Street Fighter X Tekken/Hugo

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Street Fighter X Tekken#CharactersStreet Fighter X Tekken/Character HealthStreet Fighter X Tekken/Basic ElementsStreet Fighter X Tekken/MovementStreet Fighter X Tekken/Solo OffenseStreet Fighter X Tekken/Capcom Juggle SystemSFxTHeaderButtons.png

Hugo

Sfxt hugo face.jpg

Ideal Team Position: Anchor


Hugo is a tall and sluggish grappler. Because of this, Hugo excels in one main area: his remarkable damage output. Hugo's tricky pokes and claps can make it difficult for the opponent to find an opening to Counter.png attack, and if they make one slip up, they'll be taking a boat load of damage. Due to him being a grappler, he has a very hard time getting in, with bad movement options and only a few solid pokes. That's why its best to have him as an anchor, so his opponent can deal with getting in so Hugo can bombard the opponent with his insane damage.


Strengths Weaknesses
  • Has some of the highest damage output in the game, with his super dealing the highest damage in the game.
  • Claps are all safe on block and lead to a combo on hit.
  • Lariat (qcf+k), Hugo's CADC move, has armor while charging and is great to threaten in neutral.
  • EX Lariat is a safe tag on block and allows for your partner to get a full jump in combo on hit.
  • Command grabs to keep your opponent guessing at point blank.
  • Has the biggest hurtbox in the game.
  • Slowest walk speed prevents him from closing the gap reliably.
  • Light Lariat can't combo from lights, meaning your most meaningful damage route must be done from a medium.
  • Although having a command grab is better than not having one, the range on Hugo's SPD and Ultra Throw are beyond awful.
    • On top of that, if Hugo does manage to land an SPD, there isn't much he can do to pressure afterwards, as he has no good options for chasing a forward roll without a read.


Moves

Normal Attacks

Name
Command
Notes
Standing Light Punch
Lp.png
Rpdfire.png
Standing Medium Punch
Mp.png
Standing Hard Punch
Hp.png
High.png
Knockdown.png vs airborne
Standing Light Kick
Lk.png
Standing Medium Kick
Mk.png
Standing Hard Kick
Hk.png
High.png
Hardknockdown.png vs airborne
can be steered with F.png and B.png
Crouching Light Punch
D.png + Lp.png
Rpdfire.png
Speccancel.png
Crouching Medium Punch
D.png + Mp.png
Speccancel.png
Crouching Hard Punch
D.png + Hp.png
Speccancel.png
Hardknockdown.png
Crouching Light Kick
D.png + Lk.png
Rpdfire.png
Low.png
Speccancel.png
Crouching Medium Kick
D.png + Mk.png
Low.png
Hardknockdown.png
Crouching Hard Kick
D.png + Hk.png
High.png
Hardknockdown.png
Jump Light Punch
Ub.png / U.png / Uf.png + Lp.png
High.png
Jump Medium Punch
Ub.png / U.png / Uf.png + Mp.png
High.png
Jump Hard Punch
Ub.png / U.png / Uf.png + Hp.png
High.png
Jump Light Kick
Ub.png / U.png / Uf.png + Lk.png
High.png
Jump Medium Kick
Ub.png / U.png / Uf.png + Mk.png
High.png
crossup
Jump Hard Kick
Ub.png / U.png / Uf.png + Hk.png
High.png


Unique Attacks

Name
Command
Notes
Body Press
air D.png + Hp.png
crossup
Knockdown.png vs airborne
Hammer Hook
F.png + Hp.png
Knockdown.png vs airborne
Leap Attack
D.png ---.png N.png ---.png D.png + Mk.png
High.png
Knockdown.png vs airborne

Throws

Name
Command
Notes
Neck Hanging Tree
F.png or N.png + Lp.png + Lk.png
Throw.png
Body Slam
B.png + Lp.png + Lk.png
Throw.png

Special Moves

Name
Command
Notes
Giant Palm Breaker
Qcb.png + P.png
Ex.png
Knockdown.png vs airborne
Moonsault Press
360.png + P.png
Ex.png Throw.png
Shootdown Backbreaker
Dp.png + K.png
Ex.png Airthrow.png
Meat Squasher
360.png + K.png
Ex.png Throw.png
Ultra Throw
Hcb.png + K.png
Ex.png Throw.png
Monster Lariat
Qcf.png + K.png
Ex.png Chrg.png
Knockdown.png when not Ex.png

Super Combo

Name
Command
Notes
Gigas Breaker
Qcf.png + 3k.png
hold 3k.png to miss

Frame Data (Updated for v2013)

Move Command Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel JP JC JS "Notes
"
Far\Close LP **LC H 50 6 3 15 -1 -5 - 1 1 1 Rapid fire cancelable into light attacks
Far\Close MP H 100 12 4 17 +4 -4 - 2 1 1 -
Far\Close HP M 130 17 8 16 +2 -4 - 4 1 1 On hit: +1 on crouching opponent, Hard Knockdown on airborne opponent
Far\Close LK H 50 7 3 10 +4 0 SM,EX,SA,CA 1 1 1 -
Far\Close MK H 50,50 17 2(4)2 24 -1 -9 - 2,2 1,1 1 -
Far\Close HK **LC M 130 23 9 33 +1 -22 - 3 1 1 Airborne frames 1-36, Stagger (+2) on crouching counter hit, Hard Knockdown on airborne opponent
Crouch LP H 40 5 2 9 +6 +2 SM,EX,SA,CA 1 1 1 Rapid fire cancelable into light attacks
Crouch MP H 70 10 4 12 +5 +1 SM,EX,SA,CA 0 1 1 Whiffs on airborne opponent
Crouch HP H 130 15 5 60 float -45 - 4 1 0 Airborne frames 15-28
Crouch LK L 50 6 3 10 +4 0 SM,EX,SA,CA 1 1 1 -
Crouch MK L 130 10 4 18 hard knockdown -2 - 2 1 1 -
Crouch HK M 130 13 14 56 hard knockdown -50 - 3 1 0 Airborne frames 8-29
Jump LP M 60 6 12 until ground+4 +12 +8 - 1 1 1 -
Jump MP M 110 8 6 until ground+4 +16 +12 - 2 1 1 -
Jump HP M 140 13 4 until ground+4 +20 +16 - 3 1 1 -
Jump LK M 60 5 15 until ground+4 +12 +8 - 1 1 1 -
Jump MK M 110 7 7 until ground+4 +16 +12 - 2 1 1 -
Jump HK M 140 14 6 until ground+4 +20 +16 - 3 1 1 -
Launcher **LC HP+HK H 100 13 2 53 switch -33 - 3 - - Crushes crouching attacks frames 1-14, Launches opponent while switching characters
Cross Cancel f+HP+HK (while blocking) H 100 9 3 41 hard knockdown -21 - - - - Invulnerability frames 1-9, Resembles Monster Lariat
Neck Hanging Tree LP+LK throw 140 5 2 20 hard knockdown - - - - - -
Body Slam b+LP+LK throw 150 5 2 20 hard knockdown - - - - - -
Body Press d+HP (air) M 110 9 8 until ground+4 +17 +5 - 0 0 0 Knockdown on airborne opponent
Hammer Hook f+HP H 160 16 3 34 -15 -20 - 0 0 0 Wall bounce on counter hit, Knockdown on airborne opponent, Whiffs on crouching opponent
Leap Attack d,n,d+MK M 50 17 9 until ground+4 +3 +1 - 0 0 0 "Airborne on frames 1-26, Stagger (+31) on crouching counter hit, Knockdown on airborne opponent, Hits crouching opponent on frame 19, On Hit: +5 on crouching opponent
"
Giant Palm Breaker LP qcb+LP H 80 19 2 10 +13 +10 - 1 0 0 Knockdown on airborne opponent, Hit counts as projectile
Giant Palm Breaker MP qcb+MP H 100 21 2 8 +15 +12 - 1 0 0 Knockdown on airborne opponent, Hit counts as projectile
Giant Palm Breaker HP qcb+HP H 110 24 2 7 +16 +13 - 1 0 0 Knockdown on airborne opponent, Hit counts as projectile
Giant Palm Breaker EX qcb+PP H 130 17 3 7 +16 +13 - 1,1 0,0 0 Knockdown on airborne opponent, Hit counts as projectile
Moonsault Press f,df,d,db,b,ub+P throw 230 6 2 28 hard knockdown - - - - - -
Moonsault Press EX f,df,d,db,b,ub+PP throw 250 6 2 28 hard knockdown - - - - - Invulnerability frames 1-6
Shootdown Backbreaker LK **LC f,d,df+LK air throw 160 5 8 54 hard knockdown - - 4 - - Airborne from frame 3
Shootdown Backbreaker MK **LC f,d,df+MK air throw 180 9 9 44 hard knockdown - - 4 - - Airborne from frame 3
Shootdown Backbreaker HK **LC f,d,df+HK air throw 200 12 12 41 hard knockdown - - 4 - - Airborne from frame 3
Shootdown Backbreaker EX **LC f,d,df+KK air throw 200 5 8 54 hard knockdown - - 4 - - Invulnerability frames 1-6
Meat Squasher f,df,d,db,b,ub+K throw 200 19 2 43 hard knockdown - - - - - After start up, Hugo will grab in 1 frame when close to opponent
Meat Squasher EX f,df,d,db,b,ub+KK throw 260 19 2 43 hard knockdown - - - - - After start up, Hugo will grab in 1 frame when close to opponent
Ultra Throw hcb+K or KK throw 60 9 2 52 wall bounce - - - - - EX version has more range
Monster Lariat LK qcf+LK H 70 18 3 29 float -10 - 3 1 0 Chargeable: 51F for EX Version and 100F for Super Art, 1 point of armor during start up
Monster Lariat MK qcf+MK H 70 22 3 29 float -10 - 3 1 0 Chargeable: 51F for EX Version and 100F for Super Art, 1 point of armor during start up
Monster Lariat HK qcf+HK H 70 28 3 29 float -10 - 3 1 0 Chargeable: 51F for EX Version and 100F for Super Art, 1 point of armor during start up
Monster Lariat EX qcf+KK H 70,70,70 14 3(15)4(16)2 23 0 -8 - 3 1 0 Chargeable: 51F for Super Art, 1 point of armor during start up and first active frame
Gigas Breaker **LC qcf+KKK H 70,80,80,150 6 3(15)4(21)2 34 hard knockdown -14 - 3,3,3 1,1,0 - 63 frames cinematic freeze before attack begins, Invulnerability frames, KKK held: 1 point of armor from frame 4, Attacks 8 frames after release, Cancels attack after 36 frames
Cross Art **LC qcf+MP+MK H 150+ 10 2 52 switch -32 - 3 - - 63 frames cinematic freeze before attack begins, Invulnerability frames 1-11

Boost Chain Frame Data

Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel "Notes
"
Far\Close LP **LC H 50 6 3 16 -2 -6 - Rapid fire cancelable into light attacks
Far\Close MP **LC H 70 12 8 19 -2 -10 - -
Far\Close HP **LC M 91 17 8 27 -9 -15 - On hit: -10 on crouching opponent, Hard Knockdown on airborne opponent
Far\Close LK H 50 7 3 10 +4 0 - -
Far\Close MK H 35,35 17 2(4)2 30 -7 -15 - -
Far\Close HK **LC M 91 23 7 40 -6 -29 - Airborne frames 1-36, Stagger (+2) on crouching counter hit, Hard Knockdown on airborne opponent
Crouch LP **LC H 40 5 2 12 +3 -1 - Rapid fire cancelable into light attacks
Crouch MP **LC H 49 10 4 22 -5 -9 EX,SA,CA Whiffs on airborne opponent
Crouch HP **LC H 91 15 5 68 float -53 - Airborne frames 15-28
Crouch LK L 50 6 3 10 +4 0 - -
Crouch MK **LC L 91 10 4 29 hard knockdown -13 - -
Crouch HK **LC M 91 13 14 68 hard knockdown -62 - Airborne frames 8-29

Move Analysis

Normal Moves

N/A


Unique Attacks

N/A


Normal Throws

N/A


Special Moves

N/A


Super Combos

N/A


The Basics

N/A


Advanced Strategy

N/A


Combos

Bread and Butters

  • qcb+HP, cr.MP xx qcf+LK, cr.LK xx qcb+HP, dp+MK (427)

(0bar, easy)

  • cr.mp x qcb+LP, cr.MP xx qcf+LK, cr.LK xx qcb+HP, dp+MK

Hit Confirm Combos

  • cr.LP, cr.LP~st.MP~HP+HK

(0bar, easy)

Post-launch combos

  • cr.LK xx qcb+HP, dp+MK

(0bar, easy)

Advanced Combos

overhead

  • d,d+MK, qcb+HP, cr.MP xx qcf+LK, cr.LK xx qcb+HP, dp+MK(434)

(0bar, counterhit, easy)

throw

  • hcb+K, cr.LK xx qcb+HP, dp+MK (324)

(0bar, easy)

Combos Into Supers

  • N/A

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