SvC Chaos: SNK Vs Capcom/Hugo: Difference between revisions

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(→‎Introduction: Made Hugo's Introduction.)
(→‎Moves List: Made Hugo's Normal Moves Section.)
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=Moves List=
=Moves List=
==Throws==
==Normal Moves==
:Press AB when near'':            '''Body Slam'''
You'll need to read this. Some of Hugo's normals can be useless in a match, but he have some normals that he '''WILL''' need in battle. Continue reading for more details.
:''Press CD when near'':            '''Neck Hanging Tree'''
 
''s.LP -'' The far and the close versions are the same. This is a great poke. It's fast, its reach is nice, you can rapid cancel it, but it whiffs against low crouching characters and cannot be normal canceled.<br>
''s.LK -'' The far and the close versions are the same. This can be used as poke too, because it doesn't whiff on low crouching characters, but it cannot be normal/rapid canceled. Can be comboed after a s./cr.LP too.<br>
''s.HP -'' (Far) It's a slow punch, but I could use it as an early anti-air. It whiffs on low crouching characters and cannot be normal canceled. (Close) This is a nice move. Why? It's an overhead normal. This can be Hugo's best move to use on the opponent's wakeup. It knocks down when it hits too. Cannot be normal canceled.<br>
''s.HK -'' (Far) It's a Idou Drop Kick(See in the Command Moves section), but Hugo will go only a little forward. Its range is pretty good, it knocks down, and I don't know why, but this is an overhead(I don't know why because it whiffs against almost all crouching characters in the cast). (Close) A two-hit kick. Some players think that this is an overhead too, but it isn't. This can be hard to use in a match, and cannot be normal canceled, but it's great in MAXIMUM Mode.
 
''j.LP -'' The Diagonal and the Neutral versions are the same. Hugo extends his hand. This is a great air-to-air and as a jump-in to use on combos.(I don't know why, but it looks like Hugo comes to the ground quickly if he uses it when he is falling from a neutral jump, but I'm not sure about this.)<br>
''j.LK -'' The Diagonal and the Neutral versions are the same. This is his best jump-in. Use it, and begin your combos with it. It's not that hard for Hugo to combo after this kick.<br>
''j.HP -'' The Diagonal and the Neutral versions are the same. I could use this as an air-to-air, and only that. It's hard to use it as a jump-in.<br>
''j.HK -'' Exactly the same as the above, but it's a kick.(Nice, Captain Obvious.)
 
''cr.LP -'' This is Hugo's best normal for combos. It's a s.LP, but it has less reach, and can be normal(And super) canceled, and that's nice. Can be used as a poke too, but the s.LP has better reach.<br>
''cr.LK -'' It has the same properties as the s.LK, but it hits low.<br>
''cr.HP -'' Strange headbutt that can be used as an anti-air. It knocks down, and cannot be normal canceled. I don't know if you'll need this move, because it can be unsafe if blocked.<br>
''cr.HK -'' A slower cr.LK, but it knocks down the opponent.


==Command Normals==
==Command Normals==
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==Exceed Moves==
==Exceed Moves==
:''Rotate 360 + AC'':            '''X^ Gigas Breaker'''
:''Rotate 360 + AC'':            '''X^ Gigas Breaker'''
=The Basics=
=The Basics=
=Advanced Strategy=
=Advanced Strategy=

Revision as of 22:53, 2 May 2016

Hugosvc.gif

Introduction

Hugo/Andore is originally a character from the Final Fight series(Along with Poison), and he appeared also in games like 3S, for example. If you don't know, he is one of those grappler characters, and he's in this game as "the guy with the 360 motion"(Zangief should be better in my opinion). Now for his Good and Bad Things.

The Giant Champ's Good and Bad Things

Good Things:

  • Fun to play;
  • Can parry High/Low moves;
  • High stamina(Probably the character with the most stamina in the game);
  • Nice damage on his moves;
  • His 360 grab is really easy to land;
  • Has simple combos;
  • Has nice range on some moves;
  • Some normals/Command Moves are overheads;
  • Can combo after some special moves;
  • Exceed is simple to do;
  • Has a 100% combo.

Bad Things:

  • He is HUGE(That's obvious);
  • He is slow(Same here);
  • Some of his anti-airs are not 100% realiable against some characters;
  • His air Command Move is hard to hit crouching chars, so it's almost useless against some characters;
  • He is unsafe if something whiffs/is blocked by your opponent(He is unsafe even if he is blocking);
  • Taunt doesn't boost your stats(Don't try to spam it);
  • He is easy to crossup, due to his Hitbox.

Moves List

Normal Moves

You'll need to read this. Some of Hugo's normals can be useless in a match, but he have some normals that he WILL need in battle. Continue reading for more details.

s.LP - The far and the close versions are the same. This is a great poke. It's fast, its reach is nice, you can rapid cancel it, but it whiffs against low crouching characters and cannot be normal canceled.
s.LK - The far and the close versions are the same. This can be used as poke too, because it doesn't whiff on low crouching characters, but it cannot be normal/rapid canceled. Can be comboed after a s./cr.LP too.
s.HP - (Far) It's a slow punch, but I could use it as an early anti-air. It whiffs on low crouching characters and cannot be normal canceled. (Close) This is a nice move. Why? It's an overhead normal. This can be Hugo's best move to use on the opponent's wakeup. It knocks down when it hits too. Cannot be normal canceled.
s.HK - (Far) It's a Idou Drop Kick(See in the Command Moves section), but Hugo will go only a little forward. Its range is pretty good, it knocks down, and I don't know why, but this is an overhead(I don't know why because it whiffs against almost all crouching characters in the cast). (Close) A two-hit kick. Some players think that this is an overhead too, but it isn't. This can be hard to use in a match, and cannot be normal canceled, but it's great in MAXIMUM Mode.

j.LP - The Diagonal and the Neutral versions are the same. Hugo extends his hand. This is a great air-to-air and as a jump-in to use on combos.(I don't know why, but it looks like Hugo comes to the ground quickly if he uses it when he is falling from a neutral jump, but I'm not sure about this.)
j.LK - The Diagonal and the Neutral versions are the same. This is his best jump-in. Use it, and begin your combos with it. It's not that hard for Hugo to combo after this kick.
j.HP - The Diagonal and the Neutral versions are the same. I could use this as an air-to-air, and only that. It's hard to use it as a jump-in.
j.HK - Exactly the same as the above, but it's a kick.(Nice, Captain Obvious.)

cr.LP - This is Hugo's best normal for combos. It's a s.LP, but it has less reach, and can be normal(And super) canceled, and that's nice. Can be used as a poke too, but the s.LP has better reach.
cr.LK - It has the same properties as the s.LK, but it hits low.
cr.HP - Strange headbutt that can be used as an anti-air. It knocks down, and cannot be normal canceled. I don't know if you'll need this move, because it can be unsafe if blocked.
cr.HK - A slower cr.LK, but it knocks down the opponent.

Command Normals

f + A: Slap(MC)
f + B: Hip Press(MC)
d + C in air: Body Press
Press C when standing near: Elbow
b / f + D from afar: Idou Drop Kick
f + AC: Joudan Blocking (aka "High Parry")
d + BD: Gedan Blocking (aka "Low Parry")

Special Moves

qcf + K: Monster Lariat(MC)
f,d,df + K: Shootdown Backbreaker(MC)
qcb + P: Giant Palm Bomber(MC)
hcb + K when near: Ultra Throw
Rotate 360 + P when near Moonsault Press
Rotate 360 + K: Meat Squasher

Super Moves

qcf,qcf + P (can hold): S^ Hammer Mountain
qcf,qcf + K: S^ Megaton Press

Exceed Moves

Rotate 360 + AC: X^ Gigas Breaker

The Basics

Advanced Strategy

Match-Ups