Introduction
Hugo (or Andore as he was called in his initial debut as an enemy in the beat-em-up series Final Fight) is an ex-member of the Mad Gear Gang. His old gang now fallen, Hugo is determined to become the number one wrestler in the world, with his former gang member and long-time friend Poison as his manager. Hugo was first introduced to the Street Fighter series in Street Fighter III: 2nd Impact
Hugo is 3rd Strike's most straightforward grappler, moreso than Alex, and as such, requires exceptional patience to play. His impressive damage output puts a lot of mental overhead on the opponent and enables him to take games in only a few interactions if he can lock them down, but his slow move speed, committal buttons and unconventional-to-bad anti airs mean he often gets overwhelmed. Hugo is also the largest character in 3rd Strike, meaning he has a big set of hurtboxes, and combined with his unsafe pokes makes him exploitable in neutral and severely vulnerable against moves that aren't very strong versus other characters.
Super Arts
SA1: Gigas Breaker
Recommended
Gigas Breaker is great because it forces the opponent to play Hugo's game, lest they instantly lose half their health. Can be setup in a variety of ways including an SJ cancel/Tachi 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.
- Does incredible damage.
- Instant startup, beats many moves.
- Puts a lot of mental overhead on the opponent.
- Usually takes close to or an entire round to fill the meter
- If missed, Hugo is screwed.
- Always be buffering 360 motions into your normals, jumps and other moves. This allows you to execute a second 360 on reaction, and thus Gigas on demand, without jumping.
SA2: Megaton Press
Not Recommended
Hugo's version of Aerial Russian Slam, being similarly useless. It has very low priority and is hard to land versus an aware opponent. It can be used to counter characters who want to be in the air a lot and force them to play a ground game. Can be comboed into in place of backbreaker. Most people pass it up to have either the power of Gigas or the flexibility of Hammer Mountain.
- Excellent damage if hit raw
- Gives Hugo a decent amount of EX to play with
- Zero invulnerability; gets stuffed by most jump-ins if used on reaction
- Particularly affected by damage scaling
SA3: Hammer Mountain
Recommended
Hammer Mountain is Hugo's most flexible SA. It deals decent damage and stun, can be used on wakeup or to charge through poke strings and as a whiff punisher. Easily confirmable from claps and jumping normals and allows for EX usage. The best known SAIII player is YSB. Hammer mountain is the best choice if you want to play a more hit-confirm based play-style, as opposed to the reactive style of Gigas.
- Good damage output.
- Has running/cancel gimmick, which is useful for longer range confirms.
- Ample invincibility on startup
- Great corner with a potent knockdown Hugo can capitalize on
- Lots of moves that confirm into it
- Occasional consistency issues
- Easily baitable and death on block or whiff.
- Cheeky overhead
Strengths | Weaknesses |
---|---|
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Character Colors
Hugo #3S_HU | |
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Vitals | |
Life Points | 1385 |
Stun Points | 72 |
Super Art Stock/Size | |
SA1 | 1/128 |
SA2 | 2/112 |
SA3 | 2/88 |
Ground Movement | |
Forward Dash duration/distance | 22 (80px) |
Back Dash duration/distance | 22 (69px) |
Jumping | |
Back Jump duration | 42(6+33+3) |
Neutral Jump duration | 44(6+35+3) |
Forward Jump duration | 43(6+34+3) |
Back Super Jump duration | 50(8+39+3) |
Neutral Super Jump duration | 49(8+38+3) |
Forward Super Jump duration | 50(8+39+3) |
Wake up | |
Wake up duration | 69 |
Quick rise duration | 54 |
3S Frame Data Glossary | |
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Active |
How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by an asterisk (ex: 3*5). If there is a gap between sets of active frames, the gap is denoted by a number in parentheses (ex: 2(4)2) |
Attack |
Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked). |
Cancel options |
Available cancel options.
|
Damage |
Attack damage on hit in life points. Notation may denote multi-hit or "sweet spot" damage values on certain frames. |
Hit/Block |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. D refers to knockdown on hit. "Cr. Hit" is an additional frame advantage value denoting if the advantage on hit changes when the defender is being hit while crouching. |
Kara Range |
Almost all normal attacks can be canceled into a special or a multi-button command within three frames of startup. During that time, some attacks will shift position forward or backward and affect the reach of the special or command accordingly. This is denoted in pixels of range. There are a handful of moves in the game that can be kara-canceled after this initial window and will be denoted as a late kara-cancel. |
Link |
A combo that is performed by inputting the second move after the first move has completely recovered (as opposed to cancelling the first move's animation). In 3S, the final frame of a move's hitstun allows a character to block a normal or special move, as well as some projectile supers. Therefore, an attack's frame advantage must be 2 frames greater than the followup move's startup in order to link. Ex: a +6 normal can link into a 4f normal/special, or a 5f super. |
Parry |
This field will show a value of A if the attack can be parried standing or crouching, H if it must be parried standing or L if it must be parried crouching. |
Recovery |
How many frames it takes for a move to finish after it's been active. |
Startup |
How many frames it takes before the move becomes 'active' or has a hitbox. 3S uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. |
Stun |
Amount of stun added to the opponent's stun bar on hit. |
Throw range |
Range in pixels from the center of the character to the center of the opponent which allows a grab to connect. |
Frame Data
Standing Normals
5LP
5MP
5HP
5LK
5MK
5HK
Command Normals
6HP
Crouching Normals
2LP
2MP
2HP
2LK
2MK
2HK
Jumping Normals
j.LP
j.MP
j.HP
j.LK
j.MK
j.HK
2HP (air)
Throws
LPLK (mash)
4/6LPK
Universal Overhead
MPMK
Taunts
HPHK
STHPHK
Special Moves
623K
4268P
4268K
214P
236K
63214K