Hugo
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 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 |
---|---|
|
|
Moves
Normal Attacks
Name
Command
Notes
Standing Light Punch
Standing Medium Punch
Standing Hard Punch
vs airborne
Standing Light Kick
Standing Medium Kick
Standing Hard Kick
vs airborne
can be steered with and
Crouching Light Punch
+
Crouching Medium Punch
+
Crouching Hard Punch
+
Crouching Light Kick
+
Crouching Medium Kick
+
Crouching Hard Kick
+
Jump Light Punch
/ / +
Jump Medium Punch
/ / +
Jump Hard Punch
/ / +
Jump Light Kick
/ / +
Jump Medium Kick
/ / +
crossup
Jump Hard Kick
/ / +
Unique Attacks
Name
Command
Notes
Body Press
air +
crossup
vs airborne
vs airborne
Hammer Hook
+
vs airborne
Leap Attack
+
vs airborne
Throws
Name
Command
Notes
Neck Hanging Tree
or + +
Body Slam
+ +
Special Moves
Name
Command
Notes
Giant Palm Breaker
+
vs airborne
Moonsault Press
+
Shootdown Backbreaker
+
Meat Squasher
+
Ultra Throw
+
Monster Lariat
+
when not
Super Combo
Name
Command
Notes
Gigas Breaker
+
hold 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