SvC Chaos: SNK Vs Capcom/Hugo

From SuperCombo Wiki
ヒューゴー, Hugo
"I hold back for no one! I always bash full force!"
Difficulty Easy Gameplay, Hard Execution
Max Mode Needed? Essential
Tier Placement Pick Someone Else (F)
Standing Hitbox Huge
Crouching Hitbox Huge
Defense Modifier 208
Wall Jump No

Introduction

Hugofacesvc.png

Hugo, also known as Andore in the Final Fight series, debuted in the first FF game as a common enemy type (along with Poison), later debuting in Street Fighter III: 2nd Impact as a playable character. As the only grappler in the entire game, Hugo is unique in that regard to how he plays, but it's also arguable that he's seen better days. As a massive target on a tiny screen in a game filled to the brim with powerful zoners, to say Hugo fights an uphill battle is an understatement. He packs some decent tech, so he shouldn't be slept on in the rare instance you fight a Hugo player, but if you wish to play him yourself, pull out a pen and paper and start taking notes on his matchups.

Strengths Weaknesses
  • SF3-Style Parries: Hugo can perform high and low parries similar to his fighting game of origin but with command inputs, providing all the defensive utility of SF3 parries with more control.
  • Tied Highest Health in the Game: Hugo will live the longest compared to everyone else in the game, allowing him more mistakes in neutral.
  • 360 Command Grab: Hugo's signature command grab stands out as one of the few of its kind in the game and among the best, packing decent range and ultimately being the crux of his gameplan. This is by far Hugo's best source of meterless damage.
  • Simple Combos: Hugo's combos are all very straightforward. Some combos can be on the harder side depending on your execution level, but overall they require very little time to learn.
  • Good Range: Hugo's attacks overall, besides his grabs, pack pretty big hitboxes, making hitting the opponent fairly easy for him.
  • Good Mix of Overheads: Hugo has multiple grounded overheads with which to bully overly defensive opponents.
  • Easy to Perform Exceed: Arguably one of the best changes Hugo could have received from SF3, his 720 inputs are completely removed and his Exceed can be performed just like a regular command grab. This essentially means he can do it grounded, buffer it behind another move, combo it after a jab, etc. This seriously helps Hugo more than it might seem given how fast the game is.
  • Touch of Death Combo: Thankfully, despite his damage not being nearly as impressive as it could be, Hugo does have a TOD combo he can rely on to secure at least one round. The only issue is he needs his Exceed to use it, which means it can only be done once and only when Hugo is already down 50%.
  • SVC's Only Grappler: He's there to fill the one niche grappler players are severely lacking in SVC. You can't be called the worst grappler when you're the only grappler either. Hugo makes for very interesting matchups and is quite impressive to watch unfold. People will respect you if you can play Hugo well.
  • Massive to a Detriment: Hugo is covering the entire height of the screen and is a massive target in general. Not even Earthquake is nearly as tall as he is. Hugo is also incredibly easy to cross up, challenged only by Earthquake as the easiest character in the game to cross up. This does offer Hugo one slight advantage, as his weird hurtboxes give some characters proximity issues that forces them to play differently, albeit very slightly.
  • Slowest Character in the Game: Hugo is an incredibly sluggish character in several ways. His base buttons are alright and the majority of them aren't too slow, but Hugo can't reliably use most of them to keep up in a game as hectic as SVC. He has poor movement speed to boot, too.
  • Low Threat Level: Despite being a grappler, and with damage normally being the one big selling point of grapplers, Hugo's best damage output without meter is still very lacking. He can still rack up some pretty big damage quickly if he's played well, but the lack of damage in most cases is made immediately apparent once Hugo eats a huge punish in problematic MUs or struggles to get in.
  • Everything is Unsafe: Every choice you make with Hugo is a commitment. Poor movement, lack of ways to keep his turn, and a wide array of extremely unsafe moves means everything needs to be done with purpose to avoid severe punishment.
  • Unreliable Anti-Airs: Hugo's anti-air options are very slow, and in some matchups they're risky to even attempt without risking a significant punish.
  • Heavily Reliant on GCFS: Being as huge as he is and with poor mobility, Hugo can't afford to play patiently and slowly close the gap. Unless he's against a close-range character who is always in his face or other less problematic MUs, Hugo needs meter for Front Step to be able to punish at all, which in turn means less meter to save for Max Mode, which he also desperately needs.
  • Hard to Learn for Minimal Returns: Hugo has very few (if any) matchups that aren't unfavorable, which means not only does Hugo require a lot of effort to learn how to play extremely well, he also requires a lot of intense matchup knowledge in order to be competitive, and even then he's bound to struggle.
  • A Grappler in a Game Full of Zoners: Zoning is both extremely common and effective in SVC, and many of the game's best characters do it well. Hugo naturally struggles a lot in this environment.
  • Nightmare Matchups: Related to the previous point, matchups such as Red Arremer, Mars People, Akuma and Shin Akuma, and possibly others are unreasonably difficult to overcome, which is especially brutal considering how common some of these characters are.
SVC Chaos: SNK VS Capcom Frame Data Glossary
Damage

How much damage the attack does. This takes into account no defense modifiers, so the damage assumes a 0% damage modifier, or in other words the average defense modifier of 223 against characters like Kyo and Ryu.

  • Note: Damage is a little inconsistent. Example: Geese cl.A deals 5 damage. Against Zero, sometimes it does 5 pixels of damage to his life bar, other times it does 4 pixels. Against Ryu, cl.A does 4 pixels of damage, other times it does 3 pixels of damage. This info comes from the Enterbrain Mook, but most likely this is the cause of damage modifiers skewing the damage slightly, thus making it a bit inconsistent.
  • Damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma. It is listed because it's an official source for this info, just keep in mind damage is not 1-to-1 due to varying health values and screwy ways the game calculates damage anyways.
  • There will be a question mark next to the four mentioned characters because it's only a guess as to what the actual damage values are (until health and damage are better understood), since they were never gathered in the Mook.
  • Unfortunately, when doing attacks, the numbers dealt in damage do not match up with the mook. As an example, Geese's cl.C does 16 damage according to the mook, but against characters like Zero, it only does 14-15 damage, and very rarely it does 16 damage. Against Ryu, it does 12-13 damage at most. But against Orochi Iori, it also does 14-15 damage, and very rarely it does 16 damage. The mook does not explain how the numbers are obtained either, or against who they're tested against, if anyone. In other words, how these numbers were obtained if not through data mining is a mystery in itself, but it can be best assumed it was against 255 defense modifier characters, and at the max damage possible.
  • Lastly, moves like Geese cl.D, though it says 10x2 for the damage, which is true, damage scaling reduces total damage on the second hit. Max Mode also reduces damage dealt by roughly half at most.
Counter Damage

How much damage the attack does on a counter hit, or when it connects with an opponent while they're performing an attack. Counter damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma.

Guard

Where the attack hits, and thus where it must be blocked.

  • Mids can be blocked standing and crouching
  • Overheads must be blocked standing
  • Lows must be blocked crouching
  • Unblockable cannot be blocked
  • Throws break through block up-close
Guard Crush

How much guard meter damage the attack does to the green Guard Gauge.

Stun

How many points of stun the attack adds to the opponent's invisible Stun Gauge.

Meter

How much meter is gained for performing/landing the attack. Special moves earn meter both when activated and when they connect with the opponent, whether it hits them or they block it.

Cancel

The type of cancel the attack can perform.

  • Any - All cancel types work
  • Ch - Chain cancel; it can chain into other attacks (mostly just lights)
  • Self - Can chain only into itself
  • Cmd - Command cancel; can cancel into command normals
  • Sp - Special cancel; can cancel into special moves, and almost always this means super cancels are possible too
  • Su - Super cancel; can cancel into super moves
  • Free - Free cancel; can be cancelled in Max Mode by other special moves or super moves
  • Written only for special moves as all normals can be Free Cancelled, so writing it in for every move would be redundant
  • X - Cannot be cancelled, either outside of Max Mode or that it cannot be cancelled at all
Startup

How many frames it takes before the move becomes 'active' or has a hitbox. The SVC Chaos wiki uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. Super and Exceed startup will calculate both the frames before and after the super flash animation as such: X+Y, with X being the startup frames before the flash animation and Y being the startup frames after the flash animation.

  • The startup will not take into account the frames of the flash animation itself where time freezes and the opponent player cannot act.
  • Super flashes last 28 frames, whereas Exceed flashes last 27 frames.
  • Because there is currently no way to view throw boxes, it is assumed that throws/command grabs are at most 0-1 frames of startup. Truthfully, we don't actually know though.
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 a comma. (Example: 3, 4 - The attack has its first hitbox for 3 frames, then the second hitbox for 4 frames)

  • If there is a gap between sets of active frames, the gap is denoted by a number in parentheses. (Example: 3, (2), 4 - The attack is active for 3 frames, then is not active for the next two frames, followed by being active again for 4 frames.)
  • Throw boxes are not visible either through dipswitches or the hitbox viewer so it's only a guess how active throws and command grabs are, but it's probably one active frame at most.
  • This also applies to hitbox images - they will still show the push and hurtboxes of characters but outside of that, unfortunately there is no way to depict the throw boxes at the moment.
Recovery

How many frames it takes for a move to finish after it's been active.

Total

The total number of frames the attack lasts on screen for. This adds up the startup, active, and recovery frames into one number.

Hit/Block Adv

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.

  • SKD refers to a soft knockdown, or a knockdown you can tech roll out of.
  • HKD refers to a hard knockdown, one that you cannot tech roll out of.
  • All frame advantages assume Ryu as the opponent. If there are variable wakeup times, it is currently unknown info.
  • Also assume that on soft knockdowns, the frame advantage is when the opponent does not tech roll. If needed, a second frame advantage will be added next to it for when they do tech roll.
  • Frame advantages of projectiles assumes the opponent is point blank range. Any farther and this obviously changes and/or doesn't matter.
  • Block advantage assumes no use of Guard Cancel Front Step.
  • For one, it obviously decreases the attacker's frame advantage significantly.
  • When the defender uses GCFS is also a variable factor so you cannot provide a hard answer as to what the frame advantage is after GCFS, as well as how soon they cancel GCFS into an attack.
  • Generally speaking, just assume the block advantage minus the active frames of GCFS (18 frames), and that's a rough estimate of the frame advantage when GCFS is performed. Do keep in mind that GCFS technically has a slight delay when the dash is performed even if you register the input as early as possible.
  • This doesn't really matter in most cases, since the attacker will automatically be quite minus after most attacks.
  • It would only matter in situations where the attacker can punish GCFS attempts like with throws or multi-hit attacks, but even then, that's because the attacker canceled the blocked attack into another attack that the frame advantage of the blocked attack after GCFS no longer matters in that situation. All that matters, then, is the attack is cancelable at all.
Invulnerability

Indicates whether there's any frames of invulnerability during the attack.

Move List

Normal Moves

Close Normals

cl/st.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 5 4 9 18 -1 -3 -
  • A solid poke for its speed and reach. Can be rapid cancelled but not into specials, and it whiffs against low crouching characters.

cl/st.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 5 4 10 19 -2 -4 -
  • Similar in utility to st.A, with the tradeoff being that it doesn't whiff on crouchers but it can't be cancelled at all outside of Max Mode.

cl.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 16 7 14 37 HKD -3 -
  • Unique in that it's an overhead, and likely Hugo's best due to its safety and the knockdown it causes. A great oki option for when the opponent wants to block low or attempt to jump out of an expected command grab.

cl.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 12 3, (4), 4 29 52 2nd = -13 2nd = -15 -
  • A two-hit kick. Not an overhead despite its appearance. Potentially useful in Max Mode but otherwise better to avoid, as it can't be canceled normally and is actually unsafe on hit.

Far Normals

st.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 14 3 45 62 -28 -30 -
  • A very slow punch with potential use as a predictive anti-air, but it's incredibly risky due to not being cancellable outside of Max Mode and also whiffing on crouchers.

st.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 22 4 41 67 SKD -27 -
  • Hugo jumps in the air and performs a drop kick before landing. You can slightly influence the direction Hugo moves in during the attack by holding back or forward.

Crouch Normals

cr.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 5 3 9 17 +0 -2 -
  • Hugo's best normal for combos. Similar to st.A in both animation and utility but with less reach. Notably, this button is cancellable into special moves and supers.

cr.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 4 3 8 15 +1 -1 -
  • Hugo's fastest button. Hits low.

cr.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 12 10 48 70 SKD -40 -
  • Strange headbutt that can be used as an anti-air. It knocks down but is otherwise extremely risky, as it can't be cancelled outside of Max Mode and is very unsafe on block.

cr.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 9 5 20 34 SKD -7 -
  • Hugo's cr.MK from SF3. A slower version of cr.B that causes a knockdown and a decent sweep all things considered.

Jumping Normals

(n)j.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 4 11 - - - - -
  • Neutral/Diagonal Jumping Attack
  • Hugo extends his hand. This is a great air-to-air and a passable jump-in for combos.

(n)j.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 4 16 - - - - -
  • Neutral/Diagonal Jumping Attack
  • Hugo's best jump-in for its hitbox and decent hit stun.

(n)j.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - nj = 12 ; dj = 11 6 - - - - -
  • Neutral/Diagonal Jumping Attack
  • Useful as an air-to-air but not as a jump-in due to the height of its hitbox.

(n)j.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 12 8 - - - - -
  • Neutral/Diagonal Jumping Attack
  • Similar to the above, but it's a kick.

Command Normals

All of Hugo's command normals are important to him, so don't forget to use them in several matchups.

Slap
f.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 7 4 32 43 -8 -10 -
  • Hugo's st.MP from SF3, but in SVC it's a command normal. A great poke that doesn't whiff on crouchers. Notable in that while it can't be cancelled outside of Max Mode, it's a core part of his Max Mode combos.

Hip Press
f.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 9 16 53 78 HKD (+9) -51 -
  • Hugo's cr.HK from SF3. It's a funny overhead, but the recovery is terrible so use it with caution.

Body Press
j.2C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 5 9 - - - - -
  • Hugo's body splash. Deals good damage and very useful as a crossup, but it's prone to be low-profiled.

Joudan Blocking (High Parry)
f.AC
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 6 21 8 35 X X -
  • Hugo's SF3-style high parry. In SVC, because Hugo's parries are performed with command inputs they're more committal but also more reliable. During the active frames Hugo enters an auto-guard state that allows him to cancel into another move if the parry is successful (continue reading for more details). This version doesn't work against lows.

Gedan Blocking (Low Parry)
d.BD
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 8 8, (1), 1 2 20 X X -
  • Hugo's SF3-style low parry. Same as the above, but it only works against lows.
  • For whatever reason, Hugo's low parry is active for 8 frames, disabled for 1 frame, reactivates on the next frame, and then transitions to his non-existent recovery, so theoretically speaking you have a 1-frame window to punish Hugo during this parry.

Throws

Kof.lp.pngKof.lk.png Throw
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
24 24 Throw 0 0 0 X - - - - - - -

Kof.sp.pngKof.sk.png Throw
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
24 24 Throw 0 0 0 X - - - - - - -

Guard Cancel Blowback
Kof.sp.pngKof.sk.png on Block
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
0 0 Mid 0 0 0 X - - - - - - -

Special Moves

Monster Lariat
qcf K
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
qcf B - - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
qcf D - - Mid - - - - - - - - - - -
  • Hugo will run forward and knock the opponent down with a punch. Hugo can be punished with ease if this move is blocked/whiffs, so use with caution. In the D version, Hugo will run until he gets on the other side of the screen or if he touches the opponent.

Shootdown Backbreaker
dp K
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
dp B - - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
dp D - - Mid - - - - - - - - - - -
  • Hugo's anti-air grab. This can also be used as a follow-up to Ultra Throw for Hugo's classic grab combo. The D version makes Hugo "float" longer.

Giant Palm Bomber
qcb P
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
qcb A - - Mid - - - - - - - - +8 +2 -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
qcb C - - Mid - - - - - - - - +16 +10 -
  • Hugo's infamous clap. Has massive frame advantage on both hit and block, allowing you to either continue pressure or extend into Hugo's best combos. Much like in SF3, the C version can combo into the A version and be further extended from there with almost anything. Hugo significantly benefits from SNK's command grab mechanics here, as he can combo into any of these as well.

Ultra Throw
hcb K
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Hugo grabs the opponent and tosses them to the wall. This allows you to juggle the opponent into qcf+K, dp+K, or his qcfx2+K super. A staple for punish combos, especially after GCFS.

Moonsault Press
360 P
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Hugo's classic SPD. His most powerful special move with all the utility of a fast command grab.
  • NeoGeo games are somewhat notorious for having input interpreter issues with 360 motions, and how they don't always register correctly. In SVC, it's thankfully a lot easier here.
  • The most consistent way to get 360 is to press both up and the button at the same time. For the player, that means learning to press the button a little earlier than they're used to, so it lines up with the lever input. You can also skip diagonals on the 360 entirely, and press only forward, down, back, and up. Failing to press the button early enough means Hugo will jump instead, however pressing it too early means he'll do a special move you didn't intend.
  • Because of the very lenient input window, you can also do the 63214 motion, wait a little bit, press up and the punch button at the same time, and command grab will still come out, meaning you don't need to do it all at once if the situation allows. These lenient input rules also mean Hugo can do 360 at any point and not suffer a misinput with somewhat okay execution.
  • If specifically trying to combo 360 after st./cr.A for example and you misinput 360, one of three outcomes happens. If doing 360A, a misinput makes Hugo chain st.A into itself. He at least gets some damage from it, and it's safe, but no command grab and if blocked, the opponent can front step. If doing 360C, a misinput means Hugo does nothing after st.A. Worst case scenario, if you cancel either version too early, Hugo does 214P after st.A.

Meat Squasher
360 K
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Hugo runs and grabs the opponent before slamming them into the corner. The range of this move is great but it's incredibly slow and easy to react to from further away.

Super Moves

Hammer Mountain
qcf x2 P
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
14x5 18 Mid (Overhead on 3rd) 2x5 0 0 X - - - - - - -
  • Hugo's Super Art 3 from SF3. Hugo will do a 5-hit auto-combo after the input; you can hold the button used to perform the super to delay the auto-combo if you need to, but be careful holding it too long. The 3rd hit of this move acts as an overhead, so in the worst case scenario you may be able to knowledge check someone with this and connect with the rest of the super. You can use this to get out of the corner too.

Megaton Press
qcf x2 K
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
56 56 Throw 0 0 0 X - - - - - - -
  • Hugo's anti-air Super Art 2 from SF3. A nice follow-up to Ultra Throw if you need damage or otherwise have meter to spend. The button pressed will define the distance traveled.

Exceed

Gigas Breaker
360.pngKof.lp.pngKof.sp.png
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
48x3 48 Throw 0 0 0 X 0+0 1 24 25 HKD (+36) X 1F (Full invulnerability at the very start.)
  • Hugo's Super Art 1 from SF3, dealing massive damage compared to his other supers in SVC on account of it being his Exceed. Surprisingly good range and far easier to use than in SF3 due to only requiring a 360 input, and because of SNK's command grab mechanics it can even be used in combos! At the end of a Max Mode combo this can lead to a potential TOD, and even if the Exceed doesn't kill it still provides decent oki. In the worst case scenario its recovery is no worse than 360+P's on whiff, so you're not as likely to get severely punished if you miss. This is Hugo's great equalizer, with the sole downside being you can only perform it once in a match.

Strategy

Basic Strategy

Hugo's Game Plan
Hugo's unique parries and 360 command grab are the crux of his game plan, allowing him to retaliate from otherwise tense defensive situations with decent damage. His st.A/cr.A and f+A are his go-to pokes, and qcb+P can be used to dish out more significant damage on punishes. Despite qcb+P's heavy frame advantage, GCFS prevents claps from being more abusable against more knowledgeable opponents, so you will have to mix up your timing or your offensive options with buttons like cl.C or cr.D to score knockdowns. Hugo can be slow, but he has multiple ways to travel the screen, including his dash which is less committal due to being cancellable with a button in SVC, his dp+K which can sometimes be used to escape the corner, his running specials like qcf+K and 360+K, and his qcfx2+P super which runs forward surprisingly fast while the button used to perform it is being held.

Advanced Strategy

Using Parry

Hugo's parry is an essential tool for dealing with SVC's zoning, as you can cancel immediately after a successful parry into other moves. Notably, SVC doesn't have any low-hitting projectiles (take that Sagat), so Hugo can take advantage of the longer active frames on his high parry to absorb and incoming projectiles and position himself to punish with moves like Monster Lariat, scoring a knockdown and allowing him to initiate his game plan.

Match-Ups

Combos

SVC Chaos: SNK VS Capcom Quick Combo Notation Guide
  • cl. = close normal
  • st. = standing/far normal
  • cr. = crouching normal
  • f.; etc. = forward direction (NOT far)
  • X = any button
  • CH = counter hit
  • , = Used to separate attacks in the combo
  • / = Separates different options for the combo (mainly different starters or enders that are possible)
  • Unless otherwise stated (such as it's a link or you need to delay the attack), assume this is a chain/cancel.
  • Example: cr.B, cr.A, dp A ; cr.B chains into cr.A, then cr.A cancels into dp A
  • [b]~f = Indicates to charge back (or downback), then press forwards for the given special move
  • ( ) = Parentheses used to indicate the attack(s) within the parentheses are optional to add to the combo
  • (C) = Indicates a free cancel, aka a cancel only possible in Max Mode
  • (SC) = Indicates a super cancel via free canceling in Max Mode
  • (1) = Used to indicate how many hits of the attack should connect (or less than) before continuing with the combo
  • Example: cl.C(1), hcb P means that only one hit of cl.C should be performed before moving on to do hcb P, not more than one hit
  • [ ] = Used to distinguish combo loops or combo starters/etc. in case a certain attack is only possible after specific options
  • xN = Repeat the given loop for as many times as either possible or as many times as you wish

May change to numpad notation much later down the road.

Starters

Starters Combos
Combo Position Damage Stun Difficulty Notes
qcb+P Punish - qcb+C, qcb+A TBA TBA TBA TBA

BnB Combos

BnB Combos
Combo Position Damage Stun Difficulty Notes
qcb+P Punish, any follow-up TBA TBA TBA TBA The foundation of all of Hugo's best combos. Keep in mind that this should be largely reserved for punishes only, as claps are unsafe if the opponent uses GCFS against them.
(qcb+P Punish,) cr.A, qcf+K TBA TBA TBA TBA A simple combo. You need to input the qcf+K right after the cr.A. Only works from a single cr.A due to the spacing.
(qcb+P Punish,) cr./cl.A x5 TBA TBA TBA TBA Use this if you need space.
(qcb+P Punish,) cr.A, hcb+K, dp+K TBA TBA TBA TBA A standard example of being able to combo into Ultra Throw that ends with Hugo's anti-air grab.
(qcb+P Punish,) cr.A, hcb+K, qcf+K TBA TBA TBA TBA An alternate ender to the Ultra Throw combo that leads to a different knockdown.
qcb+P Punish, (cr.A x2,) 360+P TBA TBA TBA TBA An example of being able to combo into Hugo's 360.
(qcb+P Punish,) cr.A, hcb+K, qcfx2+K TBA TBA TBA TBA The most damaging basic example of an Ultra Throw combo that uses meter. Great as a potential Max Mode combo ender without Exceed or if you need to burn meter otherwise.
(qcb+P Punish / j.X,) cr.A x2, qcfx2+P TBA TBA TBA TBA A tricky but possible combo. Good damage.
qcb+P Punish, (cr.A x2,) Exceed TBA TBA TBA TBA Much like with Hugo's 360, this route can be used to combo into Hugo's Exceed outside of Max Mode. Provides a better knockdown and significantly more damage.

Max Mode Combos

In Max Mode, Hugo is a beast. He can cancel powerful moves like his f+A and his cl.D, for example. Now you'll see what he can do in his true form.

Max Mode Combos
Combo Position Damage Stun Difficulty Notes
st.C, (C)qcf+K TBA TBA TBA TBA A long range combo. Good to use if your opponent used a DP accidentally.
qcb+C, cl.D(2), f+A, qcf+K TBA TBA TBA TBA A tricky and good combo to start with. The damage is nice too. Watch out for the input after the f+A, because you can get a dp+K instead of a qcf+K.
qcb+C, (Link) f+A, [(C)qcb+C, qcb+A, f+A,]xN, qcb+C, qcb+A, Exceed TBA TBA TBA TBA Hugo's TOD combo with Exceed. You can just as easily initiate the combo with qcb+A or f+A as long as you enter the loop. If you've already used your Exceed, you can end with an Ultra Throw combo after the qcb+P link; the damage won't lead to a guaranteed TOD but will still be significant.

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