + # : You have # frames of advantage
- - # : You have # frames of disvantage
- # ~ # : Advantage/disvantage can vary from # to #
- Down: Enemy gets knocked down
- Guard: How opponent must guard the move, High (H), Low (L) or both (HL)
- Parry: How opponent must parry the move, High (H), Low (L) or both (HL)
Gauge Increase
- Miss: Gauge you gain if you miss the move (in pixels)
- Blocked: Gauge you gain if the move gets blocked (in pixels)
- Hit: Gauge you gain if you hit the opponent with the move (in pixels)
- Parry: Gauge opponent gains when he parry the move (in pixels)
Basic Moves
Move | Total frames |
---|---|
Dash Forward | 22 |
Comments here
Move | Total frames |
---|---|
Dash Backwards | 20 |
Comments here
Move | Motion | Startup Frames |
Jump | BU or U or FU | 5 |
Comments here
Move | Motion | Startup Frames |
Super Jump | DBU or DU or DFU | 7 |
Comments here
Move | Motion | Frames |
Normal Wakeup | - | 69 |
Comments here
Move | Motion | Frames |
Quick Stand | Tap D when hitting the ground | 54 |
Comments here
Move | Motion | Frames | Gauge Increase |
Unheld Taunt | HP+HK | 68? | 6 |
Comments here
Move | Motion | Frames | Gauge Increase |
Held Taunt | Hold HP+HK | 95? | 6 |
Comments here
Move | Motion |
Parry (High) | Tap F when about taking a hit |
Parry (Low) | Tap D when about taking a hit |
Parry (Air) | Tap F in air when about taking a hit |
Frame Data
Move | Frames you're frozen | Frames opponent is frozen | Frame Advantage when parry is successful | Frames before you can try another parry |
Parry (High) | 16 | 16 | +4(LP/LK) +3(MP/MK) +2(HP/HK) 0(Special/Super) -16(Fireball) | 24(19 when attack comes from the air)*,** |
Parry (Low) | 16 | 16 | +4(LP/LK) +3(MP/MK) +2(HP/HK) 0(Special/Super) -16(Fireball) | 24(19 when attack comes from the air)*,** |
Parry (Air) | 16 | 16 | +4(LP/LK) +3(MP/MK) +2(HP/HK) 0(Special/Super) -16(Fireball) | 21(19 when attack comes from the air)*,** |
* (If a parry attempt is successful, the 19/21/24 frame restriction is taken away and you can attempt another parry immediately) |
** (If another attack connects within 2 frames of your parry, it will automatically be parried) |
Gauge Increase
Move | Gauge Increase |
Parry (High) | 4*** |
Parry (Low) | 4*** |
Parry (Air) | 4*** |
*** (You gain 4 of gauge for whatever attack parried, and for whatever hit you parry during multihit attack) |
You can buffer any motion during High or Low parry, but NOT during Air parry, also parry resets the juggle count (and thus resets all scaling).
- Parry information is taken from Shoryuken Forums, more exactly, from user JinraiPVC. Thanks for this information dude
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 | HL | HL |
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 | HL | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
2 | 5 | 9 | 4 |
Hugo best poke, has long range and its somewhat safe.
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 | HL | HL |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
3 | 7 | 15 | 4 |
This is an overhead move, meaning if opponent is blocking low, he will eat it. Used a lot after a succesful Body Press, of even as a wakeup, but watch out for reversals.
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 | HL | HL |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
0 | 2 | 3 | 4 |
Nice poke, and even if it doesn't combo, do a Giant Palm Bomber (LP) after it, or a Meat Squasher (LK). You leave very small window to react at opponent.
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Forward | 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 | HL/H | H/H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
7 | 5 | 11 | 8(4+4) |
2-hit attack, and the 2nd hit is an overhead. Normally MK its considered a nice anti-air. Althrough MP has more range and its safer, the first hit of MK hits higher, so if you know the range of this move and you don't have time to react a jump with a Shootdown Backbreaker, try MK.
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 |
Overhead move again, but whiffed close to the opponent, means you will be punished. It have too much recovery
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 |
Hugo's best poke in the air when enemy it's not close, otherwise a Body Slam is prefered. Nice range, and seems to have a good priority. Do it when you're going to reach the ground and enemy is far, so it will prevent oponents jumps while you're in the air or landing, or you can hit them even in the ground, but beware because in some characters, this move will miss even if they are standing. Watch out for Akuma's Zankuu Hadouken and Shoryukens anyway.
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 Forward | (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) |
After succesfully pulled off this throw, you have the chance to taunt safely. Also in corner, you can reset with D+MP or sometimes a standing MP after the throw.
Move | Motion | Damage | Stun Damage | Throw Range | Kara-Throw | Kara-Throw Range |
Body Slam | F+LP+LK or B+LP+LK | 160 | 13 | 32 | MK/HP | ??/?? |
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 | HL | 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. Should be good for attacking opponents far away and getting close jumping.
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 | HL | HL |
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 | HL | HL |
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 | HL | HL |
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 Forward | 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 |
Hugo 2nd most useful poke, has a lot of range. This is Hugo's normal sweep move.
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 (will not work on characters that have quick wakeup, such as Dudley, Remy, etc). Remember also, even if the Body Press gets blocked (cross-up or not) a nice thing to do after it is a standing HP, or standing LK followed by Giant Palm Bomber (LP), and even a LK Meat Squasher to put the opponent into the corner.
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 | HL | H |
Giant Palm Bomber (Strong) | 19 | 2 | 7 | +16 | +18 | +20 | HL | H |
Giant Palm Bomber (Fierce) | 22 | 2 | 6 | +19 | +21 | +23 | HL | 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 |
One of Hugo's best special moves, it have very slow startup, specially HP version, but when hit or blocked, it have a large amount of frame advantage. Normally you can combo the HP version into the MP one and then into LP (only when opponent is crouching), but MP doesn't seems to connect with LP when opponent is standing, also looking at the Frame Datas, the timing is very strict, so combo the HP version into the LP one, then standing MP to a nice 3hit combo. You can try the LP version into a Meat Squasher (LK), but don't do it with HP version, enemy will be stuned by the hit and the Meat Squasher will whiff. This one i didnt test it, but after a blocked Giant Palm Bomber, good Hugo players tend to dash forward after the blocked hit. So what about GPB LP then dash forward then inmediately a Moonsault Press? You're on the range for it...
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 | - | Down | Down | Impossible | Impossible |
Moonsault Press (Strong) | 2 | 2 | 36 | - | Down | Down | Impossible | Impossible |
Moonsault Press (Fierce) | 2 | 2 | 36 | - | Down | Down | Impossible | Impossible |
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 | - |
Another good special move for Hugo, it takes a large amount of life, but the motion it's tricky, why? well, because if you do the Moonsault without jumping (and that's how need to be done), sometimes you will not make the motion well, and you can "launch" a HP Giant Palm Bomber when you really need the fast startup damaging Moonsault, as a result, enemy will kick you, so master well the motion. As we can see it the tables, LP does less damage than HP, but it have more throw range. So make right desicions during a match and see what punch you have to use. A whiffed Moonsault its somewhat punishable. Even sometimes a Moonsault on wakeup seems a nice idea when done as a reversal, to people who likes to stay near you during a wakeup doing crouching LKs or LPs, but BEWARE of Universal Overhead moves, they are in the air and if you do a Moonsault Press before they hit you, you will not grab them, and they will hit you.
Move | Motion | Damage | Blocked Damage | Stun Damage | Super Cancel |
Monster Lariat (Short) | QCF+LK | 150 | 19 | 11 | No |
Monster Lariat (Forward) | 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 | HL | H |
Monster Lariat (Forward) | 15 | 5 | 23~27 | -10 | Down | Down | HL | H |
Monster Lariat (Roundhouse) | 24 | 5 | 24~28 | -11 | Down | Down | HL | H |
Gauge Increase
Move | Miss | Blocked | Hit | Parry (Gauge for opponent) |
Monster Lariat (Short) | 3 | 8 | 13 | 4 |
Monster Lariat (Forward) | 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 & Down) | Super Cancel |
Shootdown Backbreaker (Short) | F, D, DF+LK | 180 | - | 15 | 21 | 71~122 | No |
Shootdown Backbreaker (Forward) | F, D, DF+MK | 200 | - | 15 | 38 | 75~110 | No |
Shootdown Backbreaker (Roundhouse) | F, D, DF+HK | 220 | - | 15 | 29 | 76~117 | No |
Frame Data
Move | Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
Shootdown Backbreaker (Short) | 5 | 9 | 30 | - | Down | Down | Impossible | Impossible |
Shootdown Backbreaker (Forward) | 17 | 10 | 25 | - | Down | Down | Impossible | Impossible |
Shootdown Backbreaker (Roundhouse) | 12 | 12 | 29 | - | Down | Down | Impossible | Impossible |
Gauge Increase
Move | Miss | Blocked | Hit | Parry (Gauge for opponent) |
Shootdown Backbreaker (Short) | 5 | - | 31 | - |
Shootdown Backbreaker (Forward) | 5 | - | 31 | - |
Shootdown Backbreaker (Roundhouse) | 5 | - | 31 | - |
Hugo's anti-air special move, but it doesn't have ANY priority, meaning you only can catch them if the opponent doesn't do any attack during a jump, you must grab it cleanly to success. With Air Tatsumakis, well, its a lotto, sometimes you grab them, sometimes you get hit. Use it after a succesfull Ultra Throw. Keep in mind that it have terrible recovery, don't do this move randomly or prepare yourself. You can use this move as a teleport, if you're cornered, the HK version travels very far, so you can go to the middle of the screen with this move. Also you can even try to use this move as an anti-fireball, but its very risky to do it. If the opponent is the Ansatsuken Type (note: NOT REMY) and you expect a fireball from far away, do this move with HK version (yes, you need to do this move before Ryu, Ken or Akuma launch a Hadouken), then when you're going to reach the ground, do the 360motion and try to moonsaultpress them when they are recovering from the Hadouken. Althrough this option its not the most safe (because if done late you're at point blank in front of an Ansatsuken, and you have some recovery from the move), its an idea to have in mind. And another important thing to keep it, after a succesful Shootdown Backbreaker, you can taunt safely. Yes, taunt. 4 taunts gives you 25% more defense, and this means Hugo's defense is higher than a 2-times-taunted-Q.
Move | Motion | Damage | Blocked Damage | Stun Damage | Throw Range | Super Cancel |
Meat Squasher (Short) | 360+LK | 160 | - | 13 | 34 | No |
Meat Squasher (Forward) | 360+MK | 160 | - | 13 | 34 | No |
Meat Squasher (Roundhouse) | 360+HK | 160 | - | 13 | 34 | No |
Frame Data
Move | Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
Meat Squasher (Short) | 20~24 | 2 | 30 | - | Down | Down | Impossible | Impossible |
Meat Squasher (Forward) | 30~52 | 2 | 33 | - | Down | Down | Impossible | Impossible |
Meat Squasher (Roundhouse) | 47~67 | 2 | 36 | - | Down | Down | Impossible | Impossible |
Gauge Increase
Move | Miss | Blocked | Hit | Parry (Gauge for opponent) |
Meat Squasher (Short) | 3 | - | 22 | - |
Meat Squasher (Forward) | 3 | - | 22 | - |
Meat Squasher (Roundhouse) | 3 | - | 22 | - |
Very hard to connect, but if doing well (well, if opponents does well :P) Hugo takes the opponent and puts them cornered in a side of the screen, and here's when Hugo can take advantage of the match. It doesn't do a lot of damage, but setups the opponent for you. Use the LK version inmediately after a Body Press or when enemy likes to crouch in the middle of the screen. During the frames Hugo is running towards in this move, he cannot be throwed by regular throws. NEVER use the HK version, its already hard to connect the LK one, so...
Move | Motion | Damage | Blocked Damage | Stun Damage | Throw Range | Super Cancel |
Ultra Throw (Short) | HCB+LK | 70 | - | 7 | 38 | No |
Ultra Throw (Forward) | HCB+MK | 70 | - | 7 | 38 | No |
Ultra Throw (Roundhouse) | HCB+HK | 70 | - | 7 | 38 | No |
Frame Data
Move | Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
Ultra Throw (Short) | 7 | 2 | 36 | - | Down | Down | Impossible | Impossible |
Ultra Throw (Forward) | 7 | 2 | 36 | - | Down | Down | Impossible | Impossible |
Ultra Throw (Roundhouse) | 7 | 2 | 36 | - | Down | Down | Impossible | Impossible |
Gauge Increase
Move | Miss | Blocked | Hit | Parry (Gauge for opponent) |
Ultra Throw (Short) | 5 | - | 22 | - |
Ultra Throw (Forward) | 5 | - | 22 | - |
Ultra Throw (Roundhouse) | 5 | - | 22 | - |
Comments here
EX Moves
Move | Motion | Gauge Needed | Damage | Blocked Damage | Stun Damage | Super Cancel |
Giant Palm Bomber (EX) | QCB+PP | 40 | 220* | 23** | 15*** | Yes |
* (20+60+140) Damage is when all hits connect. |
** (?+?+?) Damage is when all hits connect. |
*** (3+3+9) Damage is when all hits connect. |
Frame Data
Move | Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
Giant Palm Bomber (EX) | 22 | 1 | 10 | +10 | Down | Down | HL/HL/HL | H/H/H |
Gauge Increase
Move | Miss | Blocked | Hit | Parry (Gauge for opponent) |
Giant Palm Bomber (EX) | - | - | - | 12(4+4+4) |
Comments here
Move | Motion | Gauge Needed | Damage | Blocked Damage | Stun Damage | Super Cancel |
Monster Lariat (EX) | QCF+KK | 40 | 140~180 | 18~23 | 13~17 | No |
Frame Data
Move | Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
Monster Lariat (EX) | 6~26 | 6 | 31~35 | -22 | Down | Down | HL | H |
Gauge Increase
Move | Miss | Blocked | Hit | Parry (Gauge for opponent) |
Monster Lariat (EX) | - | - | - | 4 |
Comments here
Super Arts
Num. | Super Art | Super Art Stock | Motion | Damage | Blocked Damage | Stun Damage | Throw Range |
I | Gigas Breaker | 1 bar (128) | 720+P | 610* | - | 5** | 70 |
* (180?+180?+270?) Damage is when all hits connect. |
** (?+?+?) Damage is when all hits connect. |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
1 | 2 | 36 | - | Down | Down | Impossible | Impossible |
Hugo most powerful Super Art, doing 2 Backbreakers and a Moonsault press for the finish, also having invincibility (kinda) during startup, and it takes half lifebar from the opponent. Note that Gigas can not be comboed and cannot catch opponents in blockstun. The most important thing about this Super Art its how to make opponents eat it. Where to do it? Almost NEVER during wakeups, opponent will see your MAX gauge, and normally, he will do any trap for you to whiff this Super Art, like an Universal Overhead when you wake up (he is in the air, so you will not catch him), or just jump to avoid it. So instead use it buffered with another move. That move can be anything, from a LP Giant Palm Bomber (blocked or whiffed), a dash, or even in an empty jump. The dash trick works very nice, althrough you need to find the right moment to do it (like when he is crouching waiting for you to do something, then dash at Gigas range and...Gigas him). Also a good tactic its to buffer the first 360motion into a blocked Giant Palm Bomber (LP), then walk a bit foward, and do another 360motion. Another good one is when enemy is cornered, you do a LK at point blank, and inmediately after (NOT SUPERCANCEL) do the Gigas, this needs to be trained because if done too early, the opponent will be in blockstun, and Gigas will whiff.
Watch out for the first frames of a Shoryuken, it will beat Gigas, also watch out for Dudley, because apart of his strange hitboxes, one time he got me off the Super Art (startup, not after whiffed) with a crouching Jab. That's strange, because i've catched a lot of Kens in the middle of a sweep and grabing then, so i guess its not about hitboxes, maybe it's about priority. Also BEWARE with Akuma, his Zugai Hasatsu (F+MP) at point blank it's kinda strange, and that move can get you out from Gigas startup (not always, but its the 4th time i get off the Gigas by that move). Maybe Hugo's hitboxes in Gigas startup are behind him?. The bad thing about this Super Art is the limited usage of EX moves. Well, Hugo EX moves aren't that good to be honest, you will only use Giant Palm Bomber (EX) for chip damage for a win, and Monster Lariat its quicker, but you will get punished when bocked.
Num. | Super Art | Super Art Stock | Motion | Damage | Blocked Damage | Stun Damage | Throw Range (Front) | Throw Range (Up & Down) |
II | Megaton Press | 2 bars (112 each bar) | QCF QCF+K | 450* | - | 25** | 50 | 60~133 |
* (70?+380?) Damage is when all hits connect. |
** (?+?) Damage is when all hits connect. |
Frame Data
Super Art Name | Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
Megaton Press (Short) | 3 | 12 | 30 | - | Down | Down | Impossible | Impossible |
Megaton Press (Forward) | 5 | 16 | 34 | - | Down | Down | Impossible | Impossible |
Megaton Press (Roundhouse) | 7 | 20 | 36 | - | Down | Down | Impossible | Impossible |
Comments here
Num. | Super Art | Super Art Stock | Motion | Damage | Blocked Damage | Stun Damage |
III | Hammer Frenzy | 2 bars (88 each bar) | QCF QCF+P | 390* | 98** | 20*** |
* (80?+90?+80?+60?+120?) Damage is when all hits connect. |
** (?+?+?+?+?) Damage is when all hits connect. |
*** (?+?+?+?+?) Damage is when all hits connect. |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
4 | 5 | 47 | -29 | Down | Down | HL/HL/H/H/HL | HL/HL/H/H/HL |
Nice damage, Stun Damage its good also, allows you to hit-confirm to land it safe, have tiny bars so you can use it a couple of times, and allows to EX moves. Not a bad Super Art.
Combos
Midscreen
Everyone
1st Move | 2nd Move | 3rd Move | 4th Move | Damage | Stun Damage |
Body Press | Crouch LK | Monster Lariat (EX) | - | 265 (23%) | 28 |
Giant Palm Bomber (HP) | Giant Palm Bomber (MP) | MP | - | ??? (??%) | ?? |
Giant Palm Bomber (HP) | Giant Palm Bomber (MP) | Crouch MK | - | ??? (??%) | ?? |
Giant Palm Bomber (HP) | Giant Palm Bomber (MP) | Giant Palm Bomber (LP) | - | ??? (??%) | ?? |
Giant Palm Bomber (HP) | Giant Palm Bomber (MP) | Monster Lariat (EX) | - | ??? (??%) | ?? |
Giant Palm Bomber (EX) | Shootdown Backbreaker (HK) | - | - | ??? (??%) | ?? |
In order to do the 3 Giant Palm Bomber combo, enemy must be crouching, otherwise Giant Palm Bomber (MP) with not combo into the LP one.
Corner
Everyone
1st Move | 2nd Move | 3rd Move | 4th Move | Damage | Stun Damage |
Ultra Throw (HK) | Giant Palm Bomber (LP) | Shootdown Backbreaker (LK) | - | 334 (29%) | 25 |
Ultra Throw (HK) | Giant Palm Bomber (HP) | Shootdown Backbreaker (HK) | - | ??? (??%) | ?? |
Ultra Throw (HK) | Giant Palm Bomber (EX) (2 hits) | Hammer Hook | - | ??? (??%) | ?? |
Ultra Throw (HK) | Giant Palm Bomber (EX) (2 hits) | Shootdown Backbreaker (HK) | - | ??? (??%) | ?? |
Hit Confirms
Everyone
1st Move | 2nd Move | 3rd Move | 4th Move | Damage | Stun Damage |
Crouch LP | Crouch LP | - | - | ??? (??%) | ?? |
Super Art 2
Midscreen
Everyone
1st Move | 2nd Move | 3rd Move | 4th Move | Damage | Stun Damage |
Giant Palm Bomber (EX) | Super Art 2 | - | - | 403 (35%) | 28 |
Corner
1st Move | 2nd Move | 3rd Move | 4th Move | Damage | Stun Damage |
Ultra Throw (HK) | Giant Palm Bomber (EX) (3 hits) | Super Art 2 | - | ??? (??%) | ? |
Ultra Throw (HK) | Giant Palm Bomber (HP) | Super Art 2 | - | 483 (42%) | 40 |
Super Art 3
Everyone
1st Move | 2nd Move | 3rd Move | 4th Move | Damage | Stun Damage |
Crouch LP | Crouch LP | Super Art 3 | - | 437 (38%) | 22 |
Giant Palm Bomber (HP) | Giant Palm Bomber (LP) | Super Art 3 | - | 460 (40%) | 50 |
Giant Palm Bomber (HP) | Giant Palm Bomber (MP) | Giant Palm Bomber (LP) | Super Art 3 | 630? (??%) | ?? |
In order to do the 3 Giant Palm Bomber combo, enemy must be crouching, otherwise Giant Palm Bomber (MP) with not combo into the LP one. Timing for the palms are very strict however. Also the 2nd secret about this combo is, when executing the Super Art 3, you MUST DELAY (by holding P) exactly 1 Hugo step. If you don't delay this step at the startup of the Super Art 3, the first hit will whiff, and opponent can block or parry the rest of the Super Art. This combo does BIG damage, it just does more damage than a Gigas Breaker! It also does 100% of Stun Damage in Remy or Akuma, and about 95% on characters with normal Stun Bar.
Stun Finisher
- HCB HK-->Standing MP (x4)-->F, D, DF LK
- HCB HK-->Standing MP (x3)-->QCF LK
- HCB HK-->Standing MP (x3)-->SA II
100% Combo
Specific to:
Akuma
1st Move | 2nd Move | 3rd Move | 4th Move | 5th Move | 6th Move | 7th Move | Damage | Stun Damage |
Giant Palm Bomber (HP) | Giant Palm Bomber (MP) | Giant Palm Bomber (LP) | Super Art 3 | Giant Palm Bomber (HP) | Giant Palm Bomber (MP) | MP | 985 (??%) | ?? |
Giant Palm Bomber (HP) | Giant Palm Bomber (MP) | Giant Palm Bomber (LP) | Super Art 3 | Giant Palm Bomber (HP) | Super Art 3 | - | 990 (??%) | - |
The first combo does 100% damage, but Akuma doesn't get KO, it just empty his health bar to zero. The 2nd one really KO him.
For both combos, you must connect the first GPB HP when he is crouching, then combo the 2 other ones and also Super Art 3. After the 4th Hit, he is stunned, so finish him off with GPB HP and another Super Art 3.
Strategies
Overview
Super Art Selection
The SA you choose will depend on your preference and the matchup. The two most used supers are Gigas Breaker and Hammer Mountain.
Gigas Breaker is great because it creates a sense of fear in your opponent, has great comeback potential and can be setup in a variety of ways including an SJ cancel called a Tachi or standing gigas. It can also be buffered in a dash, but is mostly used in a situation where a parry or block can lead to fat ass damage. Drawbacks include a lack of combo-ability and loss of some EX potential. Hayao is arguably the best known SAI player, also notable is Eriho.
SAII isn't used much, but Megaton Press can be used a lot like Gief's Aerial Russian Slam. It can be used to counter characters who want to be in the air a lot, like Yun and Akuma and force them to play a ground game. It can also be used after an ultra throw, and in the corner after ultra throw and a clap. Does decent damage and allows for EX uses, most people pass it up to have either the power of Gigas or the flexibility of Hammer Mountain.
Hammer Mountain is Hugo's most flexible SA. It deals decent damage, can be used on wakeup or to charge through poke strings and as a whiff punisher. Deals excellent stun damage. Can be comboed from claps, clks, jhk, bodysplash, clk and allows for EX usage. It is one of two ways Hugo can deal big damage with a combo, the other is a clap comboed into EX clothesline. It is generally preferred in the Dudley matchup because he can escape Gigas/Earthquake Bomb with Backswing Blows and his strange hitbox. SAIII is also seemingly more popular in America than Japan, some of the best known mainly SAIII players include YSB, Adolfo Luevano, and Y-Da.
Kara-Techniques
Zoning
Mixups
Additional Notes
- Personal Action: Attack and Defense up, max 4 per round. Holding HP HK = Throw damage up.
- Hugo has a very high defense (only taunted Q surpass it).
- Hugo has one of the highest stun bar.
Match-ups
Serious Advantage Match-ups
Hugo has no matchups where he is at a serious advantage.
Advantage Match-ups
Sean
Fair Match-ups
Q
Disadvantage Match-ups
Yun
Ken- Watch out for crossup air EX Tatsu!
Makoto- If the Makoto does too much dashing or Hayates, they can be stuffed with lk/clk/clp and anticipation mp/cmk. If she tries to fight on the ground and use the general Makoto playstyle, she'll likely get destroyed. Earthquake Bombs/Gigas will own her dash punches and close attacks that get blocked or parried. All of her useful pokes can be high parried besides clk and chp. Her only ground poke that can beat Hugo's crouching pokes is cmk which trades w/ Hugo's sweep. (in your favor) If the Makoto knows that she can't do a lot to Hugo on the ground, he will likely play it safe and try to hit with cmk on the ground, jumping tsurugi and safe (to parry/grab) jump ins. You have to then rely on Hugo's pretty bad anti airs and Backbreakers, try to bait her to jump with cmp and pokes, if she jumps for a tsurugi you can sometimes backbreak it on reaction. Cornering Makoto is the best thing you can do in this match... no need to worry so much with the big man about her Karakusa bullshit, she won't likely be able to land it due to Hugo's various throws beating hers and the aforementioned countering her ground offense. SAIII is recommended cause you can use it for another anti air and you're unlikely to Gigas a smart Makoto.
Yang
Akuma
Ibuki
Necro
Oro
Ryu
Alex
Remy
Elena
Twelve
Serious Disadvantage Match-ups
Chun Li- Chun is the master of ground combat, she can zone you really easily with her long high priority pokes and can atleast trade with everything Hugo has. She also has the threat of SAII.
Dudley- Dudley has the ability to outzone you with his long fierce and forward fierce, there isn't much to retalliate against this with rather than trading hits. His hits also do a lot of damage, but most importantly is the fact that his hitbox is strange so he is harder to throw. That combined with the powerful backswing blow makes this match difficult for Hugo. Even if you close the distance, he can still slip out, SAIII is generally preferred in this matchup, and your objective is to corner him and then control him there being mindful of his EX Uppercut.
Video Matches
Hayao
Hayao (はやお) is Japan's best Hugo player, and one of the most skilled Hugo's in the world (if not the best), using SA1 (Gigas Breaker). Here you have a list of videos about some of his matches. Look at them and learn from the Master how a Hugo player should be played. Watch carefully those matches to see nice combos, opportunities to using SA1, poking, parry attacks, when a move should be used, what moves can be countered, and what to do against certain opponents.
Hugo (Hayao) Vs. Chun-Li (Koshun)
Hugo (Hayao) Vs. Chun-Li (Koshun No Deshi)
Hugo (Hayao) Vs. Chun-Li (Umezono) (Amazing Gigas Breaker after parrying half Chun-Li's Houyouku-Sen)
Hugo (Hayao) Vs. Dudley (Fujiwara)
Hugo (Hayao) Vs. Dudley (Kokuzin)
Hugo (Hayao) Vs. Dudley (Jima)
Hugo (Hayao) Vs. Ken (Teruchika) (Amazing parry at the end of the last round)
Hugo (Hayao) Vs. Ken (Haitani)
Hugo (Hayao) Vs. Makoto (Shiroitachi)
Hugo (Hayao) Vs. Necro (PinoAB7)
Hugo (Hayao) Vs. Urien (Ramen)
Hugo (Hayao) Vs. Yun (KO) (One of the best matches of Hayao, and against one of the best Yun player)