Street Fighter 3: 3rd Strike/Hugo/Archive

From SuperCombo Wiki
Hugo's Character Select Portrait
Hugo's Neutral Stance

Introduction

Moves List

Normal Moves

Throws

Neck Hanging Three LP + LK
Body Slam F or B + LP + LK

Command Normals

Body Press While jumping, D + HP
Hammer Hook F + HP

Target Combos

  • None

Special Moves

Giant Palm Bomber D, DB, B + P (EX)
Moonsault Press 360 + P
Monster Lariat D, DF, F + K (EX)
Shootdown Backbreaker F, D, DF + K
Meat Squasher 360 + K
Ultra Throw F, DF, D, DB, B + K

Super Arts

I Gigas Breaker 720 + P 1 stock
II Megaton Press D, DF, F, D, DF, F + K 2 stocks
III Hammer Frenzy D, DF, F, D, DF, F + P 2 stocks

Move Analysis

Combos

Instead of Jumping HP, you can use Down+HP in the air for any combo that starts with Jumping HP.

Combos: Midscreen

  • Jumping HP-->Standing LK-->QCF+2K
  • QCB+2P-->QCF+HK
  • HCB+HK-->SA II
  • QCB+HP-->QCB+MP/LPxxSA III
  • Jumping HP-->Standing LK-->SA III
  • HCB+HK-->F, D, DF+HK
  • QCB+HP-->QCB+MP/LP-->Crouching MK
  • QCB+HP-->QCB+MP/LP-->QCF+2K
  • Crouching LK-->SA III

Combos:Corner

  • HCB+HK-->QCB+P-->F, D, DF+HK
  • HCB+HK-->QCB+HPxxSA II

Stun Finisher

  • HCB+HK-->Standing MP (x4)-->F, D, DF+LK

Frame Data

Normals

Throws

Command Normals

Special Moves

Super Arts

Additional Frame Data

Strategies

Overview

Super Art Selection

The SA you choose will depend on your preference and the matchup. The two most used supers are Gigas Breaker and Hammer Mountain.

Gigas Breaker is great because it creates a sense of fear in your opponent, has great comeback potential and can be setup in a variety of ways including an SJ cancel called a Tachi or standing gigas. It can also be buffered in a dash, but is mostly used in a situation where a parry or block can lead to fat ass damage. Drawbacks include a lack of combo-ability and loss of some EX potential. Hayao is arguably the best known SAI player, also notable is Eriho.

SAII isn't used much, but Megaton Press can be used a lot like Gief's Aerial Russian Slam. It can be used to counter characters who want to be in the air a lot, like Yun and Akuma and force them to play a ground game. It can also be used after an ultra throw, and in the corner after ultra throw and a clap. Does decent damage and allows for EX uses, most people pass it up to have either the power of Gigas or the flexibility of Hammer Mountain.

Hammer Mountain is Hugo's most flexible SA. It deals decent damage, can be used on wakeup or to charge through poke strings and as a whiff punisher. Deals excellent stun damage. Can be comboed from claps, clks, jhk, bodysplash, clk and allows for EX usage. It is one of two ways Hugo can deal big damage with a combo, the other is a clap comboed into EX clothesline. It is generally preferred in the Dudley matchup because he can escape Gigas/Earthquake Bomb with Backswing Blows and his strange hitbox. SAIII is also seemingly more popular in America than Japan, some of the best known mainly SAIII players include YSB, Adolfo Luevano, and Y-Da.

Kara-Techniques

Zoning

Mixups

Additional Notes

  • Personal Action: Attack and Defense up, max 4 per round. Holding HP+HK = Throw damage up.

Match-ups

Serious Advantage Match-ups

Advantage Match-ups

Fair Match-ups

Q

Disadvantage Match-ups

Yun Ken Makoto Yang Akuma Ibuki Necro Oro Ryu Alex Remy Elena Twelve

Serious Disadvantage Match-ups

Dudley- Dudley has the ability to outzone you with his long fierce and forward fierce, there isn't much to retalliate against this with rather than trading hits. His hits also do a lot of damage, but most importantly is the fact that his hitbox is strange so he is harder to throw. That combined with the powerful backswing blow makes this match difficult for Hugo. Even if you close the distance, he can still slip out, SAIII is generally preferred in this matchup, and your objective is to corner him and then control him there being mindful of his EX Uppercut.