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

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(→‎Command Normals: Made Hugo's Command Moves section.)
(→‎Special Moves: Made Hugo's Special Moves section.)
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==Special Moves==
==Special Moves==
:''qcf + K'':                      '''Monster Lariat(MC)'''
Those guys below are dangerous moves against some characters, so use this time to plan your strategies.
:''f,d,df + K'':                  '''Shootdown Backbreaker(MC)'''
 
:''qcb + P'':                      '''Giant Palm Bomber(MC)'''
'''''Monster Lariat'''''
:''hcb + K when near'':              '''Ultra Throw'''
* QCF+K - 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 HK version, Hugo will run until he gets on the other side of the screen/if he touches the opponent.
:''Rotate 360 + P when near''       '''Moonsault Press'''
 
:''Rotate 360 + K'':                '''Meat Squasher'''
'''''Shootdown Backbreaker'''''
* DP+K - This is an anti-air grab. If the opponent jumps, try to hit him with this. This is a nice followup to the Ultra Throw. HK version makes Hugo "float" for a longer time.
 
'''''Giant Palm Bomber'''''
* QCB+P - This is a nice move for Hugo's combos. He claps, and, if this move wasn't blocked, followup with '''ANYTHING''' you have(Even his special grabs will connect after this move). You can connect the HP version with the LP version too.
 
'''''Ultra Throw'''''
* HCB+K - You'll need this in the match. You need to know the special properties of this move too. Hugo grabs the opponent, Hugo will grab the enemy and toss them in the "wall". After the opponent hits the "wall", you can juggle the opponent with his QCF+K, DP+K, or his QCF(2x)+K Super. Do it on punish combos.
 
'''''Moonsault Press'''''
* 360(Full circle motion)+P - Is like Gief's SPD. It's his most powerful special move, but the input is what you'll need to master. You can do the command after a jump.
 
'''''Meat Squasher'''''
* 360+P - Hugo runs and grabs the opponent before running to the other side to slam and get that damage. The range of this move is pretty good too, but don't try to aboose of this move, unless if you're against those turtlers.


==Super Moves==
==Super Moves==

Revision as of 13:34, 4 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 Moves

Now, you'll see an important part of Hugo's game: The Command Moves. All of them are important to him, so don't forget those guys below on some matchups.

Slap

  • f+LP - A normal slap. It's a nice poke too, because it doesn't whiffs on low crouching characters. This is part of Hugo's 100%(Or 200%, I don't know) combo, but remember that this move cannot be normal canceled. It's nice to use in the MAXIMUM Mode.

Hip Press

  • f+LK - This is Hugo's cr.HK from SFIII. It's an overhead, but use it with caution, because the recover is terrible.

Body Press

  • (In Air) d+HP - This is a great body splash. The damage is nice, and it can crossup the opponent. I don't know why, but it's hard to hit low crouching chars with this move.

Idou Drop Kick

  • b/f+HK(While Hugo is far from the opponent) - This is Hugo's far s.HK, but you can control it. Just hold backwards/forward and press the HK button. It has the same properties as the far s.HK.

Joudan Blocking (aka "High Parry")

  • f+PP - This is what you'll need to master if you want to main Hugo. Unlike in SFIII, you don't need to tap the command multiple times(And that's great), because this move has those autoguard properties. Remember that this move cannot save you from low hitting moves. You can cancel it after something hits Hugo(Continue reading for more details).

Gedan Blocking (aka "Low Parry")

  • d+BD - Same as the above, but it can autoguard only low moves. You'll need this in the match too. And this cannot save you from overhead moves.

Special Moves

Those guys below are dangerous moves against some characters, so use this time to plan your strategies.

Monster Lariat

  • QCF+K - 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 HK version, Hugo will run until he gets on the other side of the screen/if he touches the opponent.

Shootdown Backbreaker

  • DP+K - This is an anti-air grab. If the opponent jumps, try to hit him with this. This is a nice followup to the Ultra Throw. HK version makes Hugo "float" for a longer time.

Giant Palm Bomber

  • QCB+P - This is a nice move for Hugo's combos. He claps, and, if this move wasn't blocked, followup with ANYTHING you have(Even his special grabs will connect after this move). You can connect the HP version with the LP version too.

Ultra Throw

  • HCB+K - You'll need this in the match. You need to know the special properties of this move too. Hugo grabs the opponent, Hugo will grab the enemy and toss them in the "wall". After the opponent hits the "wall", you can juggle the opponent with his QCF+K, DP+K, or his QCF(2x)+K Super. Do it on punish combos.

Moonsault Press

  • 360(Full circle motion)+P - Is like Gief's SPD. It's his most powerful special move, but the input is what you'll need to master. You can do the command after a jump.

Meat Squasher

  • 360+P - Hugo runs and grabs the opponent before running to the other side to slam and get that damage. The range of this move is pretty good too, but don't try to aboose of this move, unless if you're against those turtlers.

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