ヒューゴー, Hugo | |
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Difficulty | Easy Gameplay, Hard Execution |
Max Mode Needed? | Essential |
Tier Placement | Pick Someone Else (F) |
Standing Hitbox | Huge |
Crouching Hitbox | Huge |
Introduction
Hugo, or also known as Andore in the Final Fight series, debuted in the first FF game as a common enemy type (along with Poison), later debuting in Street Fighter III: Second Impact as a playable character. As the only grappler in the entire game, Hugo is unique in that regard to how he plays, but it's also arguable that he's seen better days. As a massive target on a tiny screen in a game filled to the brim with powerful zoners, to say Hugo fights an uphill battle is an understatement. He packs some decent tech, so he shouldn't be slept on in the rare instance you fight a Hugo player, but if you wish to play him yourself, pull out a pen and paper and start taking notes on his matchups.
Strengths | Weaknesses |
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SVC Chaos: SNK VS Capcom Frame Data Glossary | |
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Damage |
How much damage the attack does. This takes into account no defense modifiers, so the damage assumes a 0% damage modifier.
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Counter Damage |
How much damage the attack does on a counter hit, or when it connects with an opponent while they're performing an attack. Counter damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma. |
Guard |
Where the attack hits, and thus where it must be blocked.
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Guard Crush |
How much guard meter damage the attack does to the green Guard Gauge. |
Stun |
How many points of stun the attack adds to the opponent's invisible Stun Gauge. |
Meter |
How much meter is gained for performing/landing the attack. Special moves earn meter both when activated and when they connect with the opponent, whether it hits them or they block it. |
Cancel |
The type of cancel the attack can perform.
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Startup |
How many frames it takes before the move becomes 'active' or has a hitbox. The SVC Chaos wiki uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. Super and Exceed startup will calculate both the frames before and after the super flash animation as such: X+Y, with X being the startup frames before the flash animation and Y being the startup frames after the flash animation.
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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 a comma. (Example: 3, 4 - The attack has its first hitbox for 3 frames, then the second hitbox for 4 frames)
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Recovery |
How many frames it takes for a move to finish after it's been active. |
Total |
The total number of frames the attack lasts on screen for. This adds up the startup, active, and recovery frames into one number. |
Hit/Block Adv |
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.
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Invulnerability |
Indicates whether there's any frames of invulnerability during the attack. |
Move List
Normal Moves
Close Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | 5 | 4 | 9 | 18 | -1 | -3 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | 5 | 4 | 10 | 19 | -2 | -4 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Overhead | - | - | - | - | 16 | 7 | 14 | 37 | HKD | -3 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | 12 | 3, (4), 4 | 29 | 52 | 2nd= -13 | 2nd= -15 | - | |
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Far Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | 14 | 3 | 45 | 62 | -28 | -30 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | 22 | 4 | 41 | 67 | SKD | -27 | - | |
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Crouch Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | 5 | 3 | 9 | 17 | +0 | -2 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | 4 | 3 | 8 | 15 | +1 | -1 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | 12 | 10 | 48 | 70 | SKD | -40 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | 9 | 5 | 20 | 34 | SKD | -7 | - | |
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Jumping Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Overhead | - | - | - | - | 4 | 11 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Overhead | - | - | - | - | 4 | 16 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Overhead | - | - | - | - | nj= 12 ; dj= 11 | 6 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Overhead | - | - | - | - | 12 | 8 | - | - | - | - | - | |
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Command Normals
All of Hugo's command normals are important to him, so don't forget to use them in several matchups.
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | 7 | 4 | 32 | 43 | -8 | -10 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Overhead | - | - | - | - | 9 | 16 | 53 | 78 | HKD (+9) | -51 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | 5 | 9 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | 6 | 21 | 8 | 35 | X | X | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | 8 | 8, (1), 1 | 2 | 20 | X | X | - | |
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Throws
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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0 | 0 | Mid | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Special Moves
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
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qcf B | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
qcf D | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
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dp B | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
dp D | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
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qcb A | - | - | Mid | - | - | - | - | - | - | - | - | +8 | +2 | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
qcb C | - | - | Mid | - | - | - | - | - | - | - | - | +16 | +10 | - |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Super Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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14x5 | 18 | Mid (Overhead on 3rd) | 2x5 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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56 | 56 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Exceed
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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48x3 | 48 | Throw | 0 | 0 | 0 | X | 0+0 | 1 | 24 | 25 | HKD (+36) | X | 1F (Full invul at the very start) | |
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Strategy
Basic Strategy
Hugo's Gameplan
First, you'll need to master his parry system against the CPU/another player and the 360 motion. If you don't want to master those two, forget Hugo forever. But, Hugo has some other moves to use in the battle(offensively), like his long-range pokes(f+A and s./cr.A, for example), and his QCB+P(That clap, it's useful if you need to punish your opponent, but don't try use Hugo as a turtler, please). One more thing, Hugo can be slow, but he can travel in the screen with: his dash(You can cancel the dash by doing a s./cr.A, so you don't need to be scared), his DP+K(Good to use if you need to get out of the corner defensively), his run moves(like the QCF+K and the 360+K), and his Supers(He's fast in the QCF(2x)+P Super if you hold the button pressed, and for the anti-air super, you don't need to use it to travel, because the DP+K travels at the same distance as the Super in each versions).
Advanced Strategy
Getting close to your opponent with your parry
This is a nice part of Hugo's anti-zoning game: His parry-and-cancel. You can cancel Hugo's parry animation with ease after a projectile, and remember that the High Parry statys for a longer time than the Low Parry, and we don't have low-hitting projectiles in this game(Take this, Sagat), and to cancel into his QCF+K(If you need, you can even punish some projectiles), and that's a good and effective way to begin your parry training with Hugo.
Match-Ups
Combos
SVC Chaos: SNK VS Capcom Quick Combo Notation Guide | |
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Starters
Combo | Position | Damage | Stun | Difficulty | Notes |
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qcb P punish - qcb C, qcb A | TBA | TBA | TBA | TBA |
BnB Combos
Combo | Position | Damage | Stun | Difficulty | Notes |
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qcb P punish, followup with any combo | TBA | TBA | TBA | TBA | You'll need to master this combo. It's important to do damage, but only on punish matters, because it's unsafe if blocked, assuming they front step. |
(qcb P punish,) cr.A, qcf K | TBA | TBA | TBA | TBA | A simple and basic combo. You need to input the QCF+K right after the cr.A. Don't add a jump attack or another cr.A, because if you do that, the combo will not work. |
(qcb P punish,) cr./cl.A x5 | TBA | TBA | TBA | TBA | Use this if you need space. Simple to do. |
(qcb P punish,) cr.A, hcb K, dp K | TBA | TBA | TBA | TBA | |
(qcb P punish,) cr.A, hcb K, qcb K | TBA | TBA | TBA | TBA | |
qcb P punish, (cr.A x2,) 360 P | TBA | TBA | TBA | TBA | |
(qcb P punish,) cr.A, hcb K, qcf x2 K | TBA | TBA | TBA | TBA | Those are the possible followups to the Ultra Throw, and yes, you can cancel the cr.A into the Ultra Throw(Very hard, but it's possible, but don't do it if you're having problems). The QCF(2x)+K is the most damaging, but use the other two if you need meter. |
(qcb P punish / j.X,) cr.A x2, qcf x2 P | TBA | TBA | TBA | TBA | A tricky, but possible combo. Good damage. |
qcb P punish, (cr.A x2,) Exceed | TBA | TBA | TBA | TBA | Probably the only way to combo into Hugo's most damaging grabs and if you want to hard knockdown opponent also. If you want to combo with the Exceed, prepare yourself, because you'll see the opponent's lifebar falling down. |
Max Mode Combos
In Max Mode, Hugo is a beast. He can cancel powerful moves like his f.C, and his cl.D, for example. Now you'll see what he can do in his true form.
Combo | Position | Damage | Stun | Difficulty | Notes |
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st.C, (C)qcf K | TBA | TBA | TBA | TBA | A long range combo. Good to use if your opponent used a DP accidentally. |
qcb C, cl.D(2), f.A, qcf K | TBA | TBA | TBA | TBA | A tricky and good combo to begin. The damage is nice too(Hugo's damage IS nice). Watch out for the input after the f+A, because you can get a DP+K instead of a QCF+K. |
qcb C, (link) f.A, [(C)qcb C, qcb A, f.A,]xN, qcb C, qcb A, Exceed | TBA | TBA | TBA | TBA | This is Hugo's 100%(or 200%) combo. It's extremely good to use in a match(Your opponent will be scared to face you again after you land this powerful combo). If you want to begin with something faster, like QCB+A(It's faster than the QCB+C), f+A(By max canceling), go ahead. You can need this, but don't try to land it everytime. If you don't have the Exceed anymore, you can do a HCB+K combo after the QCB+P link(Followup with the Super, but it's not a 100/200% combo). |