Street Fighter 3: 3rd Strike/Hugo/2021

From SuperCombo Wiki

Introduction

Hugo (or Andore as he was called in his initial debut as an enemy in the beat-em-up series Final Fight) is an ex-member of the Mad Gear Gang. His old gang now fallen, Hugo is determined to become the number one wrestler in the world, with his former gang member and long-time friend Poison as his manager. Hugo was first introduced to the Street Fighter series in Street Fighter III: 2nd Impact

Hugo is 3rd Strike's most straightforward grappler, moreso than Alex, and as such, requires exceptional patience to play. He can do an impressive amount of damage with only a few moves (theoretically capable of KOing Chun-Li with only 4 uses of his main command grab, the Moonsault Press), but his slow move speed and lack of ranged punish options makes getting his turn especially difficult. Hugo is also the largest character in 3rd Strike, meaning he has a big set of hurtboxes, and combined with his unsafe pokes makes him a sitting duck to a lot of hit-confirms.


Super Arts

SA1: Gigas Breaker

Gigas Breaker is great because it forces the opponent to play Hugo's game, lest they instantly lose half their health. Can be setup in a variety of ways including an SJ cancel A.K.A Tachi/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.

  • Does incredible damage.
  • Instant startup, beats many moves.
  • Usually takes close to or an entire round to fill the meter
  • If missed, Hugo is screwed.
  • Create unique dynamics in matches.
  • Free setups after, on opponent's wakeup.
  • Always be buffering 360 motions into your normals, jumps and other moves. This allows you to execute a second 360 on reaction, and thus Gigas on demand, without jumping.

SA2: Megaton Press

Megaton Press isn't used much, but can be used a lot like Gief's Aerial Russian Slam. It has very low priority and is hard to land versus an aware opponent. It can be used to counter characters who want to be in the air a lot, like Oro and Ibuki 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.

  • Excellent damage if hit raw
  • If missed, Hugo is screwed.
  • Zero priority; loses to all jump-ins
  • Particularly affected by damage scaling

SA3: 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, c.lks, j.hk, bodysplash, c.lk and allows for EX usage. It is one of two ways Hugo can deal big damage with a combo (the other is claps into EX clothesline). The best known SAIII player is YSB. Hammer mountain is the best choice if you want to player more hit-confirm based play-style, as opposed to the reactive style of Gigas.

  • Good damage output.
  • Has running/cancel gimmick, which is useful for longer range confirms.
  • Invincibility on startup, making it a true reversal.
  • Lots of moves that confirm into it
  • Tends to drop out if Hugo isn't right in the opponent's face.
  • Easily baitable and death on block or whiff.
  • Cheeky overhead
Strengths Weaknesses
  • Highest unbuffed health in the game, and with taunts that can increase it further, which leads to a long match in which the opponent makes more mistakes
  • Longest range light attacks in the game, and many pokes with very far reach. His pressure moves also reach fairly far
  • Excellent damage output and can take the round off of 2 to 3 right guesses.
  • Claps allow for tight and extremely versatile pressure and mix-ups, especially if it manages to knockdown.
  • very threatening with super, sa1 allows for tight and scary punishes, while sa3 is easily confirmable, corner carries well and has great range.
  • A third of his normals are nearly useless, leaving him with a bit of a limited toolset.
  • Slow pokes, making it difficult to whiff punish a lot of characters on reaction.
  • No consistent anti-airs
  • No true reversal outside of super, making it very hard for him to escape pressure if he starts a round on the back foot
  • Huge, tall hurtbox allows for unique combos and setups against him, and make certain moves that are trivial against other characters incredibly threatening for him.
  • Awful mobility, struggles to get in to start his pressure and his slow, floaty jump arc leaves him very vulnerable to anti airs.
  • Some characters have all the tools to easily and safely stay away from him.
Hugo
#3S_HU
3S Hugo Art.png
Vitals
Life Points 1385
Stun Points 72
Super Art Stock/Size
SA1 1/128
SA2 2/112
SA3 2/88
Ground Movement
Forward Dash duration/distance 22 (80px)
Back Dash duration/distance 22 (69px)
Jumping
Back Jump duration 42(6+33+3)
Neutral Jump duration 44(6+35+3)
Forward Jump duration 43(6+34+3)
Back Super Jump duration 50(8+39+3)
Neutral Super Jump duration 49(8+38+3)
Forward Super Jump duration 50(8+39+3)
Wake up
Wake up duration 69
Quick rise duration 54
3S Frame Data Glossary
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 an asterisk (ex: 3*5). If there is a gap between sets of active frames, the gap is denoted by a number in parentheses (ex: 2(4)2)

Attack

Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked).

Cancel options

Available cancel options.

  • "ch": Chain cancel (into itself or another light attack), refer to description for options.
  • "self": Self-only chain cancel. Much more restrictive than a standard chain cancel.
  • "tc": Target combo, refer to description for options. Successive attacks in a target combo may warrant their own move entry.
  • "dash": Grounded dashes.
  • "sj": Super jump.
  • "sp": Special move.
  • "su": Super Art.
Damage

Attack damage on hit in life points. Notation may denote multi-hit or "sweet spot" damage values on certain frames.

Hit/Block

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. D refers to knockdown on hit.

"Cr. Hit" is an additional frame advantage value denoting if the advantage on hit changes when the defender is being hit while crouching.

Kara Range

Almost all normal attacks can be canceled into a special or a multi-button command within three frames of startup. During that time, some attacks will shift position forward or backward and affect the reach of the special or command accordingly. This is denoted in pixels of range. There are a handful of moves in the game that can be kara-canceled after this initial window and will be denoted as a late kara-cancel.

Link

A combo that is performed by inputting the second move after the first move has completely recovered (as opposed to cancelling the first move's animation). In 3S, the final frame of a move's hitstun allows a character to block a normal or special move, as well as some projectile supers. Therefore, an attack's frame advantage must be 2 frames greater than the followup move's startup in order to link. Ex: a +6 normal can link into a 4f normal/special, or a 5f super.

Parry

This field will show a value of A if the attack can be parried standing or crouching, H if it must be parried standing or L if it must be parried crouching.

Recovery

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

Startup

How many frames it takes before the move becomes 'active' or has a hitbox. 3S uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4.

Stun

Amount of stun added to the opponent's stun bar on hit.

Throw range

Range in pixels from the center of the character to the center of the opponent which allows a grab to connect.

Frame Data

Standing Normals

5LP
Stand LP
Lp.png
(hugolp).gif
Startup Active Recovery Hit Cr. Hit
4 4 8 -1 -1
Damage Stun Guard Parry Block
6 5 - A -1
  • Cancel options: self
FATonline.png

Very good at stopping moves like alex elbow or hayate, occasional use for space control otherwise, lots of hurtbox extension, fairly niche.

5MP
Stand MP
Mp.png
(hugomp).gif
Startup Active Recovery Hit Cr. Hit
10 7 12 - 1
Damage Stun Guard Parry Block
21 13 - H -5
  • Self meter gain: Whiff: 2, Hit: 12, Block: 8.
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
FATonline.png

Really fun button, and a great poke for beginners. It can easily destroy low skill level players, with excellent reach and decent damage. However, the move is unsafe on block, meaning at higher levels it is rarely used. When Ken players start punishing MP on block with SA3, you'll know it's time to stop using this move.

5HP
Stand HP
Hp.png
(hugohp).gif
Startup Active Recovery Hit Cr. Hit
16 7 15 -1 1
Damage Stun Guard Parry Block
30 21 - H -3
  • Self meter gain: Whiff: 3, Hit: 21, Block: 11.
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
FATonline.png

This is an overhead move which does great stun/damage and is very easy to hit meaty thanks to its ample active frames. The move is slow enough to be visually reacted to, however very few players have enough experience fighting against Hugo to do this reliably. It's used very sparingly at higher levels, perhaps once a match after heavy conditioning.

5LK
Stand LK
Lk.png
(hugolk).gif
Startup Active Recovery Hit Cr. Hit
5 4 9 1 1
Damage Stun Guard Parry Block
8 3 - A 1
  • Cancel options: sp su
FATonline.png

An essential poke. Use it to set up frame traps with Giant Palm or an LK Meat Squasher. LK will reach over low moves at the right spacing, such as sweep and low-forward. This means it can be used sparingly to apply pressure against character's attempting to bully with superior low normals. Somewhat overshadowed by cr.LK in a similar vein to cr.LP

5MK
Stand MK
Mk.png
(hugomk).gif
Startup Active Recovery Hit Cr. Hit
9 6 23 1 3
Damage Stun Guard Parry Block
19 13 - H -4
  • 8 kara range
  • Self meter gain: Whiff: 2, Hit: 13, Block: 7.
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
FATonline.png

Suicide button, but also Hugo's best kara button, giving him an extremely easy kara into UOH + a decent kara throw.

5HK
Stand HK
Hk.png
(hugoshk).gif
Startup Active Recovery Hit Cr. Hit
21 8 28 -2 3
Damage Stun Guard Parry Block
26 19 - H -18
  • Self meter gain: Whiff: 3, Hit: 21, Block: 11.
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
FATonline.png

button to use when youre feeling yourself




Command Normals

6HP
Hammer Hook
F.png+Hp.png
(hugofhp).gif
Startup Active Recovery Hit Cr. Hit
14 4 33 4 4
Damage Stun Guard Parry Block
28 21 - H -14
  • Self meter gain: Whiff: 3, Hit: 21, Block: 11.
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
FATonline.png

Probably one of the worst buttons in the game, don't use outside of combos for the stun output. NOT AS USEFUL IN THE MIRROR AS YOU WOULD THINK





Crouching Normals

2LP
Crouch LP
D.png+Lp.png
(hugoclp).gif
Startup Active Recovery Hit Cr. Hit
4 3 8 -1 -1
Damage Stun Guard Parry Block
5 3 - A -1
  • Cancel options: self sp su
FATonline.png

Essential hit confirm into SA3, but otherwise completely overshadowed by 2LK. You won't be using this often

2MP
Crouch MP
D.png+Mp.png
(hugocmp).gif
Startup Active Recovery Hit Cr. Hit
7 5 12 -1 -
Damage Stun Guard Parry Block
16 3 - A -2
  • Self meter gain: Whiff: 2, Hit: 12, Block: 8.
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
FATonline.png

Essential, if clunky poke. You'll be using this to punish poorly-spaced fireballs and countering other pokes.

2HP
Crouch HP
D.png+Hp.png
(hugochp).gif
Startup Active Recovery Hit Cr. Hit
13 10 37 D D
Damage Stun Guard Parry Block
19 13 - A -29
  • 6 kara range
  • Self meter gain: Whiff: 3, Hit: 21, Block: 11.
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
FATonline.png

only usable in the mirror otherwise you die

2LK
Crouch LK
D.png+Lk.png
(hugoclk).gif
Startup Active Recovery Hit Cr. Hit
3 3 7 2 2
Damage Stun Guard Parry Block
7 3 - L 2
  • Cancel options: sp su
FATonline.png

Hugo's best button and one of the best lights in the game. You'll be using this constantly to check dashes or outframe other moves completely. Also your best cancel and frame-trap into clap/meat squasher. Hugo's best way of buffering Gigas by far

2MK
Crouch MK
D.png+Mk.png
(hugocmk).gif
Startup Active Recovery Hit Cr. Hit
8 5 17 D D
Damage Stun Guard Parry Block
17 3 - L -5
  • Self meter gain: Whiff: 2, Hit: 12, Block: 8.
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
FATonline.png

Very, very good sweep - lots of range and active frames, fast, hits like a truck, gets you a lot of ground, making it an amazing counterpoke. Don't get too predictable with it as it's death on parry

2HK
Crouch HK
D.png+Hk.png
(hugochk).gif
Startup Active Recovery Hit Cr. Hit
11 23 35 D D
Damage Stun Guard Parry Block
30 13 - A -43 ~ -18
  • Self meter gain: Whiff: 3, Hit: 21, Block: 11.
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
FATonline.png

FART ATTACK


Jumping Normals

j.LP
Jump LP
U.png/Uf.png+Lp.png
(hugojlp).gif
Startup Active Recovery Hit Cr. Hit
4 11 - - -
Damage Stun Guard Parry Block
7 9 - H -
FATonline.png
j.MP
Jump MP
U.png/Uf.png+Mp.png
(hugojmp).gif
Startup Active Recovery Hit Cr. Hit
7 8 - - -
Damage Stun Guard Parry Block
17 13 - H -
  • Self meter gain: Whiff: 2, Hit: 12, Block: 8.
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
FATonline.png

Nice air to air

j.HP
Jump HP
U.png/Uf.png+Hp.png
(hugojhp).gif
Startup Active Recovery Hit Cr. Hit
12 5 - - -
Damage Stun Guard Parry Block
26 17 - H -
  • Self meter gain: Whiff: 3, Hit: 21, Block: 11.
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
FATonline.png

One of the best airs in the game, covers a third of the screen, tons of plus frames and damage and in general is hell for characters like Q or Akuma. Tends to whiff a lot on shorter characters, so be careful throwing it out.

j.LK
Jump LK
U.png/Uf.png+Lk.png
(hugojlk).gif
Startup Active Recovery Hit Cr. Hit
4 16 - - -
Damage Stun Guard Parry Block
10 7 - H -
FATonline.png
j.MK
Jump MK
U.png/Uf.png+Mk.png
(hugojmk).gif
Startup Active Recovery Hit Cr. Hit
6 7 - - -
Damage Stun Guard Parry Block
17 11 - H -
  • Self meter gain: Whiff: 2, Hit: 12, Block: 8.
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
FATonline.png

Hits very low very quickly, fairly useful at the end of a jump or after air parry and easily comboed out of. Hugo's fastest practical air but still overshadowed by j.HP/HK/Splash

j.HK
Jump HK
U.png/Uf.png+Hk.png
(hugojhk).gif
Startup Active Recovery Hit Cr. Hit
12 7 - - -
Damage Stun Guard Parry Block
23 15 - H -
  • Self meter gain: Whiff: 3, Hit: 21, Block: 11.
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
FATonline.png

Hits like a truck, hits lower than j.HP. Useful against shorter characters. Has pretty low recovery, so you can sometimes feint it right before you hit the ground and trick the opponent into blocking

2HP (air)
Body Press
D.png+Hp.png (air)
(hugojdhp).gif
Startup Active Recovery Hit Cr. Hit
9 - - - -
Damage Stun Guard Parry Block
17 17 - H -
  • Self meter gain: Whiff: 3, Hit: 21, Block: 11.
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
FATonline.png

Hugo's most fun move by far, tons of plus frames, crosses up, stays out forever. Would probably be broken on another character




Throws

LPLK (mash)
Neck Hanging Three
Lp.png+Lk.png (mash)
(hugonht).gif
Startup Active Recovery Hit Cr. Hit
2 1 21 D D
Damage Stun Guard Parry Block
21 27 - - -
  • 32 throw range
FATonline.png

Comboes into st.lp and/or cr.mp (or SA2/3 if you're wasteful) depending on the character, and gives tons of corner carry. Outside of the corner, do MK backbreaker to get right up in the opponent's face again.

4/6LPK
Body Slam
B.png/F.png+Lp.png+Lk.png
(hugobs).gif
Startup Active Recovery Hit Cr. Hit
2 1 21 D D
Damage Stun Guard Parry Block
28 12 - - -
  • 32 throw range
FATonline.png

Leaves the opponent at the perfect clap range if they try to quick getup, and sets up a mixup if they don't. Deals lots of damage on top of that




Universal Overhead

MPMK
Knee Attack
Mp.png+Mk.png
Startup Active Recovery Hit Cr. Hit
15 10 5 0 ~ +8 1 ~ +9
Damage Stun Guard Parry Block
7 3 - H -5 ~ +2
FATonline.png

Hugo doesn't need UOH that much thanks to having a much better overhead, but it's there to use




Taunts

HPHK
Intimidation
Hp.png+Hk.png
(hugotaunt).gif
Startup Active Recovery Hit Cr. Hit
- - - - -
Damage Stun Guard Parry Block
- - - - -
  • Unheld taunt - Increases damage for the next hit/combo (not throw) by 18.8% (maximum 1 taunt). Also increases defense for the rest of the round by 6.3% per taunt (maximum 4 taunts, 25% bonus)
  • Held taunt - Increases damage for the next hit/combo/throw by 25%. One taunt is the maximum.
FATonline.png

You probably won't be using this much or at all, especially the held version since it's much better to just use the time you spent taunting getting in instead

STHPHK
Intimidation + Poison Taunt
Hp.png+Hk.png+(Start)
(hugotauntpoison).gif
Startup Active Recovery Hit Cr. Hit
- - - - -
Damage Stun Guard Parry Block
- - - - -
  • If this taunt is used, no bonus effect is applied
FATonline.png

ULTIMATE DISRESPECT




Special Moves

623K
Shootdown Backbreaker
Dp.png+K.png
(hugosbb).gif
Lk.png/Mk.png/Hk.png
LK Startup Active Recovery Hit Cr. Hit
5 9 30 - -
Damage Stun Guard Parry Block
32 14 - - -
  • 34 throw range
  • Self meter gain: Whiff: 2, Hit: 31, Block: ---.
  • Opponent meter gain: Whiff: 0, Hit: 8, Block: ---.
FATonline.png
MK Startup Active Recovery Hit Cr. Hit
17 10 25 - -
Damage Stun Guard Parry Block
32 14 - - -
  • 39 throw range
  • Self meter gain: Whiff: 2, Hit: 31, Block: ---.
  • Opponent meter gain: Whiff: 0, Hit: 8, Block: ---.
FATonline.png
HK Startup Active Recovery Hit Cr. Hit
12 12 29 - -
Damage Stun Guard Parry Block
32 14 - - -
  • 30 throw range
  • Self meter gain: Whiff: 2, Hit: 31, Block: ---.
  • Opponent meter gain: Whiff: 0, Hit: 8, Block: ---.
FATonline.png

"Anti-air" special move, but it loses to practically every jump-in, but unfortunately still basically Hugo's only anti-air. Hugo's most consistent option if you parry a jump-in and best option out of ultra throw. You can get a safe taunt out of this, but abusing the hard knockdown to get some ground is a much better idea. Button strength affects startup/distance travelled. HK version is sometimes useful as a hail-mary to get out of the corner.

4268P
Moonsault Press
360.png+P.png
(hugomsp).gif
Lp.png/Mp.png/Hp.png
LP Startup Active Recovery Hit Cr. Hit
2 2 36 - -
Damage Stun Guard Parry Block
42 18 - - -
  • 44 throw range
  • Self meter gain: Whiff: 2, Hit: 31, Block: ---.
  • Opponent meter gain: Whiff: 0, Hit: 8, Block: ---.
FATonline.png
MP Startup Active Recovery Hit Cr. Hit
2 2 36 - -
Damage Stun Guard Parry Block
45 18 - - -
  • 38 throw range
  • Self meter gain: Whiff: 2, Hit: 31, Block: ---.
  • Opponent meter gain: Whiff: 0, Hit: 8, Block: ---.
FATonline.png
HP Startup Active Recovery Hit Cr. Hit
2 2 36 - -
Damage Stun Guard Parry Block
49 18 - - -
  • 32 throw range
  • Self meter gain: Whiff: 2, Hit: 31, Block: ---.
  • Opponent meter gain: Whiff: 0, Hit: 8, Block: ---.
FATonline.png

Hugo's most important move and what you'll want to condition the opponent into getting caught by. If you do the motion with 6321478P, be careful as if you miss UP then Hugo will try to clap instead, which usually results in you getting hit and losing ground. Light has more range than heavy but deals less damage, and strong is in the middle. NOT AN INVINCIBLE REVERSAL, meaning it can be shut down by a perfectly timed meaty, but still occasionally useful to get the opponent off you.

4268K
Meat Squasher
360.png+K.png
(hugomsquasher).gif
Lk.png/Mk.png/Hk.png
LK Startup Active Recovery Hit Cr. Hit
21 ~ 24 2 30 - -
Damage Stun Guard Parry Block
28 13 - - -
  • 32 throw range
  • Self meter gain: Whiff: 2, Hit: 31, Block: ---.
  • Opponent meter gain: Whiff: 0, Hit: 8, Block: ---.
FATonline.png
MK Startup Active Recovery Hit Cr. Hit
31 ~ 52 2 33 - -
Damage Stun Guard Parry Block
28 13 - - -
  • 32 throw range
  • Self meter gain: Whiff: 2, Hit: 31, Block: ---.
  • Opponent meter gain: Whiff: 0, Hit: 8, Block: ---.
FATonline.png
HK Startup Active Recovery Hit Cr. Hit
44 ~ 67 2 36 - -
Damage Stun Guard Parry Block
28 13 - - -
  • 32 throw range
  • Self meter gain: Whiff: 2, Hit: 31, Block: ---.
  • Opponent meter gain: Whiff: 0, Hit: 8, Block: ---.
FATonline.png

Very hard to land, but if connected Hugo takes the opponent and puts them cornered in a side of the screen, and here's when Hugo can take advantage of the match. It doesn't do a lot of damage, but setups the opponent for you. Use the LK version immediately after a Body Press or when enemy likes to crouch in the middle of the screen, after a successful parry from an air attack, or during a parry on a ground attack. In those cases you can also do a Moonsault Press for the punish, but depend of your mixup game, the decision is yours to decide which attack you want to do, corner the enemy or punish him with a Moonsault. Throw-invincible during the run.

63214+P
Giant Palm Bomber
Qcb.png+P.png
(hugogpb).gif
Lp.png/Mp.png/Hp.png
Handy infographic2.png
hitbox infographic
(hugogpbex).gif
Ex.png
LP Startup Active Recovery Hit Cr. Hit
17 2 9 13 15
Damage Stun Guard Parry Block
19 15 - H 11
  • Cancel options: su
  • Self meter gain: Whiff: 3, Hit: 22, Block: 12.
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
FATonline.png
MP Startup Active Recovery Hit Cr. Hit
19 2 7 18 20
Damage Stun Guard Parry Block
22 17 - H 16
  • Cancel options: su
  • Self meter gain: Whiff: 3, Hit: 22, Block: 12.
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
FATonline.png
HP Startup Active Recovery Hit Cr. Hit
22 2 6 21 23
Damage Stun Guard Parry Block
24 19 - H 19
  • Cancel options: su
  • Self meter gain: Whiff: 3, Hit: 22, Block: 12.
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
FATonline.png

One of Hugo's best moves, very slow startup, but when hit or blocked but double-digits plus on block and can bait parries if used with SA1, making it an amazing move to use from a knockdown. LP clap is a nice high-priority poke and can catch many advancing moves like tackles or slash elbow. If you land a HP clap, you can either cash out LP clap>MP/EX lariat or gamble with a meat squasher to get the opponent straight to the corner. If you connect clap as an anti-air it can combo into backbreaker or lariat for incredible corner carry. Obliterates low-health characters especially Akuma

EX Startup Active Recovery Hit Cr. Hit
22 3 10 - -
Damage Stun Guard Parry Block
36 12 - H 10
  • Cancel options: su
  • Self meter gain: Whiff: -40, Hit: -40, Block: -40.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
FATonline.png

EX clap is rarely worth the meter. Instead save it for super moves which provide greater utility. Occasionally useful for chip kills.

236K
Monster Lariat
Qcf.png+K.png
(hugoml).gif
Lk.png/Mk.png/Hk.png
(hugomlex).gif
Ex.png
LK Startup Active Recovery Hit Cr. Hit
11 5 21 ~ 25 - -
Damage Stun Guard Parry Block
26 11 - H -8
  • Self meter gain: Whiff: 3, Hit: 18, Block: 12.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png
MK Startup Active Recovery Hit Cr. Hit
15 5 23 ~ 27 - -
Damage Stun Guard Parry Block
28 13 - H -10
  • Self meter gain: Whiff: 3, Hit: 18, Block: 12.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png
HK Startup Active Recovery Hit Cr. Hit
24 5 24 ~ 28 - -
Damage Stun Guard Parry Block
30 15 - H -11
  • Self meter gain: Whiff: 3, Hit: 18, Block: 12.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png

Slow, death on block, terrible hitbox, practically impossible to combo into. Only sees niche use to close in space or after air connect clap.

EX Startup Active Recovery Hit Cr. Hit
6 6 31 ~ 35 - -
Damage Stun Guard Parry Block
24 13 - H -22
  • Self meter gain: Whiff: -40, Hit: -40, Block: -40.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
FATonline.png

Very nice rewarding combo ender. You'll be using plenty of these if you run SA3, but if you're using SA1 retaining gigas is always better than spending meter on ex moves. If you do the move with negative edge (happens a lot if you special cancel quickly), Hugo is sent 3/4 screen, so be careful with how you combo into this. {

63214K
Ultra Throw
Hcb.png+K.png
(hugout).gif
Lk.png/Mk.png/Hk.png
LK Startup Active Recovery Hit Cr. Hit
7 2 36 - -
Damage Stun Guard Parry Block
12 7 - - -
  • 23 throw range
  • Self meter gain: Whiff: 2, Hit: 20, Block: ---.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: ---.
FATonline.png
MK Startup Active Recovery Hit Cr. Hit
7 2 36 - -
Damage Stun Guard Parry Block
12 7 - - -
  • 23 throw range
  • Self meter gain: Whiff: 2, Hit: 20, Block: ---.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: ---.
FATonline.png
HK Startup Active Recovery Hit Cr. Hit
7 2 36 - -
Damage Stun Guard Parry Block
12 7 - - -
  • 23 throw range
  • Self meter gain: Whiff: 2, Hit: 20, Block: ---.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: ---.
FATonline.png

Hard to find uses for, but very rewarding as a mixup, UT comboes grant more corner carry than SPD. UT > Clap > Backbreaker is a very scary option against a cornered opponent. Bizarrely the button strength affects the angle the opponent bounces off the wall at.




Super Arts

42684268P
Gigas Breaker
360.png360.png+P.png
(hugosa1).gif
Startup Active Recovery Hit Cr. Hit
1+0 2 36 - -
Damage Stun Guard Parry Block
102 18 - - -
  • 55 throw range
  • If final hit will inflict fatal damage and timer hits 00 near the peak of the final leap, game time-out will be disabled
FATonline.png

Hugo's most powerful Super Art, one of the most damaging in the game. A pseudo invincible grab, with excellent range and instant startup, making it unjumpable. Gigas does not require a full 720 motion. Instead 540 degrees, most usually executed as: 6321478963214 is enough. Only the cardinal directions are required. Good opponents will dramatically change their playstyle when this super is ready, in order to avoid a quick and painful death.

236236K (SA2)
Megaton Press
Qcf.pngQcf.png+K.png (SA2)
(hugosa2).gif
Lk.png/Mk.png/Hk.png
LK Startup Active Recovery Hit Cr. Hit
3 12 30 - -
Damage Stun Guard Parry Block
75 27 - - -
  • 51 throw range
FATonline.png
MK Startup Active Recovery Hit Cr. Hit
5 16 34 - -
Damage Stun Guard Parry Block
75 27 - - -
  • 51 throw range
FATonline.png
HK Startup Active Recovery Hit Cr. Hit
6 20 36 - -
Damage Stun Guard Parry Block
75 27 - - -
  • 51 throw range
FATonline.png

Strength of button affects the travel distance and startup. Stocks 2 and very fast, but loses to practically everything. Can combo after neutral throw/ultra throw but is severely affected by scaling. use if you're feeling yourself or for the memes

236236P (SA3)
Hammer Frenzy
Qcf.pngQcf.png+P.png (SA3)
(hugosa3).gif
Startup Active Recovery Hit Cr. Hit
4 18 47 - -
Damage Stun Guard Parry Block
64 24 - A -29
FATonline.png

Gives Hugo a valuable hit-confirm and true reversal, as well as ample meter to play with EX moves. Deals tons of damage/stun out of claps, even being able to touch-of-stun Akuma/Remy in the right circumstances. Has a cheeky overhead which can catch lots of lower level players off

3S Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Akuma
Alex
Chun-Li
Dudley
Elena
Hugo
Ibuki
Ken
Makoto
Q
Necro
Oro
Remy
Ryu
Sean
Twelve
Urien
Yang
Yun
Gill