Street Fighter 3: 3rd Strike/Hugo/Strategy

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Overview

As said in the introduction, Hugo is not an offensive character. You have to be patient, and get close to the opponent to unleash command grabs in a safe way. Mix dashes and jumps to avoid a "pattern", and poke sparingly while you're advancing. With jumps the best you can use is HP (when far) or Body Splash (when near). When you're near, you can start your offense. Basically scoring a knockdown at point blank its the best possible option. You can go for a crossup with Body Splash, followed by low LK (and confirming with Monster Lariat (EX)), GPB HP to MP combos, missing GPB for a Moonsault Press, tick throw with Gigas Breaker using LK.

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.

  • Does incredible damage.
  • Instant startup, beats many moves.
  • Is a larger meter - hard to fill.
  • 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.

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 versuss 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.

  • Does good damage.
  • If missed, Hugo is screwed.
  • Easily beaten by other moves.

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 a clap comboed 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 oppossed to the reactive style of Gigas.

  • Does great damage.
  • Has running/cancel gimmick, which is useful for longer range confirms.
  • Easily beats other moves.
  • A few options to confirms into it.

Kara-Techniques

  • Kara UOH with MK. (strong)
  • Kara any clap with MK. (strong)
  • Kara backbreaker with HP. (useless)

Zoning

In the air, Hugo's zoning options are primarily hp and mp.

Mixups

c.lp OR c.lk OR lk -> any clap OR meatsquasher

Jumping attack on grounded opponent -> (c.lp OR c.lk OR lk) OR (wait for hitstun to end -> any command throw)

Whiff air normal, landing into SPD.

Whiff clap -> SPD

Buffer 720 into anything.

HP clap, buffer Gigas and execute on parried opponents.

Additional Notes

  • Personal Action: Attack and Defense up, max 4 per round. Holding HP HK = Throw damage up.
  • Hugo has a very high defense (only taunted Q surpass it).
  • Hugo has one of the highest stun bar.

3S Navigation

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